Grid Inventory for RPG Maker MV
A downloadable Plug-in
Introduction
This plugin changes the way the player interacts with their inventory.
Instead of having a list based inventory this plugin featues a grid based one instead. Like the ones you would see in Path of Exile or Diablo.
It should be noted that this plugin is still in development. You can affect the development of the plugin by reporting bugs or suggest features you would like to see being added to the plugin.
Requirements
For the plugin to work you need to have the following:
- A 'InventoryIcons.json' file in the ./data folder (See the custom icons section below to see how to generate one)
- A 'InventoryIcons.png' file in the ./img/system folder (See the custom icons section below to see how to generate one)
- A 'WindowHighlight.png file in the ./img/system folder (Used to highlight windows when e.g. selecting equiped items using the keyboard. An example of the file can be downloaded)
The plugin is also made for RPGMaker MV version 1.6.1 or later.
Compatibility
The plugin should now be compatible with:
- YEP_ItemCore (However it does not use the scene from YEP_ItemCore, but the individual items and item variance aspect of YEP_ItemCore is compatible with this plugin)
- YEP_X_ItemDisassemble
- YEP_X_ItemDurability
- YEP_X_ItemRename
- YEP_X_ItemRequirements
- YEP_X_ItemUpgrades
- YEP_X_AttachAugments
Features
- A grid-based inventory
- Items can take up multiple cells
- Custom icons for items
- An item tool-tip window
- Colorcoded cell/item backgrounds
- Quick equipment of equipment
- Custom inventories for e.g. chests
- Item drops from battles drops in a temporary (shiny) inventory on the ground
- Customizable inventory size and cell size.
Plugin Commands
You can use the following plugin commands:
- OpenInventory [ID] - replace [ID] with the id of the inventory. You can also write 'Player' instead of the id to open the player inventory.
E.g. OpenInventory 1 or OpenInventory Player - ClearPlayerInventory - Clears the inventory for all items, weapons, and armors.
Note-tags
You can use the following note-tags to change how items interact with the inventories:
- <GridSize:cols,rows> - replace cols and rows with how many cols and rows the item should take up in the grid.
- <maxItems:amount> - replace amount with the stack size of the item.
- <iconImage:iconName> - replace iconName with the name the custom icon have in the json-file.
- <Rarity:rarityID> - replace rarityID with the id of the rarity defined in the plugin parameters
Custom Icon
For custom icons you need to make a spritesheet called "InventoryIcons.png" and place it in the "./img/system" folder of your project. Furthermore, you also need to have a data file which contains the information of each icon in the spritesheet placed in the "./data" folder of your project called "InventoryIcons.json".
This data file should contain the following layout:
{"frames": { "ReplaceWith_ItemIconName1": { "frame": {"x":0,"y":0,"w":32,"h":32}, }, "ReplaceWith_ItemIconName2": { "frame": {"x":32,"y":0,"w":32,"h":32}, }} }
I would recommend using the program TexturePacker to make the data file alongwith the spritesheet. It is free and very easy to use. Here is a quick tutorial in how to make your spritesheet and data file:
Changelog
Beta 1.10 : Added Compare Items Window
Added DisassembleItems Preview (for YEP_X_ItemDisassemble)
Added plugin command to clear player inventory
Equip Windows now properly shows tool tips
You will now drop items on the floor if they cannot fit in your inventory
Beta 1.9.5 : Changed how custom image icons are drawn
Changed default Inventory Scene to show two actors instead of four
Beta 1.9 : Added WindowHighlight (used to show which window uses the
keyboard)
Added InformationSprite to the ItemDrop scene
Reworked how you equip equipment using the keyboard
Beta 1.8 : Added a lot of customization for the Equip Windows in the player
inventory.
Added Names/Headers to the Inventories
A lot of bug fixes
Beta 1.7 : Added even more customization for the tool tip window incl Notetags!
Beta 1.6 : Added Confirmation Window when dropping/destroying items
Added a lot of customization options for the tool tip window
Added custimazation options for the item command windows
The held item now uses a HeldItemManager
Bug Fixes
Beta 1.5 : Made the plugin compatible with more YEP_ItemCore extensions
- YEP_X_AttachAugments
- YEP_X_ItemUpgrades
Added missing stuff to the tool tip window
Beta 1.4 : Made the plugin compatible with various YEP_ItemCore extensions
- YEP_X_ItemDisassemble (Limited)
- YEP_X_ItemDurability (missing tool tip info)
- YEP_X_ItemRename
Changed various behind the scene stuff for handling mouse and keyboard
Beta 1.3 : Added customization options for item/cursor background colors
Added Rarity system for customizing item bckground/text colors
Beta 1.2 : Added a plugin command for openning the custom inventories
Fixed the custom inventory scene when using the keyboard
Beta 1.1.1 : Fixed usage of items from the inventory
Fixed hiding the tooltip window
Beta 1.1 : Changed som logic behind adding items to the inventory
Made the plugin compatible with YEP_ItemCore
Beta 1.0.1 : Fixed Equip Windows bug when not in a party of 4.
Beta 1.0 : Initial Beta Release
Contact
If you encounter any bugs or have any comments about the plugin. Feel free to leave a comment here or send me a message on the rpg maker forum. My username there is Magnus0808.
