Battle Item Count - kyonides - 11-18-2023
Battle Item Count XP
by Kyonides
Introduction
Do you need to update the number of potions or elixirs currently available for the next couple of actors during battle?
Or were you in need of canceling your previous actor's action to change the item the actor is going to consume next?
Then this scriptlet is for you! 
XP Script
Code: # * Battle Item Count XP * #
# Plug & Play Script
# Scripter : Kyonides Arkanthes
# v1.0.4 - 2024-02-03
# The scriptlet updates the number of available items every single time you pick
# one or go back to the prior actor in battle.
# Warning: Overwritten Method Window_Item#draw_item
class Game_Party
def clear_battle_items
@actors.each {|m| m.current_action.clear }
end
def actors_battle_items
@actors.map {|m| m.current_action.item_id }
end
def battle_item_number(item_id)
return item_number(item_id) unless $game_temp.in_battle
battle_items = actors_battle_items.select {|bit_id| item_id == bit_id }
item_number(item_id) - battle_items.size
end
end
class Window_Item
alias :kyon_btl_itm_cnt_win_itm_ref :refresh
def refresh
@battle_items = {}
@battle_items.default = 99
kyon_btl_itm_cnt_win_itm_ref
end
def find_number(item_id)
case item
when RPG::Item
$game_party.battle_item_number(item_id)
when RPG::Weapon
$game_party.weapon_number(item_id)
when RPG::Armor
$game_party.armor_number(item_id)
end
end
def enable?(item)
return unless item.is_a?(RPG::Item)
$game_party.item_can_use?(item.id) and @battle_items[item.id] > 0
end
def draw_item(index)
item = @data[index]
number = find_number(item.id)
@battle_items[item.id] = number
enabled = enable?(item)
self.contents.font.color = enabled ? normal_color : disabled_color
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = enabled ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
def battle_item_none?
@battle_items[self.item.id] == 0
end
end
class Scene_Battle
alias :kyon_btl_itm_cnt_scn_btl_ph3_prr_act :phase3_prior_actor
alias :kyon_btl_itm_cnt_scn_btl_up_ph3_itm_sel :update_phase3_item_select
def turn_decrease_item_count
@active_battler.current_action.clear if @active_battler
end
def phase3_prior_actor
turn_decrease_item_count
kyon_btl_itm_cnt_scn_btl_ph3_prr_act
turn_decrease_item_count
end
def update_phase3_item_select
if Input.trigger?(Input::C) and @item_window.battle_item_none?
return $game_system.se_play($data_system.buzzer_se)
end
kyon_btl_itm_cnt_scn_btl_up_ph3_itm_sel
end
end
Terms & Conditions
Free for use in ANY game. 
Due credit is mandatory. 
Mention this forum as well! 
That's it!
RE: Battle Item Count VX - kyonides - 01-06-2024
Bug Fix Available!
After receiving a weird report concerning the item selection process, I started working on the issue described there and found out that I just needed to move the cancellation of the item counter to another method. Now it works as first intended.
RE: Battle Item Count VX - kyonides - 01-24-2024
Second Bug Fix Available!
I had to revisit my code a second time and I noticed that I might have skipped an actor when clearing the item count. Who could it be? Well, it'd be the last actor selected by the player for sure.
Now it should only trigger the buzzer SE when you truly picked the last available item in your party's bag.
RE: Battle Item Count - kyonides - 01-26-2024
VX ACE, You Have Not Been Forgotten!
From now on, all VX ACE users can take advantage of this easy-to-use battle item count script.
Yes guys, it's fully automated just like its elder sibling.
RE: Battle Item Count - kyonides - 02-04-2024
Minor Bug Fix Has Arrived!
I had not noticed before how heroes could easily select any given item even after the item counter had hit the 0 limit. Version 1.0.4 gets rid of this exploitable bug for good. 
By the way, my fellow RMXP users, the script has been ported to RGSS1 as well!
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