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| #==============================================================================
# Limited Inventory
# Version: 1.1c
# Author: modern algebra
# Date: September 27, 2009
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
# This script allows you to set an inventory limit to how many item slots
# your inventory can hold. It allows some items to be stackable, and you can
# also set items to be undiscardable
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
# Place this script above Main and below other custom scripts.
#
# To set a number of the default conditions for this script, please see the
# Editable Regions at 53, 84, and 109. Be sure to read the comments next to
# each consant to see what it does.
#
# To set an item as non-discardable, put this command into its note box:
#
# \NONDISCARD
#
# To set an item to have a stack size different from the default, use this
# command in its note box:
#
# \STACKMAX[x]
#
# where x is and integer and the new maximum stack size for that item.
#
# To resize the party inventory in-game, say after an event where the get a
# new backpack or whatever, then all you need to do is put this code into a
# call script:
#
# resize_inventory (x)
#
# where x is an integer and the new number of slots in the party inventory.
#==============================================================================
#==============================================================================
# *** Vocab
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new constants - MA_LOOT_LABEL, MA_COMMAND_DISCARD, MA_COMMAND_EXCHANGE,
# MA_AMOUNT_PREFIX, MA_COMMAND_USE, MA_COMMAND_DESTROY,
# MA_WARNING_LABEL, MA_WARNING_YES, MA_WARNING_NO
#==============================================================================
module Vocab
#==========================================================================
# * Constants
#==========================================================================
#//////////////////////////////////////////////////////////////////////////
# EDITABLE REGION
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
MA_AMOUNT_PREFIX = "x" # Prefix before item amount in each stack
MA_LOOT_LABEL = "Loot" # Label for Discard Pile items
MA_COMMAND_DISCARD = "Discard" # Command to discard items
MA_COMMAND_EXCHANGE = "Exchange" # Command to switch loot item with party item
MA_COMMAND_TAKE = "Take" # Command to take from Loot pile
MA_COMMAND_USE = "Use" # Command to Use an item
MA_COMMAND_DESTROY = "Destroy" # Command to completely destroy item
# Question printed when deciding whether or not to leave inventory when loot
# still has items in it
MA_WARNING_LABEL = "#{MA_COMMAND_DESTROY} all items in #{MA_LOOT_LABEL}?"
MA_WARNING_YES = "Yes" # Command to Leave inventory when warned
MA_WARNING_NO = "No" # Command to stay in inventory when warned.
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# END EDITABLE REGION
#//////////////////////////////////////////////////////////////////////////
end
#==============================================================================
# *** Sound
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new constants - MA_DISCARD_SE, MA_EXCHANGE_SE, MA_TAKE_SE, MA_DESTROY_SE
#==============================================================================
module Sound
#==========================================================================
# * Constants
#==========================================================================
#//////////////////////////////////////////////////////////////////////////
# EDITABLE REGION
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
MA_DISCARD_SE = "Move" # SE played when discarding item from inventory
MA_EXCHANGE_SE = "Move" # SE played when switching loot item for party item
MA_TAKE_SE = "Equip" # SE played when taking item from loot
MA_DESTROY_SE = "Close1" # SE played when destroying item from loot
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# END EDITABLE REGION
#//////////////////////////////////////////////////////////////////////////
end
#==============================================================================
# *** RPG
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new constants - MA_DEFAULT_STACK_AMOUNT, MA_DEFAULT_INVENTORY_SIZE,
# MA_EMPTYSLOTS_ICON_ID, MA_WARN_WINDOW
# modified class - BaseItem
#==============================================================================
module RPG
#==========================================================================
# * Constants
#==========================================================================
#//////////////////////////////////////////////////////////////////////////
# EDITABLE REGION
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
MA_DEFAULT_STACK_AMOUNT = 1 # The default maximum stack amount for items
MA_DEFAULT_INVENTORY_SIZE = 18 # The default maximum slot number for inventory
MA_EMPTYSLOTS_ICON_ID = 144 # The icon for empty slots
MA_WARN_WINDOW = true # Warn before leaving inventory with items in loot?
