#===============================================================================
# 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