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Thursday, July 29, 2010

RPG Maker VX Storage and Bank System v1.2 by Deriru

Here's the Script for Storage & Bank System for
RPG Maker VX. Credit Deriru if you use this system.
Visit the forum rpgmakervx.net for more updates and bug fixes.

Retrieved from:
http://www.rpgmakerid.com/rmvx-f22/askbank-event-t2154.htm#37186
Just copy-paste the script below in the game.

#===============================================================================
# Deriru's Simple Storage System v1.2
# by Deriru
#
# What does this do?:
# -It creates an storage system where you can store your items and gold, like
# in a warehouse.
#
# How to use:
# -Customize the script according to the options below.
# -Call the storage system with:
# $scene = Scene_StorageSystem.new
# -To unlock more spaces for your storage, use the following script:
# $game_system.unlock_storages(amount)
# Where amount is the max amount of slots that will be unlocked.
# -To make an item non-storable, insert the NonStorageTag(see SETUP OPTIONS
# BELOW), enclosed in [].
# Example: [NoStore]
# -To get the curreny name (for text display), add #{gVocab} inside.
# Example:
# Withdraw #{gVocab}
# If the currency name is Yen then the result would be: Withdraw Yen
# Version History:
# v1.0:
# -Initial Release
#
# Credits for this script:
# cmpsr2000 for his Shopoholic Script and the Storage_Slot class
#
# Please credit me if used. Enjoy!
#===============================================================================
# SETUP OPTIONS
#===============================================================================
# SlotsAmount: Maximum amounts of storage slots.
# InitialFree: Initial amount of unlocked storage slots.
# NonStorageTag: Tag used for items that cannot be stored to the warehouse.
# DepositText: Menu text for depositing items.
# WithdrawText: Menu text for withdrawing items.
# EmptyText: Text for empty slots.
# LockedText: Text for locked slots.
# AmountText: Text when inputting amount of items.
# The others are self explanatory when you read them by name. If you don't get
# it, please look at the demo.
#===============================================================================
# SETUP BEGIN
#===============================================================================
$data_system = load_data("Data/System.rvdata")# DON'T TOUCH THIS!!!
gVocab = Vocab::gold # DON'T TOUCH THIS TOO!
SlotsAmount = 30
InitialFree = 10
NonStorageTag = "NoStore"
DepositText = "Deposit Item"
WithdrawText = "Withdraw Item"
GoldDepositText = "Deposit #{gVocab}"
GoldWithdrawText = "Withdraw #{gVocab}"
GoldInParty = "Gold in party: "
GoldInWarehouse = "Gold in storage: "
EmptyText = "Empty"
LockedText = "Locked"
AmountText = "Amount:"
MenuDepositHelp = "Deposit items."
MenuWithdrawHelp = "Withdraw deposited items."
StorageSelectHelp = "Select storage slot."
InventorySelectHelp = "Choose the item to be deposited."
AmountSelectHelp = "Left(-1), Right(+1), Up(+10), Down(-10)"
GoldDepositHelp = "Deposit #{gVocab}."
GoldWithdrawHelp = "Withdraw #{gVocab}."
GoldAmountHelp = "Insert amount of #{gVocab}."
ExitHelp = "Exit warehouse."
#===============================================================================
# SETUP END [DO NOT TOUCH THE PARTS BELOW IF YOU DON'T KNOW WHAT YOU'RE DOING!]
#===============================================================================

#===============================================================================
# ItemStorageSlot: Basic Item Slot for Storage System (thanks to cmpsr2000!)
#===============================================================================
class ItemStorageSlot

attr_reader :locked
attr_reader :amount
attr_reader :item

def initialize
@item = nil
@amount = 0
@locked = true
end

def storeItem(item, amount)
$game_party.lose_item(item, amount)
@item = item
@amount = amount
end

def takeItem(amt)
$game_party.gain_item(@item, amt)
@amount -= amt
if @amount <= 0
@item = nil
end
end

def lock
@locked = true
end

def unlock
@locked = false
end

end

#===============================================================================
# Game_System Modification: Adds the storage variables.
#===============================================================================
class Game_System

