Dragonquest/Earthbound Style Personal Inventories

EmceeProphIt

Villager
Member
Joined
Jul 13, 2016
Messages
9
Reaction score
1
First Language
English
Primarily Uses
Hey guys! I've spent quite a while trying to find/cobble together something like this, but I haven't found anything quite right.

In Dragonquest and the Mother series, each party member can carry a certain amount of items, and have separate inventories. In addition, anything the player had equipped takes up a slot. Even duplicates of the same item are put in seperate slots. I like the way this adds a new dimension of planning before a battle, since you need to distribute healing items, tools, or alternate equipment.



Recent Dragonquest games are a bit different however, in that they also have a 'bag' that stores items that can't be used in battle. This combines the convenience of a typical ALL THE ITEMS style inventory, with the strategy and planning of individual inventories.



Here's the features I want ideally:

-Each character has their own inventory. There is also a 'Bag' that keeps everything not actively assigned to a character. Characters can only use items from their personal inventory in battle.
-Equipment automatically get's added to inventory and takes up a slot. If there's no room, the old equipment of that slot automatically gets sent to the bag.
-Characters can have different sizes of inventory (A chemist character for example should have lots of item slots)
-Duplicate items are counted individually, as in Potion, Potion, Potion, Ether, Ether. As opposed to Potion x3, or Ether x2. Items can stack in the bag as normal.


If anyone can make this, or knows of a plugin close to this, please contact me.

Thanks for the time and consideration. I hope someone can either help out, or at least has some advice. I've looked around for this for several months. Thanks :D
 
Last edited:

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,248
Reaction score
1,250
First Language
Spanish
Primarily Uses
RMVXA
character 1's inventory is actually bag[0] to bag[maxinventorysize]
of which, bag[0] to bag[5] is actually inventory.

from there,
bag[character1size+1], to bag[character1size+maxinventorysize] is character2's inventory.

and so on.

"bag" is technically infinite, unless you specify a maximum number of slots.
so, in reality, everything is always in the bag, just held into subdivisions
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
Please note that Plugin Requests is only for free resources. You mention that you would be willing to pay. Paid commissions go into the Classified Requests forum. However, you are not able to see that forum yet. You need 30 meaningful posts before it becomes visible to you.

Do you want to edit your OP to remove reference to payment, or do you want us to close this and wait until you can post in Classified?
 

EmceeProphIt

Villager
Member
Joined
Jul 13, 2016
Messages
9
Reaction score
1
First Language
English
Primarily Uses
Please note that Plugin Requests is only for free resources. You mention that you would be willing to pay. Paid commissions go into the Classified Requests forum. However, you are not able to see that forum yet. You need 30 meaningful posts before it becomes visible to you.

Do you want to edit your OP to remove reference to payment, or do you want us to close this and wait until you can post in Classified?
I'll remove the payment section for now then. If nothing comes of this I'll try the other forum later on. Thank you.
 

EmceeProphIt

Villager
Member
Joined
Jul 13, 2016
Messages
9
Reaction score
1
First Language
English
Primarily Uses
character 1's inventory is actually bag[0] to bag[maxinventorysize]
of which, bag[0] to bag[5] is actually inventory.

from there,
bag[character1size+1], to bag[character1size+maxinventorysize] is character2's inventory.

and so on.

"bag" is technically infinite, unless you specify a maximum number of slots.
so, in reality, everything is always in the bag, just held into subdivisions
Interesting. So this is theoretically something I wouldn't need a plugin for?

I don't suppose you know of any examples? I can try digging through the code. Where would I find the section referencing the maxinventory, and how would I assign them to characters?
 

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,248
Reaction score
1,250
First Language
Spanish
Primarily Uses
RMVXA
Where would I find the section referencing the maxinventory, and how would I assign them to characters?
that should be a constant defined by you, either as a note tag in the character's database, or within the code of the game, in a module of your making.

I don't suppose you know of any examples?
think about it.... where would you find a list of held items, in game?
find the class window_itemlist, and find the way it gets filled up with items.
all items are stored within $gameParty in items{}, which window_itemlist accesses as $gameParty.allItems() (I think... it should be findable tho)

you can split the bag into indexed subgroups, or come up with an array system that piled up and added to the non-assigned items would give you the total inventory.
("bag" is of course "items" within $gameParty)

everything you need, is accessible easy enough by reading the code: the item pile, the call to the item pile, the refreshing of the item pile, adding and taking items from the pile, and grouping items as equipped inventory.
 

EmceeProphIt

Villager
Member
Joined
Jul 13, 2016
Messages
9
Reaction score
1
First Language
English
Primarily Uses
that should be a constant defined by you, either as a note tag in the character's database, or within the code of the game, in a module of your making.


think about it.... where would you find a list of held items, in game?
find the class window_itemlist, and find the way it gets filled up with items.
all items are stored within $gameParty in items{}, which window_itemlist accesses as $gameParty.allItems() (I think... it should be findable tho)

you can split the bag into indexed subgroups, or come up with an array system that piled up and added to the non-assigned items would give you the total inventory.
("bag" is of course "items" within $gameParty)

everything you need, is accessible easy enough by reading the code: the item pile, the call to the item pile, the refreshing of the item pile, adding and taking items from the pile, and grouping items as equipped inventory.
Well I can give that a shot. Thanks~ Hopefully there's still some plugin that can help me along the way.
 

Zarsla

Veteran
Veteran
Joined
Jan 23, 2015
Messages
710
Reaction score
228
First Language
English
Primarily Uses
Umm this is really late but there is a plugin on the japanese fourms: you can get it here
 
Joined
Oct 29, 2014
Messages
156
Reaction score
4
First Language
English
Umm this is really late but there is a plugin on the japanese fourms: you can get it here
Hey guys! I've spent quite a while trying to find/cobble together something like this, but I haven't found anything quite right.

In Dragonquest and the Mother series, each party member can carry a certain amount of items, and have separate inventories. In addition, anything the player had equipped takes up a slot. Even duplicates of the same item are put in seperate slots. I like the way this adds a new dimension of planning before a battle, since you need to distribute healing items, tools, or alternate equipment.



Recent Dragonquest games are a bit different however, in that they also have a 'bag' that stores items that can't be used in battle. This combines the convenience of a typical ALL THE ITEMS style inventory, with the strategy and planning of individual inventories.



Here's the features I want ideally:

-Each character has their own inventory. There is also a 'Bag' that keeps everything not actively assigned to a character. Characters can only use items from their personal inventory in battle.
-Equipment automatically get's added to inventory and takes up a slot. If there's no room, the old equipment of that slot automatically gets sent to the bag.
-Characters can have different sizes of inventory (A chemist character for example should have lots of item slots)
-Duplicate items are counted individually, as in Potion, Potion, Potion, Ether, Ether. As opposed to Potion x3, or Ether x2. Items can stack in the bag as normal.


If anyone can make this, or knows of a plugin close to this, please contact me.

Thanks for the time and consideration. I hope someone can either help out, or at least has some advice. I've looked around for this for several months. Thanks :D
This is precisely what I've been looking for as well. In other words, welcome to my world!
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,981
Members
137,563
Latest member
cexojow
Top