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Overview

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This script allows you to have shared storages

where you can put/take items. The storage is accessible

to all save files of your game or even another game as

long as you set them to use the same storage file.

You can modify most of the properties of each window

involved in the scene, and also where to put the

storage file.

You could also set a different max item limit for the

storage than that of the normal limit for the party

inventory

All window settings and limitations can now be set

separately for each storage. Any storage opened

that doesn't have it's own settings will use

the default.

Allows multiple storages in one file

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Screenshots

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From my under devevelopment game (isn't final: windowskin is an edit of the one Kuro Neko used, as shown on the next sub section of this post)

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Samples from RMWeb members

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Kuro Neko (edited it to have icons)

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Changelog

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Version 1.10 - Added a custom window where you can show text that you want.

Version 2.00 - Added capability to set the settings per storage instead of having

just one global setting for all storages in the file.

Version 2.10 - Selecting a blank item now sends a buzzer sound

- Disables items from being selected if limit is already hit

- Items on storage window is disabled when on deposit mode and vice versa

Version 2.20 - You can now open multiple storages which can be switched via buttons

Version 2.30 – You can now deposit/withdraw gold

Version 2.40 - Fixed an error in which the script shows an error when you select a blank slot

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Download

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Get it here: http://lescripts.wordpress.com/rgss3/shared-storage-single-v1-00/

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Add-Ons Download

-> Put them below the original script if you use them

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Total Item Limit v1.00

http://pastebin.com/raw.php?i=jx5rRszs

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Compatibility Fixes

-> Put them below the original script if you use them

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For those using Vlue's Randomization script, get this so that the items won't re-randomize when you start a new game

USE AT YOUR OWN RISK. Once you place it and it's active, any database edits to your weapons and armors won't reflect. Only place the script right before you ship out the game.

module DataManager class << self; alias save_game_without_rescue_persist_adik save_game_without_rescue ; end def self.save_game_without_rescue(index) File.open("PersistItems.rvdata2", "wb") do |file| Marshal.dump($data_weapons, file) Marshal.dump($data_armors, file) end return save_game_without_rescue_persist_adik(index) end class << self; alias load_normal_database_persist_adik load_normal_database ; end def self.load_normal_database load_normal_database_persist_adik begin File.open("PersistItems.rvdata2", "rb") do |file| $data_weapons = Marshal.load(file) $data_armors = Marshal.load(file) end rescue end end endclass Scene_Load alias rig_on_load_success_adik on_load_success def on_load_success rig_on_load_success_adik begin File.open("PersistItems.rvdata2", "rb") do |file| $data_weapons = Marshal.load(file) $data_armors = Marshal.load(file) end rescue end endend
For those using Yanfly's Adjust Limits

Code:
class Game_Party < Game_Unit    def max_item_number(item)    item.nil? ?  return 0 : return item.max_limit  end  end # Game_Party

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