attr_accessor :storage
attr_accessor :stored_gold

alias :initialize_deriru initialize

def initialize
initialize_deriru
@stored_gold = Integer(0)
@storage = []
for i in 0..SlotsAmount - 1
@storage.push(ItemStorageSlot.new)
end
for i in 0..InitialFree - 1
@storage[i].unlock
end
end

def unlock_storages(max_amt)
for i in 0..max_amt - 1
$game_system.storage[i].unlock
end
end

def withdraw_money(amt)
$game_party.gain_gold(amt)
@stored_gold -= amt
@stored_gold = 9999999 if @stored_gold > 9999999
end

def store_money(amt)
$game_party.lose_gold(amt)
@stored_gold += amt
@stored_gold = 0 if @stored_gold < 0
end

end

#===============================================================================
# Window_Storage: For the Storage Window in the Storage Scene.
#===============================================================================
class Window_Storage < Window_Selectable

def initialize
super(0,56,544,360)
@column_max = 2
self.index = 0
update
refresh
end

def refresh
@data = []
@data = $game_system.storage
@item_max = @data.size
create_contents
for i in 0..@item_max - 1
draw_storage(i)
end
end

def draw_storage(index)
slot = @data[index]
disabled = @data[index].locked
rect = item_rect(index)
self.contents.clear_rect(rect)
unless disabled
unless slot.item == nil
draw_item(index)
else
self.contents.font.color.alpha = 255
self.contents.draw_text(rect.x,rect.y,rect.width,WLH,EmptyText)
end
else
self.contents.font.color.alpha = 128
self.contents.draw_text(rect.x,rect.y,rect.width,WLH,LockedText)
end
end

def draw_item(index)
rect = item_rect(index)
slot = @data[index]
if slot != nil
number = $game_system.storage[index].amount
rect.width -= 4
draw_item_name(slot.item, rect.x, rect.y, true)
self.contents.font.size = 12
self.contents.draw_text(rect.x + 12,rect.y + 12, 15, 15, number, 1)
self.contents.font.size = 20
rect.width += 4
end
end


end

#===============================================================================
# Window_ItemForStage: For the Item Window in the Storage Scene.
#===============================================================================
class Window_ItemForStorage < Window_Selectable

def initialize(x, y, width, height)
super(x, y, width, height)
@column_max = 2
self.index = 0
refresh
end

def item
return @data[self.index]
end

def include?(item)
return false if item == nil
return true
end

def enable?(item)
return false if item.note.include?("[#{NonStorageTag}]")
return true
end

def refresh
@data = []
for item in $game_party.items
next unless include?(item)
@data.push(item)
if item.is_a?(RPG::Item) and item.id == $game_party.last_item_id
self.index = @data.size - 1
end
end
@data.push(nil) if include?(nil)
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end

def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
item = @data[index]
if item != nil
number = $game_party.item_number(item)
enabled = enable?(item)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, enabled)
self.contents.font.size = 12
self.contents.draw_text(rect.x + 12,rect.y + 12, 15, 15, number, 1)
self.contents.font.size = 20
end
end

def update_help
@help_window.set_text(item == nil ? "" : item.description)
end
end

#===============================================================================
# Window_ItemNumInput: Item Number Input Window
#===============================================================================
class Window_ItemNumInput < Window_Base

attr_reader :qn

def initialize
@maxQn = 99
@qn = 1
super(200,60,100,100)
refresh
self.x = (Graphics.width - 100) / 2
self.y = (Graphics.height - 100) / 2
end

def refresh
self.contents.clear
self.contents.draw_text(0,0,self.width - 32,WLH,AmountText, 1)
self.contents.draw_text(0,WLH, self.width - 32, WLH, @qn.to_s, 1)
end

def set_max(number)
@maxQn = number
@maxQn = 99 if @maxQn > 99
@maxQn = 1 if @maxQn < 1
@qn = 1
end

def update
refresh
if Input.repeat?(Input::UP)
Sound.play_cursor
@qn += 10
@qn = @maxQn if @qn > @maxQn
elsif Input.repeat?(Input::DOWN)
Sound.play_cursor
@qn -= 10
@qn = 0 if @qn < 0
elsif Input.repeat?(Input::LEFT)
Sound.play_cursor
@qn -= 1
@qn = 0 if @qn < 0
elsif Input.repeat?(Input::RIGHT)
Sound.play_cursor
@qn += 1
@qn = @maxQn if @qn > @maxQn
end
end

end
#===============================================================================
# Window_HelpStorage: A modified version of Window_Help
#===============================================================================
class Window_HelpStorage < Window_Base

def initialize
super(0, 0, Graphics.width - 140, WLH + 32)
end

def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, WLH, text, align)
@text = text
@align = align
end
end
end

