- Joined
- Dec 28, 2012
- Messages
- 299
- Reaction score
- 81
- First Language
- English
- Primarily Uses
Item Charges
Selchar
IntroductionSelchar
This script allows for giving items multiple uses before they are consumed. It is to be used alongside Tsukihime's Instance Items.
Features
- Adds Item Charges
- Items can transform into other items when their charge reaches 0
- Items can be preserved with 0 charges(but unusable) if desired for some reason.
How to Use
Place the script below ▼ Materials, below Tsukihime's Instance Items, but above ▼ Main Process. Use the provided notetags to set individual item charge settings. Be sure to set Tsukihime's Instance Item's Enable Items to true.
Script
>Required<
Item Charges
Recharge Item Scene
FAQ
Q: What are the terms of use?
A: My terms are, anything goes, while the terms for Tsukihime's scripts can be found here
Q: Are there compatibility problems with any scripts?
A: None known at this time except for Kread's Actor Inventories, to which I have a patch for down below.
Credit and Thanks
- Selchar
- Tsukihime for the Instance Items Base
Compatibility Patches
Kread's Actor Inventory
Code:
#===============================================================================
# Selchar's Item Charges Compatibility Patch with Kread's Actor Inventory
#===============================================================================
class Game_Battler < Game_BattlerBase
alias :kread_actor_inventory_sel_item_charge_consume :consume_equip_item
def consume_equip_item(item)
return if self.enemy?
return unless item.consumable
item.current_charge -= 1
item.refresh_name
item.refresh_price
if item.current_charge.zero?
kread_actor_inventory_sel_item_charge_consume(item) unless item.no_charge_keep
$game_party.gain_item(InstanceManager.get_instance($data_items[item.no_charge_transform]), 1) if item.no_charge_transform
end
end
end
class Game_Party < Game_Unit
alias :kread_actor_inventory_sel_item_charge_consume :consume_item
def consume_item(item)
if $imported['KRX-ActorInventory'] && SceneManager.scene.is_a?(Scene_Battle)
item_charge_consume_item(item)
else
kread_actor_inventory_sel_item_charge_consume(item)
end
end
end
class Window_ActorItem < Window_EquipSlot
def enable?(index)
item = @actor.equips[index]
return false if item.is_a?(RPG::Item) && item.current_charge.zero?
item.is_a?(RPG::Item) && item.battle_ok?
end
end
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