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# END EDITABLE REGION
#//////////////////////////////////////////////////////////////////////////
#==========================================================================
# ** BaseItem
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new methods - ma_stack_amount, ma_discardable?
#==========================================================================
class BaseItem
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Stack Amount
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_stack_amount
return self.note[/\\STACKMAX\[(\d+)\]/i] != nil ? $1.to_i : RPG::MA_DEFAULT_STACK_AMOUNT
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Non-Discardable
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_discardable?
return self.note[/\\NONDISCARD/i] == nil
end
end
end
#==============================================================================
# ** Game Temp
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new public instance variables - slots_to_discard
#==============================================================================
class Game_Temp
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_reader :slots_to_discard # A Game_LimitedInventory object
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias algmod_grafikal009_init_tmp_lim_inventory_94n6 initialize
def initialize
# Run Original method
algmod_grafikal009_init_tmp_lim_inventory_94n6
# Create Inventory object
@slots_to_discard = Game_LimitedInventory.new (-1)
end
end
#==============================================================================
# ** Game LimInvSlot
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This class holds the data on a single slot of the inventory
#==============================================================================
class Game_LimInvSlot
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_reader :item_type # The type of item held in this slot
attr_reader :item_id # The ID of the item currently held
attr_reader :amount # The number of items this slot holds
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize
@item_type = -1
@item_id = 0
@amount = 0
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Add Item
# n : the amount to add
# item_type : the type of item being added
# item_id : the ID of item being added
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def add_item (n, item_type = -1, item_id = 0)
# Set item if that is sent through
if item_type != -1
@item_type = item_type
@item_id = item_id
end
x = space_left
# Check amount
if n > x
# If more given than can fit
@amount += x
return n - x
else
# If the n given will fit
@amount += n
return 0
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Remove Item
# n : the amount to remove
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def remove_item (n)
@amount -= n
if @amount <= 0
n = -1*@amount
# Delete item from this slot
@item_type = -1
@item_id = 0
@amount = 0
return n
end
return 0
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def item
return case @item_type
when -1 then nil # No item stored
when 0 then $data_items[@item_id] # Item
when 1 then $data_weapons[@item_id] # Weapon
when 2 then $data_armors[@item_id] # Armour
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Space Left
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def space_left
return 1 if item == nil
return item.ma_stack_amount - @amount
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Equal?
# other : another Game_LimInvSlot
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def == (other)
return false if !other.is_a? (Game_LimInvSlot)
return false if other.item_type != @item_type
return false if other.item_id != @item_id
return false if other.amount != @amount
return super (other)
end
end
#==============================================================================
# ** Game_LimitedInventory
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This is an array to store the party's inventory
#==============================================================================
class Game_LimitedInventory
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variable
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_reader :max_size # The maximum number of slots. If -1, infinite.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
# size : the number of slots available
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize (size)
@max_size = size
clear
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Clear
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def clear
@items = []
@weapons = []
@armors = []
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Resize
# size : the number of slots available
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def resize (size)
old_size = slots.size
# If new size is smaller
if size < old_size
# Save discarded items
index = slots.size - 1
while slots.size > @max_size
slot = slots[index]
if slot.item.ma_discardable?