#===============================================================================
# Window_GoldAmt: Inputs the amount of gold
#===============================================================================
class Window_GoldAmt < Window_Command

attr_reader :value
attr_reader :commands

def initialize
super(176, ["0", "0", "0", "0", "0", "0", "0"], 7, 0, 0)
self.x = (Graphics.width / 2) - 88
self.y = (Graphics.height / 2) - 60
self.height = 60
@index = 6
end

def reset
for i in 0...@commands.size
@commands[i] = "0"
end
refresh
end

def update
super
value = @commands[@index].to_i
if Input.repeat?(Input::UP)
Sound.play_cursor
@commands[@index] = (value < 9 ? value+1 : 9).to_s
refresh
elsif Input.repeat?(Input::DOWN)
Sound.play_cursor
@commands[@index] = (value > 0 ? value-1 : 0).to_s
refresh
end
end

end

class Window_GoldOpposite < Window_Base

def initialize
super((Graphics.width / 2) - 100,(Graphics.height / 2), 200,60)
end

def refresh(i)
self.contents.clear
self.contents.draw_text(0,0,self.width - 32, self.height - 32, i == 2 ? GoldInParty + $game_party.gold.to_s : GoldInWarehouse + $game_system.stored_gold.to_s, 1)
end

end
#===============================================================================
# Scene_StorageSystem: The Storage System Scene itself! xD
#===============================================================================
class Scene_StorageSystem < Scene_Base

def initialize
@storage_slots = Window_Storage.new
@storage_slots.active = false
@current_inv = Window_ItemForStorage.new(0,56,544,360)
@current_inv.update
@current_inv.refresh
@current_inv.visible = false
@current_inv.active = false
@num_input = Window_ItemNumInput.new
@num_input.visible = false
@storage_help = Window_HelpStorage.new
@storage_menu = Window_Command.new(140,[DepositText,WithdrawText,GoldDepositText,GoldWithdrawText,"Exit"])
@storage_menu.height = 56
@storage_menu.x = @storage_help.width
@gold_amt = Window_GoldAmt.new
@gold_amt.visible = false
@gold_opp = Window_GoldOpposite.new
@gold_opp.visible = false
end

def start
create_menu_background
end

def terminate
@storage_slots.dispose
@storage_menu.dispose
@current_inv.dispose
@num_input.dispose
@storage_help.dispose
@gold_amt.dispose
@gold_opp.dispose
dispose_menu_background
end

def update
if @num_input.visible
num_input_input
elsif @gold_amt.visible
gold_amt_update
elsif @current_inv.active
current_inv_input
elsif @storage_slots.active
storage_slots_input
elsif @storage_menu.active
storage_menu_input
end
help_update
update_menu_background
end

def switch_store_inv(store_slots,inv_slots)
@storage_slots.active = store_slots
@storage_slots.visible = store_slots
@current_inv.active = inv_slots
@current_inv.visible = inv_slots
end

def storage_menu_input
@storage_menu.update
if Input.trigger?(Input::C)
if @storage_menu.index == 0 or @storage_menu.index == 1
Sound.play_decision
@storage_menu.active = false
@storage_slots.active = true
elsif @storage_menu.index == 2 or @storage_menu.index == 3
Sound.play_decision
@gold_opp.refresh(@storage_menu.index)
@gold_opp.visible = true
@gold_amt.visible = true
elsif @storage_menu.index == 4
Sound.play_cancel
$scene = Scene_Map.new
else
Sound.play_buzzer
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
end
end

