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ТЕМА: [VXA] Временное хранение всего инвентаря (сундук)

[VXA] Временное хранение всего инвентаря (сундук) 5 года 8 мес. назад #110884

  • Dmy
  • Dmy аватар
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  • Даритель СтимкеяВетеранПрограммист Ruby2 место Проект месяца 3 местоПаладинРазработчикОраторЗа 2 место на конкурсе маппингаПоддержка Фонда
Написал такой простой скрипт по идее akito66. Наверное похожие скрипты уже есть, если кто-то знает другие варианты получше — поделитесь ссылками. :)

У скрипт три опции:
  • dmy_into_chest ложит1 ВСЕ вещи из инвентаря в сундук (если там уже что-то было, вещи накапливаются, будет сумма двух инвентарей) — вставляется в команду «Скрипт»,
  • dmy_from_chest берёт ВСЕ вещи из сундука в инвентарь — вставляется в команду «Скрипт»,
  • dmy_chest_has_items? проверяет, что в сундуке есть хотя бы одна вещь — вставляется в команду «Ветвление условий» в скриптовое условие.

(1 Я носитель языка, что хочу, то и несу)

Мне лень добавлять другие функции, но скрипт рабочий и может кому-то пригодиться. Очень простой, функционал минимален — дёшево и сердито.

Он в общественном достоянии согласно CC0, то есть его можно использовать в любых играх без каких-либо ограничений, меня указывать не надо (но буду благодарен, если укажете, может мне на Светлой рубинчик дадут? :blush: )

Вот код скрипта:
# This code is placed into public domain according to the
# CC0 public domain dedication. You can use it in any way you like without
# any requirements.

# Этот код в общественном достоянии согласно CC0. Его можно использовать,
# как вам угодно, без каких-либо условий.

# Чтобы положить вещи в сундук, используйте такой скрипт:
# dmy_into_chest
# Если сундуков в игре несколько, добавьте код сундука:
# dmy_into_chest 1
# Код сундука может быть числом или словом в кавычках. Если код не указан,
# используется код 'default'.

# Чтобы достать вещи из сундука, используйте такой скрипт:
# dmy_from_chest
# Если сундуков в игре несколько, тоже добавьте код:
# dmy_from_chest 1

# Чтобы проверить, лежит ли что-то в сундуке, используйте команду
# Ветвление условий со скриптовым условием, в скриптовом условии запишите
# такой скрипт:
# dmy_chest_has_items?
# Если сундуков в игре несколько, добавьте код сундука:
# dmy_chest_has_items? 1

 
 
class Game_Party < Game_Unit
  alias dmy_chests_initialize initialize
  def initialize
    dmy_chests_initialize
    dmy_init_chests
  end
 
  def dmy_init_chests
    @dmy_chests = {}
  end
 
  def dmy_items_into_chest(in_chest, in_inv)
    return unless in_inv
 
    in_inv.each do |key, value|
      in_chest[key] = 0 unless in_chest.has_key?(key)
      in_chest[key] += value
    end
  end
 
  def dmy_into_chest(chest_id = 'default')
    if @dmy_chests.has_key?(chest_id)
      chest = @dmy_chests[chest_id]
      dmy_items_into_chest(chest[:items], @items)
      dmy_items_into_chest(chest[:weapons], @weapons)
      dmy_items_into_chest(chest[:armors], @armors)
    else
      @dmy_chests[chest_id] = {
        :items => @items,
        :weapons => @weapons,
        :armors => @armors
      }
    end
    init_all_items
  end
 
  def dmy_items_from_container(in_chest, in_inv)
    return unless in_chest
 
    in_chest.each do |key, value|
      in_inv[key] = 0 unless in_inv.has_key?(key)
      in_inv[key] += value
    end
  end
 
  def dmy_from_chest(chest_id = 'default')
    return unless @dmy_chests.has_key?(chest_id)
    chest = @dmy_chests[chest_id]
    dmy_items_from_container(chest[:items], @items)
    dmy_items_from_container(chest[:weapons], @weapons)
    dmy_items_from_container(chest[:armors], @armors)
 
    @dmy_chests.delete(chest_id)
  end
 
  def dmy_chest_has_items?(chest_id = 'default')
    return false unless @dmy_chests.has_key?(chest_id)
    chest = @dmy_chests[chest_id]
    return (chest[:items].size + chest[:weapons].size + chest[:armors].size) > 0
  end
end
 
 
 
def dmy_from_chest(chest_id = 'default')
  $game_party.dmy_from_chest(chest_id)
end
 
def dmy_into_chest(chest_id = 'default')
  $game_party.dmy_into_chest(chest_id)
end
 
def dmy_chest_has_items?(chest_id = 'default')
  $game_party.dmy_chest_has_items?(chest_id)
end


Пример использования:
primer.png
Последнее редактирование: 5 года 8 мес. назад от Dmy.
Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: Cabbit, WhitePaper, akito66, Spot the fox

[VXA] Временное хранение всего инвентаря (сундук) 5 года 8 мес. назад #110886

  • akito66
  • akito66 аватар
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  • В Иркутске пески холодные, но когда ты рядом, мне становится теплее.
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  • Спасибо получено: 1511
  • ОраторПроект месяца 2 местоПроект месяца 1 местоРазработчикПроект месяца 3 местоУчительОрганизатор конкурсовВетеранКомпозиторПаладин
Так первый найденный мной несовместимый скрипт FP Inventory Plus он отвечает за придание всем вещам веса:
=begin
#==============================================================================
 ** FP Inventory Plus
 Author: Tsukihime
 Date: Jul 10, 2012
------------------------------------------------------------------------------
 ** Change log
 Jul 10
   -fixed logic error where == wasn't returning false if no branches return
 Jul 9
   -restructured Game_Weapon, Game_Armor, and Game_Item to include a new
    BaseItem module
   -overwrote == logic to distinguish between RPG objects and custom objects.
 Jun 26
   -added proper item losing
 May 30
   -fixed issue where item type check wasn't checked properly
    eg: default weapon check assumes class == RPG::Weapon
 May 29
   -added counting options: count-by-item, count-by-stack
 May 27
   -added options to enable/disable item/weight limits
   -added item limit window
 May 26
   -added the imported boolean
 May 24
   -Initialized RPG classes
 May 22
   -Added "clear inventory" method to clear everything out
   -Clears out equips as well
 May 15, 2012
   - fixed some bugs
 May 14, 2012
   - Initial release
------------------------------------------------------------------------------    
 This script extends the default inventory system and all item-handling
 throughout the engine. All items will be fetched from the inventory, and
 instances of the specific item is stored and retrieved.
 
 You can specify the stack sizes for each item as well as their weights.
 You can specify item limits and weight limits for each item.
 All equips are treated independently.
 
 This script will act as the basis for all future item-related scripts.
 
 To specify an item/equip stack size, tag it with
 
    <¤чейка: n>
 where n is an integer >= 1
 
 To specify the weight of an item/equip, tag it with
 
    <вес: n>
 where n is a real number
 
 To specify the the limit for an item/equip, tag it with
    <лимит: n>
 where n is an integer >= 0
 
 
 <лимит: х>      #макс.кол-во для предмета 
<вес: х>        #вес предмета 
<ячейка: х>     #кол-во вещей одной позиции до перехода на другую
 
#==============================================================================
=end
$imported = {} if $imported.nil?
$imported["FP_InventoryPlus"] = true
#==============================================================================
# ** Configuration
#==============================================================================
 
 
module Feature_Plus
  module Inventory_System
 
    Use_Item_Limit = false
    Use_Weight_Limit = true
 
    # Item counting method. If "Count_Items" is true, then
    # Count_Stacks is not used
 
    Count_By_Stack = false # treat each stack as a single item
    Count_By_Item = true  # count every item individually
 
    # ячейка по-умолчанию
    Default_Item_Stack = 999
    Default_Equip_Stack = 998
 
    # ћасса по-умолчанию
    Default_KeyItem_Weight = 0
    Default_Item_Weight = 1.0
    Default_Equip_Weight = 0.25
 
    Weight_Unit = "кг."
 