type, id, n = slot.item_type, slot.item_id, slot.amount
# Discard additional slots
remove_item (type, id, n)
$game_temp.slots_to_discard.add_item (type, id, n)
else
index -= 1
end
break if index < 0
end
end
@max_size = size
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Add Item
# type : the type of item being added
# id : the ID of item being added
# n : the amount to add
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def add_item (type, id, n = 1)
array = case type
when 0 then @items
when 1 then @weapons
when 2 then @armors
end
sort_index = 0
# Go through all slots
array.each { |slot|
# If you can place the item in this slot
if slot.item_id == id
n = slot.add_item (n, type, id)
break if n == 0
sort_index += 1
elsif slot.item_id < id
sort_index += 1
else
break
end
}
if n > 0
# If there are empty slots
while @max_size == -1 || ((@items.size + @weapons.size + @armors.size) < @max_size)
slot = Game_LimInvSlot.new
n = slot.add_item (n, type, id)
array.insert (sort_index, slot)
sort_index += 1
break if n == 0
end
end
return n
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Remove Item
# type : the type of item being removed
# id : the ID of item being removed
# n : the amount to remove
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def remove_item (type, id, n = 1)
array = case type
when 0 then @items
when 1 then @weapons
when 2 then @armors
end
# Go through all slots in reverse order
array.reverse.each { |slot|
# If this slot has the right item in it, remove from this slot
if slot.item_type == type && slot.item_id == id
n = slot.remove_item (n)
array.delete (slot) if slot.amount == 0
break if n == 0
end
}
return n
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Get Item Slots
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def slots
return @items + @weapons + @armors
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Check Space
# item : an RPG::Item, RPG::Weapon, or RPG::Armor object
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def enough_space? (slot)
return true if @max_size == -1 || slots.size < @max_size
# Check array for other instances of the item
array = [@items, @weapons, @armors][slot.item_type]
array.each { |i|
if i.item_id > slot.item_id
break
elsif i.item_id == slot.item_id
return true if i.space_left < slot.item.ma_stack_amount
end
}
return false
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Equals?
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def == (other)
return false unless other.is_a? (Game_LimitedInventory)
return false if @max_size != other.max_size
return false if slots != other.slots
return super (other)
end
end
#==============================================================================
# ** Game Actor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - change_equip
#==============================================================================
class Game_Actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Change Equip
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdrnalgbra_gkl009_invlimits_cng_eqp_82h4 change_equip
def change_equip (*args)
# Run Original Method
mdrnalgbra_gkl009_invlimits_cng_eqp_82h4 (*args)
# Since you gain items before you lose them, check if item is Loot when it
# could be in Party inventory
if !$game_temp.slots_to_discard.slots.empty?
# Take as many from loot as possible
$game_temp.slots_to_discard.slots.reverse.each { |slot|
break unless $game_party.limit_inventory.enough_space? (slot)
item, type, id, n = slot.item, slot.item_type, slot.item_id, slot.amount
$game_party.gain_item (item, n)
$game_temp.slots_to_discard.remove_item (type, id, n)
}
end
end
end
#==============================================================================
# ** Game Party
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new instance variable - limit_inventory
# aliased methods - initialize, gain_item
#==============================================================================
class Game_Party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_reader :limit_inventory # A Game_LimitedInventory object
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modlg_lm_inv_grafkal_init_4n56 initialize
def initialize
# Run Original method
modlg_lm_inv_grafkal_init_4n56
# Create Inventory object
@limit_inventory = Game_LimitedInventory.new (RPG::MA_DEFAULT_INVENTORY_SIZE)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Gain Items (or lose)
# item : Item
# n : Number
# include_equip : Include equipped items
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias drnlgbr_grafikal_limited_inventory_gn_itm_94n6 gain_item
def gain_item(item, n, include_equip = false)
# Run Original method
drnlgbr_grafikal_limited_inventory_gn_itm_94n6 (item, n, include_equip)
if item != nil
type = item.is_a? (RPG::Item) ? 0 : item.is_a? (RPG::Weapon) ? 1 : 2
# Gain or lose item depending on everything.
if n > 0
n2 = @limit_inventory.add_item (type, item.id, n)
n -= n2
# If it is a nondiscardable item and you cannot hold all of them
if !item.ma_discardable?
while n2 > 0
# Find first nondiscardable item in the inventory
for i in 0...@limit_inventory.slots.size
slot = @limit_inventory.slots[i]
if slot.item.ma_discardable?
