Now, why is this? Because not every scenario can be envisioned by the developer. In most cases, the developer can be short sighted and may not be aware of the player’s inventory limits at the time. So, to mitigate this, I made it possible for the player to go above the limit but only through events and battle drops.
为什么呢?因为开发者不可能考虑所以情况。大多数下,开发者不能知道玩家的仓库容量。所以,为了减轻这种情况,除非有事件或者战斗掉落,否则玩家只能被限制数量。
Why those two? Because of key items. Key items, if given by events and/or battle drops, are a necessity to progress in a game. Should the developer be unaware of the player’s inventory and provide a key item that cannot be inserted into the inventory, the player will be locked out of the game through no fault of their own. So to prioritize the player, this system is enabled.
又为什么呢?因为关键物品。在游戏中,通过事件或者战斗给与关键物品是游戏重要的换届。如果开发者不知道玩家库存,并且提供的关键物品无法进入仓库,玩家将会被锁住游戏进程不能游戏。所以优先考虑玩家,这个系统被打开。