Galv’s Multiple Storage Containers V.1.5

DEMO
Demo – Version 1.5 > (demo uses older version)

#------------------------------------------------------------------------------#
#  Galv's Multiple Storage Containers
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 1.6
#------------------------------------------------------------------------------#
#  2015-10-22 - Version 1.6 - fixed take all bug missed
#  2015-10-21 - Version 1.5 - fixed a bug in "take all" and item limits
#  2013-01-20 - Version 1.4 - fixed a "take all" bug in a dangerous container
#  2013-01-17 - Version 1.3 - take all command added
#                             taking/adding items can change a variable and
#                             be displayed in the scene with custom text.
#                             added chance to be caught stealing allowing
#                             actors and equips to modify that chance.
#  2012-10-24 - Version 1.2 - changing alias names for compatibility.
#  2012-10-24 - Version 1.1 - forgot to alias game_temp initialize method... fixed
#  2012-10-23 - Version 1.0 - release
#------------------------------------------------------------------------------#
#  Allows you to make any event a storage container and able to add or remove
#  items from it. Populate your containers any time you choose with script calls.
#
#  Each container has a status - colored text of your choice that displays at
#  the bottom of the screen with a variable. Adding or taking items from the
#  container can increase or decrease this variable how you see fit. Can also
#  set a % chance the player will be caught if he tries to steal. When this
#  happens, the scene closes and a switch is turned on - you use conditional
#  branches to determine what happens. (The switch could even be for all people
#  to attack you!)
#
#------------------------------------------------------------------------------#
#
#  INSTRUCTIONS:
#  To set up an event as a container:
#
#  1. use the 'c_add' script call to populate containers with items
#  you want in there. You choose how you want to do this. In my demo I chose to
#  add items to containers when the player searched them (and use a self switch
#  to make sure they don't keep getting free items). You could populate your
#  containers at any point you like, though.
#
#  2. add the open_container("name") script command.
#
#  That's all there is to it unless you look at the c_status script call, you
#  can make each container act a bit differently.
#
#------------------------------------------------------------------------------#
#  Script calls to use:
#------------------------------------------------------------------------------#
#
#  open_container("name")                            # Opens event container
#                                                    # Uses "name" in scene.
#
#  c_add("type", item_id, amount, event_id, map_id)  # Adds item to container.
#
#  c_rem("type", item_id, amount, event_id, map_id)  # removes item from container
#
#  c_count("type", id, event_id, map_id)             # counts certain item in
#                                                    # container. Use in condition
#                                                    # branches and variables.
#
#  c_status("text",color,take_rep,give_rep,caught_chance)
#
#  # Changes the container status.
#  # All containers opened after this call will have this status (So you could
#  # set it for a location or set it before each container opens - see below)
#
#------------------------------------------------------------------------------#
#  EXPLAINATION:
#  type      this can be "weapon", "armor" or "item"
#  item_id   the ID of the item/armor/weapon you want to add
#  amount    the number of the item/armor/weapon/gold you want to remove
#  event_id  the event ID of the container you want to add items to. Set this
#            to 0 to add an item to the event the script call is in.
#  map_id    the ID of the map the container you want is on. Make this 0 if you
#            want to refer to the same map as the script call was made.
#
#  EXAMPLE OF USE:
#  c_add("item",2,3,5,4)          # adds an item to event 5 on map 4
#  c_add("weapon",2,3,0,0)        # adds a weapon to the same event as the call
#  c_rem("armor",3,6,10,2)        # removes armor from event 10 on map 2
#  c_count("item",1,5,1)          # counts item ID 1 stored in event 5 on map 1
#  c_status("Safe",4,-10,5,8)     # shows "Safe" in blue(4) at the bottom
#                                 # -10 rep for each item taken.
#                                 # +5 rep for each item put.
#                                 # 8% chance each time you take to get caught
#                                 # You cant 'take all' when there's a chance to
#                                 # get caught in a container.
#------------------------------------------------------------------------------#
#  Note tag for ARMORS, WEAPONS and ACTORS
#------------------------------------------------------------------------------#
#
#  <take_mod: x>      # increases or decreases the % chance to be caught when
#                     # stealing if one of these things have the note tag.
#
#  # Ideas for use: Actors that are thieves, 'thief glove' or 'lockpick'
#  # accessories.
#
#------------------------------------------------------------------------------#
#  Note tag for ARMORS, WEAPONS and ITEMS
#------------------------------------------------------------------------------#
#
#  <take_value: x>    # increases or decreases the amount of rep you gain or
#                     # lose by this number. This is to make more expensive or
#                     # rarer items have a bigger effect on rep when taking or
#                     # adding them to containers. In the c_status script call,
#                     # if it is 0 to rep change, this will not add/take from it
#
#  # Ideas for use: Treasure hunting. Gain more rep for taking a higher value
#  # item from a chest. Just be sure you don't set it up so that they can
#  # manipulate their rep by adding and taking items.
#
#------------------------------------------------------------------------------#
#  I recommend downloading the demo to see how to set up container events as
#  this got a bit complicated with adding features.
#
#  More setup options further down.
#------------------------------------------------------------------------------#
 
