Ever wondered how your entire party can grab potions from the same grab-bag of items unhindered? Did you think that certain heroes may or should have items that another cannot? If so, this script may be for you.
This script forces the game player to actively prepare his party for combat, demanding that the player distribute items usable in combat between each party member. Actors not equipped with their own personal items will not be able to use an 'every party member' grab bag of items as before.
This system adds a pop-up window which asks if a chosen item is to be used or transferred to an individual party member. This window appears in the Item menu and the new Battle Items menu which appears for each individual actor. Transferring items between current actors is not only possible, but is an option available in-battle if so configured.
Script
The Actor Battle Items Script
Code:
#==============================================================================
# ** Actor Battle Items
#------------------------------------------------------------------------------
# by DerVVulfman
# version 1.0
# 11-02-2020 (mm/dd/yyyy)
# RGSS / RPGMaker XP
#==============================================================================
#
# USAGE:
#
# Ever wondered how your entire party can grab potions from the same grab-
# bag of items unhindered? Did you think that certain heroes may or should
# have items that another cannot? If so, this script may be for you.
#
# This script forces the game player to actively prepare his party for com-
# bat, demanding that the player distribute items usable in combat between
# each party member. Actors not equipped with their own personal items will
# not be able to use an 'every party member' grab bag of items as before.
#
# This system adds a pop-up window which asks if a chosen item is to be
# used or transferred to an individual party member. This window appears
# in the Item menu and the new Battle Items menu which appears for each
# individual actor. Transferring items between current actors is not only
# possible, but is an option available in-battle if so configured.
#
#------------------------------------------------------------------------------
#
# USAGE:
#
# Based uppn the default scripts package that comes with RPGMaker XP, this
# system affects the Item Menu and battlesystem's item select options, and
# adds a new Battle Items menu for lack of a better title.
#
# While within the item menu, you will receive a pop-up display when you
# select an item that may be used within battle. This pop-up display asks
# whether you wish to immediately use the item, or if wish to take the item
# from the collective item list and give it to one of the party members.
#
# And while in battle, choosing the Item option from the Actor's Command
# Window will bring up only those items that were specifically given to the
# actor currently highlighted. You will not be able to use items from the
# party's collective bag of items.
#
# Meanwhile, a new menu was created, the Battle Items menu which is meant
# to be added or used within the game's main menu. The Battle Items menu
# acts much like the Item Menu in that selecting an item brings up a pop-up
# display asking the player if immediate use o r transfer to another actor
# is desired. Only combat items can be listed as only combat items can be
# placed here by the Item Menu.
#
# The system has some options available. One option is to enable/disable
# the ability to move an item from the Battle Items menu back to the normal
# item menu. The other is to enable/disable the ability to transfer items
# between actors during combat, or if they are just immediately used.
#
#------------------------------------------------------------------------------
#
# CONFIGURATION:
#
# The system has some options available. One option is to enable/disable
# All configuration variables are stored within the BattleItems module, and
# should be self explanatory. One set adjusts the placement of the pop-up
# display, the second set handles the actual text in the window (something
# I like to do for non-English users), and the last two variables handle
# the enable/disable features I discussed earlier.
#
#------------------------------------------------------------------------------
#
# CONFLICTS:
#
# This was designed with the default RPGMaker XP script set system in mind,
# and did change much within Scene_Item and the Scene_Battle.
#
# Within the Scene_Item class, new code was added to the main and update
# methods and the update_item was completely rewritten.
#
# Within Scene_Battle, the main, update and update_phase3 methods received
# new code. But the start_item_select, update_phase3_item_select, and the
# make_item_action_result were altered.
#
#------------------------------------------------------------------------------
#
# SCRIPT CALLS:
#
# Within Scene_Battle, the main, update and update_phase3 methods received
# While making this, it made sense to ensure that some things can work by
# way out outside commands. You may wish to add an item specifically to the
# items carried by a certain actor or see the list of items an actor may be
# carrying at the time. These are not high-detailed script calls, but are
# instead pretty rudimentary.
#
# Executing / Running the Battle Items scene...
# $scene = Scene_BItem.new(@status_window.index)
# This is what you normally would have placed within the Main Menu. The
# @status_window.index identifies the actor within the game party that is
# being shown.
#
# Checking an actor's Inventory:
# p $game_party.actors[0].items
# This just prints the array of items for the lead party actor as you would
# expect.
#
# Adding an item to an actor's personal inventory:
# $game_party.actors[2].gain_item(2, 3)
# This adds three 'High Potions' (Item #2 in the database) to the 3rd actor
# of your party.
#
# Other commands should be possible as the add and remove items placed into
# the Game_Actor class mimick those within the Game_Party class.
#
#
#------------------------------------------------------------------------------
#
# MORE STUFF?:
#
# Other commands should be possible as the add and remove items placed into
# Nope. This is as far as I go with this script. Yep, I heard all sorts of
# ideas, making individual weights for each item for encumbrance, limiting
# the number of items that can be carried, eliminating the Item Menu itself
# and making the player choose who gets what immediately after battle.
#
# All of these would make the script more extensive, and I am ending the
# production right here. Other users can work out their own additions.
#
#------------------------------------------------------------------------------
#
# TERMS AND CONDITIONS:
#
# Free to use, even in commercial projects. Just note that I need some form
# of due credit... even a mere mention in some end titles.
#
#
#==============================================================================
module BattleItems
# Coordinates and Width of Battle Item Pop-up window
#
POP_X = 220
POP_Y = 120
POP_W = 200
# Text options displayed in Battle Item Pop-up window
#
TEXT_USE = "Use"
TEXT_PASS = "Distribute"
TEXT_RETURN = "Return to Party"
# Whether the option to return items back to the party item lise
# is permitted in the field.
#
ITEM_RETURN = false
# Whether the option to transfer items from one to another permitted
# in battle
#
BATTLE_PASS = false
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias battle_items_setup setup
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :items # Items
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
def setup(actor_id)
# Perform the original method
battle_items_setup(actor_id)
#
# Create amount in possession hash for items, weapons, and armor
@items = {}
end
#--------------------------------------------------------------------------
# * Get Number of Items Possessed
# item_id : item ID
#--------------------------------------------------------------------------
def item_number(item_id)
# If quantity data is in the hash, use it. If not, return 0
return @items.include?(item_id) ? @items[item_id] : 0
end
#--------------------------------------------------------------------------
# * Gain Items (or lose)
# item_id : item ID
# n : quantity
#--------------------------------------------------------------------------
def gain_item(item_id, n)
# Update quantity data in the hash.
if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max, 99].min
end
end
#--------------------------------------------------------------------------
# * Lose Items
# item_id : item ID
# n : quantity
#--------------------------------------------------------------------------
def lose_item(item_id, n)
# Reverse the numerical value and call it gain_item
gain_item(item_id, -n)
end
#--------------------------------------------------------------------------
# * Determine if Item is Usable
# item_id : item ID
#--------------------------------------------------------------------------
def item_can_use?(item_id)
# If item quantity is 0
if item_number(item_id) == 0
# Unusable
return false
end
# Get usable time
occasion = $data_items[item_id].occasion
# If in battle
if $game_temp.in_battle
# If useable time is 0 (normal) or 1 (only battle) it's usable
return (occasion == 0 or occasion == 1)
end
# If useable time is 0 (normal) or 2 (only menu) it's usable
return (occasion == 0 or occasion == 2)
end
end
#==============================================================================
# ** Window_BattleItems
#------------------------------------------------------------------------------
# This window displays battle items on the battle item and battle screens.
#==============================================================================
class Window_BattleItems < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 128, 640, 352)
@actor = actor
@column_max = 2
refresh
self.index = 0
# If in battle, move window to center of screen
# and make it semi-transparent
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# * Get Item
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add item
for i in 1...$data_items.size
if @actor.item_number(i) > 0
item = $data_items[i]
@data.push($data_items[i]) unless item.nil?