l_type, id = slot.item_type, slot.item_id
# Find smallest slot of that item
while l_type == slot.item_type && id == slot.item_id
i += 1
slot = @limit_inventory.slots[i]
end
l_item, l_n = @limit_inventory.slots[i - 1].item, @limit_inventory.slots[i - 1].amount
break
end
end
# Remove that item from inventory
lose_item (l_item, l_n)
$game_temp.slots_to_discard.add_item (l_type, id, l_n)
n3 = @limit_inventory.add_item (type, item.id, n2)
n -= n3
n2 = n3
end
end
else
n2 = @limit_inventory.remove_item (type, item.id, -1*n)
n += n2
n2 *= -1
end
end
return if item == nil
# Send rest to loot
if n2 > 0
$game_temp.slots_to_discard.add_item (type, item.id, n2)
elsif n2 < 0
$game_temp.slots_to_discard.remove_item (type, item.id, -1*n2)
end
end
end
#==============================================================================
# ** Game Interpreter
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - command_end
# new method - resize_inventory
#==============================================================================
class Game_Interpreter
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Resize Inventory
# new_size : the size you now want the inventory to be
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def resize_inventory (new_size)
$game_party.limit_inventory.resize (new_size)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Command End
#``````````````````````````````````````````````````````````````````````````
# If there are items in $game_temp.loot, open up the inventory
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_grid_inventory_open_inventory_end_command command_end
def command_end
# Run Original Method
modalg_grid_inventory_open_inventory_end_command
unless $game_temp.slots_to_discard.slots.empty?
$scene = Scene_Item.new
end
end
end
#==============================================================================
# ** Window Item
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# overwritten methods - draw_item, item_rect
# aliased method - item, refresh, dispose, top_row=
#==============================================================================
class Window_Item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Refresh
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdrnalg_gral9_ivntlim_rfrsh_2n45 refresh
def refresh (inventory = $game_party.limit_inventory, columns = @column_max)
if self.is_a? (Window_EquipItem)
mdrnalg_gral9_ivntlim_rfrsh_2n45
return
end
@is_loot = inventory == $game_temp.slots_to_discard
@spacing = 32
@data = []
@empty_sprites.each { |sprite| sprite.dispose } unless @empty_sprites == nil
@empty_sprites = []
@column_max = columns
for slot in inventory.slots
next unless include?(slot.item)
@data.push(slot)
if slot.item.is_a?(RPG::Item) and slot.item_id == $game_party.last_item_id
self.index = @data.size - 1
end
end
@item_max = inventory.max_size == -1 ? @data.size : inventory.max_size
create_contents
# Calculate number of empty slots to draw
empty_slots = (inventory.max_size == -1 || !$scene.is_a? (Scene_Item)) ? 0 : inventory.max_size - inventory.slots.size
@wlh = (self.contents.height * @column_max) / ([@data.size + empty_slots, 1].max)
@wlh = @wlh > 32 ? 32 : @wlh < WLH ? WLH : @wlh
for i in 0...@data.size
draw_item(i)
end
sprite_viewport = Viewport.new (self.x + 16, self.y + 16, self.width - 32, self.height - 32)
viewport_adjusted = false
for i in @data.size...empty_slots + @data.size
rect = item_rect (i)
if rect.y + rect.height > page_row_max*@wlh && !viewport_adjusted
sprite_viewport.rect.height = rect.y
viewport_adjusted = true
end
sprite = Sprite_Base.new (sprite_viewport)
sprite.x, sprite.y = rect.x, rect.y
sprite.visible = self.visible
sprite.blend_type = 2
empty_bmp = Bitmap.new (rect.width, rect.height) if empty_bmp == nil
sprite.bitmap = empty_bmp.dup
sprite.bitmap.fill_rect (0, 1, rect.width, rect.height - 2, Color.new (127, 127, 127, 105))
@empty_sprites.push (sprite)
end
empty_bmp.dispose unless empty_bmp == nil
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Item Rect
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def item_rect (index)
wlh = @wlh == nil ? WLH : @wlh
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = wlh
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * wlh
return rect
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Top Row
# row : row shown on top
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def top_row=(row)
old_oy = self.oy
super (row)
@empty_sprites.each { |sprite| sprite.y -= (self.oy - old_oy) }
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Draw Item
# index : item number
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdrnalgbr_rfl009_limitedinvntry_drwitm_2hd4 draw_item
def draw_item(index)
if self.is_a? (Window_EquipItem)
mdrnalgbr_rfl009_limitedinvntry_drwitm_2hd4 (index)
return
end
rect = item_rect(index)
self.contents.clear_rect(rect)
item = @data[index].item
if item != nil
n = @data[index].amount
enabled = @is_loot ? true : enable?(item)
rect.width -= 4
y = rect.y + ((rect.height - WLH) / 2)
draw_item_name(item, rect.x, y, enabled)
self.contents.draw_text(rect, sprintf("#{Vocab::MA_AMOUNT_PREFIX}%2d", n), 2) unless n < 2
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Get Item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias ma_grfkl_lim_nvtry_item_8rn item
def item
return ma_grfkl_lim_nvtry_item_8rn if self.is_a? (Window_EquipItem)
return ma_grfkl_lim_nvtry_item_8rn == nil ? nil : ma_grfkl_lim_nvtry_item_8rn.item
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Sprite Disposal
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def dispose
super
@empty_sprites.each { |sprite| sprite.dispose } unless self.is_a? (Window_EquipItem)
end
end
#==============================================================================
# ** Window_EmptyCount
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This window displays the number of free slots in the inventory.