($imported ||= {})["Galvs_Item_Containers"] = true
module Galv_Container
 
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
 
  # COMMAND LIST VOCAB
  REMOVE = "Remove"
  STORE = "Store"
  CANCEL = "Cancel"
 
  # OTHER VOCAB
  IN_STORAGE = "In Container"
  IN_INVENTORY = "In Inventory"
   
  TAKE_TEXT = "Remove how many?"
  STORE_TEXT = "Store how many?"
   
  TAKE_ALL = "A: Take All"  # Text displayed bottom left
  REP = "Reputation"        # Text displayed in the bottom right
                            # Make this "" to not use it.
  REP_VAR = 1    # Variable displayed after the REP text. This is the variable
                 # that can change when you take or put things into a container
                 # Make this 0 to not use.
 
  # OTHER OPTIONS
  SE = ["Equip2", 90, 100]     # Sound effect when storing/removing an item
   
  STORE_PRICELESS = true       # Items worth 0 can be stored? true or false
  STORE_KEY = true             # Key items can be stored? true or false
 
 
  C_SE = ["Buzzer1", 90, 100]   # Sound effect when caught stealing
  C_SWITCH = 2                 # Switch is turned ON when you are caught
 
   
  # PARTY LIMITS
  # NOTE: These limits set to 0 will use the default limits. In theory this will
  # be compatible with a limit breaker script by leaving them at 0. Or you can
  # set the party limits below to whatever you like.
   
 
  MAX_ITEMS = 10           # Max items your PARTY can carry. 
                          # This will overwrite the default limit.
                          # 0 means do not use this.
 
 
  TAKE_ONLY_SWITCH = 1    # Switch ID. Turn ON to only allow taking from all
                          # containers. Switch OFF to allow both again.
 
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
 
end
 
 
class Game_Temp
  attr_accessor :contents
  attr_accessor :container_name
   
  alias galv_container_initialize initialize
  def initialize
    galv_container_initialize
    @contents = []
    @container_name = ""
  end
end # Game_Temp
 
 
class RPG::BaseItem
  def take_mod
    if @take_mod.nil?
      if @note =~ /<take_mod: (.*)>/i
        @take_mod = $1.to_i
      else
        @take_mod = 0
      end
    end
    @take_mod
  end
  def take_value
    if @take_value.nil?
      if @note =~ /<take_value: (.*)>/i
        @take_value = $1.to_i
      else
        @take_value = 0
      end
    end
    @take_value
  end
end
 
 
class Scene_Container < Scene_MenuBase
  def start
    super
    check_storage_exists
    create_help_window
    create_name_window
    create_info_window
    create_command_window
    create_dummy_window
    create_number_window
    create_status_window
    create_category_window
    create_take_window
    create_give_window
  end
  def check_storage_exists
    if $game_party.container[$game_temp.contents].nil?
      $game_party.container[$game_temp.contents] = {}
    end
    return @btn_active = false if danger_box?
    @btn_active = true if !$game_party.container[$game_temp.contents].empty?
  end
   
  def danger_box?
    $game_party.container_status[4] > 0
  end
   
  def update
    super
    check_key
  end
   
  def check_key
    if Input.trigger?(:X)
      if @btn_active
        take_all
      else
        Sound.play_buzzer
      end
    end
  end
   