    # [current weight] / [max weight] [weight unit]
    Weight_Display = "%s/%s %s"
 
    # [item_count] / [item_limit]
    Item_Display = "Вещей: %s/%s"
 
    # Inventory limit defaults
 
    Inventory_Limit = 250   #макс.кол-во всех вещей
  #для разных рас разный максимальный переносимый вес
 
 
   Weight_Limit=150
 
 
 
 
 
#======
 
 
    #regex
    Item_Limit = /<лимит:?\s*(\d+)/i      #макс.кол-во дл¤ предмета 
    Item_Weight = /<вес:?\s*(.*)>/i   #вес предмета
    Stack_Size = /<ячейка:?\s*(\d+)>/i     #кол-во вещей одной позиции до перехода на другую
  end
end
 
 
#========================================================================
# ** Rest of the script
#==============================================================================
 
module RPG
  class Item < UsableItem
    include Feature_Plus::Inventory_System
 
    def item_weight
      return @item_weight unless @item_weight.nil?
      res = Item_Weight.match(self.note)
      return @item_weight = res ? res[1].to_f : (key_item? ? Default_KeyItem_Weight : Default_Item_Weight)
    end
 
    def item_stack
      return @item_stack unless @item_stack.nil?
      res = Stack_Size.match(self.note)
      return @item_stack = res ? res[1].to_i : Default_Item_Stack
    end
 
    def item_limit
      return @item_limit unless @item_limit.nil?
      res = Item_Limit.match(self.note)
      return @item_limit = res ? res[1].to_i : Inventory_Limit
    end
  end
 
  class EquipItem < BaseItem
    include Feature_Plus::Inventory_System
 
    def item_weight
      return @item_weight unless @item_weight.nil?
      res = Item_Weight.match(self.note)
      return @item_weight = res ? res[1].to_f : Default_Equip_Weight
    end
 
    def item_stack
      return @item_stack unless @item_stack.nil?
      res = Stack_Size.match(self.note)
      return @item_stack = res ? res[1].to_i : Default_Equip_Stack
    end
 
    def item_limit
      return @item_limit unless @item_limit.nil?
      res = Item_Limit.match(self.note)
      return @item_limit = res ? res[1].to_i : Inventory_Limit
    end
  end
end
 
# this module is included by Game_Item, Game_Weapon, and Game_Armor
module BaseItem
  attr_reader :index          # index of item in the inventory slot
  attr_reader :count          # number of items in this stack
  attr_reader :class          #
  attr_reader :item_stack     # max items per stack
  attr_reader :item_weight    # weight per instance of item 
  attr_reader :item_limit     # max number of items allowed to carry
  attr_reader :id             # database ID used to reference the type of item
  def initialize(item, index)
    super()
    init_base_attributes(item)
    @count = 0
    @index = index
    @id = item.id
    @item_stack = item.item_stack
    @item_weight = item.item_weight
    @item_limit = item.item_limit
    setup(item, index) if needs_setup?(item)
  end
 
  def setup(item, index)
  end
 
  def init_base_attributes(item)
    item.instance_variables.each do |attr|
      self.instance_variable_set(attr, item.instance_variable_get(attr))
    end
  end
 
  def amount_can_add?
    @item_stack - @count
  end
 
  def add_amount(amt)
    @count = [@count + amt, @item_stack].min
  end
 
  def lose_amount(amt)
    lost = [amt, @count].min
    @count = [@count - amt, 0].max
    return lost
  end
 
  def full?
    @count >= @item_stack
  end
 
  def can_add?
    return false if full?
    return true
  end
 
  def inspect
    "<%s>" % @name
  end
end
 
# This module is included in Game_Weapon and Game_Armor. It contains common
# methods shared by all equip items
module EquipItem
 
  def setup(item, index)
    # call anything from BaseItem
    super
  end
end
 
#==============================================================================
# ** Game_Item
#------------------------------------------------------------------------------
# This is an extension of RPG::Item. All of the methods defined in
# RPG::Item are inherited. When an item is created, it is wrapped by
# this Game_Item and all of the attributes are cloned
#==============================================================================
 
class Game_Item < RPG::Item
  include BaseItem  
 
  def setup(item, index)
    @class = Game_Item
  end
 
  def needs_setup?(item)
    item.class == RPG::Item
  end
 
  def ==(item)
    if item.class == RPG::Item
      return $data_items[@id] == item
    elsif item.is_a?(Game_Item)
      return self.equal?(item)
    end
    return false
  end
end
 
#==============================================================================
# ** Game_Weapon
#------------------------------------------------------------------------------
# This is an extension of RPG::Weapon. All of the methods defined in
# RPG::Weapon are inherited. When an item is created, it is wrapped by
# this Game_Weapon and all of the attributes are cloned
#==============================================================================
 
class Game_Weapon < RPG::Weapon
  include BaseItem
  include EquipItem
 
  alias :th_inventory_setup :setup
  def setup(item, index)
    @class = Game_Weapon
    @params = item.params.clone #we must clone this
    @name = item.name
    th_inventory_setup(item, index)
  end
 
  def needs_setup?(item)
    item.class == RPG::Weapon
  end
 
  def ==(item)
    if item.class == RPG::Weapon
      return $data_weapons[@id] == item
    elsif item.is_a?(Game_Weapon)
      return equal?(item)
    end
    return false
  end
end
 
#==============================================================================
# ** Game_Armor
#------------------------------------------------------------------------------
# This is an extension of RPG::Armor. All of the methods defined in
# RPG::Armor are inherited. When an item is created, it is wrapped by
# this Game_Armor and all of the attributes are cloned
#==============================================================================
 
class Game_Armor < RPG::Armor
  include BaseItem
  include EquipItem
 
  def setup(item, index)
    @class = Game_Armor
    @params = item.params.clone #we must clone this
    @name = item.name
  end
 
  def needs_setup?(item)
    item.class == RPG::Armor
  end
 
  def ==(item)
    if item.class == RPG::Armor
      return $data_armors[@id] == item
    elsif item.is_a?(RPG::Armor)
      return self.equal?(item)
    end
    return false
  end
end
 
#==============================================================================
# ** Game_Inventory
#------------------------------------------------------------------------------
# This is an inventory object. It represents a generic inventory, containing
# a set of items including common items, weapons, armors, and key items.
#
# All inventory related methods are defined and any access to the inventory
# should use the provided methods
#==============================================================================
class Game_Inventory
  include Feature_Plus::Inventory_System
 
  attr_reader :weight
  attr_reader :item_count
  def initialize
    @id = 0
    @name = ""
    @weight = 0
    @item_count = 0
    @items = {}
    @weapons = {}
    @armors = {}
    @discards = {}
    @inventory_limit = Inventory_Limit
 
  end
 
  def max_items
    @inventory_limit
  end
 
  def max_weight
     if [4, 5].include?($game_variables[1]) then
      cw = 200 
      @weight_limit=cw
      $game_variables[4]=cw
      $game_variables[3]=@weight
      return cw
 
    else 
      cw = 170
      @weight_limit=cw
      $game_variables[4]=cw
       $game_variables[3]=@weight
      return cw
    end 
  end
 
 
 
  def weight_exceeded?(item)
    return false unless Feature_Plus::Inventory_System::Use_Weight_Limit
    @weight + item.item_weight > @weight_limit
 
  end
 
  def items_exceeded?
    return false unless Feature_Plus::Inventory_System::Use_Item_Limit
    @item_count >= @inventory_limit
  end
 
  def limit_reached?(item)
    items_exceeded? || weight_exceeded?(item)
  end
 
  def can_add_amount?(item)
 
    if item.item_weight > 0
      return [[max_items - @item_count, (max_weight - @weight) / item.item_weight].min, 0].max
    end
    return [max_items - @item_count, 0].max
  end
 
  def get_item_type(item)
    return @items if item.is_a?(RPG::Item)
    return @weapons if item.is_a?(RPG::Weapon)
    return @armors  if item.is_a?(RPG::Armor)
    return nil
  end
 
  def is_system_item?(item)
    return [RPG::Weapon, RPG::Armor, RPG::Item].include?(item.class)
  end
 
  def item_number(item)
    container = get_item_type(item)
    return 0 unless container && container[item.id]
    return container[item.id].count unless item.instance_variable_defined?(:@index)
    return container[item.id][item.index].nil? ? 0 : container[item.id][item.index].count
  end
 
  def has_item?(item, include_equip=false)
    item_number(item) > 0
  end
 
  def gain_item(item, amount)
    container = get_item_type(item)
    return unless container
    valid_amount = [can_add_amount?(item), amount].min
    discard_amount = amount - valid_amount
    unless limit_reached?(item)
      container[item.id] = Game_InventorySlot.new(item) unless container[item.id]
      amount_avail = [container[item.id].can_add_amount?(item), valid_amount].min
      container[item.id].gain_item(item, amount_avail)
      update_inventory(container, item, amount_avail)
    end
    update_discards(item, discard_amount)
  end
 
  def lose_item(item, amount)
    container = get_item_type(item)
    return unless container
    return unless container[item.id]
    lost = container[item.id].lose_item(item, amount)
    update_inventory(container, item, -lost)
  end
 
  def update_inventory(container, item, added)
#~     if Count_By_Item
    @weight += item.item_weight * added
    @item_count += added
 