end
end
# If item count is not 0, make a bit map and draw all items
@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
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
number = @actor.item_number(item.id)
if item.is_a?(RPG::Item) and
@actor.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
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 = 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
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ** Window_BattleItemPop
#------------------------------------------------------------------------------
# This window generates a pop-up window.
#==============================================================================
class Window_BattleItemPop < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(flag=false)
# Determine height of window on flag
height = 96
height = 128 if flag == true
# Defind window with current dimensions
super(0, 0, BattleItems::POP_W, height)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 2
@item_max = 3 if flag == true
@flag = flag
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Clear contents
self.contents.clear
# Set Font Color
self.contents.font.color = normal_color
#
# Draw 'use item' option
rect = Rect.new(4, 0, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, BattleItems::TEXT_USE)
#
# Draw 'transfer item' option
rect = Rect.new(4, 32, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, BattleItems::TEXT_PASS)
#
# If available, draw 'return to party' option
if @flag
rect = Rect.new(4, 64, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, BattleItems::TEXT_RETURN)
end
end
end
#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
# This class performs item screen processing.
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias battle_items_scene_item_main main
alias battle_items_scene_item_update update
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Setup the popup window
@bitem_pop_window = Window_BattleItemPop.new
@bitem_pop_window.visible = false
@bitem_pop_window.active = false
@bitem_pop_window.x = BattleItems::POP_X
@bitem_pop_window.y = BattleItems::POP_Y
@bitem_pop_window.z = 1500
# Make target window (set to invisible / inactive)
@transfer_window = Window_Target.new
@transfer_window.visible = false
@transfer_window.active = false
#
# Perform the original method
battle_items_scene_item_main
#
# Dispose of the window
@bitem_pop_window.dispose
@transfer_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update the Popup Window if active
@bitem_pop_window.update if @bitem_pop_window.active == true
return update_pop if @bitem_pop_window.active == true
# Update the Transfer Window if active
@transfer_window.update if @transfer_window.active == true
return update_transfer if @transfer_window.active == true
#
# Perform the original method
battle_items_scene_item_update
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
return if update_item_cancel?
return if update_item_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (when cancelling within the active item window)
#--------------------------------------------------------------------------
def update_item_cancel?
# If B button was pressed
return false unless Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(0)
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when deciding within the active item window)
#--------------------------------------------------------------------------
def update_item_decision?
# If C button was pressed
return false unless Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @item_window.item
# Exit if not a usable item
unless @item.is_a?(RPG::Item)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return true
end
# Exit if it can't be used
unless $game_party.item_can_use?(@item.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return true
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Get usable time
occasion = $data_items[@item.id].occasion
# If useable in battle
if (occasion == 0 or occasion == 1)
# Force window
@bitem_pop_window.visible = true
@bitem_pop_window.active = true
# Exit true
return true
end
# Cannot be used in battle
update_item_decision_use
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when using an item within the active item window)
#--------------------------------------------------------------------------
def update_item_decision_use
# If effect scope is an ally
if @item.scope >= 3
# Activate target window
update_item_decision_use_ally
# If effect scope is other than an ally
else
update_item_decision_use_common
end
end
#--------------------------------------------------------------------------
# * Frame Update (when using a ally-based item in the active item window)
#--------------------------------------------------------------------------
def update_item_decision_use_ally
# Activate target window
@item_window.active = false
@target_window.x = (@item_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# Set cursor position to effect scope (single / all)
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
end
#--------------------------------------------------------------------------
# * Frame Update (when using a common event item in the active item window)
#--------------------------------------------------------------------------
def update_item_decision_use_common
# If command event ID is valid
return unless @item.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @item.common_event_id
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
$game_party.lose_item(@item.id, 1)
# Draw item window item
@item_window.draw_item(@item_window.index)
end
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Frame Update (when popup window is active - use or transfer)
#--------------------------------------------------------------------------
def update_pop
# Return if Enter isn't pressed
return if !Input.trigger?(Input::C)
# Play decision
$game_system.se_play($data_system.decision_se)
# Hide Hotkey Popup
@bitem_pop_window.active = @bitem_pop_window.visible = false
# Branch on choice
case @bitem_pop_window.index
when 0 ; update_item_decision_use
when 1 ; update_item_decision_transfer
end
end
#--------------------------------------------------------------------------
# * Frame Update (settingu up the transfer window)
#--------------------------------------------------------------------------
def update_item_decision_transfer
@transfer_window.x = (@item_window.index + 1) % 2 * 304
@transfer_window.visible = true
@transfer_window.active = true
@transfer_window.index = 0
end
#--------------------------------------------------------------------------
# * Frame Update (when transfer window is active)
#--------------------------------------------------------------------------
def update_transfer
return if update_transfer_cancel?
return if update_transfer_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (when cancelling within the transfer item window)
#--------------------------------------------------------------------------
def update_transfer_cancel?
# If B button was pressed
return false unless Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Erase target window
@item_window.active = true
@transfer_window.visible = false
@transfer_window.active = false
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when deciding within the transfer item window)
#--------------------------------------------------------------------------
def update_transfer_decision?
