Question on Bravo Storage System

mylafter

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I'm using Bravo's Storage system which can be found here.

On line 36, it says that if we want to check the amount of an item for a certain storage use this script call:
"storage_item_number(name, type, id)"

For example, I store 3 potions and then used the script call(above), but nothing happens. Am I doing something wrong? I put all the correct information the script call needs in order to work but there's no way for the script to tell me the amount. I just don't get how that script call is suppose to tell me how many potions I stored in my storage. Hope this makes sense. Let me know if you have any questions. I'll try my best to explain further if needed. (I used the script call that checks the amount of potions in a different event, by the way.)
 

KK20

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How are you using storage_item_number? Are you putting it into a game variable? Do you want to do a msgbox_p on it?

I made two events. First event has the script call
Code:
open_storage('Cashbox', true, true, true)
The second event has the script call
Code:
a = storage_item_number('Cashbox', :item, 1)
msgbox_p a
I talk to the first event and put 4 Potions into it.
I talk to the second event and I get a pop-up window saying "4".
 

mylafter

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How are you using storage_item_number? Are you putting it into a game variable? Do you want to do a msgbox_p on it?

I made two events. First event has the script call
Code:
open_storage('Cashbox', true, true, true)
The second event has the script call
Code:
a = storage_item_number('Cashbox', :item, 1)
msgbox_p a
I talk to the first event and put 4 Potions into it.
I talk to the second event and I get a pop-up window saying "4".
Okay, I feel like a complete idiot. I totally forgot variables have script calls in them. When the script said to use it in a 'script call', I thought it just meant in the normal 'script call' in the event command.
It's working fine for me now. Sorry, for wasting your time. But you did help, so thank you!

I do have some new concerns though. My game crashes when I use the script call command: clear_storage(name).
It says "Script 'Game_Interpreter' line 1411: ArgumentError occured. wrong number of arguments (1 for 0)"

Also, I'm only using the store items options. I'm not storing categories or gold. So my question, is there a way to prevent the player from storing weapons and armor? I only want the option to store items.
 
Last edited:

Roninator2

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Line 362
you'll need to adjust the columns

line 374
comment out the two for armor and weapons.

Error is because the command does not have the proper arguments specified in the method.
change to
def clear_storage(name)
Line 157

putting it into a game variable?
I forgot all about that as well. I figured the script would make it's own box from the command.
 

mylafter

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line 374
comment out the two for armor and weapons.
Everything you said works except for the commenting out those two lines. It's still possible to store weapons and armor even if I comment out lines 374 and 375.
 

Roninator2

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How is it possible to store weapons through the storage system if the commands are not there?
upload_2019-4-20_22-34-14.png
 

mylafter

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How is it possible to store weapons through the storage system if the commands are not there?
View attachment 113943
I found a way to fix it. I comment out lines 426 and 427. Now the weapons and armor can't be selected.
But now I'm wondering. How does your script call to open the storage look like? Mine is: "open_storage('Storage', true, false, false)"
 

Roninator2

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I see. The difference was I left the category in. When you do it your way it takes all items and weapons and armor.
open_storage('Storage', true, true, false)

Found another way to not have the weapons show up.
Code:
  def include?(item)
    case @category
    when :item
      item.is_a?(RPG::Item)
#~     when :weapon
#~       item.is_a?(RPG::Weapon)
#~     when :armor
#~       item.is_a?(RPG::Armor)
    when :all
      item.is_a?(RPG::Item)
#~       item
    else
      false
    end
  end
 

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