#~     elsif Count_By_Stack
#~       mod = container[item.id].stacks.size
#~       @weight += added < 0 ? -mod*item.item_weight : mod*item.item_weight
#~       @item_count += added < 0 ? -mod : mod
#~     end
  end
 
  def update_discards(item, remains)
    return unless remains > 0
    p "Discarded %d %s" %[remains, item.name]
  end
 
  def clear_inventory(include_equips=false)
    $game_party.all_members.each {|actor| actor.clear_equips} if include_equips
    @weapons.clear
    @armors.clear
    @items.clear
    @item_count = 0
    @weight = 0
  end
 
  #--------------------------------------------------------------------------
  # * Accessor methods. Returns the same things that Game_Party used
  # to return
  #--------------------------------------------------------------------------
#~   
  def get_weapon(item_id)
    slot = @weapons[item_id]
    return unless slot
    return slot.stacks[0]
  end
 
  def get_armor(item_id)
    slot = @armors[item_id]
    return unless slot
    return slot.stacks[0]
  end
 
  def items
    @items.keys.sort.collect {|id| @items[id].stacks}.flatten
  end
 
  def weapons
    @weapons.keys.sort.collect {|id| @weapons[id].stacks}.flatten
  end
 
  def armors
    @armors.keys.sort.collect {|id| @armors[id].stacks}.flatten
  end
 
  def equip_items
    weapons.concat(armors)
  end
 
  def discards
    @discards
  end
 
  def all_items
    items.concat(weapons).concat(armors)
  end
end
 
#==============================================================================
# ** Game_InventorySlot
#------------------------------------------------------------------------------
# This is an inventory slot object. It provides information about this slot
# such as the number of items and total weight. It stores an instance of
# my custom game item in an array
#==============================================================================
 
class Game_InventorySlot
  include Feature_Plus::Inventory_System
 
  attr_reader :item_stack
  attr_reader :count
  attr_reader :weight
  def initialize(item)
    @id = item.id
    @item = item
    @stacks = []                     # individual instances of this item
    @item_weight = item.item_weight
    @count = 0                       # number of items across all stacks
    @weight = 0                      # weight of items across all stacks
    @item_stack = item.item_stack    # number of items per stack
    @item_limit = item.item_limit
  end
 
  def [](index)
    return unless @stacks[index]
    @stacks[index]
  end
 
  def max_items
    @item_limit
  end
 
  def max_weight
    Weight_Limit
  end
 
  def stack_size
    @item_stack
  end
 
  #--------------------------------------------------------------------------
  # * Return all non-nil stacks
  #--------------------------------------------------------------------------
  def stacks
    @stacks.select {|stack| !stack.nil?}
  end
 
  def slot_exceeded?
    @count >= max_items
  end
 
  def weight_exceeded?(item)
    return false unless Feature_Plus::Inventory_System::Use_Weight_Limit
    @weight >= max_weight
 
  end
 
  def can_add?(item)
    return false if slot_exceeded? || weight_exceeded?(item)
    return true
  end
 
  def can_add_amount?(item)
    if item.item_weight > 0
      return [[max_items - @count, (max_weight - @weight) / item.item_weight].min, 0].max
    end
    return [max_items - @count, 0].max
  end
 
  # gets the first available stack to add item to
  def get_stack(item)
    (0 .. @stacks.size ).find { |k| @stacks[k].nil? || @stacks[k].can_add?}
  end
 
  # gets the first non-nil stack
  def first_stack
    (0 .. @stacks.size ).find { |k| @stacks[k]}
  end
 
  def make_item(item, i)
    @stacks[i] = Game_Item.new(item, i) if item.is_a?(RPG::Item)
    @stacks[i] = Game_Weapon.new(item, i) if item.is_a?(RPG::Weapon)
    @stacks[i] = Game_Armor.new(item, i) if item.is_a?(RPG::Armor)
  end
 
  def gain_item(item, amount)
    return unless can_add?(item)
    total = amount
    while amount > 0
      i = get_stack(item)
      make_item(item, i) if @stacks[i].nil?
      stack = @stacks[i]
      amt = stack.amount_can_add?
      @stacks[i].add_amount([amount, amount - amt, 0].max)
      amount -= amt
    end
    update_slot(item, total)
  end
 
  def delete_stack(index)
    @stacks.delete_at(index) 
    @stacks.insert(index, nil)
  end
 
  def lose_item(item, amount)
    total_lost = 0
    while @count > 0 && amount > 0
      i = item.index rescue first_stack
      if i
        i = first_stack if @stacks[i].count == 0
        stack = @stacks[i]
        lost_amount = stack.lose_amount(amount)
        delete_stack(i) if @stacks[i].count == 0
        update_slot(item, -lost_amount)
        total_lost += lost_amount
        amount -= lost_amount
      end
    end
    return total_lost
  end
 
  def update_slot(item, amount)
    @count += amount
    @weight += item.item_weight * amount 
  end
end
 
class Game_Actor < Game_Battler
 
  alias fp_inventory_actor_initialize initialize
  def initialize(actor_id)
    fp_inventory_actor_initialize(actor_id)
    @last_skill = Game_CustItem.new
  end
 
  def clear_equips
    @equips = Array.new(equip_slots.size) { Game_CustItem.new }
  end
 
  #need to set up initial equips properly
  def init_equips(equips)
    @equips = Array.new(equip_slots.size) { Game_CustItem.new }
    equips.each_with_index do |item_id, i|
      etype_id = index_to_etype_id(i)
      slot_id = empty_slot(etype_id)
      if item_id > 0
        @equips[slot_id].object = get_initial_equip(etype_id == 0, item_id) if slot_id
      else
        @equips[slot_id].object = nil if slot_id
      end
    end
    refresh
  end
 
  def get_initial_equip(is_weapon, item_id)
    if is_weapon
      return Game_Weapon.new($data_weapons[item_id], 0)
    else
      return Game_Armor.new($data_armors[item_id], 0)
    end
  end
 
  def xequips
    @equips.collect {|item| item.object }
  end
 
  def armors
    @equips.select {|item| item.is_armor? }.collect {|item| item.object }
  end
 
  def change_equip(slot_id, item)
    return unless trade_item_with_party(item, equips[slot_id])
    return if item && equip_slots[slot_id] != item.etype_id
    @equips[slot_id].object = item
    refresh
  end
 
  # event command "change equipment"
  def change_equip_by_id(slot_id, item_id)
    if equip_slots[slot_id] == 0
      item = $game_party.get_weapon(item_id)
      return unless item
      change_equip(slot_id, item)
    else
      index = $game_party.get_armor(item_id)
      return unless item
      change_equip(slot_id, Game_Armor.new($data_armors[item_id], index))
    end
  end
end
 
#==============================================================================
# ** Game_party
#------------------------------------------------------------------------------
# All inventory access methods are re-written to allow the Inventory object
# to properly handle those requests
#==============================================================================
 
class Game_Party < Game_Unit
 
  attr_reader :inventory
  alias tsuki_inventory_party_initialize initialize
  def initialize
    tsuki_inventory_party_initialize
    @inventory = Game_Inventory.new
    @last_item = Game_CustItem.new
  end
 
  def clear_inventory(include_equip=false)
    @inventory.clear_inventory(include_equip)
  end
 
  def weight
    @inventory.weight
  end
 
  def items
    @inventory.items
  end
 
  def weapons
    @inventory.weapons
  end 
 
  def armors
    @inventory.armors
  end
 
  def equip_items
    @inventory.equip_items
  end
 
  def all_items
    @inventory.all_items
  end
 
  def item_number(item)
    @inventory.item_number(item)
  end
 
  def has_item?(item, include_equip=false)
    @inventory.has_item?(item)
  end
 
  def gain_item(item, amount, include_equip = false)
    if amount < 0
      lose_item(item, -amount, include_equip)
    else
      @inventory.gain_item(item, amount)
    end
  end
 
  def lose_item(item, amount, include_equip = false)
    @inventory.lose_item(item, amount)
  end
 
  def max_item_number(item)
    99
  end
 
  def max_weight
    @inventory.max_weight
  end
 
  def item_count
    @inventory.item_count
  end
 
  def max_items
    @inventory.max_items
  end
 
  def item_max?(item)
    item_number(item) >= max_item_number(item)
  end
 
  def get_weapon(item_id)
    @inventory.get_weapon(item_id)
  end
 
  def get_armor(item_id)
    @inventory.get_armor(item_id)
  end
end
 
#==============================================================================
# ** Game_CustItem
#------------------------------------------------------------------------------
# This is a variation of Game_BaseItem that stores the actual instance of
# the object rather than storing references to the database
#==============================================================================
 