#==============================================================================
class Window_EmptyCount < Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
# inventory : a Game_LimitedInventory object
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize (inventory = $game_party.limit_inventory)
super(Graphics.width - 128, 0, 128, WLH + 32)
self.opacity = 0
refresh (inventory)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Refresh
# inv : a Game_LimitedInventory object
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def refresh (inv)
self.contents.clear
# Draw Icon
empty_slots = inv.max_size == -1 ? "8" : (inv.max_size - inv.slots.size).to_s
tw = self.contents.text_size (empty_slots).width
self.contents.draw_text (0, 0, 96, WLH, empty_slots, 2)
draw_icon (RPG::MA_EMPTYSLOTS_ICON_ID, 68 - tw, 0)
end
end
#==============================================================================
# ** Window_InvCommand
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This is a Window_Command, specialized to allow for frequent resetting of the
# commands
#==============================================================================
class Window_InvCommand < Window_Command
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Reset Commands
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def reset_commands (commands)
@commands = commands
@item_max = commands.size
row_max = (commands.size + @column_max - 1) / @column_max
self.height = (row_max*WLH) + 32
self.create_contents
refresh
end
end
#==============================================================================
# ** Window Warning
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This window checks before destroying slot items
#==============================================================================
class Window_Warning < Window_Selectable
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize
x = (Graphics.width - 256) / 2
y = (Graphics.height - (32 + 2*WLH)) / 2
super (x, y, 256, 32 + 2*WLH)
@item_max = 2
@column_max = 2
@index = 1
create_contents
# Draw Warning Label
self.contents.draw_text (0, 0, contents.width, WLH, Vocab::MA_WARNING_LABEL, 1)
# Draw Yes and No Options
index = 0
[Vocab::MA_WARNING_YES, Vocab::MA_WARNING_NO].each { |command|
rect = item_rect (index)
self.contents.draw_text (rect, command, 1)
index += 1
}
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Get rectangle for displaying items
# index : item number
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (self.contents.width / 4) - 10
rect.height = WLH
rect.x = rect.width + (index*(20 + rect.width))
rect.y = WLH
return rect
end
end
#==============================================================================
# ** Scene Equip
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - return_scene
#==============================================================================
class Scene_Equip
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Return Scene
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias rnalbr_grafikal009_invlimits_rtrn_scn_eqp_4wk4 return_scene
def return_scene
if $game_temp.slots_to_discard.slots.empty?