Status | In development |
Category | Tool |
Rating | Rated 4.3 out of 5 stars (3 total ratings) |
Author | MagnusRubin |
Made with | RPG Maker |
Tags | RPG Maker |
Average session | A few seconds |
Inputs | Keyboard, Mouse |
Purchase
In order to download this Plug-in you must purchase it at or above the minimum price of $20 USD. You will get access to the following files:
Development log
- Update to version Beta 1.9Jun 23, 2020
- Update to version Beta 1.8Jun 13, 2020
Comments
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Great plugin! I wanted to buy it, has it been tested on MZ? Maybe it will work with the FOSSIL plugin.
Hi just curious if its possible to use this for MZ? This looks perfect for a game I'm trying to prototype. Thanks!
I would also like to know :]
Hello! Is there a way for you to make this plugin compatible with MV3D by cutievirus? They both work fine on their own, but I've tried putting either plugin into the other's demo and am getting an "Object.defineProperty called on non-object" error. Any help would be greatly appreciated!
Hello! I recently purchased your plugin and I have come across a bug when using Moghunter Chrono Engine ABS mode, whenever I try to open the item menu I get an error: cannot read property of 'battler' undefined. It seems chrono engine is the culprit. Could I ask for a bug fix please as I was highly interested in this work.
is there a way to have key items not in inventory? It would be cool if you could add a tab or something to show key items but won't let you drop them. It wouldn't be cool to fight the boss, get a key and then drop it acidentally. Also is there a shop extenstion for this?
Please make a version for MZ! I'll buy it right away!
Hi, it seems this script I used to clear inventory with is not working anymore with this plugin. Do you think there is an interference ?
$gameParty._items = {};
$gameParty._weapons = {};
$gameParty._armors = {};
You are correct clearing the inventory like that will not work anymore as the actual inventory is not stored there anymore. (They are still updated for compatibility). If you want to properly add/remove items from the inventory then you should use $gameParty.gainItem().
I have just updated the plugin, and to help you I also added a plugin command: ClearPlayerInventory
This plugin command will clear the player's inventory. However, if you want to use script then you can now also write: $gamePlayer.clearInventory()
Hey, played through the demo and copied the inventory and equip settings from the demo straight onto my own game. When I load in, it gives me an error, asking me to define "cell." It works on your demo but fails for some reason in my game. Did you personally define cell somewhere, or is it a plugin that is influencing this?
I've disabled almost everything except for battle engine plugins, YEP Core, SRD Super Tools Engine and some visual stuff.
I can open inventories just fine and take items from them, but opening my own inventory causes it to ask for a definition.
Hmm, are you using version 'Beta 1.9.5' of the plugin? I believe I added 'cell' in this version. ('cell' has the value of the 'Cell Size' set in the plugin parameters)
I copied the plugin itself from the demo to the base game and that solves the problem. I used the version I downloaded after I bought it (a bit a go) but it said no new updates in 24 days or something, so I assumed I was good.
Anyway, great plugin. Is there a way I can resize the player inventory windows? I want an inventory like System Shock 2 (3 rows 10 columns, centered at top of screen).
In the current version it is not possible to move the player inventory or resize it. This was done in order to make it consistent between different scenes, and make the equip windows work for an arbitrary number of actors. You can however set it to only have 3 rows with 10 columns.
I'll try to think about a way to make it possible to customize the location and size without losing desired functionality in a future version.
Hello, I have purchased this plugin but I cannot get it to work at all.
If I try to open an inventory (a chest) it does not do anything. Also Player inventory does not change at all.
Is there anything specific that needs to be setup ? Any plugins that are neccesary to run this ?
Thank you for your purchase. In order for the plugin to work it needs a few files. (2 files for custom icons and one for highlighted windows). I have written a small section about it above now. I geuss you were missing these files which is why it did not work.
If it still does not work after getting the needed files feel free to contact me and I'll figure out how to fix your issue.
I did all three steps, the inventory still does not show up in the game. Also at the first mention you say 'InventoryIcons.data' and then you say InventoryIcons.json.
I generated the JSON file and it has a different syntax than the example you present here. It has more info:
{
"frame": {"x":1952,"y":768,"w":32,"h":32},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
"sourceSize": {"w":32,"h":32}
},
Also are you sure there is some step neccesarry to do you are not mentioning ? Like some plugin activation or something ?
I use the Plugin Command OpenInventory but it does not do anything.
Do you have some kind of a demo for this plugin ?
You are indeed right it is InventoryIcons.json not InventoryIcons.data. That was a typo sorry.
The json file does indeed contain more information than needed when made using TexturePacker, but that should be fine it only uses the parts mentioned in the post atm.
I did notice a couple of other typoes in the instruction part of the plugin, and I'll fix them later today and make a small demo.
I am sorry for the inconvenience. If the inventory does not show up in the game then it is most likely caused by the plugin catching an exception.
Which version of RPGMaker MV are you using? I am pretty sure I have some code which is only working on version 1.6.1 or newer. If you are using a previous version let me know and I'll make a compatible version. :)
I am using 1.6.2.
I Will wait for the demo. I still did not get it working.
Ok I run the debugger, it says error on line 1124 in the plugin
Uncaught SyntaxError: Unexpected end of JSON input
at JSON.parse (<anonymous>)
at MRP_GridInventory.js:1124
Beta should be $10... looks good but very unpolished.
from what I can see as it is now It's still unpolished, but I am VERY much looking forward to when it is
Is 20$ a final price? I thank you a lot for creation o this plugin, but the price is somewhat overkill...
I am planning on having $20 as the final price. But since it is still in development I have put it on "sale" for 25% off ($15).
Personally, I do not think the price is overkill at all. It is a rather big plugin, and hopefully this price will not be too much for you.