class Game_CustItem < Game_BaseItem
  def initialize
    super
    @object = nil
  end
 
  def is_skill?;   @object.is_a?(RPG::Skill);   end
  def is_item?;    @object.is_a?(RPG::Item);    end
  def is_weapon?;  @object.is_a?(RPG::Weapon);  end
  def is_armor?;   @object.is_a?(RPG::Armor);   end
 
  def object
    return nil unless @object
    return @object 
  end
 
  def object=(item)
    @class = item.class
    @item_id = item.id if item
    @object = item
  end
 
  def set_equip(is_weapon, item_id)
    @class = is_weapon ? RPG::Weapon : RPG::Armor
    @item_id = item_id
    @object = is_weapon ? $data_weapons[item_id] : $data_armors[item_id]
  end
end
 
class Game_Action
 
  alias fp_initialize_clear_action clear
  def clear
    fp_initialize_clear_action
    @item = Game_CustItem.new
  end
 
  def set_item(item)
    @item.object = item
    self
  end
end
 
#==============================================================================
# ** Scenes
#==============================================================================
 
class Scene_Battle < Scene_Base
 
  def on_item_ok
    @item = @item_window.item
    BattleManager.actor.input.set_item(@item)
    if [email protected]_selection?
      @item_window.hide
      next_command
    elsif @item.for_opponent?
      select_enemy_selection
    else
      select_actor_selection
    end
    $game_party.last_item.object = @item
  end
end
 
class Scene_Menu < Scene_MenuBase
 
  alias fp_inventory_menu_start start
  def start
    fp_inventory_menu_start
    create_limit_windows
  end
 
  def create_limit_windows
    y = 48
    if Feature_Plus::Inventory_System::Use_Weight_Limit
      @weight_window = Window_Weight.new(0, Graphics.height - y - @gold_window.height)
      y += 48
    end
    if Feature_Plus::Inventory_System::Use_Item_Limit
      @item_limit_window = Window_ItemLimit.new(0, Graphics.height - y - @gold_window.height)
    end
  end
end
 
class Scene_Item < Scene_ItemBase
 
  alias fp_inventory_item_start start
  def start
    fp_inventory_item_start
    create_limit_windows
  end
 
  def create_limit_windows
    x = 160
    if Feature_Plus::Inventory_System::Use_Weight_Limit
      @weight_window = Window_Weight.new(Graphics.width - x, 0)
      @weight_window.z = 200
      @actor_window.z = 300
      x += 160
    end
    if Feature_Plus::Inventory_System::Use_Item_Limit
      @item_limit_window = Window_ItemLimit.new(Graphics.width - x, 0)
      @item_limit_window.z = 200
      x += 160
    end
  end
 
  alias fp_inventory_use_item use_item
  def use_item
    fp_inventory_use_item
    @weight_window.refresh if Feature_Plus::Inventory_System::Use_Weight_Limit
    @item_limit_window.refresh if  Feature_Plus::Inventory_System::Use_Item_Limit
  end
end
 
class Window_ItemLimit < Window_Base
  include Feature_Plus::Inventory_System
 
  def initialize(x, y)
    super(x, y, window_width, fitting_height(1))
    refresh
  end
 
  def window_width
    160
  end
 
  def refresh
    contents.clear
    draw_weight_value(4, 0)
  end
 
  def draw_weight_value(x, y)
    text = sprintf(Item_Display, item_count, item_limit)
    change_color(normal_color)    
    draw_text(x, y, self.contents.width - 4, line_height, text, 1)
  end
 
  def item_limit
    $game_party.max_items
  end
  #--------------------------------------------------------------------------
  # * Get inventory weight
  #--------------------------------------------------------------------------
  def item_count
    $game_party.item_count
  end
  #--------------------------------------------------------------------------
  # * Open Window
  #--------------------------------------------------------------------------
  def open
    refresh
    super
  end
end
 
class Window_Weight < Window_Base
  include Feature_Plus::Inventory_System
#--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y)
 
    super(x, y, window_width, fitting_height(1))
    refresh
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    return 160
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_weight_value(4, 0, contents.width - 8)
  end
 
  def draw_weight_value(x, y, width)
    text = sprintf(Weight_Display, weight, max_weight, weight_unit)
    change_color(normal_color)    
    draw_text(x, y, width, line_height, text, 2)
  end
 
  def weight_unit
    Weight_Unit
  end
 
  def max_weight
    $game_party.max_weight
  end
  #--------------------------------------------------------------------------
  # * Get inventory weight
  #--------------------------------------------------------------------------
  def weight
    $game_party.weight
  end
  #--------------------------------------------------------------------------
  # * Open Window
  #--------------------------------------------------------------------------
  def open
    refresh
    super
  end
end
 
class Game_Interpreter
  def can_add_amount?(item)
    return false if item.nil?
    item = $data_items[item] unless item.is_a?(RPG::BaseItem)
    return $game_party.inventory.can_add_amount?(item)
  end
 
  def armor(i)
    return $data_armors[i]
  end
 
  def weapon(i)
    return $data_weapons[i]
  end
 
  def item(i)
    return @data_items[i]
  end
end
Последнее редактирование: 5 года 8 мес. назад от akito66.
Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: Dmy, VarVarKa

