How can I create item boxes for storage?
Getting items out is easy, but how can I make a container to dump stuff in?
  • You can do that via drag+drop, e.g. from an inventory menu.
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  • Could you elaborate a bit?

    My setup is just after finishing all the tutorials.
    Except I ticked "Drop on Ground" in Inventory settings
    and enabled Dragging, Clicking and Receive Drops in Item Box settings.

    I managed to drag and drop from an item quickslot.
    But I can't drag-and-drop from a menu onto the ground.
    Nor does my character's menu open when I interact with a box object.

    I appreciate the help.
  • Ok I managed to drop items on the ground.
    But I still need to find a way to call an inventory screen while
    an item box is open so I can sort back and forth.
  • You'd need to allow the player to open an inventory menu screen while the item box is opened, e.g. by not blocking controls.

    A better handling for that (e.g. inventory window settings for item boxes) is already on my todo list :)
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  • This is driving me insane.
    Nothing I try works.
    I'll pay for a tutorial at this point.

    I've tried creating a custom event that starts the Item Collector
    and it still won't let me open the inventory at the same time.
    I've tried every combination of other settings and requirements.
    If I don't block controls then my player moves around and I have no cursor.

    All I want is the industry standard system: My inventory open next to a box or other actor's.
  • Well, in that case it's currently not available the way you want it.
    Improvements for this is on my todo list.
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  • Klep said: All I want is the industry standard system: My inventory open next to a box or other actor's.
    And this is why an Inventory Pro bridge is quite crucial if we actually want to do something serious.
  • I think I may have found something.

    If I set up the custom event on the box to set a global bool to positive
    and THEN have it call the Item Collector, I can then have a automatic
    global event which calls the inventory menu if the bool is positive.
    It then has a step after the Item Collector to set the bool negative again.

    Should anyone try this derpy workaround, make sure that your item boxes don't pause the game.
    Otherwise you can't move items between the 2 menus.

    So far this is the only way I know of to have your player inventory open
    at the same time an Item Collector is open.
  • Okay now I'm having a different problem.
    The solution I posted only works the first time.

    You start the event, it sets a global bool value to positive, the Item Collector opens,
    then after about a second the global event triggers and opens the inventory.
    Once you close the Item Collector, the event finishes by setting the bool negative
    and then closing the inventory menu.

    But when you open the same box seconds later it doesn't work.
  • That's because the event that opened the item collector is still running. If you close a menu screen from the event system, it'll first clear it's data to who called it to prevent opening other menu screens through that.
    I.e. closing the menu screen from the event will result in the closed screen not notifying the event that called it.
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  • "That's because the event that opened the item collector is still running."
    That's what I figured.
    So that event is perma-called.
    Is there a way to override that and cancel an event from another event?
  • I may have found a bizarre loophole.
    It involves not using Item Collectors at all.
    From now on I'll treat the chest as an NPC.

    The chest will be invited to party, items will be exchanged,
    and then the chest will be kicked out of the party when the menu closes.
  • That actually sounds really novel.
    You will always fail at what you do not try.
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