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Difficult script, I’d say

Ok, to bury the worthless and basically content-free post about traps I’ve made two days ago, post which, surprisingly, garnered more comments than most of the scripts (yeah guys, you’re officially as much as perverts as me), here’s another script, based on an idea formulated by Ravenith (woah, what a convoluted sentence this was): Item Charges.


As the name implies, it confers charges to items. It’s compatible with Actor Inventory, in a very experimental fashion: because of the way the Actor Inventory works, functionality is ensured by forbidding item stacking and treating all items with charges as duplicates. It causes a few problems and it’d be nice if the most knowledgeable of you, including Lowell (especially Lowell) test it out and give me their verdict on the implementation. I’m looking at you Lowell, because you mentioned such a feature for the Alchemy script and if it works here, I’ll implement it there.

I probably should give you some news on other blogs, but I’m going to bed now, so no. Here, take a Beryl.



Just look at this: a Prinny trollface made in Lego.

Oh yeah, to give this post a semblance of meaning, Yanfly wrote a Skill Menu Manager. It made my quick Grathnode Install/TP Manager fix obsolete, and it’s nice.