[VXA] Временное хранение всего инвентаря (сундук) 5 года 8 мес. назад #110914

  • akito66
  • akito66 аватар
  • Вне сайта
  • Светлый дракон
  • В Иркутске пески холодные, но когда ты рядом, мне становится теплее.
  • Сообщений: 851
  • Спасибо получено: 1511
  • ОраторПроект месяца 2 местоПроект месяца 1 местоРазработчикПроект месяца 3 местоУчительОрганизатор конкурсовВетеранКомпозиторПаладин
Дмай нашел тематический скрипт на положить броню, оружие в сундук:
#=============================================================================== 
# Разработан на основе скрипта $D13x - Bank Account 
#=============================================================================== 
# Описание 
#------------------------------------------------------------------------------- 
# Создает механизм сохранения предметов на будущее 
#=============================================================================== 
# Инструкция 
#------------------------------------------------------------------------------- 
# 1.Скопировать скрипт перед Main 
# 2.Создать Событие с вызовом скрипта SceneManager.call(Scene_Chest_Item) 
#=============================================================================== 
# Команды для события 
#------------------------------------------------------------------------------- 
# $chest_item.gain_cash(amount)           //Добавляет денег в сундук 
# $chest_item.lose_cash(amount)           //Отнимает деньги из сундука 
# $chest_item.add_to_items(id, amount)    //Добавляет вещь в сундук 
# $chest_item.add_to_weapons(id, amount)  //Добавляет оружие в сундук 
# $chest_item.add_to_armors(id, amount)   //Добавляет броню в сундук 
# SceneManager.call(Scene_Chest_Item)     //Вызов GUI скрипта 
#=============================================================================== 
module Game_Storage 
#=============================================================================== 
  #----------------------------------------------------------------------------- 
  # Начальная сумма денег в сундуке 
  #----------------------------------------------------------------------------- 
  Initial_CASH = 2000 
  #----------------------------------------------------------------------------- 
  # Какие вещи будут с начала игры в сундуке 
  # Формат = [ [ID вещи, кол-во], [ID вещи, кол-во] ] 
  #----------------------------------------------------------------------------- 
  Initial_Items = [ [1, 1], [2, 2] ] 
  #----------------------------------------------------------------------------- 
  # Какое оружие будут с начала игры в сундуке 
  # Формат = [ [ID оружия, кол-во], [ID оружия, кол-во] ] 
  #----------------------------------------------------------------------------- 
  Initial_Weapons = [ [1, 1] ] 
  #----------------------------------------------------------------------------- 
  # Какая броня будут с начала игры в сундуке 
  # Формат = [ [ID брони, кол-во], [ID брони, кол-во] ] 
  #----------------------------------------------------------------------------- 
  Initial_Armors = [ [1, 1] ] 
end 
#=============================================================================== 
module PC_Scene 
#=============================================================================== 
  Money_Vocab  = "Деньги" 
  Money_Prefix = "%s G" 
  Money_Icon   = 361 
  Money_Icon_x  = 0 
  Money_Text_x  = 25 
  #----------------------------------------------------------------------------- 
  Value_Prefix = "x%s" 
  #----------------------------------------------------------------------------- 
  Items_Vocab   = "Вещи" 
  Weapons_Vocab = "Оружие" 
  Armors_Vocab  = "Броня" 
  #----------------------------------------------------------------------------- 
  Current_Money_Vocab = "В рюкзаке :" 
  Chest_Item_Money_Vocab  = "В сундуке :" 
  #----------------------------------------------------------------------------- 
  Deposit_Vocab   = "Положить" 
  Deposit_Info    = "Положить деньги, вещи или экипировку в сундук." 
  Deposit_Cash    = "Положить деньги в сундук." 
  Deposit_Items   = "Положить вещи в сундук." 
  Deposit_Weapons = "Положить оружие в сундук." 
  Deposit_Armors  = "Положить броню в сундук." 
  #----------------------------------------------------------------------------- 
  Withdraw_Vocab   = "Забрать" 
  Withdraw_Info    = "Забрать деньги, вещи или экипировку из сундука." 
  Withdraw_Cash    = "Забрать деньги из сундука." 
  Withdraw_Items   = "Забрать вещи из сундука." 
  Withdraw_Weapons = "Забрать оружие из сундука." 
  Withdraw_Armors  = "Забрать броню из сундука." 
end 
#=============================================================================== 
module DataManager 
#=============================================================================== 
  #----------------------------------------------------------------------------- 
  class << self ; 
    alias :cgo_chest_item_account :create_game_objects 
    alias :msc_chest_item_account :make_save_contents 
    alias :esc_chest_item_account :extract_save_contents 
  end 
  #----------------------------------------------------------------------------- 
  def self.create_game_objects 
    cgo_chest_item_account 
    $chest_item = Chest_Item_Account.new 
  end 
  #----------------------------------------------------------------------------- 
  def self.make_save_contents 
    contents = msc_chest_item_account 
    contents[:chest_item] = $chest_item 
    contents 
  end 
  #----------------------------------------------------------------------------- 
  def self.extract_save_contents(contents) 
    esc_chest_item_account(contents) 
    $chest_item = contents[:chest_item].nil? ? Chest_Item_Account.new : contents[:chest_item] 
  end 
end 
#=============================================================================== 
class Chest_Item_Account 
#=============================================================================== 
  #----------------------------------------------------------------------------- 
  include Game_Storage 
  #----------------------------------------------------------------------------- 
  attr_reader :cash 
  attr_reader :items 
  attr_reader :weapons 
  attr_reader :armors 
  #----------------------------------------------------------------------------- 
  def initialize 
    init_pis 
    get_initial_stored_items 
    get_initial_stored_weapons 
    get_initial_stored_armors 
  end 
  #----------------------------------------------------------------------------- 
  def init_pis 
    @cash    = Initial_CASH 
    @items   = [] 
    @weapons = [] 
    @armors  = [] 
  end 
  #----------------------------------------------------------------------------- 
  def get_initial_stored_items 
    for info in Game_Storage::Initial_Items 
      next if info[0] == nil || info[0] <= 0 
      add_to_items(info[0], info[1]) 
    end 
  end 
  #----------------------------------------------------------------------------- 
  def get_initial_stored_weapons 
    for info in Game_Storage::Initial_Weapons 
      next if info[0] == nil || info[0] <= 0 
      add_to_weapons(info[0], info[1]) 
    end 
  end 
  #----------------------------------------------------------------------------- 
  def get_initial_stored_armors 
    for info in Game_Storage::Initial_Armors 
      next if info[0] == nil || info[0] <= 0 
      add_to_armors(info[0], info[1]) 
    end 
  end 
  #----------------------------------------------------------------------------- 
  def add_to_items(item_id, amount) 
    return if item_id == nil || item_id <= 0 || amount == nil || amount <= 0 
    @items.push([ $data_items[item_id] , amount ]) 
  end 
  #----------------------------------------------------------------------------- 
  def add_to_weapons(item_id, amount) 
    return if item_id == nil || item_id <= 0 || amount == nil || amount <= 0 
    weapon = [$data_weapons[item_id], amount] 
    @weapons.push(weapon) 
  end 
  #----------------------------------------------------------------------------- 
  def add_to_armors(item_id, amount) 
    return if item_id == nil || item_id <= 0 || amount == nil || amount <= 0 
    armor = [$data_armors[item_id],amount] 
    @armors.push(armor) 
  end 
  #----------------------------------------------------------------------------- 
  def gain_cash(amount) 
    @cash += amount 
  end 
  #----------------------------------------------------------------------------- 
  def lose_cash(amount) 
    @cash -= amount 
    @cash = 0 if @cash < 0 
  end 
end 
#=============================================================================== 
class Window_Player_PC_Number < Window_ShopNumber 
#=============================================================================== 
  #----------------------------------------------------------------------------- 
  def initialize(x, y) 
    super(x, y, window_height) 
  end 
  #----------------------------------------------------------------------------- 
  def window_width 
    return Graphics.width / 2 
  end 
  #----------------------------------------------------------------------------- 
  def window_height 
    return line_height + 24 
  end 
  #----------------------------------------------------------------------------- 
  def refresh 
    contents.clear 
    draw_the_item 
    draw_number 
  end 
  #----------------------------------------------------------------------------- 
  def draw_number 
    change_color(normal_color) 
    if @item 
      change_color(normal_color, true) 
    end 
    tx = sprintf(PC_Scene::Value_Prefix, @number) 
    draw_text(0,0,window_width-(standard_padding*2), line_height, tx, 2) 
  end 
  #----------------------------------------------------------------------------- 
  def draw_the_item 
    change_color(normal_color) 
    x  = PC_Scene::Money_Text_x 
    ix = PC_Scene::Money_Icon_x 
    y  = item_y 
    w  = window_width 
    if @item == $data_items[0] 
      draw_icon(PC_Scene::Money_Icon, ix, y, true) 
      draw_text(x, y, w, line_height, PC_Scene::Money_Vocab) 
 