# If C button was pressed
return false unless Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
target = $game_party.actors[@transfer_window.index]
$game_party.lose_item(@item.id, 1)
target.gain_item(@item.id, 1)
@item_window.refresh
@item_window.active = true
@transfer_window.visible = false
@transfer_window.active = false
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias battle_items_scene_battle_main main
alias battle_items_scene_battle_update update
alias battle_items_scene_battle_update_phase3 update_phase3
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make target window (set to invisible / inactive)
@transfer_window = Window_Target.new
@transfer_window.visible = false
@transfer_window.active = false
# Setup the popup window
@bitem_pop_window = Window_BattleItemPop.new
@bitem_pop_window.visible = false
@bitem_pop_window.active = false
@bitem_pop_window.x = BattleItems::POP_X
@bitem_pop_window.y = BattleItems::POP_Y
@bitem_pop_window.z = 1500
#
# Perform the original method
battle_items_scene_battle_main
#
@bitem_pop_window.dispose
@transfer_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
#
# Perform the original method
battle_items_scene_battle_update
#
# Update the new windows
@transfer_window.update
@bitem_pop_window.update
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase)
#--------------------------------------------------------------------------
def update_phase3
#
# Perform window updates and exit if active
return update_phase3_item_pop if @bitem_pop_window.active == true
return update_phase3_item_transfer if @transfer_window.active == true
#
# Perform the original method
battle_items_scene_battle_update_phase3
end
#--------------------------------------------------------------------------
# * Frame Update (when popup window is active - use or transfer)
#--------------------------------------------------------------------------
def update_phase3_item_pop
# Return if Enter isn't pressed
return if !Input.trigger?(Input::C)
# Play decision
$game_system.se_play($data_system.decision_se)
# Hide Hotkey Popup
@bitem_pop_window.active = @bitem_pop_window.visible = false
# Branch on choice
case @bitem_pop_window.index
when 0 ; update_phase3_item_select_uae
when 1 ; update_phase3_item_select_transfer
end
end
#--------------------------------------------------------------------------
# * Start Item Selection
#--------------------------------------------------------------------------
def start_item_select
# Make item window
@item_window = Window_BattleItems.new(@active_battler)
# Associate help window
@item_window.help_window = @help_window
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : item selection)
#--------------------------------------------------------------------------
def update_phase3_item_select
# Make item window visible
@item_window.visible = true
# Update item window
@item_window.update
return if update_phase3_item_select_cancel?
return if update_phase3_item_select_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : item selection cancelled)
#--------------------------------------------------------------------------
def update_phase3_item_select_cancel?
# False unless B button was pressed
return false unless Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
# End item selection
end_item_select
# true
return true
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : item selection decided)
#--------------------------------------------------------------------------
def update_phase3_item_select_decision?
# False unless B button was pressed
return false unless Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @item_window.item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Perform item usage if pass option disabled
unless BattleItems::BATTLE_PASS == true
update_phase3_item_select_uae
return true
end
# Make pop-up active
@bitem_pop_window.visible = true
@bitem_pop_window.active = true
return true
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : item selection usage)
#--------------------------------------------------------------------------
def update_phase3_item_select_uae
# Set action
@active_battler.current_action.item_id = @item.id
# Make item window invisible
@item_window.visible = false
# If effect scope is single enemy
if @item.scope == 1
# Start enemy selection
start_enemy_select
# If effect scope is single ally
elsif @item.scope == 3 or @item.scope == 5
# Start actor selection
start_actor_select
# If effect scope is not single
else
# End item selection
end_item_select
# Go to command input for next actor
phase3_next_actor
end
return
end
#--------------------------------------------------------------------------
# * Frame Update (settingu up the transfer window)
#--------------------------------------------------------------------------
def update_phase3_item_select_transfer
@transfer_window.x = (@item_window.index + 1) % 2 * 304
@transfer_window.visible = true
@transfer_window.active = true
@transfer_window.index = 0
end
#--------------------------------------------------------------------------
# * Frame Update (when transfer window is active)
#--------------------------------------------------------------------------
def update_phase3_item_transfer
return if update_phase3_item_transfer_cancel?
return if update_phase3_item_transfer_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (when cancelling within the transfer item window)
#--------------------------------------------------------------------------
def update_phase3_item_transfer_cancel?
# If B button was pressed
return false unless Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Erase target window
@item_window.active = true
@transfer_window.visible = false
@transfer_window.active = false
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when deciding within the transfer item window)
#--------------------------------------------------------------------------
def update_phase3_item_transfer_decision?
# If C button was pressed
return false unless Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
target = $game_party.actors[@transfer_window.index]
target.gain_item(@item.id, 1)
@active_battler.lose_item(@item.id, 1)
@item_window.refresh
@item_window.active = true
@transfer_window.visible = false
@transfer_window.active = false
# End item selection
end_item_select
# Go to command input for next actor
phase3_next_actor
return true
end
#--------------------------------------------------------------------------
# * Make Item Action Results
#--------------------------------------------------------------------------
def make_item_action_result
# Get item
@item = $data_items[@active_battler.current_action.item_id]
# If unable to use due to items running out
unless @active_battler.item_can_use?(@item.id)
# Shift to step 1
@phase4_step = 1
return
end
# If consumable
if @item.consumable
# Decrease used item by 1
@active_battler.lose_item(@item.id, 1)
end
# Display item name on help window
@help_window.set_text(@item.name, 1)
# Set animation ID
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
# Set common event ID
@common_event_id = @item.common_event_id
# Decide on target
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
# Set targeted battlers
set_target_battlers(@item.scope)
# Apply item effect
for target in @target_battlers
target.item_effect(@item)
end
end
end
#==============================================================================
# ** Scene_BItem
#------------------------------------------------------------------------------
# This class performs item screen processing for an individual actor
#==============================================================================
class Scene_BItem
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make help window, item window
@help_window = Window_Help.new
@status_window = Window_SkillStatus.new(@actor)
@item_window = Window_BattleItems.new(@actor)
# Associate help window
@item_window.help_window = @help_window
# Make target window (set to invisible / inactive)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# Setup the popup window
if BattleItems::ITEM_RETURN
@bitem_pop_window = Window_BattleItemPop.new(true)
else
@bitem_pop_window = Window_BattleItemPop.new
end
@bitem_pop_window.visible = false
@bitem_pop_window.active = false
@bitem_pop_window.x = BattleItems::POP_X
@bitem_pop_window.y = BattleItems::POP_Y
@bitem_pop_window.z = 1500
# Make target window (set to invisible / inactive)
@transfer_window = Window_Target.new
@transfer_window.visible = false
@transfer_window.active = false
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
break if $scene != self
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@status_window.dispose
@item_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@help_window.update
@item_window.update
@status_window.update
@target_window.update
# Update the Popup Window if active
@bitem_pop_window.update if @bitem_pop_window.active == true
return update_pop if @bitem_pop_window.active == true
# Update the Transfer Window if active
@transfer_window.update if @transfer_window.active == true
return update_transfer if @transfer_window.active == true
# If item window is active: call update_item
return update_item if @item_window.active
# If target window is active: call update_target
return update_target if @target_window.active
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
return if update_item_prev?
return if update_item_next?
return if update_item_cancel?
return if update_item_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (when scrolling to previous member in party)
#--------------------------------------------------------------------------
def update_item_prev?
return false unless Input.trigger?(Input::L)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To previous actor
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# Switch to different skill screen
$scene = Scene_BItem.new(@actor_index)
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when scrolling to next member in party)
#--------------------------------------------------------------------------
def update_item_next?
return false unless Input.trigger?(Input::R)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To next actor
@actor_index += 1
@actor_index %= $game_party.actors.size
# Switch to different skill screen
$scene = Scene_BItem.new(@actor_index)
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when exiting the active item window)
#--------------------------------------------------------------------------
def update_item_cancel?
