That video, lol, the same bug I encountered.
When I made my snippet for Theo's stuffs, I encountered that bug with the player's inventory size display too and took me quite some time to figure it out.
It won't refresh just by simply making a draw method where you did, IMP1. That will only refresh if the player leaves and enters the scene again.
Take a look at my snippet, it works like that. Ignore the many (often useful) alias methods, I just made those for making my debugging easier with some other scripts.
You need to change the update method to sync the player's inventory size in real time. Else it just won't refresh itself for some odd reason.
And simply leaving it as "if box.nil?" will make the FPS drop, because that will constantly redraw the stuff. That is why I made another argument in your title window, so that it stores the item amount before the transfer, and if the old amount is not the new amount, it refreshes once and makes the old item amount the same as the new one after to stop the drawing after the first refresh.
To be honest, making that many lines just for a single extra check at the move_item definition seems a bit overdone (even I did more checks than necessary, lol). And it looks like it messed up something.
For Galv's new item indicator, there really is no simpler and shorter way to make than what I made, so really, there is no need for you to waste more time on these stuffs.
No idea why would you try something different than a working method, unless it is shorter and more efficient than the working method.
I mean, if you someone wants it, they can use my snippet too combined with your first addon snippet, which works 100%.
So you can move on to make your own "to do list" (the "coming soon" features).
The 'call_update_help' method... I learned something today too, thanks.
PS: Yeah, I just want the steal feature added as soon as possible, lol.
