[Solved] Sleek Item Popup[Ace]: Item Quantity Limits

Kilana

Warper
Member
Joined
Jul 2, 2016
Messages
4
Reaction score
0
First Language
English
Primarily Uses
Hi RPGmakers. I'm having some trouble tweaking a script. I hope this issue isn't too noobish X_X. Please help.


The issue:


Vlue's Sleek Item Popup displays a screen message whenever the player gains an item. However it doesn't account for item stack limits (e.g. 99 items).


Examples:


Player has 94 potions. They loot a chest with 15 potions.


Potion +15 is displayed. The player actually receives 5 potions.


Player has 99 potions. They loot a chest with 15 potions.


Potion +15 is displayed. The player actually receives 0 potions.


I would like the popup to show the amount received, not the amount given.


The script:

#Sleek Item Popup v1.13
#----------#
#Features: A nice and sleek little pop up you can use to tell the player
# they received (or lost) an item! Now with automatic popups whenever
# you use the gain item commands in events!
#
#Usage: Event Script Call:
# popup(type,item,amount,[duration],[xoff],[yoff])
#
# Where: type is category of item (0 = item, 1 = weapon,
# 2 = armor, 3 = gold)
# item is the id number of the item
# amount is the amount lost or gained
# duration is the time the window is up and is optional
#
# Examples:
# popup(0,1,5)
# popup(2,12,1,120)
# $PU_AUTOMATIC_POPUP = false
# $PU_AUTOMATIC_POPUP = true
#
#Customization: Everything down there under customization
#
#----------#
#-- Script by: V.M of D.T
#
#- Questions or comments can be:
# given by email: sumptuaryspade@live.ca
# provided on facebook: http://www.facebook.com/DaimoniousTailsGames
# All my other scripts and projects can be found here: http://daimonioustails.weebly.com/
#
#--- Free to use in any project, commercial or non-commercial, with credit given
# - - Though a donation's always a nice way to say thank you~ (I also accept actual thank you's)

$imported = {} if $imported.nil?
$imported[:Vlue_SleekPopup] = true

#Sound effect played on popup: # "Filename", Volume(0-100), Pitch(50-150)
PU_SOUND_EFFECT_GAIN = ["Item3",100,50]
PU_SOUND_EFFECT_LOSE = ["Item3",100,50]
PU_SOUND_GOLD_GAIN = ["Coin",100,50]
PU_SOUND_GOLD_LOSE = ["Coin",100,50]

#Animation to be played on the player during popup
PU_USE_ANIMATION = false
PU_POPUP_ANIMATION = 2

#Duration in frames of Item Popup fadein and fadeout
PU_FADEIN_TIME = 30
PU_FADEOUT_TIME = 30

#Default duration of the popup
PU_DEFAULT_DURATION = 90

#Use automatic popup? Can be enabled/disabled in game, see examples
$PU_AUTOMATIC_POPUP = false

#Whether to use a custom or default font
PU_USE_CUSTOM_FONT = true

#Settings for custom item popup font
PU_DEFAULT_FONT_NAME = ["VL Gothic"]
PU_DEFAULT_FONT_SIZE = 24
PU_DEFAULT_FONT_COLOR = Color.new(255,255,255,255)
PU_DEFAULT_FONT_BOLD = false
PU_DEFAULT_FONT_ITALIC = false
PU_DEFAULT_FONT_SHADOW = false
PU_DEFAULT_FONT_OUTLINE = true

#Compact mode will hide the amount unless it's greater then 1
PU_COMPACT_MODE = true

#Background Icon to be displayed under item icon
PU_USE_BACKGROUND_ICON = false
PU_BACKGROUND_ICON = 102