# If B button was pressed
return false unless Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(0)
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when exiting the active item window)
#--------------------------------------------------------------------------
def update_item_decision?
# If C button was pressed
return false unless Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @item_window.item
# If it can't be used
unless @actor.item_can_use?(@item.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Get usable time
occasion = $data_items[@item.id].occasion
# Force window
@bitem_pop_window.visible = true
@bitem_pop_window.active = true
# Exit true
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when using an item within the active item window)
#--------------------------------------------------------------------------
def update_item_decision_use
# If effect scope is an ally
if @item.scope >= 3
# Activate target window
update_item_decision_use_ally
# If effect scope is other than an ally
else
update_item_decision_use_common
end
end
#--------------------------------------------------------------------------
# * Frame Update (when using a ally-based item in the active item window)
#--------------------------------------------------------------------------
def update_item_decision_use_ally
# Activate target window
@item_window.active = false
@target_window.x = (@item_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# Set cursor position to effect scope (single / all)
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
end
#--------------------------------------------------------------------------
# * Frame Update (when using a common event item in the active item window)
#--------------------------------------------------------------------------
def update_item_decision_use_common
# If command event ID is valid
return unless @item.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @item.common_event_id
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
@actor.lose_item(@item.id, 1)
# Draw item window item
@item_window.draw_item(@item_window.index)
end
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Frame Update (when popup window is active - use or transfer)
#--------------------------------------------------------------------------
def update_pop
# Return if Enter isn't pressed
return if !Input.trigger?(Input::C)
# Play decision
$game_system.se_play($data_system.decision_se)
# Hide Hotkey Popup
@bitem_pop_window.active = @bitem_pop_window.visible = false
# Branch on choice
case @bitem_pop_window.index
when 0 ; update_item_decision_use
when 1 ; update_item_decision_transfer
when 2 ; update_item_decision_return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
return if update_target_cancel?
return if update_target_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (when cancelling within the active target window)
#--------------------------------------------------------------------------
def update_target_cancel?
# If B button was pressed
return false unless Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# If unable to use because items ran out
unless @actor.item_can_use?(@item.id)
# Remake item window contents
@item_window.refresh
end
# Erase target window
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when cancelling within the active target window)
#--------------------------------------------------------------------------
def update_target_decision?
# If C button was pressed
return false unless Input.trigger?(Input::C)
# If items are used up
if @actor.item_number(@item.id) == 0
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If target is all
if @target_window.index == -1
# Apply item effects to entire party
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
# If single target
if @target_window.index >= 0
# Apply item use effects to target actor
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
# If an item was used
if used
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
@actor.lose_item(@item.id, 1)
# Redraw item window item
@item_window.draw_item(@item_window.index)
end
# Remake target window contents
@target_window.refresh
# If all party members are dead
if $game_party.all_dead?
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If common event ID is valid
if @item.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @item.common_event_id
# Switch to map screen
$scene = Scene_Map.new
return
end
end
# If item wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
return true
end
#--------------------------------------------------------------------------
# * Frame Update (settingu up the transfer window)
#--------------------------------------------------------------------------
def update_item_decision_transfer
@transfer_window.x = (@item_window.index + 1) % 2 * 304
@transfer_window.visible = true
@transfer_window.active = true
@transfer_window.index = 0
end
#--------------------------------------------------------------------------
# * Frame Update (when transfer window is active)
#--------------------------------------------------------------------------
def update_transfer
return if update_transfer_cancel?
return if update_transfer_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (when cancelling within the transfer item window)
#--------------------------------------------------------------------------
def update_transfer_cancel?
# If B button was pressed
return false unless Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Erase target window
@item_window.active = true
@transfer_window.visible = false
@transfer_window.active = false
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when deciding within the transfer item window)
#--------------------------------------------------------------------------
def update_transfer_decision?
# If C button was pressed
return false unless Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
target = $game_party.actors[@transfer_window.index]
target.gain_item(@item.id, 1)
@actor.lose_item(@item.id, 1)
@item_window.refresh
@item_window.active = true
@transfer_window.visible = false
@transfer_window.active = false
end
#--------------------------------------------------------------------------
# * Frame Update (when returning item back to party bag)
#--------------------------------------------------------------------------
def update_item_decision_return
# Play decision SE
$game_system.se_play($data_system.decision_se)
$game_party.gain_item(@item.id, 1)
@actor.lose_item(@item.id, 1)
@item_window.refresh
@item_window.active = true
return
end
end
Instructions
Plenty and in the script.
Example Main Menu
Only an example...
Code:
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
s1 = $data_system.words.item
s2 = "Battle Items"
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Save"
s6 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# Make steps window
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # Battle Items (formerly Skills)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 1 # Battle Items (formerly skill)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_BItem.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
This just replaces the Skill menu option with Battle Items. You'll likely want both.
Compatibility
This was designed with the default RPGMaker XP script set system in mind, and did change much within Scene_Item and the Scene_Battle.
Within the Scene_Item class, new code was added to the main and update methods and the update_item was completely rewritten.
Within Scene_Battle, the main, update and update_phase3 methods received new code. But the start_item_select, update_phase3_item_select, and the make_item_action_result were altered.
Credits and Thanks
Free to use, even in commercial projects. Just note that I need some form of due credit... even a mere mention in some end titles.
-The possibility to put items from an actor inventory back into the normal inventory
-An option to chose the amount of items to distribute, similar to the shop window for example
-A limit for distributeable items to a character. (Like only up to 5 different kinds of items)
-A stack limit for the individual items like only 5 items of each kind.
This reminds me of the Vandal Hearts item system... a "Wagon" of items, and the ability to only take up to 2 items with you. Gotta get strategic with the items you bring for each battle.
Nobody brought an Antidote into the Antlion battle?! Uh oh! Hope we don't need it! Will Herbs be enough to out-heal poison?!
(11-04-2020, 06:32 PM)Melana Wrote: This is a nice script
I have some ideas for additional features:
-The possibility to put items from an actor inventory back into the normal inventory
-An option to chose the amount of items to distribute, similar to the shop window for example
-A limit for distributeable items to a character. (Like only up to 5 different kinds of items)
-A stack limit for the individual items like only 5 items of each kind.
Regarding the first option, you can. While in the Battle Items menu, the pop-up window that appears when selecting an item allows you to move items back to the so-called item-bag. This assuming that you left the configuration option for that feature alone.
However, the script itself has notes under the "MORE STUFF?" heading, this actually describing the options you just mentioned. But it also mentions that these options were for others to include, and that I was leaving the script as it is.
Just checking if an actor has X number of items is not too difficult
# Set ID of a potion item_id =1 # Get the list of the party leader's items item_list = $game_party.actors[0].items # Get the quantity of the potions in the list item_qty = item_list[item_list] # Print it p item_qty
Assuming your lead has a potion or two, this would tell you how many. Or it will say nil if none exist. This could be used before throwing an item into an actor's personal grab bag. Simple things
But as I said, I'm stopping here. This is a basic system, and it should be adaptable with other battlesystems with some work.