  #--------------------------------------------------------------------------
  # Create Windows
  #--------------------------------------------------------------------------
  def create_name_window
    @name_window = Window_ContainerName.new
    @name_window.viewport = @viewport
    @name_window.x = Graphics.width - @name_window.width
    @name_window.y = @help_window.height
  end
   
  def create_info_window
    @info_window = Window_Info.new
    @info_window.viewport = @viewport
    @info_window.x = 0
    @info_window.y = Graphics.height - @info_window.height
  end
   
  def create_command_window
    @command_window = Window_ContainerCommand.new(@name_window.x)
    @command_window.viewport = @viewport
    @command_window.y = @help_window.height
    @command_window.set_handler(:give,   method(:command_give))
    @command_window.set_handler(:take,    method(:command_take))
    @command_window.set_handler(:cancel, method(:return_scene))
  end
  def create_dummy_window
    wy = @command_window.y + @command_window.height
    wh = Graphics.height - wy - @name_window.height
    @dummy_window = Window_Base.new(0, wy, Graphics.width, wh)
    @dummy_window.viewport = @viewport
    @dummy_window.hide
  end
   
  def create_number_window
    wy = @dummy_window.y
    wh = @dummy_window.height
    @number_window = Window_ContainerNumber.new(0, wy, wh)
    @number_window.viewport = @viewport
    @number_window.hide
    @number_window.set_handler(:ok,     method(:on_number_ok))
    @number_window.set_handler(:cancel, method(:on_number_cancel))
  end
  def create_status_window
    wx = @number_window.width
    wy = @dummy_window.y
    ww = Graphics.width - wx
    wh = @dummy_window.height
    @status_window = Window_ContainerItems.new(wx, wy, ww, wh)
    @status_window.viewport = @viewport
    @status_window.hide
  end
  def create_category_window
    @category_window = Window_ItemCategory.new
    @category_window.viewport = @viewport
    @category_window.help_window = @help_window
    @category_window.y = @dummy_window.y
    @category_window.hide.deactivate
    @category_window.set_handler(:ok,     method(:on_category_ok))
    @category_window.set_handler(:cancel, method(:on_category_cancel))
  end
  def create_give_window
    wy = @category_window.y + @category_window.height
    wh = Graphics.height - wy - @name_window.height
    @give_window = Window_ContainerGive.new(0, wy, Graphics.width, wh)
    @give_window.viewport = @viewport
    @give_window.help_window = @help_window
    @give_window.hide
    @give_window.set_handler(:ok,     method(:on_give_ok))
    @give_window.set_handler(:cancel, method(:on_give_cancel))
    @category_window.item_window = @give_window
  end
  def create_take_window
    wy = @command_window.y + @command_window.height
    wh = Graphics.height - wy - @name_window.height
    @take_window = Window_ContainerTake.new(0, wy, Graphics.width, wh)
    @take_window.viewport = @viewport
    @take_window.help_window = @help_window
    @take_window.set_handler(:ok,     method(:on_take_ok))
    @take_window.set_handler(:cancel, method(:on_take_cancel))
    @category_window.item_window = @take_window
  end
 
  #--------------------------------------------------------------------------
  # * Activate Windows
  #--------------------------------------------------------------------------
  def activate_give_window
    @category_window.show
    @give_window.refresh
    @give_window.show.activate
    @status_window.hide
  end
  def activate_take_window
    @take_window.select(0)
    @take_window.refresh
    @take_window.show.activate
    @status_window.hide
  end
 
  def btn_activate
    return btn_deactivate if danger_box?
    return btn_deactivate if $game_party.container[$game_temp.contents].empty?
    @info_window.refresh(true)
    @btn_active = true
  end
   
