Item Storage
Authors: game_guy
Version: 1.2
Type: Item Storage
Key Term: Misc System
IntroductionIf you've ever played any of the Elder Scrolls series or Fallout series than of
course then you would have noticed the awesome item storage. This script does that
Features
- Store and Take Items Out of Chests, Closets, ect
- Have Seperate Chests, Closets, ect
- Easy to use
- Stores Chests into Game System Instead of Variables
- Have Max Amount of Items In Chest
- Set Default Items in Chest
Screenshots[spoiler]Chest 1
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn318%2Fbahumat27%2Fchest1.png&hash=e83d06c615145bbdeb6576aeaf0e2e408fee5c05)
Chest 1 Storage
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn318%2Fbahumat27%2Fchest1storage.png&hash=0a1e4aa9219bb2a0b88d6908d5fb94d338af1974)
Chest 2
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn318%2Fbahumat27%2Fchest2.png&hash=aff9a3dc46fc6a0edabd7abcec54150ce5f336bd)
Chest 2 Storage
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn318%2Fbahumat27%2Fchest2storage.png&hash=575de0bf3d134a2955f1018e2d725607bba95cfa)[/spoiler]
DemoMediaFire (http://www.mediafire.com/download.php?ywdwwhogoga)
Script[SPOILER]
#===============================================================================
# Item Storage
# Author game_guy
# Version 1.2
#-------------------------------------------------------------------------------
# Intro:
# Okay. Well if you've played the Elder Scrolls Series or Fallout then you'd
# know that it has an item storage system. What it does is lets you open up
# closets, chests, ect and store and take items out of it.
#
# Features:
# Store and Take Items Out of Chests, Closets, ect
# Have Seperate Chests, Closets, ect
# Easy to Use
# Stores Chests into Game System Instead of Variables
# Have Max Amount of Items In Chest
# Set Default Items in Chest
#
# Instructions:
# First lets go over the syntaxes.
#
# Calling the Item Storage:
# $scene = Scene_Chest.new(chest_id, max_items)
# chest_id is the number chest you want open
# max_items is the max amount of any item the chest can hold
# you can just use this to
# $scene = Scene_Chest.new(chest_id)
# because in the config this ChestMaxItems is the default so if you dont use
# the long one, it'll use the default.
#
# Adding/Removing Items from Chest:
# This feature is still being worked on. But what it will allow you to do
# is add an item or remove it whithout actually opening the chest.
#
# Okay so thats done with the syntaxes. Now onto the configuration.
# Go down to Begin Config and do all your configuration there.
#
# Credits:
# game_guy ~ for making it
# MightyLink ~ requesting the system
#===============================================================================
module GameGuy
#============================================================================
# ChestMaxItems = The max amount of any item a chest can hold. So example
# Its 9999 so it can have 9999 of any item.
#============================================================================
ChestMaxItems = 9999
def self.chest_items(id)
case id
#==========================================================================
# Config Chest Items
# Use this
# when chest_id then return [[id, amount, type], [id, amount, type]]
# id = item, weapon, or armor id
# amount = the amount
# type = 0, 1, or 2 0 = item, 1 = weapon, 2 = armor
# Example:
# when 1 then return [[1, 3, 0], [1, 1, 1]]
# This has 3 potions, and 1 bronze sword. So when this is called
# $scene = Scene_Chest.new(1)
# it will have those items in the chest already.
#==========================================================================
when 1 then return [[1, 999, 0], [1, 1, 1]]
when 2 then return [[1, 10, 0], [1, 1, 2], [1, 2, 1]]
when 3 then return [[1, 10, 2], [3, 1, 1], [9, 1, 1]]
end
return []
end
end
#==============================================================================
# Game_System
#------------------------------------------------------------------------------
# Modded it so it makes it store every chest.
#==============================================================================
class Game_System
attr_accessor :chests
alias gg_add_item_storage initialize
def initialize
@chests = []
return gg_add_item_storage
end
def add_chest(chest)
@chests[chest] = $chest
end
end
#==============================================================================
# Game_Chest
#------------------------------------------------------------------------------
# Holds all the data for a single chest.
#==============================================================================
class Game_Chest
attr_accessor :max
def initialize(max)
@max = max
@items = {}
@weapons = {}
@armors = {}
end
def item_amount(item_id)
return @items.include?(item_id) ? @items[item_id] : 0
end
def weapon_amount(weapon_id)
return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
end
def armor_amount(armor_id)
return @armors.include?(armor_id) ? @armors[armor_id] : 0
end
def add_item(item_id, n)
if item_id > 0
@items[item_id] = [[item_amount(item_id) + n, 0].max, @max].min
end
end
def add_weapon(weapon_id, n)
if weapon_id > 0
@weapons[weapon_id] = [[weapon_amount(weapon_id) + n, 0].max, @max].min
end
end
def add_armor(armor_id, n)
if armor_id > 0
@armors[armor_id] = [[armor_amount(armor_id) + n, 0].max, @max].min
end
end
def take_item(item_id, n)
add_item(item_id, -n)
end
def take_weapon(weapon_id, n)
add_weapon(weapon_id, -n)
end
def take_armor(armor_id, n)
add_armor(armor_id, -n)
