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Limited Inventory 1.1c

Permet d'avoir une limite différente pour chaque objet dans le menu Objets par défaut et d'ajouter l'option "ne peut pas être jeté".

Script pour RPG Maker VX
Ecrit par modern algebra (site de l'auteur)
Publié par cari974 (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : modern algebra
Logiciel : RPG Maker VX
Nombre de scripts : 1
Source : https://rmrk.net/index.php/topic,32918.0.html

Conditions d'utilisation
Ce script est sous la licence Creative Commons Attribution - Non Commercial - Share Alike 2.5 Canada.
Vous pouvez :
- Utiliser le matériel pour un usage personnel
- Utiliser le matériel à des fins non commerciales
- Redistribuer le matériel sous les mêmes conditions

Vous devez :
- Créditer l'auteur (modern algebra)

Vous ne pouvez pas :
- Vendre ce matériel tel quel ou comme constituant d'un produit.

Installation
Placer le script eu dessus de Main.

Portion de code : Tout sélectionner

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#==============================================================================
#  Limited Inventory
#  Version: 1.1c
#  Author: modern algebra
#  Date: September 27, 2009
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#    This script allows you to set an inventory limit to how many item slots
#   your inventory can hold. It allows some items to be stackable, and you can
#   also set items to be undiscardable
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#    Place this script above Main and below other custom scripts.
#
#    To set a number of the default conditions for this script, please see the 
#   Editable Regions at 53, 84, and 109. Be sure to read the comments next to 
#   each consant to see what it does.
#
#    To set an item as non-discardable, put this command into its note box:
#
#      \NONDISCARD
#
#    To set an item to have a stack size different from the default, use this 
#   command in its note box:
# 
#      \STACKMAX[x]
#
#   where x is and integer and the new maximum stack size for that item.
#
#    To resize the party inventory in-game, say after an event where the get a
#   new backpack or whatever, then all you need to do is put this code into a 
#   call script:
#
#      resize_inventory (x)
#   
#   where x is an integer and the new number of slots in the party inventory.
#==============================================================================
 
#==============================================================================
# *** Vocab
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new constants  - MA_LOOT_LABEL, MA_COMMAND_DISCARD, MA_COMMAND_EXCHANGE,
#                   MA_AMOUNT_PREFIX, MA_COMMAND_USE, MA_COMMAND_DESTROY,
#                   MA_WARNING_LABEL, MA_WARNING_YES, MA_WARNING_NO
#==============================================================================
 
module Vocab
  #==========================================================================
  # * Constants
  #==========================================================================
  #//////////////////////////////////////////////////////////////////////////
  # EDITABLE REGION
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  MA_AMOUNT_PREFIX = "x"           # Prefix before item amount in each stack
  MA_LOOT_LABEL = "Loot"           # Label for Discard Pile items
  MA_COMMAND_DISCARD = "Discard"   # Command to discard items
  MA_COMMAND_EXCHANGE = "Exchange" # Command to switch loot item with party item
  MA_COMMAND_TAKE = "Take"         # Command to take from Loot pile
  MA_COMMAND_USE = "Use"           # Command to Use an item
  MA_COMMAND_DESTROY = "Destroy"   # Command to completely destroy item
  # Question printed when deciding whether or not to leave inventory when loot
  # still has items in it
  MA_WARNING_LABEL = "#{MA_COMMAND_DESTROY} all items in #{MA_LOOT_LABEL}?"
  MA_WARNING_YES = "Yes"           # Command to Leave inventory when warned
  MA_WARNING_NO = "No"             # Command to stay in inventory when warned.
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  # END EDITABLE REGION
  #//////////////////////////////////////////////////////////////////////////
end
 
#==============================================================================
# *** Sound
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new constants  - MA_DISCARD_SE, MA_EXCHANGE_SE, MA_TAKE_SE, MA_DESTROY_SE
#==============================================================================
 
module Sound
  #==========================================================================
  # * Constants
  #==========================================================================
  #//////////////////////////////////////////////////////////////////////////
  # EDITABLE REGION
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  MA_DISCARD_SE = "Move"   # SE played when discarding item from inventory
  MA_EXCHANGE_SE = "Move"  # SE played when switching loot item for party item
  MA_TAKE_SE = "Equip"     # SE played when taking item from loot
  MA_DESTROY_SE = "Close1" # SE played when destroying item from loot
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  # END EDITABLE REGION
  #//////////////////////////////////////////////////////////////////////////
end
 