#Gold details:
PU_GOLD_NAME = "Gold"
PU_GOLD_ICON = 262

#True for single line, false for multi line
PU_SINGLE_LINE = true

class Item_Popup < Window_Base
def initialize(item, amount, duration, nosound,xoff,yoff)
super(0,0,100,96)
if item.name == PU_GOLD_NAME
sedg, sedl = PU_SOUND_EFFECT_GAIN, PU_SOUND_EFFECT_LOSE
else
sedg, sedl = PU_SOUND_GOLD_GAIN, PU_SOUND_GOLD_LOSE
end
se = RPG::SE.new(sedg[0],sedg[1],sedg[2]) unless sedg.nil? or nosound
se2 = RPG::SE.new(sedl[0],sedl[1],sedl[2]) unless sedl.nil? or nosound
se.play if se and amount > 0
se2.play if se2 and amount < 0
self.opacity = 0
self.x = $game_player.screen_x - 16
self.y = $game_player.screen_y - 80
@xoff = 0
@yoff = 0
@duration = 90
@item = item
@amount = amount
@name = item.name.clone
@text = ""
@padding = ' '*@name.size
@timer = 0
@split = (PU_FADEIN_TIME) / @name.size
@split = 2 if @split < 2
amount > 0 ? @red = Color.new(0,255,0) : @red = Color.new(255,0,0)
if PU_USE_CUSTOM_FONT
contents.font.size = PU_DEFAULT_FONT_SIZE
else
contents.font.size = 16
end
@textsize = text_size(@name)
textsize2 = text_size("+" + amount.to_s)
self.width = @textsize.width + standard_padding * 2 + 24
self.width += textsize2.width + 48 if PU_SINGLE_LINE
contents.font.size < 24 ? size = 24 : size = contents.font.size
self.height = size + standard_padding * 2
self.height += size if !PU_SINGLE_LINE
self.x -= self.width / 2
create_contents
if PU_USE_CUSTOM_FONT
contents.font.name = PU_DEFAULT_FONT_NAME
contents.font.size = PU_DEFAULT_FONT_SIZE
contents.font.color = PU_DEFAULT_FONT_COLOR
contents.font.bold = PU_DEFAULT_FONT_BOLD
contents.font.italic = PU_DEFAULT_FONT_ITALIC
contents.font.shadow = PU_DEFAULT_FONT_SHADOW
contents.font.outline = PU_DEFAULT_FONT_OUTLINE
end
self.contents_opacity = 0
$game_player.animation_id = PU_POPUP_ANIMATION if PU_USE_ANIMATION
update
end
def update
#super
return if self.disposed?
self.visible = true if !self.visible
self.x = $game_player.screen_x - contents.width/4 + 12
self.y = $game_player.screen_y - 80 + @yoff
self.x -= self.width / 3
open if @timer < (PU_FADEIN_TIME)
close if @timer > (PU_FADEOUT_TIME + @duration)
@timer += 1
return if @timer % @split != 0
@text += @name.slice!(0,1)
@padding.slice!(0,1)
contents.clear
contents.font.color = @red
stringamount = @amount
stringamount = "+" + @amount.to_s if @amount > 0
if PU_SINGLE_LINE
width = text_size(@item.name).width#@textsize.width
draw_text(27 + width,0,36,24,stringamount) unless PU_COMPACT_MODE and @amount == 1
if Module.const_defined?:)AFFIXES)
contents.font.color = @item.color
else
contents.font.color = Font.default_color
end
change_color(@item.rarity_colour) if $imported[:TH_ItemRarity]
draw_text(24,0,contents.width,contents.height,@text+@padding)
change_color(normal_color)
draw_icon(PU_BACKGROUND_ICON,0,0) if PU_USE_BACKGROUND_ICON
draw_icon(@item.icon_index,0,0)
else
draw_text(contents.width / 4 + 16,24,36,24,stringamount) unless PU_COMPACT_MODE and @amount == 1
if Module.const_defined?:)AFFIXES)
contents.font.color = @item.color
else
contents.font.color = Font.default_color
end
draw_icon(PU_BACKGROUND_ICON,contents.width / 2 - 24,24) if PU_USE_BACKGROUND_ICON
draw_icon(@item.icon_index,contents.width / 2 - 24,24)
draw_text(0,0,contents.width,line_height,@text+@padding)
end
end
def close
self.contents_opacity -= (255 / (PU_FADEOUT_TIME))
end
def open
self.contents_opacity += (255 / (PU_FADEIN_TIME))
end
end

class Game_Interpreter
alias pu_command_126 command_126
alias pu_command_127 command_127
alias pu_command_128 command_128
alias pu_command_125 command_125
def popup(type,item,amount,duration = PU_DEFAULT_DURATION,nosound = false, xo = 0, yo = 0)
data = $data_items[item] if type == 0
data = $data_weapons[item] if type == 1
data = $data_armors[item] if type == 2
if type == 3
data = RPG::Item.new
data.name = PU_GOLD_NAME
data.icon_index = PU_GOLD_ICON
end
Popup_Manager.add(data,amount,duration,nosound,xo,yo)
end
#Change Items
def command_126
pu_command_126
value = operate_value(@params[1], @params[2], @params[3])
popup(0,@params[0],value) if $PU_AUTOMATIC_POPUP
end
#Change Weapons
def command_127
pu_command_127
value = operate_value(@params[1], @params[2], @params[3])
popup(1,@params[0],value) if $PU_AUTOMATIC_POPUP
end
#Change Armor
def command_128
pu_command_128
value = operate_value(@params[1], @params[2], @params[3])
popup(2,@params[0],value) if $PU_AUTOMATIC_POPUP
end
#Change Gold
def command_125
pu_command_125
value = operate_value(@params[0], @params[1], @params[2])
popup(3,@params[0],value) if $PU_AUTOMATIC_POPUP
end
end

module Popup_Manager
def self.init
@queue = []
end
def self.add(item,value,dura,ns,xo,yo)
@queue.insert(0,[item,value,dura,ns,xo,yo])
end
def self.queue
@queue
end
end