    else 
      draw_icon(@item.icon_index, ix, y, true) 
      change_color(normal_color, true) 
      draw_text(x, y, w, line_height, @item.name) 
    end 
  end 
  #---------------------------------------------------------------------------- 
  def item_y 
    return 0 
  end 
  #----------------------------------------------------------------------------- 
  def figures 
    return 4 
  end 
  #----------------------------------------------------------------------------- 
  def update_number 
    super 
  end 
  #----------------------------------------------------------------------------- 
  def update_cursor 
    cursor_rect.set(0, 0, 0, 0) 
  end 
  #----------------------------------------------------------------------------- 
  def change_number(amount) 
    @number = [[@number + amount, @max].min, 0].max 
  end 
  #----------------------------------------------------------------------------- 
  def set(item, max, price, currency_unit = nil) 
    @item = item 
    @max = max 
    @price = price 
    @currency_unit = currency_unit if currency_unit 
    @number = @item == $data_items[0] ? 0 : 1 
    refresh 
  end 
end 
#=============================================================================== 
class Window_Chest_Item_Help < Window_Base 
#=============================================================================== 
  def initialize(line_number = 2) 
    super(0, 0, Graphics.width/4*3, fitting_height(line_number)) 
    @item = nil 
  end 
  #-------------------------------------------------------------------------- 
  def set_text(text) 
    if text != @text 
      @text = text 
      refresh 
    end 
  end 
  #-------------------------------------------------------------------------- 
  def clear 
    set_text("") 
  end 
  #-------------------------------------------------------------------------- 
  def set_item(item) 
    return if @item == item 
    @item = item 
    refresh 
    set_text(item ? item.description : "") 
  end 
  #-------------------------------------------------------------------------- 
  def refresh 
    contents.clear 
    draw_text_ex(4, 0, @text) 
  end 
  #-------------------------------------------------------------------------- 
  def reset_font_settings 
    change_color(normal_color) 
    self.contents.font.name = ["VL Gothic","Serif","Arial"] 
    self.contents.font.size = 15 
    self.contents.font.bold = true 
  end 
end 
#=============================================================================== 
class Window_PC_GOLD < Window_Gold 
#=============================================================================== 
  #----------------------------------------------------------------------------- 
  def window_width 
    return ((Graphics.width / 4 * 2)) 
  end 
  #----------------------------------------------------------------------------- 
  def refresh 
    contents.clear 
    draw_gold 
  end 
  #----------------------------------------------------------------------------- 
  def draw_gold 
    x = 0 ; y = 0 
    change_color(normal_color) 
    draw_text(x, y, window_width, line_height, PC_Scene::Current_Money_Vocab) 
    draw_text(x, y, window_width-24, line_height, unit, 2) 
  end 
  #----------------------------------------------------------------------------- 
  def unit 
    sprintf(PC_Scene::Money_Prefix, value) 
  end 
end 
#============================================================================== 
class Window_PC_GOLD_InChest_Item < Window_PC_GOLD 
#============================================================================== 
  #----------------------------------------------------------------------------- 
  def draw_gold 
    x = 0 ; y = 0 
    change_color(normal_color) 
    draw_text(x, y, window_width, line_height, PC_Scene::Chest_Item_Money_Vocab) 
    draw_text(x, y, window_width-24, line_height, unit, 2) 
  end 
  #----------------------------------------------------------------------------- 
  def value 
    $chest_item.cash 
  end 
end 
#=============================================================================== 
class Window_Player_PC_Command < Window_Command 
#=============================================================================== 
  #----------------------------------------------------------------------------- 
  def initialize(x, y) 
    super(x, y) 
    draw_items_info 
    type 
  end 
  #----------------------------------------------------------------------------- 
  def change_type(type = :items) 
    @type = type 
  end 
  #----------------------------------------------------------------------------- 
  def type 
    @type 
  end 
  #----------------------------------------------------------------------------- 
  def window_width 
    return Graphics.width - (Graphics.width / 4 * 2) 
  end 
  #----------------------------------------------------------------------------- 
  def window_height 
    return Graphics.height - fitting_height(6) 
  end 
  #----------------------------------------------------------------------------- 
  def make_command_list 
    case @type 
    when :items 
      for item in $chest_item.items 
        add_item_command(item) 
      end 
    when :weapons 
      for item in $chest_item.weapons 
        add_item_command(item) 
      end      
    when :armors 
      for item in $chest_item.armors 
        add_item_command(item) 
      end      
    end 
  end 
  #----------------------------------------------------------------------------- 
  def add_item_command(item) 
    add_command(""  , :avail_item, true) 
  end  
  #----------------------------------------------------------------------------- 
  def draw_items_info 
    x = 0 ; y = 0 
    case @type 
    when :items 
      for item in $chest_item.items 
        y = draw_infoo(x, y, item) 
      end 
    when :weapons 
      for item in $chest_item.weapons 
        y = draw_infoo(x, y, item) 
      end 
    when :armors 
      for item in $chest_item.armors 
        y = draw_infoo(x, y, item) 
      end 
    end 
  end 
  #----------------------------------------------------------------------------- 
  def draw_infoo(x, y, item) 
    draw_icon(item[0].icon_index, x, y, true) 
    change_color(normal_color) 
    draw_text(x+25, y, window_width-50, line_height, item[0].name, 0) 
    draw_text(x, y, window_width-25, line_height, "x#{item[1]} ", 2) 
    return y + line_height 
  end 
  #----------------------------------------------------------------------------- 
  def refresh 
    super 
    draw_items_info 
  end 
end 
#============================================================================== 
class Window_Player_PC_Bag_Command < Window_Player_PC_Command 
#============================================================================== 
  #----------------------------------------------------------------------------- 
  def make_command_list 
    case @type 
    when :items 
      for item in $game_party.items 
        add_item_command(item) 
      end 
    when :weapons 
      for item in $game_party.weapons 
        add_item_command(item) 
      end      
    when :armors 
      for item in $game_party.armors 
        add_item_command(item) 
      end      
    end 
  end 
  #----------------------------------------------------------------------------- 
  def add_item_command(item) 
    add_command(""  , :avail_item, true) 
  end  
  #----------------------------------------------------------------------------- 
  def draw_items_info 
    x = 0 
    y = 0 
    case @type 
    when :items 
      for item in $game_party.items 
        y = draw_infoo(x, y, item) 
      end 
    when :weapons 
      for item in $game_party.weapons 
        y = draw_infoo(x, y, item) 
      end 
    when :armors 
      for item in $game_party.armors 
        y = draw_infoo(x, y, item) 
      end 
    end 
  end 
  #----------------------------------------------------------------------------- 
  def draw_infoo(x, y, item) 
    draw_icon(item.icon_index, x, y, true) 
    change_color(normal_color) 
    draw_text(x+25, y, window_width-50, line_height, item.name, 0) 
    item_count = $game_party.item_number(item) 
    draw_text(x, y, window_width-25, line_height, "x#{item_count} ", 2) 
    return y + line_height 
  end 
end 
#=============================================================================== 
class Window_Player_PC_Action_Command < Window_Command 
#=============================================================================== 
  #----------------------------------------------------------------------------- 
  def window_width 
    return Graphics.width/4 
  end 
  #----------------------------------------------------------------------------- 
  def make_command_list 
    add_command(PC_Scene::Deposit_Vocab,  :deposit) 
    add_command(PC_Scene::Withdraw_Vocab, :withdraw) 
  end 
end 
#============================================================================== 
class Window_Player_PC_Action_Command_2 < Window_HorzCommand 
#============================================================================== 
  #----------------------------------------------------------------------------- 
  def window_width 
    return Graphics.width 
  end 
  #----------------------------------------------------------------------------- 
  def make_command_list 
    add_command(PC_Scene::Money_Vocab,   :cash) 
    add_command(PC_Scene::Items_Vocab,   :items) 
    add_command(PC_Scene::Weapons_Vocab, :weapons) 
    add_command(PC_Scene::Armors_Vocab,  :armors) 
  end 
  #----------------------------------------------------------------------------- 
  def col_max 
    return 4 
  end 
end 
#=============================================================================== 
class Scene_Chest_Item < Scene_MenuBase 
#=============================================================================== 
  #----------------------------------------------------------------------------- 
  def start 
    super 
    create_help_window 
    create_action_commands 
    create_action_commands_2 
    create_main_commands 
    create_player_bag_commands 
    create_number_window 
    create_gold_window 
    create_chest_item_gold_window 
  end 
  #----------------------------------------------------------------------------- 
  def create_help_window 
    @help_window = Window_Chest_Item_Help.new 
    @help_window.viewport = @viewport 
    @help_window.x = Graphics.width / 4 
  end 
  #----------------------------------------------------------------------------- 
  def create_gold_window 
    @gold_window = Window_PC_GOLD.new 
    @gold_window.x = 0 
    @gold_window.y = @action_com_wind_2.y + @action_com_wind_2.height 
  end  
  #----------------------------------------------------------------------------- 
  def create_chest_item_gold_window 
    @chest_item_gold_window = Window_PC_GOLD_InChest_Item.new 
    @chest_item_gold_window.x = ((Graphics.width / 4 * 2)) 
    @chest_item_gold_window.y = @action_com_wind_2.y + @action_com_wind_2.height 
  end 
  #----------------------------------------------------------------------------- 
  def create_action_commands 
    wx = @help_window.x 
    wy = @help_window.height 
    @action_com_wind = Window_Player_PC_Action_Command.new(0, 0) 
    @action_com_wind.set_handler(:deposit, method(:command_trigger_nxt_choice)) 
    @action_com_wind.set_handler(:withdraw, method(:command_trigger_nxt_choice)) 
    @action_com_wind.set_handler(:cancel,    method(:return_scene)) 
    @my_current_symbol = :deposit 
  end 
  #----------------------------------------------------------------------------- 
  def create_action_commands_2 
    y = @help_window.height 
    @action_com_wind_2 = Window_Player_PC_Action_Command_2.new(0, y) 
    @action_com_wind_2.set_handler(:cash,      method(:command_trigger_cash)) 
    @action_com_wind_2.set_handler(:items,     method(:command_trigger_items)) 
    @action_com_wind_2.set_handler(:weapons,   method(:command_trigger_weapons)) 
    @action_com_wind_2.set_handler(:armors,    method(:command_trigger_armors)) 
    @action_com_wind_2.set_handler(:cancel,    method(:command_back_to_firstchoice)) 
    @action_com_wind_2.deactivate 
    @action_com_wind_2.select(-1) 
  end 
  #----------------------------------------------------------------------------- 
  def create_main_commands 
    wx = Graphics.width / 2 
    wy = @action_com_wind_2.y + (@action_com_wind_2.height * 2) 
    @main_com_wind = Window_Player_PC_Command.new(wx, wy) 
    @main_com_wind.set_handler(:avail_item, method(:command_items)) 
    @main_com_wind.set_handler(:cancel,     method(:command_back_to_2nd_choice)) 
    @main_com_wind.deactivate 
    @main_com_wind.select(-1) 
  end 
