11-18-2023, 01:42 AM
(This post was last modified: 02-04-2024, 05:37 AM by kyonides.
Edit Reason: Version 1.0.4
)
Battle Item Count
XP + VX + ACE
by Kyonides
Introduction
![Thinking Thinking](https://www.save-point.org/images/smilies/ejlol/think.gif)
![Confused Confused](https://www.save-point.org/images/smilies/ejlol/confused.gif)
Then this scriptlet is for you!
![Grinning Grinning](https://www.save-point.org/images/smilies/ejlol/grin.gif)
XP Script
Code:
# * Battle Item Count XP * #
# Plug & Play Script
# Scripter : Kyonides Arkanthes
# v1.0.4 - 2024-02-03
# The scriptlet updates the number of available items every single time you pick
# one or go back to the prior actor in battle.
# Warning: Overwritten Method Window_Item#draw_item
class Game_Party
def clear_battle_items
@actors.each {|m| m.current_action.clear }
end
def actors_battle_items
@actors.map {|m| m.current_action.item_id }
end
def battle_item_number(item_id)
return item_number(item_id) unless $game_temp.in_battle
battle_items = actors_battle_items.select {|bit_id| item_id == bit_id }
item_number(item_id) - battle_items.size
end
end
class Window_Item
alias :kyon_btl_itm_cnt_win_itm_ref :refresh
def refresh
@battle_items = {}
@battle_items.default = 99
kyon_btl_itm_cnt_win_itm_ref
end
def find_number(item_id)
case item
when RPG::Item
$game_party.battle_item_number(item_id)
when RPG::Weapon
$game_party.weapon_number(item_id)
when RPG::Armor
$game_party.armor_number(item_id)
end
end
def enable?(item)
return unless item.is_a?(RPG::Item)
$game_party.item_can_use?(item.id) and @battle_items[item.id] > 0
end
def draw_item(index)
item = @data[index]
number = find_number(item.id)
@battle_items[item.id] = number
enabled = enable?(item)
self.contents.font.color = enabled ? normal_color : disabled_color
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 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 = enabled ? 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 battle_item_none?
@battle_items[self.item.id] == 0
end
end
class Scene_Battle
alias :kyon_btl_itm_cnt_scn_btl_ph3_prr_act :phase3_prior_actor
alias :kyon_btl_itm_cnt_scn_btl_up_ph3_itm_sel :update_phase3_item_select
def turn_decrease_item_count
@active_battler.current_action.clear if @active_battler
end
def phase3_prior_actor
turn_decrease_item_count
kyon_btl_itm_cnt_scn_btl_ph3_prr_act
turn_decrease_item_count
end
def update_phase3_item_select
if Input.trigger?(Input::C) and @item_window.battle_item_none?
return $game_system.se_play($data_system.buzzer_se)
end
kyon_btl_itm_cnt_scn_btl_up_ph3_itm_sel
end
end
VX Script
Code:
# * Battle Item Count VX * #
# Plug & Play Script
# Scripter : Kyonides Arkanthes
# v1.0.4 - 2024-02-03
# The scriptlet updates the number of available items every single time you pick
# one or go back to the prior actor in battle.
class Game_Actor
def clear_battle_item
@battle_item_id = nil
end
attr_accessor :battle_item_id
end
class Game_Party
def clear_battle_items
members.each {|m| m.clear_battle_item }
end
def members_battle_items
members.map {|m| m.battle_item_id }
end
def battle_item_number(item)
return item_number(item) unless $game_temp.in_battle
item_id = item.id
battle_items = members_battle_items.select {|bit_id| item_id == bit_id }
item_number(item) - battle_items.size
end
end
class Window_Item
alias :kyon_btl_itm_cnt_win_ref :refresh
def refresh
@battle_items = {}
@battle_items.default = 99
kyon_btl_itm_cnt_win_ref
end
def enable?(item)
$game_party.item_can_use?(item) and @battle_items[item.id] > 0
end
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
item = @data[index]
return unless item
number = $game_party.battle_item_number(item)
@battle_items[item.id] = number
enabled = enable?(item)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, enabled)
self.contents.draw_text(rect, sprintf(":%2d", number), 2)
end
def battle_item_none?