  def btn_deactivate
    @info_window.refresh(false)
    @btn_active = false
  end
  #--------------------------------------------------------------------------
  # HANDLER METHODS
  #--------------------------------------------------------------------------
  def on_category_ok
    activate_give_window
    @give_window.select(0)
    btn_deactivate
  end
  def on_category_cancel
    @command_window.activate
    @take_window.show
    @take_window.refresh
    @category_window.hide
    @give_window.hide
    btn_activate
  end
  def command_give
    @take_window.hide
    @category_window.show.activate
    @give_window.show
    @give_window.unselect
    @give_window.refresh
    btn_deactivate
  end
  def on_give_ok
    @item = @give_window.item
    if @item.nil?
      RPG::SE.stop
      Sound.play_buzzer
      @give_window.activate
      @give_window.refresh
      return
    else
      @status_window.item = @item
      @category_window.hide
      @give_window.hide
      @number_window.set(@item, max_give, @command_window.current_symbol)
      @number_window.show.activate
      @status_window.show
      btn_deactivate
    end
  end
  def on_give_cancel
    @give_window.unselect
    @category_window.activate
    @status_window.item = nil
    @help_window.clear
  end
  def command_take
    activate_take_window
    @take_window.show
    @take_window.refresh
    btn_activate
  end
  def on_take_ok
    btn_deactivate
    @item = @take_window.item
    if @item.nil? || $game_party.container[$game_temp.contents].empty? || $game_party.item_number(@item) == $game_party.max_item_number(@item)
      RPG::SE.stop
      Sound.play_buzzer
      @take_window.activate
      @take_window.refresh
      return
    elsif
      @item = @take_window.item
      @status_window.item = @item
      @take_window.hide
      @number_window.set(@item, max_take, @command_window.current_symbol)
      @number_window.show.activate
      @status_window.show
    end
  end
  def on_take_cancel
    @take_window.unselect
    @command_window.activate
    @take_window.show
    @status_window.item = nil
    @help_window.clear
  end
  def on_number_ok
    RPG::SE.new(Galv_Container::SE[0], Galv_Container::SE[1], Galv_Container::SE[2]).play
    case @command_window.current_symbol
    when :take
      do_take(@number_window.number)
      btn_activate
    when :give
      do_give(@number_window.number)
      btn_deactivate
    end
    end_number_input
    @status_window.refresh
  end
  def on_number_cancel
    Sound.play_cancel
    end_number_input
  end
  def end_number_input
    @number_window.hide
    case @command_window.current_symbol
    when :take
      activate_take_window
      btn_activate
    when :give
      activate_give_window
    end
  end  
 
 
  #--------------------------------------------------------------------------
  # * Giving and taking methods
  #--------------------------------------------------------------------------
  def max_take
    if $game_party.container[$game_temp.contents][@item] > $game_party.max_item_number(@item) - $game_party.item_number(@item)
      $game_party.max_item_number(@item) - $game_party.item_number(@item)
    else
      $game_party.container[$game_temp.contents][@item]
    end
  end
  def max_give
    $game_party.item_number(@item)
  end
  def do_give(number)
    $game_party.lose_item(@item, number)
    if $game_party.container[$game_temp.contents][@item].nil?
      $game_party.container[$game_temp.contents][@item] = number
    else
      $game_party.container[$game_temp.contents][@item] += number
    end
    get_take_value(3)
    $game_variables[Galv_Container::REP_VAR] += ($game_party.container_status[3] + @take_value) * number
  end
   
  def do_take(number)
    check_capture
    return if @item.nil?
    $game_party.gain_item(@item, number)
    $game_party.container[$game_temp.contents][@item] -= number
    $game_party.container[$game_temp.contents].delete(@item) if $game_party.container[$game_temp.contents][@item] <= 0
    if $game_party.container[$game_temp.contents].empty?
      @take_window.activate
    end
    get_take_value(2)
    $game_variables[Galv_Container::REP_VAR] += ($game_party.container_status[2] + @take_value) * number
  end
 
  def take_all
    return Sound.play_buzzer if $game_party.container[$game_temp.contents].empty? ||
      max_of_items
    RPG::SE.new(Galv_Container::SE[0], Galv_Container::SE[1], Galv_Container::SE[2]).play
    $game_party.container[$game_temp.contents].each do |i|
      
      if i[1] > $game_party.max_item_number(i[0]) - $game_party.item_number(i[0])
        # if no. items in chest taken is greater than max allowed - inventory
        number = $game_party.max_item_number(i[0]) - $game_party.item_number(i[0])
        p number
      else
        number = i[1]# - $game_party.item_number(i[0])
      end
      #p number
      $game_party.gain_item(i[0], number)
      i[1] -= number
      $game_party.container[$game_temp.contents][i[0]] -= number
      $game_party.container[$game_temp.contents].delete(i[0]) if i[1] <= 0
      @item = i[0]
      get_take_value(2)
      $game_variables[Galv_Container::REP_VAR] += ($game_party.container_status[2] + @take_value) * number
       
    end
    btn_activate
    @take_window.refresh
  end
  
  def max_of_items
    # if all items in box are maxed, return true
    $game_party.container[$game_temp.contents].each { |i|
      return false if $game_party.item_number(i[0]) < $game_party.max_item_number(i[0])
    }
    return true
  end
 