#==============================================================================
# *** RPG
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new constants  - MA_DEFAULT_STACK_AMOUNT, MA_DEFAULT_INVENTORY_SIZE,
#                   MA_EMPTYSLOTS_ICON_ID, MA_WARN_WINDOW
#    modified class - BaseItem
#==============================================================================
 
module RPG
  #==========================================================================
  # * Constants
  #==========================================================================
  #//////////////////////////////////////////////////////////////////////////
  # EDITABLE REGION
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  MA_DEFAULT_STACK_AMOUNT = 1    # The default maximum stack amount for items
  MA_DEFAULT_INVENTORY_SIZE = 18 # The default maximum slot number for inventory
  MA_EMPTYSLOTS_ICON_ID = 144    # The icon for empty slots
  MA_WARN_WINDOW = true          # Warn before leaving inventory with items in loot?
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  # END EDITABLE REGION
  #//////////////////////////////////////////////////////////////////////////
  #==========================================================================
  # ** BaseItem
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  Summary of Changes:
  #    new methods - ma_stack_amount, ma_discardable?
  #==========================================================================
  class BaseItem
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Stack Amount
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def ma_stack_amount
      return self.note[/\\STACKMAX\[(\d+)\]/i] != nil ? $1.to_i : RPG::MA_DEFAULT_STACK_AMOUNT
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Non-Discardable
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def ma_discardable?
      return self.note[/\\NONDISCARD/i] == nil
    end
  end
end
 
#==============================================================================
# ** Game Temp
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new public instance variables - slots_to_discard
#==============================================================================
 
class Game_Temp
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :slots_to_discard # A Game_LimitedInventory object
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias algmod_grafikal009_init_tmp_lim_inventory_94n6 initialize
  def initialize
    # Run Original method
    algmod_grafikal009_init_tmp_lim_inventory_94n6
    # Create Inventory object
    @slots_to_discard = Game_LimitedInventory.new (-1)
  end
end
 
#==============================================================================
# ** Game LimInvSlot
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This class holds the data on a single slot of the inventory
#==============================================================================
 
class Game_LimInvSlot
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :item_type # The type of item held in this slot
  attr_reader   :item_id   # The ID of the item currently held
  attr_reader   :amount    # The number of items this slot holds
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    @item_type = -1
    @item_id = 0
    @amount = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Add Item
  #    n         : the amount to add
  #    item_type : the type of item being added
  #    item_id   : the ID of item being added
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def add_item (n, item_type = -1, item_id = 0)
    # Set item if that is sent through
    if item_type != -1
      @item_type = item_type
      @item_id = item_id
    end
    x = space_left
    # Check amount
    if n > x
      # If more given than can fit
      @amount += x
      return n - x
    else
      # If the n given will fit
      @amount += n
      return 0
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Remove Item
  #    n : the amount to remove
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def remove_item (n)
    @amount -= n
    if @amount <= 0
      n = -1*@amount
      # Delete item from this slot
      @item_type = -1
      @item_id = 0
      @amount = 0
      return n
    end
    return 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def item
    return case @item_type
    when -1 then nil                    # No item stored
    when 0 then $data_items[@item_id]   # Item
    when 1 then $data_weapons[@item_id] # Weapon
    when 2 then $data_armors[@item_id]  # Armour
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Space Left
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def space_left
    return 1 if item == nil
    return item.ma_stack_amount - @amount
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Equal?
  #    other : another Game_LimInvSlot
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def == (other)
    return false if !other.is_a? (Game_LimInvSlot)
    return false if other.item_type != @item_type
    return false if other.item_id != @item_id
    return false if other.amount != @amount
    return super (other)
  end
end
 
#==============================================================================
# ** Game_LimitedInventory
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This is an array to store the party's inventory
#==============================================================================
 