rnalbr_grafikal009_invlimits_rtrn_scn_eqp_4wk4
else
$scene = Scene_Item.new
end
end
end
#==============================================================================
# ** Scene Battle
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - battle_end
#==============================================================================
class Scene_Battle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * End Battle
# result : Results (0: win, 1: escape, 2:lose)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mrnagbr_gkal009_vntrylim_bttlend_5dm4 battle_end
def battle_end(result)
# Run original Method
mrnagbr_gkal009_vntrylim_bttlend_5dm4 (result)
if !$game_temp.slots_to_discard.slots.empty? && !$scene.is_a? (Scene_Gameover)
$scene = Scene_Item.new
end
end
end
#==============================================================================
# ** Scene Item
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - start, terminate
#==============================================================================
class Scene_Item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Start processing
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def start
super
create_menu_background
@activated_frame = false
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@help_window = Window_Help.new
@help_window.width = Graphics.width
@help_window.viewport = @viewport
wlh = Window_Base::WLH
@item_window = Window_Item.new(0, 32 + wlh, Graphics.width, Graphics.height - 32 - wlh)
@item_window.help_window = @help_window
@item_window.active = false
@item_window.viewport = @viewport
@active_window = @item_window
@target_window = Window_MenuStatus.new(0, 0)
@target_window.x = Graphics.width - @target_window.width
@target_window.height = Graphics.height
@target_window.z = 150
hide_target_window
# Create Empty Counter
@emptycount_window = Window_EmptyCount.new
@emptycount_window.viewport = @viewport
# Create Loot Window
wdth = Graphics.width / 2
hght = Graphics.height - 64 - 2*wlh
@loot_window = Window_Item.new (wdth, 64 + (2*wlh), wdth, hght)
@loot_window.index = -1
@loot_window.viewport = @viewport
# Create Loot Label Window
@lootlabel_window = Window_Base.new (wdth, 32 + wlh, wdth, 32 + wlh)
@lootlabel_window.visible = false
@lootlabel_window.contents.font.color = @lootlabel_window.system_color
@lootlabel_window.contents.draw_text (0, 0, 240, wlh, Vocab::MA_LOOT_LABEL, 1)
@lootlabel_window.viewport = @viewport
commands = [Vocab::MA_COMMAND_USE, Vocab::MA_COMMAND_DISCARD]
@command_window = Window_InvCommand.new (160, commands)
@command_window.visible = false
@command_window.active = 0
@loot_window.active = false
# If no loot, hide the window
if $game_temp.slots_to_discard.slots.empty?
@loot_window.visible = false
@loot_window.refresh ($game_temp.slots_to_discard, 1)
@overloaded_initially = false
else
show_loot
@overloaded_initially = true
end
@last_index = $game_party.last_item_id
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Return Scene
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malg_grfk_inventoy_lmt_rtrnscn_1h45 return_scene
def return_scene
# If Still items left in Loot
if RPG::MA_WARN_WINDOW && !$game_temp.slots_to_discard.slots.empty?
# Give warning
@warning_window = Window_Warning.new
return
end
if @overloaded_initially
$scene = Scene_Map.new
else
# Run Original Method
malg_grfk_inventoy_lmt_rtrnscn_1h45
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Show Target Window
# right : Right justification flag (if false, left justification)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def show_target_window(right)
right = @loot_window.visible ? @active_window == @item_window : right
@item_window.active = false
width_remain = Graphics.width - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
if right
@viewport.rect.set(0, 0, width_remain, @target_window.height)
@viewport.ox = 0
else
@viewport.rect.set(@target_window.width, 0, width_remain, @target_window.height)
@viewport.ox = @target_window.width
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Hide Target Window
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def hide_target_window
@item_window.active = true
@target_window.visible = false
@target_window.active = false
@viewport.rect.set(0, 0, Graphics.width, Graphics.height)
@viewport.ox = 0
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Termination processing
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdlg_graf009_invlimit_trmnte_itemscene_5bd3 terminate
def terminate (*args)
# Run Original Method
mdlg_graf009_invlimit_trmnte_itemscene_5bd3 (*args)
# Dispose of new windows
@emptycount_window.dispose
@loot_window.dispose
@lootlabel_window.dispose
@command_window.dispose
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Frame
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malg_gfl009_limitedinventory_upt_2h45 update
def update
# If Warning Window Active
if @warning_window != nil
update_warning_window
return
end
malg_gfl009_limitedinventory_upt_2h45
@loot_window.update
@command_window.update
if @activated_frame
