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 for :
=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