end
end
#==============================================================================
# Window_Chest_Choices
#------------------------------------------------------------------------------
# The choices for the chest when the scene is opened.
#==============================================================================
class Window_Chest_Choices < Window_Selectable
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 3
@column_max = 3
@commands = ["Store Items", "Take Items", "Exit"]
self.z = 200
refresh
self.index = 0
end
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
def draw_item(index)
x = 4 + index * 215
self.contents.draw_text(x, 0, 128, 32, @commands[index], 1)
end
end
#==============================================================================
# Window_Chest_Item
#------------------------------------------------------------------------------
# Displays all items in the chest.
#==============================================================================
class Window_Chest_Item < Window_Selectable
def initialize
super(320, 64, 320, 416)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $chest.item_amount(i) > 0
@data.push($data_items[i])
end
end
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $chest.weapon_amount(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $chest.armor_amount(i) > 0
@data.push($data_armors[i])
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $chest.item_amount(item.id)
when RPG::Weapon
number = $chest.weapon_amount(item.id)
when RPG::Armor
number = $chest.armor_amount(item.id)
end
x = 4 + index % @column_max * (288 + 32)
y = index / @column_max * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 216, y, 16, 32, ":", 1)
self.contents.draw_text(x + 224, y, 48, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# Window_Party_Item
#------------------------------------------------------------------------------
# Displays all items the party has.
#==============================================================================
class Window_Party_Item < Window_Selectable
def initialize
super(0, 64, 320, 416)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
x = 4 + index % @column_max * (288 + 32)
y = index / @column_max * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 216, y, 16, 32, ":", 1)
self.contents.draw_text(x + 224, y, 48, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# Scene_Chest
#------------------------------------------------------------------------------
# The scene that controls storing and taking items.
#==============================================================================
class Scene_Chest
def initialize(chest=1, max=GameGuy::ChestMaxItems)
@chestid = chest
if $game_system.chests[chest] == nil
$chest = Game_Chest.new(max)
items = GameGuy.chest_items(chest)
for i in 0...items.size
item = items[i][2]
case item
when 0
$chest.add_item(items[i][0], items[i][1])
when 1
$chest.add_weapon(items[i][0], items[i][1])
when 2
$chest.add_armor(items[i][0], items[i][1])
else
$chest.add_item(items[i][0], items[i][1])
end
end
else
$chest = $game_system.chests[chest]
end
end
def main
@help_window = Window_Help.new
@help_window.visible = false
@command_window = Window_Chest_Choices.new
@party_window = Window_Party_Item.new
@party_window.active = false
@chest_window = Window_Chest_Item.new
@chest_window.active = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@help_window.dispose
@command_window.dispose
@party_window.dispose
@chest_window.dispose
end
def update
@help_window.update
@command_window.update
@party_window.update
@chest_window.update
if @command_window.active
update_command
return
end
if @party_window.active
update_party
return
end
if @chest_window.active
update_chest
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$game_system.add_chest(@chestid)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
@party_window.active = true
@party_window.help_window = @help_window
@command_window.active = false
@help_window.z = 500
@help_window.visible = true
when 1
$game_system.se_play($data_system.decision_se)
@chest_window.active = true
@chest_window.help_window = @help_window
@command_window.active = false
@help_window.z = 500
@help_window.visible = true
when 2
$game_system.se_play($data_system.cancel_se)
$game_system.add_chest(@chestid)
$scene = Scene_Map.new
end
return
end
end
def update_party
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@help_window.visible = false
@party_window.help_window = nil
@party_window.active = false
return
end
if Input.repeat?(Input::C)
@item = @party_window.item
unless @item.is_a?(RPG::Item) or @item.is_a?(RPG::Weapon) or
@item.is_a?(RPG::Armor)
$game_system.se_play($data_system.buzzer_se)
return
end
case @item
when RPG::Item
amount = $chest.item_amount(@item.id)
if amount < $chest.max
$game_system.se_play($data_system.decision_se)
$chest.add_item(@item.id, 1)
$game_party.lose_item(@item.id, 1)
else
$game_system.se_play($data_system.buzzer_se)
return
end
when RPG::Weapon
amount = $chest.weapon_amount(@item.id)
if amount < $chest.max
