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(5 edits)

Hi. Add please buttons for change characters in inventory menu. And need the ability to select a character before activating the inventory. Currently, a only one inventory is activated if there are multiple characters in the party. 

In combine formula <RE_Combine_Item: TargetId, ResultId, SourceQty, TargetQty> need add ResultQty for small caliber ammo crafting, for example. And now items can't participate in two different combinations as the initiator. In this case, the item is consumed and nothing happens.

Thank you in advance.

I also noticed that when the inventory is full, a second inventory appears for distribution. I would like to suggest that this inventory be used for storing items and treasure chests. This will expand the plugin and make these gameplay elements consistent.

You could also consider removing the equipment menu and moving the basic equipment-dependent options to the inventory menu. Yes, this wasn't present in RE4, but it would be useful for an RPG. Regardless, the equipment menu won't work with <RE_Image: filename>, which is the face of the plugin. It's easier than customizing an additional menu for this plugin. Sorry for offering so many suggestions, but your work is inspiring. :)

Hey bro, how are you doing?

Please feel free to give as many suggestions and feedback as you like. I like to think that the community we're building here is what will make the plugins even better.

I really liked your comments. I will definitely implement two of the three main ideas in the next version. The only thing I'll need to study and test some layouts on is the inventory/equipment screen; I think that's a point that needs attention and therefore may take more time.

Again, thank you for your comments and all the support. I'll bring news soon.

(4 edits)

Thanks, bro! If it's difficult to combine equipment and inventory, it might be easier to simply add basic stats on screen. After trying the plugin for a while, I've discovered a few more inconveniences: items are transferred to another character one at a time. This makes it challenging to transfer items with large stacks. Additionally, the initially equipped equipment is not displayed, and it must be reequipped. Furthermore, I haven't yet figured out how to use the standard "coins" variable in the plugin editor. Is this a special currency for future updates? Combining a weapon + an item (attach a stock/scope for example) would be possible in a case, but it can also be done in the merchant's menu. And I don't know yet which item-cost skills ammunition system your plugin will work well with. I would like to use only yours. Yes, this is a hint. :)

Hey bro, I know it took me a while, but the wait will be worth it. I implemented absolutely everything you asked for and more. It was an absurd amount of work, but I believe we've raised the bar for this plugin to another level. Here are some of the changes that were made:

https://kadajah.itch.io/kadajahs-reinventory/devlog/1555842/update-42-is-here-am...

I highly recommend reading the plugin's help to understand how to use the new tags and features.
Just let me know if you need anything else.

(1 edit)

Hey bro! Thanks for the update! The only thing missing from the full collection is storage. Showing the ammo on the map is a good thing, but I would like to have the same option during the battle scene. I would also like to have a setting for individual weapon skills, such as single shots and bursts. I just caught an error when trying to transfer a stack of items to another character

(2 edits)

Hey bro, I can add the ammo HUD during battle, it's not particularly a problem, but I'll have to leave out the different firing options for the weapon. This is an inventory management plugin, and weapon and combat customization options are outside its main scope. In short, it's not a good programming choice to mix these functions within the same plugin, sorry about that. 

Edit: I fixed the item transfer bug between party characters, added the HUD to battles, and made some corrections to the item storage and acquisition logic. I wrote a devlog explaining what changed, and I believe everything is now in order!

No problem, bro. I'm just generating ideas without understanding js. I wanted to try combining this plugin with vagrant hit. Perhaps in the future, you could make a separate plugin with skill ammunition for the standard combat system? Okay, since this plugin is better suited for ABS, will there be integration with your FPS plugin in the future?

Yes, my FPS plugin will undergo a complete overhaul, and I intend to make it fully compatible with this plugin. I also have an idea for developing an ammunition plugin, but for now that idea is on hold with no release date yet.