Item Types

Would you like this feature?

  • Yes

    Votes: 65 90.3%
  • No

    Votes: 3 4.2%
  • Yes but not important

    Votes: 4 5.6%

  • Total voters
    72

Andar

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Description of the Feature:
  • Instead of a predefined list of four item types (regular item, key item, hidden item A and B ), give the option of a custom list of item types similiar to equip types or skill types.
  • Use a ! at the beginning of the item type name to indicate a hidden item (no cathegory on the item screen)
  • All non-hidden item types will become cathegories on the item screen, allowing the developer to group and order different types of items (like healing, combat, trade items, quest items and so on)
  • All hidden item types only become usable as selections on the "select item" command, similiar to the current two types. Unfortunately for some things two different selections are not enough - you can for example use one type for real keys to open different doors, another to select recipes on a cauldron, a third as placeholder to select which actors to summon in battle and so on. With a custom number of types, the select item command can become an improved show choices (choices are only available if the item is in inventory), but only two such hidden types is not enough for such options.


Why is this feature good?
This feature is great because of the following:
  • more versatility on item use
  • better ordering of items on item screen
  • Option to use "select item" as a graphic replacement for show choices (with the added option that the choices are only there if the item was gained in the past)
 
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Ms Littlefish

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Also gave it my "yes." More versatility and flexibility are always high on my wish list. :D
 

Faherya

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I totally agree. The lack of a script editor hinders these simple changes, which is a shame and an immeasurable regression. I even believe that it would be possible to include this in the same window for modifying the menu items. For example, if I want my item menu to have only one category, I need to search for a menu plugin for this. In other makers, just cut a few lines of the basic scripts. As far as I'm aware anyway.
 
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mlogan

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I'm honestly curious @Faherya, why, if with the other makers you would just cut the appropriate lines out of the scripts, why you can't do the same with MV? You can still edit the base code, you just need to open it up in an editor.
 

Faherya

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This is exactly the point. Why remove such a simple solution from the program itself? My internet is too slow to put images, so I'll illustrate with the code itself. Let's say that, in RPG Maker Vx Ace, I want to edit the items menu categories. The scripts are separate in the editor, with easy access and very well organized. In less than a minute you'll find what you need:

def make_command_list
add_command (Vocab: :item, :item)
add_command (Vocab: :weapon, :weapon)
add_command (Vocab: :armor, :armor)
add_command (Vocab: :key_item, :key_item)
end

Already in MV, I need to open the project folder, identify the file, and look for the command inside it. For those who open a file of the type for the first time, it takes a while to find this:


Window_ItemCategory.prototype.makeCommandList = function() {
this.addCommand(TextManager.item, 'item');
this.addCommand(TextManager.weapon, 'weapon');
this.addCommand(TextManager.armor, 'armor');
this.addCommand(TextManager.keyItem, 'keyItem');
};

Obviously, however small the change you make, you'll need to test. In Ace, just close the script editor and test. MV becomes dependent on an external editor to make any kind of change, regardless of complexity. If you do not have a specialized editor, and you open the file with notepad, it is even harder for the text to be unmarked.
 

mlogan

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Oh, I do get that it's more convenient with the in-engine script editor. But, it's not impossible to do with MV.
 

Faherya

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Certainly not. I expressed myself very badly up there, so forgive the mistake. Particularly, I believe that MV has the same potential of other engines, such as Unity, Construct 2 and the like. But it's minor inconveniences like this that hinder the developer's performance a little.
 

Andar

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@Faherya you forget the other difference: in MV the core engine gets updated, in Ace it was always as-is.
And every update will always remove any edits on the core files.
If you edit the corefiles like it could be done with previous makers, every edit will be lost on every update. Making a change as a plugin instead of an edit keeps it however, so it is good that edits to the corefiles are more difficult.
Previous makers didn't have that problem because they basically never got updated - so what do you prefer? The ability to edit corefiles, or the ability to update them like with the improvements here? because both at the same time doesn't work.
 

Faherya

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@Andar I meant exactly that. The changes you suggest remove the need to edit the files, streamlining the process. I am not disagreeing, on the contrary.
 

RetroBoy

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I recommended this EXACT same thing in another thread. Glad to see this one is getting support.
 

Flaqko

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ITEM TYPES and ITEM types of those types!! Example
Food is an item type. Types of food. Fruit or Meat. I need this to create a fruit basket that gives me 5 random fruits
and i need the food as an item type because of my caveman class. ( All food gives 2*s effects and hp regen
 

Poryg

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I 100% agree!
 

Rehtinor

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Yes, this feature would be greatly appreciated!
 

Rishi Raj Jain

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@Andar are you going to make a plugin or some to add this feature, or we have to edit some base file of the project
 

Poryg

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This is an Editor suggestions and improvement forum. That means it is an idea presentation directed towards developers to implement it directly to the engine.
 

Rishi Raj Jain

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This is an Editor suggestions and improvement forum. That means it is an idea presentation directed towards developers to implement it directly to the engine.
Oh! I didn't read in which Forum it's Posted, but I need this option.

Is there any Plugin to Change Item Type from Regular Item, Key Item, Hidden Item A, Hidden Item B. To any number of Custom Item list.

Edit : Code that could prove useful to make it work could be retrieved form this plugin.
Or​
This Plugin could be used until it's implemented in the game engine as default.
 

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