- Minor usability improvements
- A stack limit for each item in the actor inventories
- An item limit for the actor inventories
Feel free to test it out I don't guarantee anything^^
Content Hidden
Code:
#==============================================================================
# ** Actor Battle Items
#------------------------------------------------------------------------------
# by DerVVulfman
# version 1.1
# 11-02-2020 (mm/dd/yyyy)
# RGSS / RPGMaker XP
#==============================================================================
#
# USAGE:
#
# Ever wondered how your entire party can grab potions from the same grab-
# bag of items unhindered? Did you think that certain heroes may or should
# have items that another cannot? If so, this script may be for you.
#
# This script forces the game player to actively prepare his party for com-
# bat, demanding that the player distribute items usable in combat between
# each party member. Actors not equipped with their own personal items will
# not be able to use an 'every party member' grab bag of items as before.
#
# This system adds a pop-up window which asks if a chosen item is to be
# used or transferred to an individual party member. This window appears
# in the Item menu and the new Battle Items menu which appears for each
# individual actor. Transferring items between current actors is not only
# possible, but is an option available in-battle if so configured.
#
#------------------------------------------------------------------------------
#
# USAGE:
#
# Based uppn the default scripts package that comes with RPGMaker XP, this
# system affects the Item Menu and battlesystem's item select options, and
# adds a new Battle Items menu for lack of a better title.
#
# While within the item menu, you will receive a pop-up display when you
# select an item that may be used within battle. This pop-up display asks
# whether you wish to immediately use the item, or if wish to take the item
# from the collective item list and give it to one of the party members.
#
# And while in battle, choosing the Item option from the Actor's Command
# Window will bring up only those items that were specifically given to the
# actor currently highlighted. You will not be able to use items from the
# party's collective bag of items.
#
# Meanwhile, a new menu was created, the Battle Items menu which is meant
# to be added or used within the game's main menu. The Battle Items menu
# acts much like the Item Menu in that selecting an item brings up a pop-up
# display asking the player if immediate use o r transfer to another actor
# is desired. Only combat items can be listed as only combat items can be
# placed here by the Item Menu.
#
# The system has some options available. One option is to enable/disable
# the ability to move an item from the Battle Items menu back to the normal
# item menu. The other is to enable/disable the ability to transfer items
# between actors during combat, or if they are just immediately used.
#
#------------------------------------------------------------------------------
#
# CONFIGURATION:
#
# The system has some options available. One option is to enable/disable
# All configuration variables are stored within the BattleItems module, and
# should be self explanatory. One set adjusts the placement of the pop-up
# display, the second set handles the actual text in the window (something
# I like to do for non-English users), and the last two variables handle
# the enable/disable features I discussed earlier.
#
#------------------------------------------------------------------------------
#
# CONFLICTS:
#
# This was designed with the default RPGMaker XP script set system in mind,
# and did change much within Scene_Item and the Scene_Battle.
#
# Within the Scene_Item class, new code was added to the main and update
# methods and the update_item was completely rewritten.
#
# Within Scene_Battle, the main, update and update_phase3 methods received
# new code. But the start_item_select, update_phase3_item_select, and the
# make_item_action_result were altered.
#
#------------------------------------------------------------------------------
#
# SCRIPT CALLS:
#
# Within Scene_Battle, the main, update and update_phase3 methods received
# While making this, it made sense to ensure that some things can work by
# way out outside commands. You may wish to add an item specifically to the
# items carried by a certain actor or see the list of items an actor may be
# carrying at the time. These are not high-detailed script calls, but are
# instead pretty rudimentary.
#
# Executing / Running the Battle Items scene...
# $scene = Scene_BItem.new(@status_window.index)
# This is what you normally would have placed within the Main Menu. The
# @status_window.index identifies the actor within the game party that is
# being shown.
#
# Checking an actor's Inventory:
# p $game_party.actors[0].items
# This just prints the array of items for the lead party actor as you would
# expect.
#
# Adding an item to an actor's personal inventory:
# $game_party.actors[2].gain_item(2, 3)
# This adds three 'High Potions' (Item #2 in the database) to the 3rd actor
# of your party.
#
# Other commands should be possible as the add and remove items placed into
# the Game_Actor class mimick those within the Game_Party class.
#
#
#------------------------------------------------------------------------------
#
# MORE STUFF?:
#
# Other commands should be possible as the add and remove items placed into
# Nope. This is as far as I go with this script. Yep, I heard all sorts of
# ideas, making individual weights for each item for encumbrance, limiting
# the number of items that can be carried, eliminating the Item Menu itself
# and making the player choose who gets what immediately after battle.
#
# All of these would make the script more extensive, and I am ending the
# production right here. Other users can work out their own additions.
#
#------------------------------------------------------------------------------
#
# TERMS AND CONDITIONS:
#
# Free to use, even in commercial projects. Just note that I need some form
# of due credit... even a mere mention in some end titles.
#
#
#==============================================================================
module BattleItems
# Coordinates and Width of Battle Item Pop-up window
#
POP_X = 220
POP_Y = 120
POP_W = 200
# Text options displayed in Battle Item Pop-up window
#
TEXT_USE = "Use"
TEXT_PASS = "Distribute"
TEXT_RETURN = "Return to Party"
# Whether the option to return items back to the party item lise
# is permitted in the field.
#
ITEM_RETURN = true
# Whether the option to transfer items from one to another permitted
# in battle
#
BATTLE_PASS = true
# Set the stack and item limit of the actor inventories
STACK_LIMIT = 3
ITEM_LIMIT = 2
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias battle_items_setup setup
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :items # Items
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
def setup(actor_id)
# Perform the original method
battle_items_setup(actor_id)
#
# Create amount in possession hash for items, weapons, and armor
@items = {}
end
#--------------------------------------------------------------------------
# * Get Number of Items Possessed
# item_id : item ID
#--------------------------------------------------------------------------
def item_number(item_id)
# If quantity data is in the hash, use it. If not, return 0
return @items.include?(item_id) ? @items[item_id] : 0
end
#--------------------------------------------------------------------------
# * Gain Items (or lose)
# item_id : item ID
# n : quantity
#--------------------------------------------------------------------------
def gain_item(item_id, n)
# Update quantity data in the hash.
if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max, BattleItems::STACK_LIMIT].min
end
end
#--------------------------------------------------------------------------
# * Lose Items
# item_id : item ID
# n : quantity
#--------------------------------------------------------------------------
def lose_item(item_id, n)
# Reverse the numerical value and call it gain_item
gain_item(item_id, -n)
end
#--------------------------------------------------------------------------
# * Determine if Item is Usable
# item_id : item ID
#--------------------------------------------------------------------------
def item_can_use?(item_id)
# If item quantity is 0
if item_number(item_id) == 0
# Unusable
return false
end
# Get usable time
occasion = $data_items[item_id].occasion
# If in battle
if $game_temp.in_battle
# If useable time is 0 (normal) or 1 (only battle) it's usable
return (occasion == 0 or occasion == 1)
end
# If useable time is 0 (normal) or 2 (only menu) it's usable
return (occasion == 0 or occasion == 2)
end
end
#==============================================================================
# ** Window_BattleItems
#------------------------------------------------------------------------------
# This window displays battle items on the battle item and battle screens.
#==============================================================================
class Window_BattleItems < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 128, 640, 352)
@actor = actor
@column_max = 2
refresh
self.index = 0
# If in battle, move window to center of screen
# and make it semi-transparent
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# * Get Item
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add item
for i in 1...$data_items.size
if @actor.item_number(i) > 0
item = $data_items[i]
@data.push($data_items[i]) unless item.nil?
