In short, this items lets you classify some items as uncommon, rare and unique, and then set limits on items based on their item type and rarity.
I've tested it on many of my projects, and not run into issues, but any scripts dealing with item max amounts might have issues.
How To Use:
Paste the script under Materials and above Main Process
Place the items ID in the proper section to have it classified.
Example:
If you want weapon 001 to be rare youd have the following in the module section
RW = [1]
Common ( C ) IDs aren't stated, but you can adjust their limit
Uncommon ( U ) IDs are stated and have and adjustable limiter
Rare ( R ) IDs are stated and have adjustable limiter
Unique ( Q ) IDs are stated, and automatically limited to 1 in possession
For now, it doesn't check equipped items.
Spoiler#------------------------------------------------------# Deilin's ITEM LIMIT#------------------------------------------------------# Written By: Deilin# Free For Use in any project#------------------------------------------------------## This script allows you to set limits for default,# uncommon, rare, and unique items# # default common : 99# default uncommon : 20# default rare : 10# default unique : 1 ##------------------------------------------------------module Deilin #Default Item limit CIL = 99 #default 99 #Uncommon Item IDs and limit UI = [] UIL = 20 #default 20 #Rare Items IDs and limit RI = [] RIL = 10 #default 10 #Unique Items #Defaults to 1 limit QI = [] #Default Weapon limit CWL = 99 #default 99 #Uncommon Weapon IDs and limit UW = [] UWL = 20 #default 20 #Rare Weapon IDs and limit RW = [] RWL = 10 #default 10 #Unique Weapons. #Defaults to 1 limit QW = [] #Default Armor limit CAL = 99 #default 99 #Uncommon Armor IDs and limit UA = [] UAL = 20 #default 20 #Rare Armor IDs and limit RA = [] RAL = 10 #default 10 #Unique Armor IDs #Defaults to 1 limit QA = []end #------------------------------------------------------# DO NOT MODIFY BELOW UNLESS YOU KNOW WHAT YOU ARE DOING#------------------------------------------------------class Game_Party < Game_Unit #------------------------------------------------------ # Helps derive equipment type # Was needed in former script form #------------------------------------------------------ def set_equip(is_weapon, item_id) @class = is_weapon ? RPG::Weapon : RPG::Armor @item_id = item_id end #------------------------------------------------------ # Max Item Limits #------------------------------------------------------ def max_item_number(item) #Armor limits return 1 if Deilin::QA.include?(item.id) and item.is_a?(RPG::Armor) return Deilin::RAL if Deilin::RA.include?(item.id) and item.is_a?(RPG::Armor) return Deilin::UAL if Deilin::UA.include?(item.id) and item.is_a?(RPG::Armor) return Deilin::CAL if item.is_a?(RPG::Armor) #Weapon limits return 1 if Deilin::QW.include?(item.id) and item.is_a?(RPG::Weapon) return Deilin::RWL if Deilin::RW.include?(item.id) and item.is_a?(RPG::Weapon) return Deilin::UWL if Deilin::UW.include?(item.id) and item.is_a?(RPG::Weapon) return Deilin::CWL if item.is_a?(RPG::Weapon) #Item limits return 1 if Deilin::QI.include?(item.id) and item.is_a?(RPG::Item) return Deilin::RIL if Deilin::RI.include?(item.id) and item.is_a?(RPG::Item) return Deilin::UIL if Deilin::UI.include?(item.id) and item.is_a?(RPG::Item) return Deilin::CIL if item.is_a?(RPG::Item) #Default line return 99 #Back-up result just in case endend
Credits:
not needed.
Made it because I needed it.
In the future, I might do some different things with this base module that may include:
Coloring item name based on rarity
adjusting shop buy/sell price based on rarity.
本贴来自国际rpgmaker官方论坛作者:deilin处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/deilins-item-max.15670/