@activated_frame = false
return
end
if @loot_window.active
update_item_selection
elsif @command_window.active
update_command_selection
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Item Selection
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias moal_rfkl9_invntr_limit_upditmselect_1hr4 update_item_selection
def update_item_selection
@command_window.visible = false if @command_window.visible
# Switch between windows by pressing Left or Right
if @loot_window.visible && (Input.trigger? (Input::LEFT) || Input.trigger? (Input::RIGHT))
Sound.play_cursor
@active_window.index = -1
loot_window_active = @loot_window.active
@active_window.active = false
@active_window = loot_window_active ? @item_window : @loot_window
@active_window.active = true
@active_window.index = 0
@activated_frame = true
end
# IF ESC pressed
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
# If exchanging
if @loot_window.index > -1 && @item_window.active
slot = @active_window.ma_grfkl_lim_nvtry_item_8rn
slot2 = @loot_window.ma_grfkl_lim_nvtry_item_8rn
type, id, n = slot2.item_type, slot2.item_id, slot2.amount
if slot != nil
if !slot.item.ma_discardable? # Undiscardable Item
Sound.play_buzzer
return
else
type2, id2, n2 = slot.item_type, slot.item_id, slot.amount
$game_temp.slots_to_discard.add_item (type2, id2, n2)
$game_party.limit_inventory.remove_item (type2, id2, n2)
end
end
$game_party.limit_inventory.add_item (type, id, n)
$game_temp.slots_to_discard.remove_item (type, id, n)
RPG::SE.new (Sound::MA_EXCHANGE_SE).play
check_to_hide_loot
@loot_window.active = false
@loot_window.index = -1
else # If selecting
item = @active_window.item
if item != nil && (@loot_window.active || item.ma_discardable? || $game_party.item_can_use? (item))
Sound.play_decision
@active_window = @loot_window.active ? @loot_window : @item_window
start_command_window
else
Sound.play_buzzer
end
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Command
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def update_command_selection
removed_from_loot = false
if Input.trigger?(Input::B)
Sound.play_cancel
# Deactivate Command Window
@command_window.active = false
@command_window.index = -1
@command_window.visible = false
# Reactivat previous Window
@active_window.active = true
elsif Input.trigger?(Input::C)
if @active_window == @item_window
case @command_window.index
when 0 # Use
moal_rfkl9_invntr_limit_upditmselect_1hr4
@command_window.active = false if $game_party.item_can_use?(@item) && @item.scope != 0
when 1 # Discard
# Get slot
slot = @item_window.ma_grfkl_lim_nvtry_item_8rn
unless slot.item.ma_discardable?
Sound.play_buzzer
return
end
type, id, n = slot.item_type, slot.item_id, slot.amount
# Discard additional slots
$game_party.limit_inventory.remove_item (type, id, n)
$game_temp.slots_to_discard.add_item (type, id, n)
# Deactivate Command Window
@command_window.active = false
@command_window.index = -1
@command_window.visible = false
# Reactivate previous Window
if @loot_window.visible
@item_window.refresh ($game_party.limit_inventory, 1)
@loot_window.refresh ($game_temp.slots_to_discard, 1)
else
show_loot
end
@item_window.active = true
RPG::SE.new (Sound::MA_DISCARD_SE).play
end
@emptycount_window.refresh ($game_party.limit_inventory)
else # Called from Loot Window
slot = @loot_window.ma_grfkl_lim_nvtry_item_8rn
# Get slot stats
type, id, n = slot.item_type, slot.item_id, slot.amount
case @command_window.index
when 0 # Take
# If inventory has empty spaces
if $game_party.limit_inventory.enough_space? (@loot_window.ma_grfkl_lim_nvtry_item_8rn)
# Remove from loot and add to Inventory
n2 = $game_party.limit_inventory.add_item (type, id, n)
$game_temp.slots_to_discard.remove_item (type, id, n - n2)
RPG::SE.new (Sound::MA_TAKE_SE).play
removed_from_loot = true
else
Sound.play_buzzer
end
when 1 # Exchange
# Deactivate Command Window
@command_window.visible = false
@command_window.active = false
# Activate Item Window
@item_window.active = true
@item_window.index = 0
@active_window = @item_window
Sound.play_decision
when 2 # Destroy
$game_party.drnlgbr_grafikal_limited_inventory_gn_itm_94n6 (slot.item, -1*n)
$game_temp.slots_to_discard.remove_item (type, id, n)
RPG::SE.new (Sound::MA_DESTROY_SE).play
removed_from_loot = true
end
if removed_from_loot
@command_window.active = false
@command_window.visible = false
check_to_hide_loot
end
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Warning
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def update_warning_window
@warning_window.update
if Input.trigger? (Input::B)
# Play Cancel SE
Sound.play_cancel
# Dispose Warning
@warning_window.dispose
@warning_window = nil
elsif Input.trigger? (Input::C)
# Play Decision SE
Sound.play_decision
# When Yes
if @warning_window.index == 0
# End Scene
clear_loot_slots
return_scene
end
@warning_window.dispose
@warning_window = nil
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Use Item (apply effects to non-ally targets)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_grkl_liminv_ustmnntrgt_2hb4 use_item_nontarget