  def get_take_value(pos)
    return @take_value = 0 if @item.nil?
    if $game_party.container_status[pos] == 0
      @take_value = 0
    elsif $game_party.container_status[pos] > 0
      @take_value = @item.take_value
    else $game_party.container_status[pos] < 0
      @take_value = -@item.take_value
    end
  end
   
  def check_capture
    a = rand(100)
    chance = $game_party.container_status[4] + actor_mod + equip_mod
    if a < chance
      RPG::SE.new(Galv_Container::C_SE[0], Galv_Container::C_SE[1], Galv_Container::C_SE[2]).play
      $game_switches[Galv_Container::C_SWITCH] = true
      SceneManager.goto(Scene_Map)
    end
  end
   
  def equip_mod
    equip_mod = 0
    $game_party.members.each do |m|
      m.equips.each do |eq|
        next if eq.nil?
        equip_mod += eq.take_mod
      end
    end
    return equip_mod
  end
 
  def actor_mod
    actor_mod = 0
    $game_party.members.each do |m|
      actor_mod += $data_actors[m.id].take_mod
    end
    return actor_mod
  end
   
end # Scene_Container < Scene_MenuBase
 
 
#------------------------------------------------------------------------------#
#  Window Container Name
#------------------------------------------------------------------------------#
 
class Window_ContainerName < Window_Base
  def initialize
    super(0, 0, window_width, fitting_height(1))
    refresh
  end
  def window_width
    return 180
  end
  def refresh
    contents.clear
    c_name = convert_escape_characters($game_temp.container_name)
    draw_text(x - 10, y, window_width, line_height, c_name,1)
  end
  def open
    refresh
    super
  end
end
 
 
#------------------------------------------------------------------------------#
#  Window Info
#------------------------------------------------------------------------------#
 
class Window_Info < Window_Base
  def initialize
    super(0, 0, Graphics.width, fitting_height(1))
    @btn_state = true if !$game_party.container[$game_temp.contents].empty?
    @btn_state = false if $game_party.container_status[4] > 0
    refresh(@btn_state)
  end
 
  def refresh(btn)
    @btn_state = btn
    contents.clear
    draw_texts
  end
   
  def draw_texts
    change_color(normal_color, @btn_state)
    draw_text(0, 0, contents.width, line_height, Galv_Container::TAKE_ALL, 0)
     
    change_color(text_color($game_party.container_status[1]))
    draw_text(0, 0, contents.width, line_height, $game_party.container_status[0], 1)
     
    if Galv_Container::REP_VAR <= 0
      repvar = ""
    else
      repvar = $game_variables[Galv_Container::REP_VAR]
    end
    change_color(normal_color)
    draw_text(0, 0, contents.width, line_height, Galv_Container::REP + " " + repvar.to_s, 2)
  end
end
 
 
#------------------------------------------------------------------------------#
#  Window Stored Items
#------------------------------------------------------------------------------#
 
class Window_StoreList < Window_Selectable
  def initialize(x, y, width, height)
    super
    @category = :none
    @data = []
  end
  def category=(category)
    return if @category == category
    @category = category
    refresh
    self.oy = 0
  end
  def col_max
    return 2
  end
  def item_max
    @data ? @data.size : 1
  end
  def item
    @data && index >= 0 ? @data[index] : nil
  end
  def current_item_enabled?
    enable?(@data[index])
  end
  def include?(item)
    case @category
    when :item
      item.is_a?(RPG::Item) && !item.key_item?
    when :weapon
      item.is_a?(RPG::Weapon)
    when :armor
      item.is_a?(RPG::Armor)
    when :key_item
      item.is_a?(RPG::Item) && item.key_item?
    else
      false
    end
  end
  def enable?(item)
    $game_party.container[$game_temp.contents].has_key?(item)
  end
  def make_item_list
    @data = $game_party.container[$game_temp.contents].keys {|item| include?(item) }
    @data.push(nil) if include?(nil)
  end
  def select_last
    select(@data.index($game_party.last_item.object) || 0)
  end
  def draw_item(index)
    item = @data[index]
    if item
      rect = item_rect(index)
      rect.width -= 4
      draw_item_name(item, rect.x, rect.y, enable?(item))
      draw_item_number(rect, item)
    end
  end
  def draw_item_number(rect, item)
    draw_text(rect, sprintf(":%2d", $game_party.container[$game_temp.contents][item]), 2)
  end
  def update_help
    @help_window.set_item(item)
  end
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
end # Window_StoreList < Window_Selectable
 
