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This has all stemmed about from wanting to do something with the LUK stat, as for my project it is pretty pointless. The idea I came up with was an "item" stat that determines how many items an actor may take with them into battle.


This would obviously involve making some changes to the way the inventory system works in battle. I want to keep the inventory system mostly the same out-of-battle. Meaning if I want to heal a character with a consumable item, then I can do so freely out of the standard inventory system of VX Ace. In battle, though, each actor would have to have their own limited inventory. And the space of each actor's battle inventory would be determined by their "item" stat. I'm thinking it should be a 1:1 correlation, so that if an actor's item stat is 15, then that actor will only be able to carry 15 items into battle.


For what it's worth, let me try describing it in a scenario. The party opens a treasure chest and finds a resurrection/phoenix down-type item. This item goes to the standard inventory. If the player wishes use this item out-of-battle, then they simply access the inventory and use it, just like it is originally coded in VX Ace. However, the player is deep in the middle of a dungeon with low HP on all characters and decides it might be best to save for use in battle. He then transfers the item over from the standard inventory to the battle inventory of a character with a high "item" stat. From their it may be used in battle.


If items want to be used at all during battle, then they need to be assigned to an actor's individual battle inventory. However, I don't think this should also prohibit them from still being used out-of-battle, as it would be a pain I think to constantly reassign items out of an actor's inventory if they wanted to be used out-of-battle instead of in-battle.


I have found a script that almost performs this function, but seems to be missing a few things. Here is the script: https://grimoirecastle.wordpress.com/rgss3-scripts/gameplay-scripts/actor-inventory/. For one, the items to be used in battle here are assigned to equip slots, whereas I'm hoping to create individual inventories for each actor, with the ability to transfer and move items between the general inventory and each actor's individual inventories.


I don't know the first step to go about creating this system. The only thing I'm pretty sure I'll need is to set-up variables for the "item" stat to correspond with inventory space, if that's possible. Beyond that, I'm not sure that the rest is even possible without coding.


To be frank, this idea sounds good on paper but I'm not sure how it would actually turn out in practice. It's something that has been in the back of my mind for a while. If the endeavor of coding this is not worth it to anyone, then I'd understand.


If you need any more info, please ask.

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