class Game_LimitedInventory
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variable
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :max_size # The maximum number of slots. If -1, infinite.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #    size : the number of slots available
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (size)
    @max_size = size
    clear
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Clear
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def clear
    @items = []
    @weapons = []
    @armors = []
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Resize
  #    size : the number of slots available
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def resize (size)
    old_size = slots.size
    # If new size is smaller
    if size < old_size
      # Save discarded items
      index = slots.size - 1
      while slots.size > @max_size
        slot = slots[index]
        if slot.item.ma_discardable?
          type, id, n = slot.item_type, slot.item_id, slot.amount
          # Discard additional slots
          remove_item (type, id, n)
          $game_temp.slots_to_discard.add_item (type, id, n)
        else
          index -= 1
        end
        break if index < 0
      end
    end
    @max_size = size
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Add Item
  #    type : the type of item being added
  #    id   : the ID of item being added
  #    n    : the amount to add
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def add_item (type, id, n = 1)
    array = case type
    when 0 then @items
    when 1 then @weapons
    when 2 then @armors
    end
    sort_index = 0
    # Go through all slots
    array.each { |slot|
      # If you can place the item in this slot
      if slot.item_id == id
        n = slot.add_item (n, type, id)
        break if n == 0
        sort_index += 1
      elsif slot.item_id < id
        sort_index += 1
      else
        break
      end
    }
    if n > 0
      # If there are empty slots
      while @max_size == -1 || ((@items.size + @weapons.size + @armors.size) < @max_size)
        slot = Game_LimInvSlot.new
        n = slot.add_item (n, type, id)
        array.insert (sort_index, slot)
        sort_index += 1
        break if n == 0
      end
    end
    return n
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Remove Item
  #    type : the type of item being removed
  #    id   : the ID of item being removed
  #    n    : the amount to remove
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def remove_item (type, id, n = 1)
    array = case type
    when 0 then @items
    when 1 then @weapons
    when 2 then @armors
    end
    # Go through all slots in reverse order
    array.reverse.each { |slot|
      # If this slot has the right item in it, remove from this slot
      if slot.item_type == type && slot.item_id == id
        n = slot.remove_item (n)
        array.delete (slot) if slot.amount == 0
        break if n == 0
      end
    }
    return n
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Item Slots
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def slots
    return @items + @weapons + @armors
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check Space
  #    item : an RPG::Item, RPG::Weapon, or RPG::Armor object
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def enough_space? (slot)
    return true if @max_size == -1 || slots.size < @max_size
    # Check array for other instances of the item
    array = [@items, @weapons, @armors][slot.item_type]
    array.each { |i|
      if i.item_id > slot.item_id
        break
      elsif i.item_id == slot.item_id
        return true if i.space_left < slot.item.ma_stack_amount
      end
    }
    return false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Equals?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def == (other)
    return false unless other.is_a? (Game_LimitedInventory)
    return false if @max_size != other.max_size
    return false if slots != other.slots
    return super (other)
  end
end
 
#==============================================================================
# ** Game Actor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - change_equip
#==============================================================================
 
class Game_Actor
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Change Equip
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mdrnalgbra_gkl009_invlimits_cng_eqp_82h4 change_equip
  def change_equip (*args)
    # Run Original Method
    mdrnalgbra_gkl009_invlimits_cng_eqp_82h4 (*args)
    # Since you gain items before you lose them, check if item is Loot when it
    # could be in Party inventory
    if !$game_temp.slots_to_discard.slots.empty?
      # Take as many from loot as possible
      $game_temp.slots_to_discard.slots.reverse.each { |slot|
        break unless $game_party.limit_inventory.enough_space? (slot)
        item, type, id, n = slot.item, slot.item_type, slot.item_id, slot.amount
        $game_party.gain_item (item, n)
        $game_temp.slots_to_discard.remove_item (type, id, n)
      }
    end
  end
end
 
#==============================================================================
# ** Game Party
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new instance variable - limit_inventory
#    aliased methods - initialize, gain_item
#==============================================================================
 
class Game_Party
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :limit_inventory # A Game_LimitedInventory object
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modlg_lm_inv_grafkal_init_4n56 initialize
  def initialize
    # Run Original method
    modlg_lm_inv_grafkal_init_4n56
    # Create Inventory object
    @limit_inventory = Game_LimitedInventory.new (RPG::MA_DEFAULT_INVENTORY_SIZE)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Gain Items (or lose)
  #     item          : Item
  #     n             : Number
  #     include_equip : Include equipped items
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias drnlgbr_grafikal_limited_inventory_gn_itm_94n6 gain_item
  def gain_item(item, n, include_equip = false)
    # Run Original method
    drnlgbr_grafikal_limited_inventory_gn_itm_94n6 (item, n, include_equip)
    if item != nil
      type = item.is_a? (RPG::Item) ? 0 : item.is_a? (RPG::Weapon) ? 1 : 2
      # Gain or lose item depending on everything.
      if n > 0
        n2 = @limit_inventory.add_item (type, item.id, n)
        n -= n2
        # If it is a nondiscardable item and you cannot hold all of them
        if !item.ma_discardable?
          while n2 > 0
            # Find first nondiscardable item in the inventory
            for i in 0...@limit_inventory.slots.size
              slot = @limit_inventory.slots[i]
              if slot.item.ma_discardable?
                l_type, id = slot.item_type, slot.item_id
                # Find smallest slot of that item
                while l_type == slot.item_type && id == slot.item_id
                  i += 1
                  slot = @limit_inventory.slots[i]
                end
                l_item, l_n = @limit_inventory.slots[i - 1].item, @limit_inventory.slots[i - 1].amount
                break
              end
            end
            # Remove that item from inventory
            lose_item (l_item, l_n)
            $game_temp.slots_to_discard.add_item (l_type, id, l_n)
            n3 = @limit_inventory.add_item (type, item.id, n2)
            n -= n3
            n2 = n3
          end
        end
      else
        n2 = @limit_inventory.remove_item (type, item.id, -1*n)
        n += n2
        n2 *= -1
      end
    end
    return if item == nil
    # Send rest to loot
    if n2 > 0
      $game_temp.slots_to_discard.add_item (type, item.id, n2)
    elsif n2 < 0
      $game_temp.slots_to_discard.remove_item (type, item.id, -1*n2)
    end
  end
end
 