$game_system.se_play($data_system.decision_se)
$chest.add_weapon(@item.id, 1)
$game_party.lose_weapon(@item.id, 1)
else
$game_system.se_play($data_system.buzzer_se)
return
end
when RPG::Armor
amount = $chest.armor_amount(@item.id)
if amount < $chest.max
$game_system.se_play($data_system.decision_se)
$chest.add_armor(@item.id, 1)
$game_party.lose_armor(@item.id, 1)
else
$game_system.se_play($data_system.buzzer_se)
return
end
end
@party_window.refresh
@chest_window.refresh
return
end
end
def update_chest
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@help_window.visible = false
@chest_window.help_window = nil
@chest_window.active = false
return
end
if Input.repeat?(Input::C)
@item = @chest_window.item
unless @item.is_a?(RPG::Item) or @item.is_a?(RPG::Weapon) or
@item.is_a?(RPG::Armor)
$game_system.se_play($data_system.buzzer_se)
return
end
case @item
when RPG::Item
amount = $game_party.item_number(@item.id)
if amount < 99
$game_system.se_play($data_system.decision_se)
$chest.take_item(@item.id, 1)
$game_party.gain_item(@item.id, 1)
else
$game_system.se_play($data_system.buzzer_se)
return
end
when RPG::Weapon
amount = $game_party.weapon_number(@item.id)
if amount < 99
$game_system.se_play($data_system.decision_se)
$chest.take_weapon(@item.id, 1)
$game_party.gain_weapon(@item.id, 1)
else
$game_system.se_play($data_system.buzzer_se)
return
end
when RPG::Armor
amount = $game_party.armor_number(@item.id)
if amount < 99
$game_system.se_play($data_system.decision_se)
$chest.take_armor(@item.id, 1)
$game_party.gain_armor(@item.id, 1)
else
$game_system.se_play($data_system.buzzer_se)
return
end
end
@party_window.refresh
@chest_window.refresh
return
end
end
end
[/SPOILER]
InstructionsNew and improved instructions in the script.
CompatibilityNot tested with SDK.
Credits and Thanks
- game_guy ~ making the system
- MightyLink ~ requesting the system
Author's NotesEnjoy and give credits!
It looks good, but I would suggest maybe making that also set a limit on how much the party can hold. Why would anyone want to store all their stuff if they could carry it around with them?
I'm updating stuff right now. I'm making it where the chest can hold over 1000 items and even hold gold so when the party reaches its limits its gonna have to dump some somewhere right?
Sounds cool, I remember someone made a script like this a very long time ago. This could work as a bank script, right?
I don't think you should bother to make an item limiting script, but you should throw in links to some.
I've already started to put it in here. The party can only normally hold 99 items so when they want to overstock they can store some in a chest or closet.
lol it Great. hey Thanks
Fantastic script, exactly what I've been looking for.
Is there a way to add items directly to the chest by event script command? For example, instead of giving the player the items, have the items waiting for them in the chest and they have to physically take the items OUT the first time.
I've tried
$chest(1).gain_item(29, 1)
but it doesn't know the gain-item method.
Try
$game_variables[1] = Chest.new # change the one with the chest number
$game_variables[1].gain_item(29, 1)
This can only be used as long as you havent opened a chest using variable 1
Hello,
this script is a great one ! But i've got a problem ;
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F2558%2Fwhato.jpg&hash=6ec5b5208a102682a741d3c396ec489f3bfb0ae4)
I don't know why it doesn't work... do you have an idea ? Please ?
Quote from: Izayoi on July 23, 2009, 10:31:28 AM
Hello,
this script is a great one ! But i've got a problem ;
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F2558%2Fwhato.jpg&hash=6ec5b5208a102682a741d3c396ec489f3bfb0ae4)
I don't know why it doesn't work... do you have an idea ? Please ?
I do believe you have to find the text that it uses, and match it with the one in the script called main.
Don't quote me though.
That's probably because you're using illegal RMXP.
Great script but how the heck do i put items in the chests ive tried
$game_variables[2] = $chest
$game_variables[2].gain_item(1, 10)
and ive never opend the chest once, and its in a seprate event,
i get error:
NoMethodError occured while runnin script.
undefined method `gain_item' for 0:fixnum
also would it be possible to put more then one type of weapon in a chest too?
Updated script. Much much more compatible then older version. You can also have items in the chests from the start. Check the new demo out as well.
Sweet you fixed to problems i was having, adding items and preventing them from taking after they have reached the max they can carry. nice script
oh question can you make it to where they push a key and it takes all of that item they have selected? because i edited max carried and if a box has 100 of the same item in it you'd be holding the space bar down for about 20 - 30 seconds, manly i just think it would be a convenience
I'll make it where you press the Z key, and it'll take the all of the selected item out that it can
Another epic win by game_guy