Popup_Manager.init

class Scene_Map
alias popup_update update
alias popup_preterminate pre_terminate
def update
popup_update
update_popup_window unless $popupwindow.nil?
return if Popup_Manager.queue.empty?
if $popupwindow.nil? or $popupwindow.contents_opacity == 0
var = Popup_Manager.queue.pop
$popupwindow = Item_Popup.new(var[0],var[1],var[2],var[3],var[4],var[5])
end
end
def update_popup_window
$popupwindow.update
$popupwindow.dispose if !$popupwindow.disposed? and $popupwindow.contents_opacity == 0
$popupwindow = nil if $popupwindow.disposed?
end
def pre_terminate
popup_preterminate
$popupwindow.visible = false unless $popupwindow.nil?
end
end



Personal findings:


Since the item popup script is automatically hooking itself to the give methods, I thought that this might be where the changes could be added. I think I've found it... and I also found the base give item method which has some stuff about max_items... but I don't know how to setup the script... the syntax is totally beyond me X_X.


Vlue's Sleek Item Popup (Line 204)

#Change Items
def command_126
pu_command_126
value = operate_value(@params[1], @params[2], @params[3])
popup(0,@params[0],value) if $PU_AUTOMATIC_POPUP
end
#Change Weapons
def command_127
pu_command_127
value = operate_value(@params[1], @params[2], @params[3])
popup(1,@params[0],value) if $PU_AUTOMATIC_POPUP
end
#Change Armor
def command_128
pu_command_128
value = operate_value(@params[1], @params[2], @params[3])
popup(2,@params[0],value) if $PU_AUTOMATIC_POPUP
end
#Change Gold
def command_125
pu_command_125
value = operate_value(@params[0], @params[1], @params[2])
popup(3,@params[0],value) if $PU_AUTOMATIC_POPUP
end

Code:
#Usage:   Event Script Call:
#           popup(type,item,amount,[duration],[xoff],[yoff])
#
#          Where: type is category of item (0 = item, 1 = weapon,
#                                            2 = armor, 3 = gold)
#                 item is the id number of the item
#                 amount is the amount lost or gained
#                 duration is the time the window is up and is optional



Game_Party (Line 242)

Code:
  #--------------------------------------------------------------------------
  # * Increase/Decrease Items
  #     include_equip : Include equipped items
  #--------------------------------------------------------------------------
  def gain_item(item, amount, include_equip = false)
    container = item_container(item.class)
    return unless container
    last_number = item_number(item)
    new_number = last_number + amount
    container[item.id] = [[new_number, 0].max, max_item_number(item)].min
    container.delete(item.id) if container[item.id] == 0
    if include_equip && new_number < 0
      discard_members_equip(item, -new_number)
    end
    $game_map.need_refresh = true
  end
 
Last edited by a moderator:

Kilana

Warper
Member
Joined
Jul 2, 2016
Messages
4
Reaction score
0
First Language
English
Primarily Uses
I've solved the issue so this topic can be closed.


I changed the section where it hooks to the change items/weapons/armor commands.

Code:
  #--------------------------------------------------------------------------
  # method: gain_item
  #--------------------------------------------------------------------------
  def command_126
    item = $data_items[@params[0]]           #Item object
    current = $game_party.item_number(item)  #Current item count
    pu_command_126                           #Execute Original Command
    value = operate_value(@params[1], @params[2], @params[3])
    adjust = $game_party.max_item_number(item) - current
    if value > adjust                        #Adjust for item limit
      value = adjust
    end
    popup(0,@params[0],value) if $PU_AUTOMATIC_POPUP
  end
  #--------------------------------------------------------------------------
  # method: gain_weapon
  #--------------------------------------------------------------------------
  def command_127
    item = $data_weapons[@params[0]]         #Item object
    current = $game_party.item_number(item)  #Current item count
    pu_command_127                           #Execute Original Command
    value = operate_value(@params[1], @params[2], @params[3])
    adjust = $game_party.max_item_number(item) - current
    if value > adjust                        #Adjust for item limit
      value = adjust
    end
    popup(1,@params[0],value) if $PU_AUTOMATIC_POPUP
  end
  #--------------------------------------------------------------------------
  # method: gain_armor
  #--------------------------------------------------------------------------
  def command_128
    item = $data_armors[@params[0]]          #Item object
    current = $game_party.item_number(item)  #Current item count
    pu_command_128                           #Execute Original Command
    value = operate_value(@params[1], @params[2], @params[3])
    adjust = $game_party.max_item_number(item) - current
    if value > adjust                        #Adjust for item limit
      value = adjust
    end
    popup(2,@params[0],value) if $PU_AUTOMATIC_POPUP
  end
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Don't forget, aspiring writers: Personality isn't what your characters do, it is WHY they do it.
Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
The biggest debate we need to complete on which is better, Waffles or Pancakes?
rux
How is it going? :D
Day 9 of giveaways! 8 prizes today :D

Forum statistics

Threads
106,050
Messages
1,018,548
Members
137,835
Latest member
yetisteven
Top