#==============================================================================
# ** Game Interpreter
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - command_end
#    new method - resize_inventory
#==============================================================================
 
class Game_Interpreter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Resize Inventory
  #    new_size : the size you now want the inventory to be
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def resize_inventory (new_size)
    $game_party.limit_inventory.resize (new_size)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Command End
  #``````````````````````````````````````````````````````````````````````````
  #  If there are items in $game_temp.loot, open up the inventory
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_grid_inventory_open_inventory_end_command command_end
  def command_end
    # Run Original Method
    modalg_grid_inventory_open_inventory_end_command
    unless $game_temp.slots_to_discard.slots.empty?
      $scene = Scene_Item.new
    end
  end
end
 
#==============================================================================
# ** Window Item
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    overwritten methods - draw_item, item_rect
#    aliased method - item, refresh, dispose, top_row=
#==============================================================================
 
class Window_Item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mdrnalg_gral9_ivntlim_rfrsh_2n45 refresh
  def refresh (inventory = $game_party.limit_inventory, columns = @column_max)
    if self.is_a? (Window_EquipItem)
      mdrnalg_gral9_ivntlim_rfrsh_2n45
      return
    end
    @is_loot = inventory == $game_temp.slots_to_discard
    @spacing = 32
    @data = []
    @empty_sprites.each { |sprite| sprite.dispose } unless @empty_sprites == nil
    @empty_sprites = []
    @column_max = columns
    for slot in inventory.slots
      next unless include?(slot.item)
      @data.push(slot)
      if slot.item.is_a?(RPG::Item) and slot.item_id == $game_party.last_item_id
        self.index = @data.size - 1
      end
    end
    @item_max = inventory.max_size == -1 ? @data.size : inventory.max_size
    create_contents
    # Calculate number of empty slots to draw
    empty_slots = (inventory.max_size == -1 || !$scene.is_a? (Scene_Item)) ? 0 : inventory.max_size - inventory.slots.size
    @wlh = (self.contents.height * @column_max) / ([@data.size + empty_slots, 1].max)
    @wlh = @wlh > 32 ? 32 : @wlh < WLH ? WLH : @wlh
    for i in 0...@data.size
      draw_item(i)
    end
    sprite_viewport = Viewport.new (self.x + 16, self.y + 16, self.width - 32, self.height - 32)
    viewport_adjusted = false
    for i in @data.size...empty_slots + @data.size
      rect = item_rect (i)
      if rect.y + rect.height > page_row_max*@wlh && !viewport_adjusted
        sprite_viewport.rect.height = rect.y
        viewport_adjusted = true
      end
      sprite = Sprite_Base.new (sprite_viewport)
      sprite.x, sprite.y = rect.x, rect.y
      sprite.visible = self.visible
      sprite.blend_type = 2
      empty_bmp = Bitmap.new (rect.width, rect.height) if empty_bmp == nil
      sprite.bitmap = empty_bmp.dup
      sprite.bitmap.fill_rect (0, 1, rect.width, rect.height - 2, Color.new (127, 127, 127, 105))
      @empty_sprites.push (sprite)
    end
    empty_bmp.dispose unless empty_bmp == nil
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item Rect
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def item_rect (index)
    wlh = @wlh == nil ? WLH : @wlh
    rect = Rect.new(0, 0, 0, 0)
    rect.width = (contents.width + @spacing) / @column_max - @spacing
    rect.height = wlh
    rect.x = index % @column_max * (rect.width + @spacing)
    rect.y = index / @column_max * wlh
    return rect
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Top Row
  #     row : row shown on top
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def top_row=(row)
    old_oy = self.oy
    super (row)
    @empty_sprites.each { |sprite| sprite.y -= (self.oy - old_oy) }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Item
  #     index : item number
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mdrnalgbr_rfl009_limitedinvntry_drwitm_2hd4 draw_item
  def draw_item(index)
    if self.is_a? (Window_EquipItem)
      mdrnalgbr_rfl009_limitedinvntry_drwitm_2hd4 (index)
      return
    end
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index].item
    if item != nil
      n = @data[index].amount
      enabled = @is_loot ? true : enable?(item)
      rect.width -= 4
      y = rect.y + ((rect.height - WLH) / 2)
      draw_item_name(item, rect.x, y, enabled)
      self.contents.draw_text(rect, sprintf("#{Vocab::MA_AMOUNT_PREFIX}%2d", n), 2) unless n < 2
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_grfkl_lim_nvtry_item_8rn item
  def item 
    return ma_grfkl_lim_nvtry_item_8rn if self.is_a? (Window_EquipItem)
    return ma_grfkl_lim_nvtry_item_8rn == nil ? nil : ma_grfkl_lim_nvtry_item_8rn.item
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Sprite Disposal
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose
    super
    @empty_sprites.each { |sprite| sprite.dispose } unless self.is_a? (Window_EquipItem)
  end
end
 