end
end
# If item count is not 0, make a bit map and draw all items
@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
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
number = @actor.item_number(item.id)
if item.is_a?(RPG::Item) and
@actor.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
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 = self.contents.font.color == normal_color ? 255 : 128
size = $game_party.actors[0].items.size
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
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ** Window_BattleItemPop
#------------------------------------------------------------------------------
# This window generates a pop-up window.
#==============================================================================
class Window_BattleItemPop < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(flag=false)
# Determine height of window on flag
height = 96
height = 128 if flag == true
# Defind window with current dimensions
super(0, 0, BattleItems::POP_W, height)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 2
@item_max = 3 if flag == true
@flag = flag
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Clear contents
self.contents.clear
# Set Font Color
self.contents.font.color = normal_color
#
# Draw 'use item' option
rect = Rect.new(4, 0, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, BattleItems::TEXT_USE)
#
# Draw 'transfer item' option
rect = Rect.new(4, 32, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, BattleItems::TEXT_PASS)
#
# If available, draw 'return to party' option
if @flag
rect = Rect.new(4, 64, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, BattleItems::TEXT_RETURN)
end
end
end
#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
# This class performs item screen processing.
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias battle_items_scene_item_main main
alias battle_items_scene_item_update update
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Setup the popup window
@bitem_pop_window = Window_BattleItemPop.new
@bitem_pop_window.visible = false
@bitem_pop_window.active = false
@bitem_pop_window.x = BattleItems::POP_X
@bitem_pop_window.y = BattleItems::POP_Y
@bitem_pop_window.z = 1500
# Make target window (set to invisible / inactive)
@transfer_window = Window_Target.new
@transfer_window.visible = false
@transfer_window.active = false
#
# Perform the original method
battle_items_scene_item_main
#
# Dispose of the window
@bitem_pop_window.dispose
@transfer_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update the Popup Window if active
@bitem_pop_window.update if @bitem_pop_window.active == true
return update_pop if @bitem_pop_window.active == true
# Update the Transfer Window if active
@transfer_window.update if @transfer_window.active == true
return update_transfer if @transfer_window.active == true
#
# Perform the original method
battle_items_scene_item_update
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
return if update_item_cancel?
return if update_item_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (when cancelling within the active item window)
#--------------------------------------------------------------------------
def update_item_cancel?
# If B button was pressed
return false unless Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(0)
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when deciding within the active item window)
#--------------------------------------------------------------------------
def update_item_decision?
# If C button was pressed
return false unless Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @item_window.item
# Exit if not a usable item
unless @item.is_a?(RPG::Item)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return true
end
# Exit if it can't be used
unless $game_party.item_can_use?(@item.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return true
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Get usable time
occasion = $data_items[@item.id].occasion
# If useable in battle
if (occasion == 0 or occasion == 1)
# Force window
@bitem_pop_window.visible = true
@bitem_pop_window.active = true
# Exit true
return true
end
# Cannot be used in battle
update_item_decision_use
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when using an item within the active item window)
#--------------------------------------------------------------------------
def update_item_decision_use
# If effect scope is an ally
if @item.scope >= 3
# Activate target window
update_item_decision_use_ally
# If effect scope is other than an ally
else
update_item_decision_use_common
end
end
#--------------------------------------------------------------------------
# * Frame Update (when using a ally-based item in the active item window)
#--------------------------------------------------------------------------
def update_item_decision_use_ally
# Activate target window
@item_window.active = false
@target_window.x = (@item_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# Set cursor position to effect scope (single / all)
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
end
#--------------------------------------------------------------------------
# * Frame Update (when using a common event item in the active item window)
#--------------------------------------------------------------------------
def update_item_decision_use_common
# If command event ID is valid
return unless @item.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @item.common_event_id
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
$game_party.lose_item(@item.id, 1)
# Draw item window item
@item_window.draw_item(@item_window.index)
end
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Frame Update (when popup window is active - use or transfer)
#--------------------------------------------------------------------------
def update_pop
# Return if Enter isn't pressed
if Input.trigger?(Input::C)
# Play decision
$game_system.se_play($data_system.decision_se)
# Hide Hotkey Popup
@bitem_pop_window.active = @bitem_pop_window.visible = false
# Branch on choice
case @bitem_pop_window.index
when 0 ; update_item_decision_use
when 1 ; update_item_decision_transfer
end
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@bitem_pop_window.active = @bitem_pop_window.visible = false
@item_window.active = true
end
end
#--------------------------------------------------------------------------
# * Frame Update (settingu up the transfer window)
#--------------------------------------------------------------------------
def update_item_decision_transfer
@transfer_window.x = (@item_window.index + 1) % 2 * 304
@transfer_window.visible = true
@transfer_window.active = true
@transfer_window.index = 0
end
#--------------------------------------------------------------------------
# * Frame Update (when transfer window is active)
#--------------------------------------------------------------------------
def update_transfer
return if update_transfer_cancel?
return if update_transfer_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (when cancelling within the transfer item window)
#--------------------------------------------------------------------------
def update_transfer_cancel?
# If B button was pressed
return false unless Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Erase target window
@item_window.active = true
@transfer_window.visible = false
@transfer_window.active = false
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when deciding within the transfer item window)
#--------------------------------------------------------------------------
def update_transfer_decision?
