- Joined
- Aug 23, 2012
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- RMMV
I've pretty much made this sort of request before over a year ago but I'd like to reiterate it.
Way back, RPG Maker VX Ace had this script which added individual inventories for each actor.
https://forums.rpgmakerweb.com/index.php?threads/actor-inventory.16024/
Each party member could have his/her own set of items to use as opposed to a global party inventory.
I've seen a few plugins for RPG Maker MV recently that added grid-based inventories and weight limits but still no Actor-based inventories. So I wish to bring this to everybody's attention.
In addition to allowing an actor-based inventory, this plugin would need to go a few steps further...
Way back, RPG Maker VX Ace had this script which added individual inventories for each actor.
https://forums.rpgmakerweb.com/index.php?threads/actor-inventory.16024/
Each party member could have his/her own set of items to use as opposed to a global party inventory.
I've seen a few plugins for RPG Maker MV recently that added grid-based inventories and weight limits but still no Actor-based inventories. So I wish to bring this to everybody's attention.
In addition to allowing an actor-based inventory, this plugin would need to go a few steps further...
- Each actors inventory would be limited by two factors.
- Bulk: Essentially the actor's carrying capacity. Maximum Bulk can be increased or decreased by notetags added to actors, classes, skills, equipment and items and even plugin command. You cannot exceed an Actor's Maximum Bulk, forcing you to consider dropping or selling some items in order to carry new ones.
- However, adding up Bulk can confer stat penalties or states, according to the user's preferences.
- For example, if the game had an extra Dexterity stat (that measures how quick and flexible an Actor is with his/her hands - probably reflected in the charge rate of an ATB system or how quickly he/she attacks with a weapon), adding up Bulk in an Actor's inventory would dynamically reduce his/her Dexterity stat or add a state based on incremental percentage stages (i.e. 50% Bulk = Add State 1 >>> 75% Bulk = Add State 2).
- Bulk: Essentially the actor's carrying capacity. Maximum Bulk can be increased or decreased by notetags added to actors, classes, skills, equipment and items and even plugin command. You cannot exceed an Actor's Maximum Bulk, forcing you to consider dropping or selling some items in order to carry new ones.
- Weight: Should need no introduction. Even if an Actor's inventory load doesn't go anywhere close to its Maximum Bulk, carrying heavy items would add up huge sums of weight that CAN go over a weight limit. The user can customise what states would be added to Actors whose weight limits are exceeded and whether or not it is possible to go over that limit at all.
- The user could also customise whether or not an Actor's stats can dynamically alter the Weight limit (i.e. The Attack stat would increase the Weight limit).
- Either way, it could also be changed through note tags added to database items just like Maximum Bulk.
- Worn Equipment, if the user desires, can be set to still add up to an Actor's inventory weight and bulk (Although, upon reflection in the middle of this typing, I can see a little problem with the latter since worn equipment would be taken out of the inventory, thus freeing up some space while wearing bulky gear can still impede your movements - probably better off as a plain stat change)
