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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.

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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 ?

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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.