-|- D.R.I.A.C.S. v1.1 -|-
DRIACS stands for: D&D-style Restricted Inventory and Advanced Chest System.
It is a massive overhaul of how items are held by the player. As the name suggests, it gives all items a 'size' (which can correspond to weight, or energy etc...), and limits the player's inventory by the amount of items they are carrying. The user can also allow the player to become "over-encumbered", which will make them move slower.
It also allows the creation of 'chests'. These are objects that contain multiple items
, and most importantly remember which items they contain
. An entirely new scene has been written to handle moving items between the player's inventory and the opened chest.
Items in chests are defined by the user creating an Item Table
. With a simple but powerful syntax, it is easy to create complex random combinations of items.
DISCLAIMER: While I feel very strongly that there's no point having chests if the inventory is not limited, this does not
mean that there's no point having a limited inventory if there are no chests. This script is rather complicated, and if you are just after a limited inventory (and not bothered about chests) then there are much simpler
scripts out there for you to use.-- Features --
-- Screenshots ---- Script --
- Each chest is based on a 'base chest' created in the settings of the script. Multiple chests can be created from the same 'base chest'.
- Initial items in a base chest are listed using a simple syntax. For example, '2i6 4a5' would add two of item id 6, and four of armour id 5. THIS HAS BEEN MASSIVELY IMPROVED UPON SINCE v1.1 - this example still applies, but now there is even more control, such as for randomising chest items.
- When a chest is opened it is assigned a unique name. The chest can now be accessed from anywhere, allowing the creation of item banks, for example.
- Many chest management commands, including adding items, checking whether items exist in a chest, and resetting or clearing chests.
- Random drops by enemies can be put into a chest, which is immediately viewed by the player. Battle events can also lead straight to the viewing of 'spoils' from the enemy, based on spoils created in the settings (like base chests).
- Advanced inventory management, including the ability to drop items. Items can also be dropped from the Spoils or Shop scene (this can be disabled in the settings).
- Items can be set to 'no drop', which means they can never be dropped. They can also be set to 'forced', which means that they must be taken by the player, who won't be able to exit a chest without them.
- A large number of 'encumberment' settings, which describes how the player acts when carrying too much. It can be disallowed completely, or the player slowed down by a set amount, or not able to dash.
- All text in the system is customisable, including the text of all dialogues and options.
- Huge amount of display options, including the changing of colour and opaqueness of item names depending on their properties, as well as the positions of new windows.
- And probably lots of features I've forgotten about .
- Gold can now be added to chests - when the chest is opened a pop-up window appears informing the player how much gold they have found (with a customisable message, of course)
- Chests are now created with an Item Table. A simple but powerful syntax allows the user to easily create complex, random combinations of items, such as for chests tailored to a player's level.
- Chests can now be initialised 'remotely' with the remote_open_chest command. This means modifications can be made to the chest before the player has opened it for the first time.
to download the demo for the script (which is too large to post).
A full instructions script is included, detailing how to use all the functions. The demo also demonstrates (nearly) every function.-- Bug Fixes --
Before reporting any bug, just make sure the latest patch is downloaded, and placed under the main script. Only the newest patch is needed, as it will contain all the other patches. When the patches start getting huge I'll release a new version of the script.The password is DRIACS
Latest patch: no patches for current version-- Compatibility --
This script will almost certainly not be compatible
with any script that affect the Item, Shop or Battle scenes
However, if there is a script which you would like compatibility for, then follow these instructions:
- First, try placing the DRIACS script above the script you need compatibility for. Most scripts use many aliases, whilst DRIACS doesn't (on account of my not-so-wicked-sick programming skillz ). Because of this, most scripts can 'handle' the changes made in DRIACS without any patch needed. If this doesn't work...
- Next, check that a patch hasn't already been created (see the list below - it should be added to this post)
- If not, then create a request in the Script Request forum. DO NOT make a request in this post.
- Eventually, the request will be answered (maybe by me, maybe not). When this happens, presuming it is successful, then PM me so that I can add it to this post.
To reiterate, if anybody creates a compatibility patch
, then make sure you let me know
, so that I can include it in this post. You will of course be credited fully.-- Compatibility Patches --
Once again the password is DRIACS
. Patches are sorted by the script's author.
-- Credit and Thanks -- [Show/Hide]
KGC_CategorizeItem (Patch 1, released 18/11/2009)
DRIACS version: 1.1
Script version: 10/04/2008 release (version unknown)
Patch Link: kci100408.1c1.1.181109
Note that this patch fixes all known
issues. If any still remain then be sure to report it in this post so a new patch can be made.
The DRIACS Team
(unless otherwise stated all are users of www.rpgmakervx.net)
Project Lead and Programming
Everyone who submitted a bug report
The RPG Maker VX community
To not summarise:
First a big thank you to myself
, for conception, coding, and testing of this script. And of course making the truly incredible demo (I kid, I kid).
Secondly, and even bigger thank you to Mithran
(of rpgmakervx.net), for making the damn thing work. He knows what he's done
And finally, a gigantic thank you to the following testers, who found many bugs for me to fix, and generally gave me lots of boring work to do:
- MASH MX
Also, thanks to Gingercake
(of rpgmakervx.net) for consultancy on creating the Item Table syntax.-- Author's Notes --
This projects has been a big part of my RMVX life for a while, so if you do have criticism, please keep it constructive.
And of course, if you have any suggestions for future features, then by all means let me know.
Enjoy the fruits of my mental loins! (sorry, bad image)
This post has been edited by Overlord_Dave: Nov 18 2009, 04:17 AM