 
#------------------------------------------------------------------------------#
#  Window Stored Item amount
#------------------------------------------------------------------------------#
 
class Window_ContainerNumber < Window_Selectable
  attr_reader :number
  def initialize(x, y, height)
    super(x, y, window_width, height)
    @item = nil
    @max = 1
    @number = 1
  end
  def window_width
    return 304
  end
  def set(item, max, cmd)
    @item = item
    @max = max
    @number = 1
    @cmd = cmd
    refresh
  end
  def refresh
    contents.clear
    draw_item_name(@item, 0, item_y)
    draw_number
    draw_how_many
  end
  def draw_number
    change_color(normal_color)
    draw_text(cursor_x - 28, item_y, 22, line_height, "×")
    draw_text(cursor_x, item_y, cursor_width - 4, line_height, @number, 2)
  end
  def item_y
    contents_height / 2 - line_height * 3 / 2
  end
  def cursor_width
    figures * 10 + 12
  end
  def cursor_x
    contents_width - cursor_width - 4
  end
  def figures
    return 2
  end
  def update
    super
    if active
      last_number = @number
      update_number
      if @number != last_number
        Sound.play_cursor
        refresh
      end
    end
  end
  def update_number
    change_number(1)   if Input.repeat?(:RIGHT)
    change_number(-1)  if Input.repeat?(:LEFT)
    change_number(10)  if Input.repeat?(:UP)
    change_number(-10) if Input.repeat?(:DOWN)
  end
  def change_number(amount)
    @number = [[@number + amount, @max].min, 1].max
  end
  def update_cursor
    cursor_rect.set(cursor_x, item_y, cursor_width, line_height)
  end
   
  def draw_how_many
    change_color(system_color)
    case @cmd
    when :take
      draw_text(4, 4, contents.width, line_height, Galv_Container::TAKE_TEXT)
    when :give
      draw_text(4, 4, contents.width, line_height, Galv_Container::STORE_TEXT)
    end
    change_color(normal_color)
  end
   
end # Window_ContainerNumber < Window_Selectable
 
 
#------------------------------------------------------------------------------#
#  Window Store Item Status
#------------------------------------------------------------------------------#
 
class Window_ContainerItems < Window_Base
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item = nil
    @page_index = 0
    refresh
  end
  def refresh
    contents.clear
    draw_possession(4, 0)
    draw_stored(4, line_height)
    draw_equip_info(4, line_height * 2) if @item.is_a?(RPG::EquipItem)
  end
  def item=(item)
    @item = item
    refresh
  end
  def draw_possession(x, y)
    rect = Rect.new(x, y, contents.width - 4 - x, line_height)
    change_color(system_color)
    draw_text(rect, Galv_Container::IN_INVENTORY)
    change_color(normal_color)
    draw_text(rect, $game_party.item_number(@item), 2)
  end
  def draw_stored(x, y)
    rect = Rect.new(x, y, contents.width - 4 - x, line_height)
    change_color(system_color)
    draw_text(rect, Galv_Container::IN_STORAGE)
    change_color(normal_color)
    stored_amount = $game_party.container[$game_temp.contents][@item]
    stored_amount = 0 if stored_amount.nil?
    draw_text(rect, stored_amount, 2)
  end
  def draw_equip_info(x, y)
    status_members.each_with_index do |actor, i|
      draw_actor_equip_info(x, y + line_height * (i * 2.4), actor)
    end
  end
  def status_members
    $game_party.members[@page_index * page_size, page_size]
  end
  def page_size
    return 4
  end
  def page_max
    ($game_party.members.size + page_size - 1) / page_size
  end
  def draw_actor_equip_info(x, y, actor)
    enabled = actor.equippable?(@item)
    change_color(normal_color, enabled)
    draw_text(x, y, 112, line_height, actor.name)
    item1 = current_equipped_item(actor, @item.etype_id)
    draw_actor_param_change(x, y, actor, item1) if enabled
    draw_item_name(item1, x, y + line_height, enabled)
  end
  def draw_actor_param_change(x, y, actor, item1)
    rect = Rect.new(x, y, contents.width - 4 - x, line_height)
    change = @item.params[param_id] - (item1 ? item1.params[param_id] : 0)
    change_color(param_change_color(change))
    draw_text(rect, sprintf("%+d", change), 2)
  end
  def param_id
    @item.is_a?(RPG::Weapon) ? 2 : 3
  end
  def current_equipped_item(actor, etype_id)
    list = []
    actor.equip_slots.each_with_index do |slot_etype_id, i|
      list.push(actor.equips[i]) if slot_etype_id == etype_id
    end
    list.min_by {|item| item ? item.params[param_id] : 0 }
  end
  def update
    super
    update_page
  end
  def update_page
    if visible && Input.trigger?(:A) && page_max > 1
      @page_index = (@page_index + 1) % page_max
      refresh
    end
  end
   