#==============================================================================
# ** Window_EmptyCount
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window displays the number of free slots in the inventory.
#==============================================================================
 
class Window_EmptyCount < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #     inventory : a Game_LimitedInventory object
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (inventory = $game_party.limit_inventory)
    super(Graphics.width - 128, 0, 128, WLH + 32)
    self.opacity = 0
    refresh (inventory)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #     inv : a Game_LimitedInventory object
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh (inv)
    self.contents.clear
    # Draw Icon
    empty_slots = inv.max_size == -1 ? "8" : (inv.max_size - inv.slots.size).to_s
    tw = self.contents.text_size (empty_slots).width
    self.contents.draw_text (0, 0, 96, WLH, empty_slots, 2)
    draw_icon (RPG::MA_EMPTYSLOTS_ICON_ID, 68 - tw, 0)
  end
end
 
#==============================================================================
# ** Window_InvCommand
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This is a Window_Command, specialized to allow for frequent resetting of the
# commands
#==============================================================================
 
class Window_InvCommand < Window_Command
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Reset Commands
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def reset_commands (commands)
    @commands = commands
    @item_max = commands.size
    row_max = (commands.size + @column_max - 1) / @column_max
    self.height = (row_max*WLH) + 32
    self.create_contents
    refresh
  end
end
 
#==============================================================================
# ** Window Warning
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window checks before destroying slot items
#==============================================================================
 
class Window_Warning < Window_Selectable
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    x = (Graphics.width - 256) / 2
    y = (Graphics.height - (32 + 2*WLH)) / 2
    super (x, y, 256, 32 + 2*WLH)
    @item_max = 2
    @column_max = 2
    @index = 1
    create_contents
    # Draw Warning Label
    self.contents.draw_text (0, 0, contents.width, WLH, Vocab::MA_WARNING_LABEL, 1)
    # Draw Yes and No Options
    index = 0
    [Vocab::MA_WARNING_YES, Vocab::MA_WARNING_NO].each { |command|
      rect = item_rect (index)
      self.contents.draw_text (rect, command, 1)
      index += 1
    }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get rectangle for displaying items
  #     index : item number
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = (self.contents.width / 4) - 10
    rect.height = WLH
    rect.x = rect.width + (index*(20 + rect.width))
    rect.y = WLH
    return rect
  end
end
 
#==============================================================================
# ** Scene Equip
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - return_scene
#==============================================================================
 
class Scene_Equip
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Return Scene
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias rnalbr_grafikal009_invlimits_rtrn_scn_eqp_4wk4 return_scene
  def return_scene
    if $game_temp.slots_to_discard.slots.empty?
      rnalbr_grafikal009_invlimits_rtrn_scn_eqp_4wk4
    else
      $scene = Scene_Item.new
    end
  end
end
 
#==============================================================================
# ** Scene Battle
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - battle_end
#==============================================================================
 
class Scene_Battle
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * End Battle
  #     result : Results (0: win, 1: escape, 2:lose)
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mrnagbr_gkal009_vntrylim_bttlend_5dm4 battle_end
  def battle_end(result)
    # Run original Method
    mrnagbr_gkal009_vntrylim_bttlend_5dm4 (result)
    if !$game_temp.slots_to_discard.slots.empty? && !$scene.is_a? (Scene_Gameover)
      $scene = Scene_Item.new
    end
  end
end
 