@battle_items[@data[@index].id] == 0
end
end
class Scene_Battle
alias :kyon_btl_itm_cnt_scn_btl_term :terminate
alias :kyon_btl_itm_cnt_scn_btl_st_pty_cmd_sel :start_party_command_selection
alias :kyon_btl_itm_cnt_scn_btl_prr_act :prior_actor
alias :kyon_btl_itm_cnt_scn_btl_end_trgt_act_sel :end_target_actor_selection
def terminate
kyon_btl_itm_cnt_scn_btl_term
$game_party.clear_battle_items
end
def start_party_command_selection
$game_party.clear_battle_items
kyon_btl_itm_cnt_scn_btl_st_pty_cmd_sel
end
def turn_decrease_item_count
@active_battler.clear_battle_item if @active_battler
end
def prior_actor
turn_decrease_item_count
kyon_btl_itm_cnt_scn_btl_prr_act
turn_decrease_item_count
end
def update_target_actor_selection
@target_actor_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
end_target_actor_selection
elsif Input.trigger?(Input::C)
Sound.play_decision
@active_battler.action.target_index = @target_actor_window.index
@active_battler.battle_item_id = @item.id if @item
@item = nil
end_target_actor_selection
end_skill_selection
end_item_selection
next_actor
end
end
def update_item_selection
@item_window.active = true
@item_window.update
@help_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
end_item_selection
elsif Input.trigger?(Input::C)
@item = @item_window.item
$game_party.last_item_id = @item.id if @item
return Sound.play_buzzer unless $game_party.item_can_use?(@item)
return Sound.play_buzzer if @item_window.battle_item_none?
Sound.play_decision
determine_item
end
end
end
VX ACE Script
Code:
# * Battle Item Count ACE * #
# Plug & Play Script
# Scripter : Kyonides Arkanthes
# v1.0.4 - 2024-02-03
# The scriptlet updates the number of available items every single time you pick
# one or go back to the prior actor in battle.
class Game_Actor
def clear_battle_item
@battle_item_id = nil
end
attr_accessor :battle_item_id
end
class Game_Party
def clear_battle_items
members.each {|m| m.clear_battle_item }
end
def members_battle_items
members.map {|m| m.battle_item_id }
end
def battle_item_number(item)
return item_number(item) unless @in_battle
item_id = item.id
battle_items = members_battle_items.select {|bit_id| item_id == bit_id }
item_number(item) - battle_items.size
end
end
class Window_ItemList
alias :kyon_btl_itm_cnt_mk_itm_lst :make_item_list
def enable?(item)
$game_party.usable?(item) and @battle_items[item.id] > 0
end
def make_item_list
@battle_items = {}
@battle_items.default = 99
kyon_btl_itm_cnt_mk_itm_lst
end
def draw_item_number(rect, item)
number = $game_party.battle_item_number(item)
@battle_items[item.id] = number
contents.font.color.alpha = number > 0 ? 255 : translucent_alpha
number = sprintf(":%2d", number)
draw_text(rect, number, 2)
end
end
class Scene_Battle
alias :kyon_btl_itm_cnt_scn_btl_term :terminate
alias :kyon_btl_itm_cnt_scn_btl_st_pty_cmd_sel :start_party_command_selection
alias :kyon_btl_itm_cnt_scn_btl_st_act_cmd_sel :start_actor_command_selection
alias :kyon_btl_itm_cnt_scn_btl_on_itm_ok :on_item_ok
alias :kyon_btl_itm_cnt_scn_btl_on_itm_cncl :on_item_cancel
def terminate
kyon_btl_itm_cnt_scn_btl_term
$game_party.clear_battle_items
end
def start_party_command_selection
kyon_btl_itm_cnt_scn_btl_st_pty_cmd_sel
$game_party.clear_battle_items
end
def start_actor_command_selection
kyon_btl_itm_cnt_scn_btl_st_act_cmd_sel
BattleManager.actor.clear_battle_item
end
def on_item_ok
BattleManager.actor.battle_item_id = @item_window.item.id
kyon_btl_itm_cnt_scn_btl_on_itm_ok
end
def on_item_cancel
BattleManager.actor.clear_battle_item
kyon_btl_itm_cnt_scn_btl_on_itm_cncl
end
end
Terms & Conditions
Free for use in ANY game.
![Gamer Gamer](https://www.save-point.org/images/smilies/ejlol/gamer.gif)
Due credit is mandatory.
![Serious Serious](https://www.save-point.org/images/smilies/ejlol/serious.gif)
That's it!
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"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
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List of Compiled Binary Executables I have published...
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Give me a free copy of your completed game if you include at least 3 of my scripts!![Laughing + Tongue sticking out Laughing + Tongue sticking out](https://www.save-point.org/images/smilies/ejlol/laughingtongue.gif)
Just some scripts I've already published on the board...
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Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
![[Image: SP1-Scripter.png]](https://www.save-point.org/images/userbars/SP1-Scripter.png)
![[Image: SP1-Writer.png]](https://www.save-point.org/images/userbars/SP1-Writer.png)
![[Image: SP1-Poet.png]](https://www.save-point.org/images/userbars/SP1-Poet.png)
![[Image: SP1-PixelArtist.png]](https://www.save-point.org/images/userbars/SP1-PixelArtist.png)
![[Image: SP1-Reporter.png]](https://i.postimg.cc/GmxWbHyL/SP1-Reporter.png)
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
![Laughing + Tongue sticking out Laughing + Tongue sticking out](https://www.save-point.org/images/smilies/ejlol/laughingtongue.gif)
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE