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Hello, this system works fine when I try it with the basic system. I bought it today as a pro version 1.8 and in the pro version it delays my game for minutes.
Seems like something wrong with plugins .json files (data folder). Do you replaced them with PRO version ones?
 

furkan2

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Seems like something wrong with plugins .json files (data folder). Do you replaced them with PRO version ones?
Yes, these problems occurred even though I changed it.
I spent hours as my game will be released soon.
There were a lot of problems, please help, I like your bag system but I can't use it properly.
I'm going to provide you with a big incompatibility report soon.
For now this is my urgent problem
"http://www.yanfly.moe/wiki/Equip_Requirements_(YEP)"
<Equip Requirement>
level > 29
</Equip Requirement>
This code allows the gun to be fitted at level 29 and above, unfortunately equips this gun when I want to wear it at lower levels than the bag while it should not be equipped. The game freezes as a result of this incorrect installation.
Please this code
<Equip Requirement>
level > 29
</Equip Requirement>
Help me on how to meet the bag system
 

CosBlade

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Hi there! Great plugin! I got the Pro version and so far it's worked wonderfully, today I found a bug and I'm unsure how to fix it. I also have one unrelated question.

I'm using the option for Gold to use an "item" because I much prefer the player to see it visually in the chest. Works great if the player selects the items individually, however it seems when the player selects "take all" that the item isn't read as currency and transfers to the players inventory as a useless item. Mine's a key item, I don't know if that's the issue.

My other question is related to the display of the inventory. The HUD in my game is player controlled, and I'd love it to stay on screen between map transfers if the player already has the inventory window open. Is this at all possible with this plugin?
 

xabileug

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wow if there is a throw out items, maybe you can add the disassemble/recycling function too. i saw this feature in some web browser games. instead of deleting the item, new items are gained instead.
 
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I'm using the option for Gold to use an "item" because I much prefer the player to see it visually in the chest. Works great if the player selects the items individually, however it seems when the player selects "take all" that the item isn't read as currency and transfers to the players inventory as a useless item. Mine's a key item, I don't know if that's the issue.
Fixed in version 1.9.
wow if there is a throw out items, maybe you can add the disassemble/recycling function too. i saw this feature in some web browser games. instead of deleting the item, new items are gained instead.
Thank you for good idea.

My other question is related to the display of the inventory. The HUD in my game is player controlled, and I'd love it to stay on screen between map transfers if the player already has the inventory window open. Is this at all possible with this plugin?

You can achieve it via script calls:
1) For check Map Inventory opened: PKD_MI.isInventoryOpened()
2) Open Map Inventory: OpenMapInventory()


Update 1.9 available

Limited Cells how look.png


Changelog:
  • New: Limited Cells System (PRO)
  • New: Plugin commands for MZ
  • Plugin parameter: Description static position?
  • (allows you set static position for description windows)
  • New: Items now supports multiple types
  • (for example: Weapon|Tool)
  • New: You can set custom icons for diffirent chests
  • (script call MISetIconForChest)
  • Fixed: Take All button and Gold Item bug
  • Some small fixes and changes

All new features descriptions you can find here: Update 1.9 features overview

Download by link in first thread post (link updated) or on plugin web page
 

CosBlade

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Amazing update, thank you! Can't wait to try!
 

Mike-Turtle

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Love this plugin. Subscribed to your ******* just for this. Works great with most other plugins but I'm having some issues with the MV version and MechPen's 'Sharp Text' Plugin. When used together all the text inside the inventory windows will only show as black? I've not had chance to look into it yet but I'm hoping to be able to get them to work together. It's so nice to have non blurry text!

EDIT: The MP Sharp Text plugin wasn't able to read the RGB colours from your script. Converting them to hex did the trick!
 
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LittleLynx

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Hi! Don´t know if anyone asked it this already but I can´t use the normale consumable items from the inventory. What could causing this problem? (I have the Pro Version)
@Pheonix KageDesu


Edit: Problem solved, everything is fine again. XD
 
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LittleLynx

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@Pheonix KageDesu

I have a quick question.
How exactly can I query whether the player still has free inventory cells? (or if he no longer has free cells, that the new item cannot be picked up or a message comes like "I can´t carry any more items")?
 
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LittleLynx

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I had seen that too, the thing is that I don't really understand how it's meant. ^^'
So in the sense of how I can use it concretely as a query.
I had tried it once with "IsHaveFreeSlotsForWeapons(true)" and with "IsHaveFreeSlotsForWeapons(false)" as a plugin-command.
Or do I have to check it as a conditional branch via script command?
 
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This plugin is simply amazing, but I have a question.

Instead of the outline graphics for rarity, is it possible to just change the colour of the name itself to it's corresponding rarity colour?

I was looking at this line referenced previously in this thread:


},
"QualitySystem": {
"qualityIcon": null,
"Levels": [
["[Common]", "#DDDDDD"],
["[Uncommon]", "#14da00"],
["[Rare]", "#1b44fe"],
["[Unique]", "#f0b500"]

I was wondering if I could simply.....I dunno, write out an extension to this, that also applies to ItemName colour?
 

twosnakes

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In the pro version, is there a way to hide the visibility of the hot items?

For a cutscene I've managed to hide everything accept the hot item cells.
 
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In the pro version, is there a way to hide the visibility of the hot items?

For a cutscene I've managed to hide everything accept the hot item cells.
Seems like not special plugin commands for this.

Use script calls: (hide and show)
1) PKD_MI.eUI.visible = false;
2) PKD_MI.eUI.visible = true;

This script calls hides all items that relative to Map Inventory plugin (inventory, buttons, chests, hot items)
 
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Update 2.0 available

Gamepad support​

Gamepad.png

Now Map Inventory supports gamepad control.
You should go in Plugin Parameters and set parameter Is Use Gamepad? to true

PP_Gamepad.png

In future updates will be added opportunity to change key bindings

SP and EX parameters for equipment​

ExtraStatsSX.png

Extra descriptions for equipment​

You can add addition formatted description to equipment items (weapons and armors).
First you should add description text in Plugin Parameter Extra Descriptions

PP_ExtraDesc.png

Example:
ExtraDescrNote.png

Switch stats and descriptions by Mouse Wheel or X gamepad key
MI20_NewStats.gif


Item name matching Quality System level​

Item Quality System should be ON
See new Plugin Parameter Items names with quality colors?

QualityLevelColors.png

Fixed sticky window bug (dragging)​

Now when you dragging one window it’s not sticks to another opened window
MI20_StickyBugFix.gif


Added compatibility* for:​

  • Alpha ABS Z active battle system plugin
  • Alpha NET Z multiplayer plugin
*Basic compatibility – not all futures works yet

Other​

  • Fixed game crush when you try Battle Test from RPG Maker editor
  • Added script calls for show and hide Map Inventory whole UI (hot items and windows)
  • Small fixes and improvements
 

gothicvoid

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Fixed sticky window bug (dragging)
Now when you dragging one window it’s not sticks to another opened window
MI20_StickyBugFix.gif
There is an issue conflict with Yanfly Saved Event Locations Plugin and this feature. Can you do a compatibility fix? Tried getting your attention on discord...
 

twosnakes

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I think I found a bug.

When the division slider is open and you press the take all key instead of finished with the division my game crashes?
TypeError: Cannot set property '1' of undefined
 

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