As for the speed reduction, I don't see a need for it at this time. I am basing this one off of inventory systems like Monster Hunter and Harvest Moon. Just as a heads up though, I may add one or make it optional pending on the needs of the developer at a later date.
Hello, everyone. I'm pleased to say that version 1.1 is released. This update includes a new item action window, in which the player can decide to use the selected item or throw away the selected item stack. Plus, an overwrite for the shop so that the player can only purchase items they already have in their inventory (if the inventory is full.) Enjoy!
@DraconisKnight Hello! Sorry to trouble you but I'm having a bit of trouble with getting the variable for the current item count. I've tried using $gameParty.getInventUsedSpace in a variable and $gameParty.getInventUsedSpace(17, 17 is the variable number I want to add the item count, in its own script call, but then I get this message when I call the variable:
@Uzuki Is it possible for you to show how you have the event setup? If not, I'll try to recreate it as soon as I have a chance. (Could be tomorrow or next week. Hopefully tomorrow. Currently away from my computer. )
@DraconisKnight No problem! And if it helps I'm not using any plugins that mess with items or variables outside of Yanfly's plugins, I don't have individual items on, and I have this plugin placed below Yanflys'.
Edit 7 March 2019: Bug has been squashed. In addition to fixing my isEnabled function, I've a couple new parameters that show the party's bag space in Scene Shop. You can choose between using "Used/Total Space", just showing the slots available (Empty), or having the empty shown over the total space.
Correction. I forgot that Possession can be edited in the project's database. So, that was removed, but I kept the modes for how you wish the inventory count to appear in Scene Shop.
I test it on item with <Exempt: 0>. I can purchase over the limit (purchase 11 when can carry additional 3 more) but then nothing appear in the inventory. If I continue to buy when it have reach the limit that item will become 0.
I'll double check it. I think I know what I goofed up, but it will be a few days before I test.
Edit 14 March 2019: @Lady Right where I thought it was. I'm keeping it at version 1.1a, but the plugin will need to be downloaded again. Issue was in my ShopBuy is Enabled function and after testing it over the past couple days, I've gotten it working right again. Thanks for catching it.
Simply remove the minus 1 from the exempt note tag, both the variable or $data approach.
<Exempt: $gameParty.numItems($dataItems(i))> , where i is equal to item's index in your database. Or <Exempt: $gameVariables.value(i)> , where i is equal the variable index that tracks that item's possession count.
With the $data, be sure to use the square brackets instead of parathesises around the index.
1. There seems to be a bug with renaming Item Limit Window Text:
(Nevermind the NaN, I already fixed that.)
2. I can't get it to play nice with Integrated Equip Menu. If Equip is lower in the plugin list, selecting an armor or weapon skips the action window. If yours is lower in the list, the use command in the action window doesn't work on armor or weapons.
3. Mr. Trivel's Limited Inventory had a tag for equipment that would increase or decrease your max inventory, could you add something like this..?
4. Discard item command seems to discard the entire stack. Could you add a "discard single" option?
@Kest I'll look at the Integrated Equip Menu when I have a chance. It has been awhile since I have looked at it, but it sounds like the use command is behaving as it should with weapons and armor. I have an idea, but it could be a bit.
The fourth request is a definite on the 'To Do' list as it was something that I wanted to get implemented along with the stack discard. As for the third, I will think about it.