  #----------------------------------------------------------------------------- 
  def create_player_bag_commands 
    wx = 0 
    wy = @action_com_wind_2.y + (@action_com_wind_2.height * 2) 
    @bag_com_wind = Window_Player_PC_Bag_Command.new(wx, wy) 
    @bag_com_wind.set_handler(:avail_item, method(:command_items)) 
    @bag_com_wind.set_handler(:cancel,     method(:command_back_to_2nd_choice)) 
    @bag_com_wind.deactivate 
    @bag_com_wind.select(-1) 
  end 
  #----------------------------------------------------------------------------- 
  def create_number_window 
    wx = Graphics.width / 4 
    wy = @action_com_wind.y + @action_com_wind.height 
    @number_window = Window_Player_PC_Number.new(wx, wy) 
    @number_window.viewport = @viewport 
    @number_window.set_handler(:ok,     method(:confirm_numbers)) 
    @number_window.set_handler(:cancel, method(:cancel_numbers)) 
    @number_window.hide 
  end 
  #----------------------------------------------------------------------------- 
  def command_trigger_nxt_choice 
    @action_com_wind_2.activate 
    @action_com_wind_2.select(0) 
  end 
  #----------------------------------------------------------------------------- 
  def command_trigger_cash 
    item = $data_items[0] 
    case @action_com_wind.current_symbol 
    when :deposit  ; max = $game_party.gold 
      price = $game_party.gold == 0 ? 0 : 1 
    when :withdraw ; max = $chest_item.cash 
      price = $chest_item.cash == 0 ? 0 : 1 
    end 
    @action_com_wind_2.deactivate 
    @number_window.set(item, max, price) 
    @number_window.open 
    @number_window.activate 
    @number_window.show 
  end 
  #----------------------------------------------------------------------------- 
  def command_trigger_items 
    @action_com_wind_2.deactivate 
    case @action_com_wind.current_symbol 
    when :deposit 
      @bag_com_wind.activate 
      @bag_com_wind.select(0) 
    when :withdraw 
      @main_com_wind.activate 
      @main_com_wind.select(0) 
    end 
  end 
  #----------------------------------------------------------------------------- 
  def command_trigger_weapons 
    @action_com_wind_2.deactivate 
    case @action_com_wind.current_symbol 
    when :deposit 
      @bag_com_wind.activate 
      @bag_com_wind.select(0) 
    when :withdraw 
      @main_com_wind.activate 
      @main_com_wind.select(0) 
    end 
  end 
  #----------------------------------------------------------------------------- 
  def command_trigger_armors 
    @action_com_wind_2.deactivate 
    case @action_com_wind.current_symbol 
    when :deposit 
      @bag_com_wind.activate 
      @bag_com_wind.select(0) 
    when :withdraw 
      @main_com_wind.activate 
      @main_com_wind.select(0) 
    end 
  end 
  #----------------------------------------------------------------------------- 
  def command_back_to_firstchoice 
    @action_com_wind_2.deactivate 
    @action_com_wind_2.select(-1) 
    @action_com_wind.activate 
  end 
  #----------------------------------------------------------------------------- 
  def command_back_to_2nd_choice 
    @main_com_wind.deactivate 
    @main_com_wind.select(-1) 
    @bag_com_wind.deactivate 
    @bag_com_wind.select(-1) 
    @action_com_wind_2.activate 
  end 
  #----------------------------------------------------------------------------- 
  def command_items 
    case @action_com_wind_2.current_symbol 
    when:items 
      case @action_com_wind.current_symbol 
      when :deposit 
        item = $data_items[$game_party.items[@bag_com_wind.index].id] 
        max = $game_party.item_number(item) 
      when :withdraw 
        item = $chest_item.items[@main_com_wind.index][0] 
        max = $chest_item.items[@main_com_wind.index][1] 
      end 
    when :weapons 
      case @action_com_wind.current_symbol 
      when :deposit 
        item = $data_weapons[$game_party.weapons[@bag_com_wind.index].id] 
        max  = $game_party.item_number(item) 
      when :withdraw 
        item = $chest_item.weapons[@main_com_wind.index][0] 
        max  = $chest_item.weapons[@main_com_wind.index][1] 
      end 
    when :armors 
      case @action_com_wind.current_symbol 
      when :deposit 
        item = $data_armors[$game_party.armors[@bag_com_wind.index].id] 
        max  = $game_party.item_number(item) 
      when :withdraw 
        item = $chest_item.armors[@main_com_wind.index][0] 
        max  = $chest_item.armors[@main_com_wind.index][1] 
      end 
    end 
    price = 1 
    @number_window.set(item, max, price) 
    @number_window.activate 
    @number_window.show 
  end 
  #----------------------------------------------------------------------------- 
  def confirm_numbers 
    case @action_com_wind.current_symbol 
    when :deposit 
      case @action_com_wind_2.current_symbol 
      when :cash 
        deposit_cash(@number_window.number) 
        @action_com_wind_2.activate 
      when :items 
        deposit_items(@number_window.number) 
        @bag_com_wind.activate 
      when :weapons 
        deposit_weapons(@number_window.number) 
        @bag_com_wind.activate 
      when :armors 
        deposit_armors(@number_window.number) 
        @bag_com_wind.activate 
      end 
    when :withdraw 
      case @action_com_wind_2.current_symbol 
      when :cash 
        withdraw_cash(@number_window.number) 
        @action_com_wind_2.activate 
      when :items 
        withdraw_items(@number_window.number) 
        @main_com_wind.activate 
      when :weapons 
        withdraw_weapons(@number_window.number) 
        @main_com_wind.activate 
      when :armors 
        withdraw_armors(@number_window.number) 
        @main_com_wind.activate 
      end 
    end 
    @number_window.deactivate 
    @number_window.hide 
  end 
  #----------------------------------------------------------------------------- 
  def cancel_numbers 
    case @action_com_wind.current_symbol 
    when :deposit 
      case @action_com_wind_2.current_symbol 
      when :cash 
        @action_com_wind_2.activate 
      when :items, :weapons, :armors 
        @bag_com_wind.activate 
      end 
    when :withdraw 
      case @action_com_wind_2.current_symbol 
      when :cash 
        @action_com_wind_2.activate 
      when :items, :weapons, :armors 
        @main_com_wind.activate 
      end 
    end 
    @number_window.deactivate 
    @number_window.hide 
  end 
  #----------------------------------------------------------------------------- 
  def deposit_cash(amount) 
    $game_party.lose_gold(amount) 
    $chest_item.gain_cash(amount) 
    @gold_window.refresh 
    @chest_item_gold_window.refresh 
  end 
  #----------------------------------------------------------------------------- 
  def withdraw_cash(amount) 
    $game_party.gain_gold(amount) 
    $chest_item.lose_cash(amount) 
    @gold_window.refresh 
    @chest_item_gold_window.refresh 
  end 
  #----------------------------------------------------------------------------- 
  def deposit_items(amount) 
    inv_item = $game_party.items[@bag_com_wind.index].id 
    $game_party.lose_item($data_items[inv_item], amount) 
    already_had_item = false 
    $chest_item.items.each {|item| 
    item[1] += amount if item[0].id == inv_item 
    already_had_item = true if item[0].id == inv_item ; } 
    $chest_item.add_to_items(inv_item, amount) if !already_had_item 
    @bag_com_wind.refresh 
    @main_com_wind.refresh 
    @bag_com_wind.activate 
  end 
  #----------------------------------------------------------------------------- 
  def withdraw_items(amount) 
    gsi = $chest_item.items[@main_com_wind.index] 
    gsi[1] -= amount 
    $game_party.gain_item(gsi[0], amount) 
    if gsi[1] < 1 
      $chest_item.items.delete_at(@main_com_wind.index) 
      @main_com_wind.index = 0 
    end 
    @main_com_wind.refresh 
    @bag_com_wind.refresh 
    @main_com_wind.activate 
  end 
  #----------------------------------------------------------------------------- 
  def deposit_weapons(amount) 
    inv_item = $game_party.weapons[@bag_com_wind.index].id 
    $game_party.lose_item($data_weapons[inv_item], amount) 
    already_had_item = false 
    $chest_item.weapons.each {|item| 
    item[1] += amount if item[0].id == inv_item 
    already_had_item = true if item[0].id == inv_item ; } 
    $chest_item.add_to_weapons(inv_item, amount) if !already_had_item 
    @bag_com_wind.refresh 
    @main_com_wind.refresh 
    @bag_com_wind.activate 
  end 
  #----------------------------------------------------------------------------- 
  def withdraw_weapons(amount) 
    gsi = $chest_item.weapons[@main_com_wind.index] 
    gsi[1] -= amount 
    $game_party.gain_item(gsi[0], amount) 
    if gsi[1] < 1 
      $chest_item.weapons.delete_at(@main_com_wind.index) 
      @main_com_wind.index = 0 
    end 
    @main_com_wind.refresh 
    @bag_com_wind.refresh 
    @main_com_wind.activate 
  end 
  #----------------------------------------------------------------------------- 
  def deposit_armors(amount) 
    inv_item = $game_party.armors[@bag_com_wind.index].id 
    $game_party.lose_item($data_armors[inv_item], amount) 
    already_had_item = false 
    $chest_item.items.each {|item| 
    item[1] += amount if item[0].id == inv_item 
    already_had_item = true if item[0].id == inv_item ; } 
    $chest_item.add_to_armors(inv_item, amount) if !already_had_item 
    @bag_com_wind.refresh 
    @main_com_wind.refresh 
    @bag_com_wind.activate 
  end 
  #----------------------------------------------------------------------------- 
  def withdraw_armors(amount) 
    gsi = $chest_item.armors[@main_com_wind.index] 
    gsi[1] -= amount 
    $game_party.gain_item(gsi[0], amount) 
    if gsi[1] < 1 
      $chest_item.armors.delete_at(@main_com_wind.index) 
      @main_com_wind.index = 0 
    end 
    @main_com_wind.refresh 
    @bag_com_wind.refresh 
    @main_com_wind.activate 
  end 
  #----------------------------------------------------------------------------- 
  def update 
    super 
    update_help_text 
    update_wind_type 
  end 
  #----------------------------------------------------------------------------- 
  def update_help_text 
    if @action_com_wind.active 
      update_text_one 
    elsif @action_com_wind_2.active 
      update_text_two 
    elsif @main_com_wind.active 
      update_text_three 
    end 
  end 
  #----------------------------------------------------------------------------- 
  def update_text_one 
    text = @action_com_wind.current_symbol == :deposit ? 
    PC_Scene::Deposit_Info : PC_Scene::Withdraw_Info 
    @help_window.set_text(text) 
  end 
  #----------------------------------------------------------------------------- 
  def update_text_two 
    case @action_com_wind_2.current_symbol 
    when :cash  ; 
      text = @action_com_wind.current_symbol == :deposit ? 
      PC_Scene::Deposit_Cash : PC_Scene::Withdraw_Cash 
    when :items ; text = PC_Scene::Withdraw_Info 
      text = @action_com_wind.current_symbol == :deposit ? 
      PC_Scene::Deposit_Items : PC_Scene::Withdraw_Items 
    when :weapons ; text = PC_Scene::Withdraw_Info 
      text = @action_com_wind.current_symbol == :deposit ? 
      PC_Scene::Deposit_Weapons : PC_Scene::Withdraw_Weapons 
    when :armors ; text = PC_Scene::Withdraw_Info 
      text = @action_com_wind.current_symbol == :deposit ? 
      PC_Scene::Deposit_Armors : PC_Scene::Withdraw_Armors 
    end 
    @help_window.set_text(text) 
  end 
  #----------------------------------------------------------------------------- 
  def update_text_three 
    case @action_com_wind_2.current_symbol 
    #when :cash  ; 
    when :items ; text = PC_Scene::Withdraw_Info 
      text = $chest_item.items[@main_com_wind.index] == nil ? 
      "" : $chest_item.items[@main_com_wind.index][0] 
    when :weapons ; text = PC_Scene::Withdraw_Info 
      text = $chest_item.weapons[@main_com_wind.index] == nil ? 
      "" : $chest_item.weapons[@main_com_wind.index][0] 
    when :armors ; text = PC_Scene::Withdraw_Info 
      text = $chest_item.armors[@main_com_wind.index] == nil ? 
      "" : $chest_item.armors[@main_com_wind.index][0] 
    end 
    return if text = "" 
    @help_window.set_item(text) 
  end 
  #----------------------------------------------------------------------------- 
  def update_wind_type 
    if @main_com_wind.type != @action_com_wind_2.current_symbol 
      @main_com_wind.change_type(@action_com_wind_2.current_symbol) 
      @main_com_wind.refresh 
    end 
    if @bag_com_wind.type != @action_com_wind_2.current_symbol 
      @bag_com_wind.change_type(@action_com_wind_2.current_symbol) 
      @bag_com_wind.refresh 
    end 
  end 
end
Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: Dmy