def use_item_nontarget
# Get last instance of this item in the inventory.
id = @item_window.index
while id == @item_window.index
@item_window.index += 1
id += 1 if @item == @item_window.item
end
@item_window.index -= 1
modalg_grkl_liminv_ustmnntrgt_2hb4
$game_party.last_item_id = @item_window.index
# Refresh Item Window if that slot is now empty
if @item_window.item == nil
@item_window.refresh
@emptycount_window.refresh ($game_party.limit_inventory)
hide_target_window
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Show Loot
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def show_loot
@loot_window.refresh ($game_temp.slots_to_discard, 1)
@loot_window.update
@loot_window.visible = true
@lootlabel_window.visible = true
@item_window.width = Graphics.width / 2
@item_window.refresh ($game_party.limit_inventory, 1)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Check to Hide Loot
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def check_to_hide_loot
@loot_window.refresh ($game_temp.slots_to_discard, 1)
@emptycount_window.refresh ($game_party.limit_inventory)
# If there are no more items in loot
if $game_temp.slots_to_discard.slots.size == 0
# Hide Loot Window
@loot_window.visible = false
@loot_window.active = false
@loot_window.index = -1
@lootlabel_window.visible = false
@item_window.width = Graphics.width
@item_window.index = 0
@item_window.refresh ($game_party.limit_inventory, 2)
@item_window.active = true
@active_window = @item_window
else
@item_window.refresh ($game_party.limit_inventory, 1)
@loot_window.active = true
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Start Command Window
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def start_command_window
# Set command window based on which window it is called from
if @item_window.active
@command_window.reset_commands ([Vocab::MA_COMMAND_USE, Vocab::MA_COMMAND_DISCARD])
item = @item_window.item
@command_window.draw_item (0, false) unless $game_party.item_can_use? (item)
@command_window.draw_item (1, false) unless item.ma_discardable?
elsif @loot_window.active
cmnds = [Vocab::MA_COMMAND_TAKE, Vocab::MA_COMMAND_EXCHANGE, Vocab::MA_COMMAND_DESTROY]
@command_window.reset_commands (cmnds)
@command_window.draw_item (0, $game_party.limit_inventory.enough_space? (@loot_window.ma_grfkl_lim_nvtry_item_8rn))
end
rect = @active_window.item_rect (@active_window.index)
x = @active_window.x + 16 + rect.x
if x < (Graphics.width / 2)
x += rect.width
else
x -= @command_window.width
end
@command_window.x = x
# Get y coordinate
y = @active_window.y + 16 + rect.y - ((@command_window.height - rect.height) / 2)
y = (y + @command_window.height) > Graphics.height ? (Graphics.height - @command_window.height) : y
@command_window.y = y < @active_window.y ? @active_window.y : y
@command_window.index = 0
@command_window.visible = true
@command_window.active = true
# Deactivate last window
@active_window.active = false
@activated_frame = true
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Clear Loot Slots
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def clear_loot_slots
# Destroy all items in Loot
unless $game_temp.slots_to_discard.slots.empty?
# Update Party Hash and remove items
$game_temp.slots_to_discard.slots.each { |slot|
$game_party.drnlgbr_grafikal_limited_inventory_gn_itm_94n6 (slot.item, -1*slot.amount)
}
RPG::SE.new (Sound::MA_DESTROY_SE).play
$game_temp.slots_to_discard.clear
end
end
end |