# If C button was pressed
return false unless Input.trigger?(Input::C)
# Defining required variables
target = $game_party.actors[@transfer_window.index]
number = $game_party.actors[@transfer_window.index].item_number(@item.id)
@data = []
for i in 1...$data_items.size
if target.item_number(i) > 0
item = $data_items[i]
@data.push($data_items[i]) unless item.nil?
end
end
amount = @data.size
# Checking the limits
if number >= BattleItems::STACK_LIMIT
$game_system.se_play($data_system.buzzer_se)
return
end
if number == 0
if amount >= BattleItems::ITEM_LIMIT
$game_system.se_play($data_system.buzzer_se)
return
end
end
# Adding the item
$game_system.se_play($data_system.decision_se)
$game_party.lose_item(@item.id, 1)
target.gain_item(@item.id, 1)
@item_window.refresh
amount = 0
if $game_party.item_number(@item.id) == 0
@item_window.active = true
@transfer_window.visible = false
@transfer_window.active = false
else
return
end
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias battle_items_scene_battle_main main
alias battle_items_scene_battle_update update
alias battle_items_scene_battle_update_phase3 update_phase3
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make target window (set to invisible / inactive)
@transfer_window = Window_Target.new
@transfer_window.visible = false
@transfer_window.active = false
# Setup the popup window
@bitem_pop_window = Window_BattleItemPop.new
@bitem_pop_window.visible = false
@bitem_pop_window.active = false
@bitem_pop_window.x = BattleItems::POP_X
@bitem_pop_window.y = BattleItems::POP_Y
@bitem_pop_window.z = 1500
#
# Perform the original method
battle_items_scene_battle_main
#
@bitem_pop_window.dispose
@transfer_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
#
# Perform the original method
battle_items_scene_battle_update
#
# Update the new windows
@transfer_window.update
@bitem_pop_window.update
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase)
#--------------------------------------------------------------------------
def update_phase3
#
# Perform window updates and exit if active
return update_phase3_item_pop if @bitem_pop_window.active == true
return update_phase3_item_transfer if @transfer_window.active == true
#
# Perform the original method
battle_items_scene_battle_update_phase3
end
#--------------------------------------------------------------------------
# * Frame Update (when popup window is active - use or transfer)
#--------------------------------------------------------------------------
def update_phase3_item_pop
# Return if Enter isn't pressed
if Input.trigger?(Input::C)
# Play decision
$game_system.se_play($data_system.decision_se)
# Hide Hotkey Popup
@bitem_pop_window.active = @bitem_pop_window.visible = false
# Branch on choice
case @bitem_pop_window.index
when 0 ; update_phase3_item_select_uae
when 1 ; update_phase3_item_select_transfer
end
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@bitem_pop_window.active = @bitem_pop_window.visible = false
end
end
#--------------------------------------------------------------------------
# * Start Item Selection
#--------------------------------------------------------------------------
def start_item_select
# Make item window
@item_window = Window_BattleItems.new(@active_battler)
# Associate help window
@item_window.help_window = @help_window
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : item selection)
#--------------------------------------------------------------------------
def update_phase3_item_select
# Make item window visible
@item_window.visible = true
# Update item window
@item_window.update
return if update_phase3_item_select_cancel?
return if update_phase3_item_select_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : item selection cancelled)
#--------------------------------------------------------------------------
def update_phase3_item_select_cancel?
# False unless B button was pressed
return false unless Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
# End item selection
end_item_select
# true
return true
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : item selection decided)
#--------------------------------------------------------------------------
def update_phase3_item_select_decision?
# False unless B button was pressed
return false unless Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @item_window.item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Perform item usage if pass option disabled
unless BattleItems::BATTLE_PASS == true
update_phase3_item_select_uae
return true
end
# Make pop-up active
@bitem_pop_window.visible = true
@bitem_pop_window.active = true
return true
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : item selection usage)
#--------------------------------------------------------------------------
def update_phase3_item_select_uae
# Set action
@active_battler.current_action.item_id = @item.id
# Make item window invisible
@item_window.visible = false
# If effect scope is single enemy
if @item.scope == 1
# Start enemy selection
start_enemy_select
# If effect scope is single ally
elsif @item.scope == 3 or @item.scope == 5
# Start actor selection
start_actor_select
# If effect scope is not single
else
# End item selection
end_item_select
# Go to command input for next actor
phase3_next_actor
end
return
end
#--------------------------------------------------------------------------
# * Frame Update (settingu up the transfer window)
#--------------------------------------------------------------------------
def update_phase3_item_select_transfer
@transfer_window.x = (@item_window.index + 1) % 2 * 304
@transfer_window.visible = true
@transfer_window.active = true
@transfer_window.index = 0
end
#--------------------------------------------------------------------------
# * Frame Update (when transfer window is active)
#--------------------------------------------------------------------------
def update_phase3_item_transfer
return if update_phase3_item_transfer_cancel?
return if update_phase3_item_transfer_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (when cancelling within the transfer item window)
#--------------------------------------------------------------------------
def update_phase3_item_transfer_cancel?
# If B button was pressed
return false unless Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Erase target window
@item_window.active = true
@transfer_window.visible = false
@transfer_window.active = false
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when deciding within the transfer item window)
#--------------------------------------------------------------------------
def update_phase3_item_transfer_decision?
# If C button was pressed
return false unless Input.trigger?(Input::C)
# Defining required variables
target = $game_party.actors[@transfer_window.index]
number = $game_party.actors[@transfer_window.index].item_number(@item.id)
@data = []
for i in 1...$data_items.size
if target.item_number(i) > 0
item = $data_items[i]
@data.push($data_items[i]) unless item.nil?
end
end
amount = @data.size
# Checking the limits
if number >= BattleItems::STACK_LIMIT
$game_system.se_play($data_system.buzzer_se)
return
end
if number == 0
if amount >= BattleItems::ITEM_LIMIT
$game_system.se_play($data_system.buzzer_se)
return
end
end
# Adding the item
# Play decision SE
$game_system.se_play($data_system.decision_se)
target.gain_item(@item.id, 1)
@active_battler.lose_item(@item.id, 1)
@item_window.refresh
@item_window.active = true
@transfer_window.visible = false
@transfer_window.active = false
# End item selection
end_item_select
# Go to command input for next actor
phase3_next_actor
return true
end
#--------------------------------------------------------------------------
# * Make Item Action Results
#--------------------------------------------------------------------------
def make_item_action_result
# Get item
@item = $data_items[@active_battler.current_action.item_id]
# If unable to use due to items running out
unless @active_battler.item_can_use?(@item.id)
# Shift to step 1
@phase4_step = 1
return
end
# If consumable
if @item.consumable
# Decrease used item by 1
@active_battler.lose_item(@item.id, 1)
end
# Display item name on help window
@help_window.set_text(@item.name, 1)
# Set animation ID
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
# Set common event ID
@common_event_id = @item.common_event_id
# Decide on target
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
# Set targeted battlers
set_target_battlers(@item.scope)
# Apply item effect
for target in @target_battlers
target.item_effect(@item)
end
end
end
#==============================================================================
# ** Scene_BItem
#------------------------------------------------------------------------------
# This class performs item screen processing for an individual actor
#==============================================================================
class Scene_BItem
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make help window, item window
@help_window = Window_Help.new
@status_window = Window_SkillStatus.new(@actor)
@item_window = Window_BattleItems.new(@actor)
# Associate help window
@item_window.help_window = @help_window
# Make target window (set to invisible / inactive)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# Setup the popup window
if BattleItems::ITEM_RETURN
@bitem_pop_window = Window_BattleItemPop.new(true)
else
@bitem_pop_window = Window_BattleItemPop.new
end
@bitem_pop_window.visible = false
@bitem_pop_window.active = false
@bitem_pop_window.x = BattleItems::POP_X
@bitem_pop_window.y = BattleItems::POP_Y
@bitem_pop_window.z = 1500
# Make target window (set to invisible / inactive)
@transfer_window = Window_Target.new
@transfer_window.visible = false
@transfer_window.active = false
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
break if $scene != self
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@status_window.dispose
@item_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@help_window.update
@item_window.update
@status_window.update
@target_window.update
# Update the Popup Window if active
@bitem_pop_window.update if @bitem_pop_window.active == true
return update_pop if @bitem_pop_window.active == true
# Update the Transfer Window if active
@transfer_window.update if @transfer_window.active == true
return update_transfer if @transfer_window.active == true
# If item window is active: call update_item
return update_item if @item_window.active
# If target window is active: call update_target
return update_target if @target_window.active
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
return if update_item_prev?
