can anyone make me a drop item script and a bank item limit script ?
I am using the item limit and the item storage scripts of game_guy.
It should be nice if someone can make a drop item script : a edit in the menu so you can use or drop an item or something.
and if someone can edit this script from geme_guy so you can set item limits for the bank accounts.
[spoiler]
=begin
Item Storage Script
Author: game_guy
Date: May 1st, 2009
Introduction:
If 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 Items in Chests, Closets, etc.
- Have seperate closets and chests
- Easy to use
Instructions:
Use a simple script call to open the chest.
$scene = Scene_Chest.new(x)
x = the variable id that you want the chest or closet to store items and stuff in
thats all give proper credit.
=end
class Scene_Title
alias re_main_link command_new_game
def command_new_game
$chest = Game_Chest.new
re_main_link
end
end
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 $chest.item_number(i) > 0
@data.push($data_items
)
end
end
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $chest.weapon_number(i) > 0
@data.push($data_weapons)
end
end
for i in 1...$data_armors.size
if $chest.armor_number(i) > 0
@data.push($data_armors)
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_number(item.id)
when RPG::Weapon
number = $chest.weapon_number(item.id)
when RPG::Armor
number = $chest.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 + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
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)
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)
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors)
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 + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
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])
end
end
class Game_Chest
attr_reader :actors # actors
def initialize
@actors = []
@items = {}
@weapons = {}
@armors = {}
end
def refresh
new_actors = []
for i in 0...@actors.size
if $data_actors[@actors.id] != nil
new_actors.push($game_actors[@actors.id])
end
end
@actors = new_actors
end
def item_number(item_id)
return @items.include?(item_id) ? @items[item_id] : 0
end
def weapon_number(weapon_id)
return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
end
def armor_number(armor_id)
return @armors.include?(armor_id) ? @armors[armor_id] : 0
end
def gain_item(item_id, n)
if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max, 99].min
end
end
def gain_weapon(weapon_id, n)
if weapon_id > 0
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
end
end
def gain_armor(armor_id, n)
if armor_id > 0
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
end
end
def lose_item(item_id, n)
gain_item(item_id, -n)
end
def lose_weapon(weapon_id, n)
gain_weapon(weapon_id, -n)
end
def lose_armor(armor_id, n)
gain_armor(armor_id, -n)
end
def item_can_use?(item_id)
if item_number(item_id) == 0
return false
end
occasion = $data_items[item_id].occasion
if $game_temp.in_battle
return (occasion == 0 or occasion == 1)
end
return (occasion == 0 or occasion == 2)
end
end
class Scene_Chest
def initialize(variable)
@variable_id = variable
end
def main
if $game_variables[@variable_id] != 0
$chest = $game_variables[@variable_id]
else
$chest = Game_Chest.new
end
@help_window = Window_Help.new
@help_window.visible = false
@item_window = Window_Party_Item.new
@chest_window = Window_Chest_Item.new
@command_window = Window_Chest_Choices.new
@item_window.help_window = @help_window
@chest_window.help_window = @help_window
@chest_window.active = false
@item_window.active = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@item_window.dispose
@chest_window.dispose
@command_window.dispose
end
def update
@help_window.update
@item_window.update
@chest_window.update
@chest_window.refresh
@item_window.refresh
@command_window.update
if @command_window.active
update_command
return
end
if @item_window.active
update_item
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_variables[@variable_id] = $chest
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0 # buy
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@item_window.active = true
@item_window.visible = true
@help_window.visible = true
@help_window.z = 2000
when 1 # sell
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@chest_window.active = true
@chest_window.visible = true
@chest_window.refresh
@help_window.visible = true
@help_window.z = 2000
when 2 # quit
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@item_window.active = false
@help_window.z = 0
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
case @item
when RPG::Item
$game_party.lose_item(@item.id, 1)
$chest.gain_item(@item.id, 1)
when RPG::Weapon
$game_party.lose_weapon(@item.id, 1)
$chest.gain_weapon(@item.id, 1)
when RPG::Armor
$game_party.lose_armor(@item.id, 1)
$chest.gain_armor(@item.id, 1)
end
end
end
def update_chest
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@chest_window.active = false
@help_window.z = 0
return
end
if Input.trigger?(Input::C)
@item = @chest_window.item
case @item
when RPG::Item
$game_party.gain_item(@item.id, 1)
$chest.lose_item(@item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(@item.id, 1)
$chest.lose_weapon(@item.id, 1)
when RPG::Armor
$game_party.gain_armor(@item.id, 1)
$chest.lose_armor(@item.id, 1)
end
end
end
end
class Scene_Save < Scene_File
def write_save_data(file)
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors
characters.push([actor.character_name, actor.character_hue])
end
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number
Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
Marshal.dump($chest, file)
end
end
class Scene_Load < Scene_File
def read_save_data(file)
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
$chest = Marshal.load(file)
if $game_system.magic_number != $data_system.magic_number
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
$game_party.refresh
end
end
[/spoiler]