#==============================================================================
# ** Scene Item
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - start, terminate
#==============================================================================
 
class Scene_Item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start 
    super
    create_menu_background
    @activated_frame = false
    @viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @help_window = Window_Help.new
    @help_window.width = Graphics.width
    @help_window.viewport = @viewport
    wlh = Window_Base::WLH
    @item_window = Window_Item.new(0, 32 + wlh, Graphics.width, Graphics.height - 32 - wlh)
    @item_window.help_window = @help_window
    @item_window.active = false
    @item_window.viewport = @viewport
    @active_window = @item_window
    @target_window = Window_MenuStatus.new(0, 0)
    @target_window.x = Graphics.width - @target_window.width
    @target_window.height = Graphics.height
    @target_window.z = 150
    hide_target_window
    # Create Empty Counter
    @emptycount_window = Window_EmptyCount.new
    @emptycount_window.viewport = @viewport
    # Create Loot Window
    wdth = Graphics.width / 2
    hght = Graphics.height - 64 - 2*wlh
    @loot_window = Window_Item.new (wdth, 64 + (2*wlh), wdth, hght)
    @loot_window.index = -1
    @loot_window.viewport = @viewport
    # Create Loot Label Window
    @lootlabel_window = Window_Base.new (wdth, 32 + wlh, wdth, 32 + wlh)
    @lootlabel_window.visible = false
    @lootlabel_window.contents.font.color = @lootlabel_window.system_color
    @lootlabel_window.contents.draw_text (0, 0, 240, wlh, Vocab::MA_LOOT_LABEL, 1)
    @lootlabel_window.viewport = @viewport
    commands = [Vocab::MA_COMMAND_USE, Vocab::MA_COMMAND_DISCARD]
    @command_window = Window_InvCommand.new (160, commands)
    @command_window.visible = false
    @command_window.active = 0
    @loot_window.active = false
    # If no loot, hide the window
    if $game_temp.slots_to_discard.slots.empty?
      @loot_window.visible = false
      @loot_window.refresh ($game_temp.slots_to_discard, 1)
      @overloaded_initially = false
    else
      show_loot 
      @overloaded_initially = true
    end
    @last_index = $game_party.last_item_id
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Return Scene
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malg_grfk_inventoy_lmt_rtrnscn_1h45 return_scene
  def return_scene
    # If Still items left in Loot
    if RPG::MA_WARN_WINDOW && !$game_temp.slots_to_discard.slots.empty?
      # Give warning
      @warning_window = Window_Warning.new
      return
    end
    if @overloaded_initially
      $scene = Scene_Map.new
    else
      # Run Original Method
      malg_grfk_inventoy_lmt_rtrnscn_1h45
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Show Target Window
  #     right : Right justification flag (if false, left justification)
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def show_target_window(right)
    right = @loot_window.visible ? @active_window == @item_window : right
    @item_window.active = false
    width_remain = Graphics.width - @target_window.width
    @target_window.x = right ? width_remain : 0
    @target_window.visible = true
    @target_window.active = true
    if right
      @viewport.rect.set(0, 0, width_remain, @target_window.height)
      @viewport.ox = 0
    else
      @viewport.rect.set(@target_window.width, 0, width_remain, @target_window.height)
      @viewport.ox = @target_window.width
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Hide Target Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def hide_target_window
    @item_window.active = true
    @target_window.visible = false
    @target_window.active = false
    @viewport.rect.set(0, 0, Graphics.width, Graphics.height)
    @viewport.ox = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Termination processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mdlg_graf009_invlimit_trmnte_itemscene_5bd3 terminate
  def terminate (*args)
    # Run Original Method
    mdlg_graf009_invlimit_trmnte_itemscene_5bd3 (*args)
    # Dispose of new windows
    @emptycount_window.dispose
    @loot_window.dispose
    @lootlabel_window.dispose
    @command_window.dispose
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Frame
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malg_gfl009_limitedinventory_upt_2h45 update
  def update
    # If Warning Window Active
    if @warning_window != nil
      update_warning_window
      return
    end
    malg_gfl009_limitedinventory_upt_2h45
    @loot_window.update
    @command_window.update
    if @activated_frame
      @activated_frame = false
      return
    end
    if @loot_window.active
      update_item_selection
    elsif @command_window.active
      update_command_selection
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Item Selection