def storage_slots_input
@storage_slots.update
if Input.trigger?(Input::C)
if $game_system.storage[@storage_slots.index].locked
Sound.play_buzzer
elsif @storage_menu.index == 1
unless $game_system.storage[@storage_slots.index].item == nil
# CRAPPY CALCULATION STARTZ! AAAAGH!
in_stock = $game_party.item_number($game_system.storage[@storage_slots.index].item)
item_possible = (in_stock + $game_system.storage[@storage_slots.index].amount)
if item_possible > 99
item_possible -= 99
elsif item_possible = 99
item_possible = $game_system.storage[@storage_slots.index].amount
else
item_possible = 99 - item_possible
end
# CRAPPY CALCULATION ENDZ! HURRAH!
if in_stock < 99
@num_input.set_max(item_possible)
@num_input.visible = true
@storage_slots.active = false
else
Sound.play_buzzer
end
else
Sound.play_buzzer
end
elsif @storage_menu.index == 0
if $game_system.storage[@storage_slots.index].item == nil
Sound.play_decision
switch_store_inv(false,true)
else
Sound.play_buzzer
end
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
@storage_slots.active = false
@storage_menu.active = true
end
end

def current_inv_input
@current_inv.update
if Input.trigger?(Input::C)
if $game_system.storage[@storage_slots.index].item == nil && @current_inv.item != nil && !@current_inv.item.note.include?("[#{NonStorageTag}]")
@current_inv.active = false
@num_input.visible = true
@num_input.set_max($game_party.item_number(@current_inv.item))
else
Sound.play_buzzer
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
switch_store_inv(true,false)
end
end

def num_input_input
@num_input.update
if Input.trigger?(Input::C)
if @storage_menu.index == 0
$game_system.storage[@storage_slots.index].storeItem(@current_inv.item,@num_input.qn)
elsif @storage_menu.index == 1
$game_system.storage[@storage_slots.index].takeItem(@num_input.qn)
end
switch_store_inv(true,false)
@storage_slots.index = 0
@storage_slots.refresh
@current_inv.refresh
@num_input.visible = false
elsif Input.trigger?(Input::B)
if @storage_menu.index == 0
@current_inv.active = true
elsif @storage_menu.index == 1
@storage_slots.active = true
end
@num_input.visible = false
end
end

def help_update
if @gold_amt.visible
@storage_help.set_text(GoldAmountHelp)
elsif @num_input.visible
@storage_help.set_text(AmountSelectHelp)
elsif @current_inv.active
@storage_help.set_text(InventorySelectHelp)
elsif @storage_slots.active
@storage_help.set_text(StorageSelectHelp)
elsif @storage_menu.active
case @storage_menu.index
when 0
@storage_help.set_text(MenuDepositHelp)
when 1
@storage_help.set_text(MenuWithdrawHelp)
when 2
@storage_help.set_text(GoldDepositHelp)
when 3
@storage_help.set_text(GoldWithdrawHelp)
when 4
@storage_help.set_text(ExitHelp)
end
end
end

def gold_amt_update
@gold_amt.update
@gold_opp.update
if Input.trigger?(Input::C)
money_inp = @gold_amt.commands.to_s.to_i
if @storage_menu.index == 2
unless money_inp + $game_system.stored_gold.to_i > 9999999 and money_inp < $game_party.gold
if money_inp <= $game_party.gold
Sound.play_decision
$game_system.store_money(money_inp)
@gold_amt.reset
@gold_amt.visible = false
@gold_opp.refresh(@storage_menu.index)
@gold_opp.visible = false
@storage_menu.active = true
else
Sound.play_buzzer
end
else
Sound.play_buzzer
end
elsif @storage_menu.index == 3
unless money_inp + $game_party.gold > 9999999
if money_inp <= $game_system.stored_gold
Sound.play_decision
$game_system.withdraw_money(money_inp)
@gold_amt.reset
@gold_amt.visible = false
@gold_opp.refresh(@storage_menu.index)
@gold_opp.visible = false
@storage_menu.active = true
else
Sound.play_buzzer
end
else
Sound.play_buzzer
end
end
elsif Input.trigger?(Input::B)
Sound.play_decision
@gold_amt.reset
@gold_amt.visible = false
@gold_opp.refresh(@storage_menu.index)
@gold_opp.visible = false
@storage_menu.active = true
end
end

end

/textarea

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