end # Window_ContainerItems < Window_Base
 
 
#------------------------------------------------------------------------------#
#  Window Give Item
#------------------------------------------------------------------------------#
 
class Window_ContainerGive < Window_ItemList
  def initialize(x, y, width, height)
    super(x, y, width, height)
  end
  def current_item_enabled?
    enable?(@data[index])
  end
  def enable?(item)
    if item.is_a?(RPG::Item) 
      return false if item.key_item? && !Galv_Container::STORE_KEY
    end
    if Galv_Container::STORE_PRICELESS
      true
    else
      item && item.price > 0
    end
  end
end # Window_ContainerGive < Window_ItemList
 
 
#------------------------------------------------------------------------------#
#  Window Take Item
#------------------------------------------------------------------------------#
 
class Window_ContainerTake < Window_StoreList
  def initialize(x, y, width, height)
    super(x, y, width, height)
  end
  def current_item_enabled?
    enable?(@data[index])
  end
  def enable?(item)
    $game_party.container[$game_temp.contents][item] != 0 && $game_party.item_number(item) < $game_party.max_item_number(@item)
  end
end # Window_ContainerTake < Window_StoreList
 
 
#------------------------------------------------------------------------------#
#  Window Command
#------------------------------------------------------------------------------#
 
class Window_ContainerCommand < Window_HorzCommand
  def initialize(window_width)
    @window_width = window_width
    super(0, 0)
  end
   
  def window_width
    @window_width
  end
   
  def col_max
    return 2 if $game_switches[Galv_Container::TAKE_ONLY_SWITCH]
    return 3
  end
 
  def make_command_list
    add_command(Galv_Container::REMOVE, :take)
    add_command(Galv_Container::STORE,  :give)  if !$game_switches[Galv_Container::TAKE_ONLY_SWITCH]
    add_command(Galv_Container::CANCEL, :cancel)
  end
end # Window_ContainerCommand < Window_HorzCommand
 
 
#------------------------------------------------------------------------------#
#  Game Party Additions
#------------------------------------------------------------------------------#
 
class Game_Party < Game_Unit
  attr_accessor :container
  attr_accessor :container_status
   
  alias galv_mcontatiners_initialize initialize
  def initialize
    galv_mcontatiners_initialize
    init_containers
  end
 
  def init_containers
    @container_status = ["",0,0,0,0] # text,color,take_rep,give_rep,catch_chance
    @container = {}
  end
  
  alias galv_container_max_item_number max_item_number
  def max_item_number(item)
    return Galv_Container::MAX_ITEMS if Galv_Container::MAX_ITEMS > 0
    return 99 if item.nil?
    galv_container_max_item_number(item)
  end
end # Game_Party < Game_Unit
 
 
class Game_Interpreter
 
  def c_add(type, id, amount, event_id, map_id)
    if event_id <= 0
      add_where = @event_id
    else
      add_where = event_id
    end
    if map_id <= 0
      add_where_map = $game_map.map_id
    else
      add_where_map = map_id
    end
    $game_temp.contents = [add_where, add_where_map]
    if $game_party.container[$game_temp.contents].nil?
      $game_party.container[$game_temp.contents] = {}
    end
    case type
    when "weapon"
      @item = $data_weapons[id]
    when "item"
      @item = $data_items[id]
    when "armor"
      @item = $data_armors[id]
    end
    if $game_party.container[$game_temp.contents][@item].nil?
      $game_party.container[$game_temp.contents][@item] = amount
    else
      $game_party.container[$game_temp.contents][@item] += amount
    end
  end
 
