じ☆ve冰风 发表于 2026-8-2 16:11:08

FP Inventory System

FP Inventory System

Author: Tsukihime

Overview

This script replaces the default inventory system to use a more sophisticated way of managing items.

Features


[*]built-in individual equips and items
[*]built-in equip and item weights
[*]customizable max stacks and max limits for all items (by item type)
[*]Unlimited stack sizes
[*]proper inventory tracking: if you use an item, it's the item you selected, from the specific stack

Usage

By default, all items have stack sizes of 99 and all equips have stack sizes of 1.

Weights are not useful at the moment since there's no discard management, which makes inventory limits impractical.

You can specify individual item weights and stack sizes by tagging items and equips with



                Code:       
<stack: 23>
<weight: 4>
<limit: 100>

screenshots

All equips are treated independently. You can see two instances of the same type of equip having different attributes


http://i.imgur.com/w7Obj.jpg


Customizable item stack sizes


http://i.imgur.com/GEkse.jpg


Download

Script: http://db.tt/RKw6FHes

Compatibility Updates

Kread-EX's Runic Enchantment - compatibility scripts added to directly add runes to equips and remove runes from inventory rather than fetching from database.

Notes

To scripters: all items should be passed by reference, and never by database ID.

However it becomes a problem when you want to arbitrarily remove an instance of an object. You would still make the same lose_item call, but you pass in an item object rather than an item ID (eg: $data_weapons). I simply delete items on a first-come-first-serve basis, but that may be undesirable.

Party inventory access should be done through the appropriate Game_Party methods. Unless necessary, Game_Inventory objects should not be directly accessed.


本贴来自国际rpgmaker官方论坛作者:Tsukihime处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/fp-inventory-system.2890/
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