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Sangvis

8
Posts
4
Following
A member registered Nov 11, 2022

Recent community posts

Sorry to interrupt, but I have a suggestion for storage. What if we made two types: 1) For loot with loot, which disappears after closing and works on the principle of distribution when there is not enough space in the inventory. 2) For permanent storage, which will work like the inventory of another character (you can even assign multiple storage characters in the database through the plugin settings and use independent storage). In theory, this will solve the problem with saving and loading.

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?

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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

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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. :)

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. :)

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.

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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.

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Hi. I would like to know how well this plugin is compatible with your other plugins, specifically reinventory, crafting, and visual equip? And how well it would work as the main platform for an RPG shooter?