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias moal_rfkl9_invntr_limit_upditmselect_1hr4 update_item_selection
  def update_item_selection
    @command_window.visible = false if @command_window.visible
    # Switch between windows by pressing Left or Right
    if @loot_window.visible && (Input.trigger? (Input::LEFT) || Input.trigger? (Input::RIGHT))
      Sound.play_cursor
      @active_window.index = -1
      loot_window_active = @loot_window.active
      @active_window.active = false
      @active_window = loot_window_active ? @item_window : @loot_window
      @active_window.active = true
      @active_window.index = 0
      @activated_frame = true
    end
    # IF ESC pressed
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::C)
      # If exchanging
      if @loot_window.index > -1 && @item_window.active
        slot = @active_window.ma_grfkl_lim_nvtry_item_8rn
        slot2 = @loot_window.ma_grfkl_lim_nvtry_item_8rn
        type, id, n = slot2.item_type, slot2.item_id, slot2.amount
        if slot != nil 
          if !slot.item.ma_discardable? # Undiscardable Item
            Sound.play_buzzer
            return
          else
            type2, id2, n2 = slot.item_type, slot.item_id, slot.amount
            $game_temp.slots_to_discard.add_item (type2, id2, n2)
            $game_party.limit_inventory.remove_item (type2, id2, n2)
          end
        end
        $game_party.limit_inventory.add_item (type, id, n)
        $game_temp.slots_to_discard.remove_item (type, id, n)
        RPG::SE.new (Sound::MA_EXCHANGE_SE).play
        check_to_hide_loot
        @loot_window.active = false
        @loot_window.index = -1
      else # If selecting
        item = @active_window.item
        if item != nil && (@loot_window.active || item.ma_discardable? || $game_party.item_can_use? (item))
          Sound.play_decision
          @active_window = @loot_window.active ? @loot_window : @item_window
          start_command_window
        else
          Sound.play_buzzer
        end
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Command
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_command_selection
    removed_from_loot = false
    if Input.trigger?(Input::B)
      Sound.play_cancel
      # Deactivate Command Window
      @command_window.active = false
      @command_window.index = -1
      @command_window.visible = false
      # Reactivat previous Window
      @active_window.active = true
    elsif Input.trigger?(Input::C)
      if @active_window == @item_window
        case @command_window.index
        when 0 # Use
          moal_rfkl9_invntr_limit_upditmselect_1hr4
          @command_window.active = false if $game_party.item_can_use?(@item) && @item.scope != 0
        when 1 # Discard
          # Get slot
          slot = @item_window.ma_grfkl_lim_nvtry_item_8rn
          unless slot.item.ma_discardable?
            Sound.play_buzzer
            return
          end
          type, id, n = slot.item_type, slot.item_id, slot.amount
          # Discard additional slots
          $game_party.limit_inventory.remove_item (type, id, n)
          $game_temp.slots_to_discard.add_item (type, id, n)
          # Deactivate Command Window
          @command_window.active = false
          @command_window.index = -1
          @command_window.visible = false
          # Reactivate previous Window
          if @loot_window.visible
            @item_window.refresh ($game_party.limit_inventory, 1)
            @loot_window.refresh ($game_temp.slots_to_discard, 1)
          else
            show_loot
          end
          @item_window.active = true
          RPG::SE.new (Sound::MA_DISCARD_SE).play
        end
        @emptycount_window.refresh ($game_party.limit_inventory)
      else # Called from Loot Window
        slot = @loot_window.ma_grfkl_lim_nvtry_item_8rn
        # Get slot stats
        type, id, n = slot.item_type, slot.item_id, slot.amount
        case @command_window.index
        when 0 # Take
          # If inventory has empty spaces
          if $game_party.limit_inventory.enough_space? (@loot_window.ma_grfkl_lim_nvtry_item_8rn)
            # Remove from loot and add to Inventory
            n2 = $game_party.limit_inventory.add_item (type, id, n)
            $game_temp.slots_to_discard.remove_item (type, id, n - n2)
            RPG::SE.new (Sound::MA_TAKE_SE).play
            removed_from_loot = true
          else
            Sound.play_buzzer
          end
        when 1 # Exchange
          # Deactivate Command Window
          @command_window.visible = false
          @command_window.active = false
          # Activate Item Window
          @item_window.active = true
          @item_window.index = 0
          @active_window = @item_window
          Sound.play_decision
        when 2 # Destroy
          $game_party.drnlgbr_grafikal_limited_inventory_gn_itm_94n6 (slot.item, -1*n)
          $game_temp.slots_to_discard.remove_item (type, id, n)