return if update_item_next?
return if update_item_cancel?
return if update_item_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (when scrolling to previous member in party)
#--------------------------------------------------------------------------
def update_item_prev?
return false unless Input.trigger?(Input::L)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To previous actor
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# Switch to different skill screen
$scene = Scene_BItem.new(@actor_index)
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when scrolling to next member in party)
#--------------------------------------------------------------------------
def update_item_next?
return false unless Input.trigger?(Input::R)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To next actor
@actor_index += 1
@actor_index %= $game_party.actors.size
# Switch to different skill screen
$scene = Scene_BItem.new(@actor_index)
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when exiting the active item window)
#--------------------------------------------------------------------------
def update_item_cancel?
# If B button was pressed
return false unless Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(0)
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when exiting the active item window)
#--------------------------------------------------------------------------
def update_item_decision?
# If C button was pressed
return false unless Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @item_window.item
# If it can't be used
unless @actor.item_can_use?(@item.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Get usable time
occasion = $data_items[@item.id].occasion
# Force window
@item_window.active = false
@bitem_pop_window.visible = true
@bitem_pop_window.active = true
# Exit true
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when using an item within the active item window)
#--------------------------------------------------------------------------
def update_item_decision_use
# If effect scope is an ally
if @item.scope >= 3
# Activate target window
update_item_decision_use_ally
# If effect scope is other than an ally
else
update_item_decision_use_common
end
end
#--------------------------------------------------------------------------
# * Frame Update (when using a ally-based item in the active item window)
#--------------------------------------------------------------------------
def update_item_decision_use_ally
# Activate target window
@item_window.active = false
@target_window.x = (@item_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# Set cursor position to effect scope (single / all)
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
end
#--------------------------------------------------------------------------
# * Frame Update (when using a common event item in the active item window)
#--------------------------------------------------------------------------
def update_item_decision_use_common
# If command event ID is valid
return unless @item.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @item.common_event_id
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
@actor.lose_item(@item.id, 1)
# Draw item window item
@item_window.draw_item(@item_window.index)
end
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Frame Update (when popup window is active - use or transfer)
#--------------------------------------------------------------------------
def update_pop
# Return if Enter isn't pressed
if Input.trigger?(Input::C)
# Play decision
$game_system.se_play($data_system.decision_se)
# Hide Hotkey Popup
@bitem_pop_window.active = @bitem_pop_window.visible = false
# Branch on choice
case @bitem_pop_window.index
when 0 ; update_item_decision_use
when 1 ; update_item_decision_transfer
when 2 ; update_item_decision_return
end
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se)
@bitem_pop_window.active = @bitem_pop_window.visible = false
@item_window.active = true
end
end
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
return if update_target_cancel?
return if update_target_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (when cancelling within the active target window)
#--------------------------------------------------------------------------
def update_target_cancel?
# If B button was pressed
return false unless Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# If unable to use because items ran out
unless @actor.item_can_use?(@item.id)
# Remake item window contents
@item_window.refresh
end
# Erase target window
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when cancelling within the active target window)
#--------------------------------------------------------------------------
def update_target_decision?
# If C button was pressed
return false unless Input.trigger?(Input::C)
# If items are used up
if @actor.item_number(@item.id) == 0
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If target is all
if @target_window.index == -1
# Apply item effects to entire party
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
# If single target
if @target_window.index >= 0
# Apply item use effects to target actor
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
# If an item was used
if used
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
@actor.lose_item(@item.id, 1)
# Redraw item window item
@item_window.draw_item(@item_window.index)
end
# Remake target window contents
@target_window.refresh
# If all party members are dead
if $game_party.all_dead?
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If common event ID is valid
if @item.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @item.common_event_id
# Switch to map screen
$scene = Scene_Map.new
return
end
end
# If item wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
return true
end
#--------------------------------------------------------------------------
# * Frame Update (settingu up the transfer window)
#--------------------------------------------------------------------------
def update_item_decision_transfer
@transfer_window.x = (@item_window.index + 1) % 2 * 304
@transfer_window.visible = true
@transfer_window.active = true
@transfer_window.index = 0
end
#--------------------------------------------------------------------------
# * Frame Update (when transfer window is active)
#--------------------------------------------------------------------------
def update_transfer
return if update_transfer_cancel?
return if update_transfer_decision?
end
#--------------------------------------------------------------------------
# * Frame Update (when cancelling within the transfer item window)
#--------------------------------------------------------------------------
def update_transfer_cancel?
# If B button was pressed
return false unless Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Erase target window
@item_window.active = true
@transfer_window.visible = false
@transfer_window.active = false
return true
end
#--------------------------------------------------------------------------
# * Frame Update (when deciding within the transfer item window)
#--------------------------------------------------------------------------
def update_transfer_decision?
# If C button was pressed
return false unless Input.trigger?(Input::C)
# Defining required variables
target = $game_party.actors[@transfer_window.index]
number = $game_party.actors[@transfer_window.index].item_number(@item.id)
@data = []
for i in 1...$data_items.size
if target.item_number(i) > 0
item = $data_items[i]
@data.push($data_items[i]) unless item.nil?
end
end
amount = @data.size
# Checking the limits
if number >= BattleItems::STACK_LIMIT
$game_system.se_play($data_system.buzzer_se)
return
end
if number == 0
if amount >= BattleItems::ITEM_LIMIT
$game_system.se_play($data_system.buzzer_se)
return
end
end
# Adding the item
# Play decision SE
$game_system.se_play($data_system.decision_se)
target.gain_item(@item.id, 1)
@actor.lose_item(@item.id, 1)
@item_window.refresh
amount = 0
if @actor.item_number(@item.id) == 0
@item_window.active = true
@transfer_window.visible = false
@transfer_window.active = false
else
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when returning item back to party bag)
#--------------------------------------------------------------------------
def update_item_decision_return
# Play decision SE
$game_system.se_play($data_system.decision_se)
$game_party.gain_item(@item.id, 1)
@actor.lose_item(@item.id, 1)
@item_window.refresh
@item_window.active = true
return
end
end