[VXA] Временное хранение всего инвентаря (сундук) 3 года 10 мес. назад #121566

  • Dmy
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  • Даритель СтимкеяВетеранПрограммист Ruby2 место Проект месяца 3 местоПаладинРазработчикОраторЗа 2 место на конкурсе маппингаПоддержка Фонда
akito66 пишет:
Так первый найденный мной несовместимый скрипт FP Inventory Plus он отвечает за придание всем вещам веса
Вот очень простой аналог моего скрипта для FP Inventory Plus (по сути FP Inventory Plus меняет так много, что от моего скрипта ничего не осталось). Код некрасивый, но работает.
class Game_Inventory
  attr_accessor :testing_discards
  attr_accessor :discards_found
 
  def transfer_all_to(second_inventory)
    second_inventory.accept_all_from(self)
    clear_inventory
  end
 
  def accept_all_from(other_inventory)
    accept_all_of_type($data_items, other_inventory.items)
    accept_all_of_type($data_weapons, other_inventory.weapons)
    accept_all_of_type($data_armors, other_inventory.armors)
  end
 
  def accept_all_of_type(data_array, items)
    items.each do |item|
      gain_item(data_array[item.id], item.count)
      if testing_discards && discards_found then
        break
      end
    end
  end
 
  def can_accept_all_from?(other_inventory)
    temp_clone = self.clone
    temp_clone.discards_found = false
    temp_clone.clone_internal_objects
    temp_clone.testing_discards = true
    temp_clone.accept_all_from(other_inventory)
    return !temp_clone.discards_found
  end
 
  def clone_internal_objects
    @items = @items.clone
    @weapons = @weapons.clone
    @armors = @armors.clone
    @discards = @discards.clone
  end
 
  alias :grbfpichest_update_discards :update_discards
  def update_discards(item, remains)
    if testing_discards then
      return unless remains > 0
      @discards_found = true
    else
      grbfpichest_update_discards(item, remains)
    end
  end
end
 
class Game_Chest < Game_Inventory
  def initialize
    super
    @weight_limit = Float::INFINITY
    @inventory_limit = Float::INFINITY
  end
 
  def max_weight
    @weight_limit = Float::INFINITY
    @weight_limit
  end
end
 
class Game_Chests
  attr_reader :chests
 
  def initialize
    @chests = {}
  end
 
  def [](chest_id)
    @chests[chest_id] = Game_Chest.new unless @chests[chest_id]
    return @chests[chest_id]
  end
 
  def []=(chest_id, chest)
    @chests[chest_id] = chest
  end
 
  def empty_chest?(chest_id = :default)
    @chests[chest_id] ? @chests[chest_id].all_items.size == 0 : true
  end
 
  def all_into_chest(chest_id = :default)
    chest = self[chest_id]
    $game_party.inventory.transfer_all_to(chest)
  end
 
  def all_from_chest(chest_id = :default)
    chest = self[chest_id]
    chest.transfer_all_to($game_party.inventory)
  end
end
 
class << DataManager
  alias :grbfpichest_create_game_objects :create_game_objects
  def create_game_objects
    grbfpichest_create_game_objects
    $game_chests = Game_Chests.new
  end
 
  alias :grbfpichest_make_save_contents :make_save_contents
  def make_save_contents
    contents = grbfpichest_make_save_contents
    contents[:chests] = $game_chests
    contents
  end
 
  alias :grbfpichests_extract_save_contents :extract_save_contents
  def extract_save_contents(contents)
    grbfpichests_extract_save_contents(contents)
    $game_chests = contents[:chests] or Game_Chests.new
  end
end
 
def dmy_into_chest(chest_id = :default)
  $game_chests.all_into_chest(chest_id)
end
 
def dmy_from_chest(chest_id = :default)
  $game_chests.all_from_chest(chest_id)
end
 
def dmy_chest_has_items?(chest_id = :default)
  !$game_chests.empty_chest?(chest_id)
end
 
def dmy_chest_can_be_taken?(chest_id = :default)
  $game_party.inventory.can_accept_all_from?($game_chests[chest_id])
end

  • dmy_into_chest кладёт ВСЕ вещи из инвентаря в сундук (если там уже что-то было, вещи накапливаются, будет сумма двух инвентарей) — вставляется в команду «Скрипт»,
  • dmy_from_chest берёт ВСЕ вещи из сундука в инвентарь — вставляется в команду «Скрипт»,
  • dmy_chest_has_items? проверяет, что в сундуке есть хотя бы одна вещь — вставляется в команду «Ветвление условий» в скриптовое условие,
  • dmy_chest_can_be_taken? проверяет, что вещи из сундука поместятся в инвентаре (что они не превзойдут лимит по весу или по количеству вещей); вставляется в команду «Ветвление условий» в скриптовое условие

После команд можно указывать код сундука (через пробел). Если его не указать, используется код :default
Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: Cabbit
Модераторы: NeKotZima
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