          RPG::SE.new (Sound::MA_DESTROY_SE).play
          removed_from_loot = true
        end
        if removed_from_loot
          @command_window.active = false
          @command_window.visible = false
          check_to_hide_loot
        end
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Warning
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_warning_window
    @warning_window.update
    if Input.trigger? (Input::B)
      # Play Cancel SE
      Sound.play_cancel
      # Dispose Warning
      @warning_window.dispose
      @warning_window = nil
    elsif Input.trigger? (Input::C)
      # Play Decision SE
      Sound.play_decision
      # When Yes
      if @warning_window.index == 0
        # End Scene
        clear_loot_slots
        return_scene
      end
      @warning_window.dispose
      @warning_window = nil
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Use Item (apply effects to non-ally targets)
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_grkl_liminv_ustmnntrgt_2hb4 use_item_nontarget
  def use_item_nontarget
    # Get last instance of this item in the inventory.
    id = @item_window.index
    while id == @item_window.index
      @item_window.index += 1
      id += 1 if @item == @item_window.item
    end
    @item_window.index -= 1
    modalg_grkl_liminv_ustmnntrgt_2hb4
    $game_party.last_item_id = @item_window.index
    # Refresh Item Window if that slot is now empty
    if @item_window.item == nil
      @item_window.refresh
      @emptycount_window.refresh ($game_party.limit_inventory)
      hide_target_window
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Show Loot
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def show_loot
    @loot_window.refresh ($game_temp.slots_to_discard, 1)
    @loot_window.update
    @loot_window.visible = true
    @lootlabel_window.visible = true
    @item_window.width = Graphics.width / 2
    @item_window.refresh ($game_party.limit_inventory, 1)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check to Hide Loot
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def check_to_hide_loot
    @loot_window.refresh ($game_temp.slots_to_discard, 1)
    @emptycount_window.refresh ($game_party.limit_inventory)
    # If there are no more items in loot
    if $game_temp.slots_to_discard.slots.size == 0
      # Hide Loot Window
      @loot_window.visible = false
      @loot_window.active = false
      @loot_window.index = -1
      @lootlabel_window.visible = false
      @item_window.width = Graphics.width
      @item_window.index = 0
      @item_window.refresh ($game_party.limit_inventory, 2)
      @item_window.active = true
      @active_window = @item_window
    else
      @item_window.refresh ($game_party.limit_inventory, 1)
      @loot_window.active = true
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Command Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start_command_window
    # Set command window based on which window it is called from
    if @item_window.active
      @command_window.reset_commands ([Vocab::MA_COMMAND_USE, Vocab::MA_COMMAND_DISCARD])
      item = @item_window.item
      @command_window.draw_item (0, false) unless $game_party.item_can_use? (item)
      @command_window.draw_item (1, false) unless item.ma_discardable?
    elsif @loot_window.active
      cmnds = [Vocab::MA_COMMAND_TAKE, Vocab::MA_COMMAND_EXCHANGE, Vocab::MA_COMMAND_DESTROY]
      @command_window.reset_commands (cmnds)
      @command_window.draw_item (0, $game_party.limit_inventory.enough_space? (@loot_window.ma_grfkl_lim_nvtry_item_8rn))
    end
    rect = @active_window.item_rect (@active_window.index)
    x = @active_window.x + 16 + rect.x
    if x < (Graphics.width / 2)
      x += rect.width
    else
      x -= @command_window.width
    end
    @command_window.x = x
    # Get y coordinate
    y = @active_window.y + 16 + rect.y - ((@command_window.height - rect.height) / 2)
    y = (y + @command_window.height) > Graphics.height ? (Graphics.height - @command_window.height) : y
    @command_window.y = y < @active_window.y ? @active_window.y : y
    @command_window.index = 0
    @command_window.visible = true
    @command_window.active = true
    # Deactivate last window
    @active_window.active = false
    @activated_frame = true
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Clear Loot Slots
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def clear_loot_slots
    # Destroy all items in Loot
    unless $game_temp.slots_to_discard.slots.empty?
      # Update Party Hash and remove items
      $game_temp.slots_to_discard.slots.each { |slot|
        $game_party.drnlgbr_grafikal_limited_inventory_gn_itm_94n6 (slot.item, -1*slot.amount)
      }
      RPG::SE.new (Sound::MA_DESTROY_SE).play
      $game_temp.slots_to_discard.clear
    end
  end
end



Démo (en anglais)


Mis à jour le 23/5/2021.





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