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- Aug 16, 2017
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What I'd like to do is set up something that:
1) Takes the current inventory of the party (a variable or table? I'm not super advanced with programming, so multiple objects of varying quantities is something I'm not sure how to deal with).
2) Resets inventory to none/empty and/or 'loads' a saved 'party_inventory' variable.
3) Loads/sets the inventory from 1-2 into a pre-specified chest/event/etc.
I'd like to -try- to do this on my own, but I'm not entirely sure where to start.
I basically need to know how to:
A) Save a full inventory
B ) Load it for later use
C) Delete current inventory
D) Possibly have the ability to add/subtract items from an existing inventory, or combine multiple saved inventories.
This is -sort of- for multiple parties to avoid 'bag of holding' type play, which is why being able to combine (if two parties merge into one) would be cool.
I'm sure there's already a plugin similar to this and I'd be cool with looking at that if someone could link me, but I'm trying to get into coding so I want to write my own, I'm just not clear on where to start.
Any help or any recommended tutorials for working with RPG Maker MV/Javascripts would be really helpful.
I'm also instead toying with abandoning global items/gold and instead having an individual inventory/gold(the gold possibly represented as an item: Gold Piece x(#)). I'm not quite sure how to do that. Possibly where you select Item->You're prompted to pick a character in your party, and it loads the inventory/gold assigned to that character.
If someone can tell me how to add that step of 'selecting a character', and I had the previous info added, I could possibly do that.
Item->Locke->Load Locke_Inventory-> Display Locke_Inventory; Upon exit-> Save Locke_Inventory; Clear Current_Inventory, etc.
It's a little late, hopefully this all makes sense. Perhaps this should be two threads but they are related so perhaps not.
1) Takes the current inventory of the party (a variable or table? I'm not super advanced with programming, so multiple objects of varying quantities is something I'm not sure how to deal with).
2) Resets inventory to none/empty and/or 'loads' a saved 'party_inventory' variable.
3) Loads/sets the inventory from 1-2 into a pre-specified chest/event/etc.
I'd like to -try- to do this on my own, but I'm not entirely sure where to start.
I basically need to know how to:
A) Save a full inventory
B ) Load it for later use
C) Delete current inventory
D) Possibly have the ability to add/subtract items from an existing inventory, or combine multiple saved inventories.
This is -sort of- for multiple parties to avoid 'bag of holding' type play, which is why being able to combine (if two parties merge into one) would be cool.
I'm sure there's already a plugin similar to this and I'd be cool with looking at that if someone could link me, but I'm trying to get into coding so I want to write my own, I'm just not clear on where to start.
Any help or any recommended tutorials for working with RPG Maker MV/Javascripts would be really helpful.
I'm also instead toying with abandoning global items/gold and instead having an individual inventory/gold(the gold possibly represented as an item: Gold Piece x(#)). I'm not quite sure how to do that. Possibly where you select Item->You're prompted to pick a character in your party, and it loads the inventory/gold assigned to that character.
If someone can tell me how to add that step of 'selecting a character', and I had the previous info added, I could possibly do that.
Item->Locke->Load Locke_Inventory-> Display Locke_Inventory; Upon exit-> Save Locke_Inventory; Clear Current_Inventory, etc.
It's a little late, hopefully this all makes sense. Perhaps this should be two threads but they are related so perhaps not.
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