Hi. I think I found a bug in your plugin. When I open the View Inventory window, the window will not close when I press the cancel button. It does make the sound when I press cancel, but the window remains, and no other buttons but left and right work. If it helps, here's the script:
Hi, thanks for reporting a bug, unfortunately I cannot reproduce this in my test project. Could you try disabling all non-CGMZ plugins, or try reproducing it in a blank project with only [CGMZ] plugins installed to see if it is a plugin conflict? If it is a conflict, can you confirm which plugin is conflicting?
Hi, there is no limit on inventories you can create, but I am not really sure how a lootable chest with it's own inventory would work currently as the scene to transfer items from one inventory to another is still in progress and not yet in the plugin.
Hi, I'm making a time management game for myself, and I've created a shop where I can buy food.
There is a table with three plates, representing the three meals of the day. I would like that when I click on these, the meal options (suitable for breakfast for example if I click on the first dish) that I have would appear. With this plugin I can make that if I have a certain object (food) is stored directly when I buy it in an inventory that is in an event (the plate on the table)?
Hi, I am not entirely sure what you are asking. This plugin allows you to create more than 1 inventory and switch between inventories. It sounds like you could use the Show Choices event command to display different meal options without the need for any plugins, or maybe you could use [CGMZ] Conditional Choices if you want to hide certain options based on items in the player's inventory, but maybe I am not understanding what you want to do.
I suppose this plugin may help if you have so many choices that you are using Select Item, but you would need to event a way to make sure the Breakfast items end up in the Breakfast inventory, this plugin does not automatically put certain items in certain inventories.
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Hi. I think I found a bug in your plugin.
When I open the View Inventory window, the window will not close when I press the cancel button. It does make the sound when I press cancel, but the window remains, and no other buttons but left and right work.
If it helps, here's the script:
◆Play SE:Chest1 (90, 100, 0)
◆Set Movement Route:This Event (Wait)
: :◇Direction Fix OFF
: :◇Turn Left
: :◇Wait:3 frames
: :◇Turn Right
: :◇Wait:3 frames
◆Control Self Switch:A = ON
◆Plugin Command:CGMZ_MultipleInventories, Create Inventory
: :id = egg
◆Plugin Command:CGMZ_MultipleInventories, Switch Inventory
: :id = egg
◆Change Items:Lockpick + 5
◆Change Items:Potion + 3
◆Change Items:Stimulant + 1
◆Plugin Command:CGMZ_MultipleInventories, Switch Inventory
: :id = default
◆Plugin Command:CGMZ_MultipleInventories, View Inventory
: :id = egg
I also have the VisuStella Menu plugin if that might be part of the problem
Hi, thanks for reporting a bug, unfortunately I cannot reproduce this in my test project. Could you try disabling all non-CGMZ plugins, or try reproducing it in a blank project with only [CGMZ] plugins installed to see if it is a plugin conflict? If it is a conflict, can you confirm which plugin is conflicting?
Yeah, it was one of the VisuStella plugins I had that caused the bug. When I disabled it, i was able to exit the menu just fine.
Will there be any way around this bug, though?
Could you say which plugin seems to cause the conflict?
Any idea when we will be able to swap items between inventories?
Hi, it is not close enough to give an estimate yet, sorry.
All good :)
can this plugin be used to create looteable chests with their own inventory? what is the limit of inventories that you can create
Hi, there is no limit on inventories you can create, but I am not really sure how a lootable chest with it's own inventory would work currently as the scene to transfer items from one inventory to another is still in progress and not yet in the plugin.
Hi, I'm making a time management game for myself, and I've created a shop where I can buy food.
There is a table with three plates, representing the three meals of the day. I would like that when I click on these, the meal options (suitable for breakfast for example if I click on the first dish) that I have would appear. With this plugin I can make that if I have a certain object (food) is stored directly when I buy it in an inventory that is in an event (the plate on the table)?
Sorry if it sounds super complicated 😅
Hi, I am not entirely sure what you are asking. This plugin allows you to create more than 1 inventory and switch between inventories. It sounds like you could use the Show Choices event command to display different meal options without the need for any plugins, or maybe you could use [CGMZ] Conditional Choices if you want to hide certain options based on items in the player's inventory, but maybe I am not understanding what you want to do.
I suppose this plugin may help if you have so many choices that you are using Select Item, but you would need to event a way to make sure the Breakfast items end up in the Breakfast inventory, this plugin does not automatically put certain items in certain inventories.
Oh I understand 🤔 still it's a very interesting and useful add-on, to have different inventories :)
Thanks for your reply and sorry for taking so long to answer.