  def c_rem(type, id, amount, event_id, map_id)
    if event_id <= 0
      rem_where = @event_id
    else
      rem_where = event_id
    end
    if map_id <= 0
      rem_where_map = $game_map.map_id
    else
      rem_where_map = map_id
    end
    $game_temp.contents = [rem_where, rem_where_map]
    if $game_party.container[$game_temp.contents].nil?
      $game_party.container[$game_temp.contents] = {}
    end
    case type
    when "weapon"
      @item = $data_weapons[id]
    when "item"
      @item = $data_items[id]
    when "armor"
      @item = $data_armors[id]
    end
    return if $game_party.container[$game_temp.contents][@item].nil?
    if $game_party.container[$game_temp.contents][@item] <= amount
      $game_party.container[$game_temp.contents].delete(@item)
    else
      $game_party.container[$game_temp.contents][@item] -= amount
    end
  end
   
  def c_count(type, id, event_id, map_id)
    if event_id <= 0
      container_id = @event_id
    else
      container_id = event_id
    end
    if map_id <= 0
      container_id_map = $game_map.map_id
    else
      container_id_map = map_id
    end
    $game_temp.contents = [container_id, container_id_map]
    if $game_party.container[$game_temp.contents].nil?
      $game_party.container[$game_temp.contents] = {}
    end
    case type
    when "weapon"
      @item = $data_weapons[id]
    when "item"
      @item = $data_items[id]
    when "armor"
      @item = $data_armors[id]
    end
    return 0 if $game_party.container[$game_temp.contents][@item].nil?
    $game_party.container[$game_temp.contents][@item]
  end
 
  def c_status(text,color,take_rep,give_rep,catch_chance)
    $game_party.container_status = [text,color,take_rep,give_rep,catch_chance]
  end
 
  def c_empty?(event_id,map_id)
    !$game_party.container[[event_id,map_id]].nil? &&
      $game_party.container[[event_id,map_id]].empty?
  end
 
  def open_container(name)
    $game_temp.container_name = name
    $game_temp.contents = [@event_id, $game_map.map_id]
    SceneManager.call(Scene_Container)
    wait(1)
  end
end # Game_Interpreter
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20 thoughts on “Galv’s Multiple Storage Containers V.1.5

  1. Sales_Kital says:

    Can this be used alongside your random loot script to make randomly populated containers that players can store items in?

  2. Sales_Kital says:

    I’ll do that, thanks for the suggestion.

  3. Wendell says:

    Hey Galv, is there a way to make each container stores a type of item? For example, I have a box and a refrigerator. You can’t put tools and weapons in your refrigerator, the same for the box, you can’t put food. Thanks!

  4. yendahusk says:

    You can duplicate objects if you put a limit of objects that use the “take all” button. The objects are added to our inventory, but not removed from the list.

  5. yendahusk says:

    I’ll try to be more specific.

    I set the value MAX_ITEMS to 10 (MAX_ITEMS = 10)
    Then I put 15 potion in a containers.
    I press the button A. 10 potions are transferred in my inventory.
    But the potions is still present in the container.
    So I can duplicate.

  6. yendahusk says:

    It could be a random loot option?
    Select multiple objects and quantity, and they are randomly added.
    Or is it already possible?

    • Galv says:

      That’s not part of this script but you could do that using script calls. I recommend asking in a forum about ruby stuffs and the script :)

  7. yendahusk says:

    I found a new bug.
    Always with the key: A

    Place two containers with the same objects in it.
    Takes all the objects in the first container (Key:A)
    Then did the same on the second.

    • Galv says:

      Went in to test more and it seems there was another bug not letting take a single item. Try version 1.6 and see if it fixed what you were talking about

      • yendahusk says:

        The bug is fixed.
        But now only “remove” and “cancel” are available, the “store” option disappeared.

      • Galv says:

        That’s a setting. If you turn on the specified switch, it removes the store option. Look for this in the settings to choose which switch:

        TAKE_ONLY_SWITCH = 1 # Switch ID. Turn ON to only allow taking from all
        # containers. Switch OFF to allow both again.

  8. Hi, I’m a total beginner with script and I don’t want to mess anything up. Is there a way to remove the headings Armours and Key Items when you open up a storage box? If there isn’t, it’s not a big deal, but I just thought I’d ask. Thank you for this, it’s awesome. :)

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