Just finished and happy to say that I'm releasing 1.2. It has a new discard confirm window for a stacking inventory along with the command to jump to Scene_Equip along with the option of changing the new window's opacity.
@Kest I'm sorry that I just noticed the bug with the Item Limit window text. Fixed.
@Evren Sorry for now just seeing your message. I don't remember getting the alert for it. And thanks, I forgot to delete those last time as I have them in mine to test for bugs/compatiblity. (Remember to delete the extras this time.) Now, to the questions.
I can try implementing a way for someone to choose how many items to discard. Right now, it is planned to where stacks will be discarded assuming the inventory is set up as a 'slot' with the Exempt tag exempting all but one. This is something I'll be tinkering with now that I have the stack discard figured out/ironed out. (Hopefully, with one system written, it will be easier for me to figure out the other. Future 1.3 most likely that I will try to have out a lot sooner than it took me to iron out this current version.

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But, a heads up with this plugin and Yanfly's ItemDiscard is that I never figured out how to refresh the Item Limit Window via a patch in mine or a separate extension of theirs. As such, the only way to update the Item Limit Window is through exiting and reentering the Scene_Item.
On the items, I'll have to look at the gainItem function Zarsla wrote. They wrote it where the plugin will check if an item can be added or force discarded. Which is a concern now that I'm in the mood to iron out the non-stacking potential.
If the item is using the <Exempt: ($gameParty.numItems($dataItems[x]) - 1)> (or $dataWeapons/$dataArmors), it is just fine. But I see what you mean with an item using <Exempt: 0>. Initially, I personally planned on using conditional branches for space check along with a plugin like Yanfly's Core Engine with a Max Item note tag to help. With the check in the event, I could suggest checking one's pack if the pack is full. But, I'll definitely look into items already in possession with <Exempt: 0> and the gainItem function.
Thank you again.
