Actor Inventory

Tsukihime

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I forgot that getting party weapons and getting actor weapons meant two different things.


This..makes it a bit more difficult.
 

Hyomoto

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Trying to work my way through this, can't tell right now what's causing it though, everything looks like it should work.  When I unequip something it just disappears from the universe.  Everything uses the trade_item_with_party, which you've replaced but for some reason it doesn't work out that way.  I'm using a blank project to test it out now, I'll let you know if I figure it out but my post is twofold: one to let you know its happening, and two in case you know why.

I'm simply using Core Inventory, Actor Inventory, and Inventory Scenes for purposes of testing.

EDIT: Hah, duh.  Rather obvious, eh?  Commenting out the previous line did it, I'm a dunce.  It's returning my equips instead.  I found at least one thing I broke.  Digging in I see what you mean, it has a rather nasty effect, doesn't it?

EDIT2: I think the easiest way would be to leave it as is, and just create other methods for equips.  It seems easier to overwrite those methods than try to kajigger everything else, should be easier to wiggle it into compatibility?  Maybe.  Its ugly either way, eh?

EDIT3: Well, unless I come up with something else that broke (probably), this seems easiest.

  def inv_items    @inventory.items  end    def inv_weapons    @inventory.weapons  end    def inv_armors    @inventory.armors  end=begin  def weapons    @inventory.weapons  end    def armors    @inventory.armors  end=end  def equip_items    inv_weapons + inv_armors  end   def all_items    inv_items + equip_items  endObviously the commented out part is what gets deleted.  I'm sure you'll be more elegant, I'm just brute forcing it.
 
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Tsukihime

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A different way to access an actor's inventory weapons will be needed. It will require modifications to several other windows...which gets annoying.


The reason why I chose the "weapons" and "armors" names is because that's how the party defined it, and all windows accessed it that way.


But I guess since actor inventory is a new concept anyways I might as well just overwrite the other windows.


https://github.com/Hime-Works/Requests/issues/135
 
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Caedmon

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Tsukihime did you ever figure out the solution to this script?  I still love this idea for a script.
 

Caedmon

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A different way to access an actor's inventory weapons will be needed. It will require modifications to several other windows...which gets annoying.

The reason why I chose the "weapons" and "armors" names is because that's how the party defined it, and all windows accessed it that way.

But I guess since actor inventory is a new concept anyways I might as well just overwrite the other windows.

https://github.com/Hime-Works/Requests/issues/135
The post right above mine that links to your website with an open ticket.
 

WinglessRM

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Does anyone know how to make this compatible with MogHunters Monogatari menu?
 

Ninten0

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I figured out my question.
 
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wrathunleashed

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How can i optimize equipments of each individual actors using event.
 

Dymdez

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Hime, this is excellent work, can't wait to use it
 

FireDusterStudios

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How can i optimize equipments of each individual actors using event.
Through an event? well I believe you just call the actual optimize command found somewhere in the scripts that the project was initialized with, but I may be wrong, and I don't have the exact phrase needed to tell you at the moment, as I don't use "optimize" or "clear" when developing. But that's me.
 
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Tsukihime

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Fixed bug where equip optimization was checking party inventory instead of actor inventory.
 

FireDusterStudios

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Fixed bug where equip optimization was checking party inventory instead of actor inventory.
Good to know. Keep up the good work :D (Well i mean, when you feel like it I can't FORCE you :p )
 
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Himeworks, I have a nice suggestion for you. An MV plugin like this script would be real nice!
 

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