This is a mod of the original script where you can block items from being created as instance items.
Credit and Thanks
Tsukihime
Roninator2
=begin
#===============================================================================
Title: Instance Items
Author: Hime
Date: Jan 29, 2015
URL: http://himeworks.com/2014/01/07/instance-items/
Modded by Roninator2
--------------------------------------------------------------------------------
** Change log
April 20, 2023
- Added feature to block creation of instance items with a note tag on the item
add <instance_blocked> to the item and it will be treated like a normal item
Jan 29, 2015
- requests for weapons, armors, or items will return a clone of the original
arrays in case you try to operate on it
Dec 1, 2014
- moved instance database reloading into "load_game_without_rescue" instead
of "load_game"
Aug 30, 2014
- fixed issue where removing items, including equips, crashed
May 4, 2014
- rather than reloading template database completely, simply drop the
instance objects
Mar 21, 2014
- fixed issue where conditional branch for equip checking doesn't work
Jan 23, 2014
- added support for refreshing note, description, and icon index
Jan 16, 2014
- added support for refreshing price and features
Jan 14, 2014
- added support for "refreshing" names and params
Jan 12, 2014
- disabling instance mode properly works for equips
- fixed issue with equipping
Jan 9, 2014
- instance counts do not explicitly "gain/lose" a template item
- fixed issue where changing equips forcibly was not working correctly
- fixed issue with battle test when item instances were enabled
Jan 7, 2014
- added several setup methods to the Instance Manager
Dec 10, 2013
- compatibility with Core Equip Slots
- Initial release
--------------------------------------------------------------------------------
** Terms of Use
* Free to use in non-commercial projects
* Contact me for commercial use
* No real support. The script is provided as-is
* Will do bug fixes, but no compatibility patches
* Features may be requested but no guarantees, especially if it is non-trivial
* Credits to Hime Works in your project
* Preserve this header
--------------------------------------------------------------------------------
** Description
This script introduces the concept of "instance items". In order to understand
what an instance item is, you need to first understand what a "template item"
is.
All of your database items, weapons, and armors are called "template items".
That is, they serve as templates for in-game items.
An instance item is simply an instance of a template. For example, you design
weapon ID 1 in your database and call it a "Short Sword". This is a template
of a Short Sword; everytime you receive a Short Sword in-game, you receive
a unique "instance" of this template. Two Short Swords in your inventory are
treated as two individual entities that have nothing to do with each other
besides both being based on the Short Sword template.
It is important to note that this script simply provides instance item
functionality. Additional add-ons are required to provide various features
such as equip levels, equip affixes, and so on.
--------------------------------------------------------------------------------
** Installation
In the script editor, place this script below Materials and above Main
You should place this below any equip-related scripts, such as my
Core Equip Slots or Yanfly's Ace Equip Engine.
--------------------------------------------------------------------------------
** Usage
This script is plug and play.
-- Instance Mode --
You can determine what type of objects allow instances or not in the
configuration by changing its "instance mode". For example, you can disable
instances for items so that they stack as normal.
These are the default values I have picked:
Items - false
Weapons - true
Armors - true
Currently, if instance mode is ON for that category of items, all items will
be treated as instances.
-- Event Changes --
The following event commands behave differently if instance mode is on.
When I say "item" I refer to weapons, armors, and items.
- When you gain an item using events, new instances will be added to the
inventory.
- When you lose an item using events, it follows "template discard" rules.
For example, if your event says to "lose 1 short sword", then the engine will
simply look for ANY instance item that is based on the short sword. The same
applies to equips if you include equips.
- When you use the "change equipment" event command, the engine looks for the
first instance of the specified equip.
--------------------------------------------------------------------------------
** Developers
This script serves as a framework for all instance items. Currently, it only
supports item, weapon, and armor instances.
The goal is to allow developers to write their own scripts that require
"unique" items very easily without having to worry about how to actually
implement it.
This script is designed so that you only need to focus on two things
1. The RPG module, which contains the template weapons, armors, and items.
2. the InstanceManager module, which handles everything related to instances.
A simple script would first load note-tags from the RPG objects and store them
with the templates. For example, suppose we want to give all instance weapons
a random attack bonus. We start by defining the max possible bonus a weapon
could receive.
class RPG::Weapon < RPG::EquipItem
def attack_bonus
50
end
end
Now, we make it so that whenever an instance weapon is created, a random bonus
will be applied to its attack. The InstanceManager provides several "setup"
methods available for you, depending on what kind of object you're working
with:
setup_equip_instance(obj) - use this for any equips (weapons or armors)
setup_weapon_instance(obj) - use this only for weapons
setup_armor_instance(obj) - use this only for armors
setup_item_instance(obj) - use this only for items
Since our example is applying a random flat bonus to an instance weapon, we
would alias the weapon setup method.
module InstanceManager
class << self
alias :th_random_weapon_bonus_setup_weapon_instance :setup_weapon_instance
end
def self.setup_weapon_instance(obj)
template_obj = get_template(obj)
th_random_weapon_bonus_setup_weapon_instance(obj)
obj.params[2] += rand(template_obj.attack_bonus)
end
end
Note the use of the `get_template` method in the setup. `obj` is an instance
weapon that we are creating.Our data is stored with the template weapon, so we
need to get it first before we can use it. After you have your template, you
can easily get the data you need to apply to your instance object.
And that's it! Your instance weapon now has a random attack bonus. You can
verify this by adding the same weapon to your inventory multiple times and
checking their parameters in the equip menu.
This is a very simple example, but its goal is to demonstrate how to modify
your instance objects. The rest of the game will just see it as another item
or equip.
-- Shared Data Compatibility --
Because many scripts may modify item information, it is important to write
compatible code.
All RPG items, weapons, and armors support a `refresh` method that will
re-compute a number of variables such as the name or parameters.
For example, to modify the name of an object, you should alias the
`make_name` method, which takes a name and returns a new name.
The order in which the modifications are applied is important, and therefore
you should make it clear what order users should place your script in.
-- Modifications --
use note tag <instance_blocked> to prevent item from being created
as an instance item. Instead it will add the same item to your
inventory just like normal, giving you multiples of one item.
#===============================================================================
=end
$imported = {} if $imported.nil?
$imported["TH_InstanceItems"] = true
#===============================================================================
# ** Configuration
#===============================================================================
module TH
module Instance_Items
# Enables instance mode for each type of object. When instance mode is
# enabled, all objects of that type will be treated as instances
Enable_Items = true
Enable_Weapons = true
Enable_Armors = true
end
end
#===============================================================================
# ** Rest of script
#===============================================================================
#-------------------------------------------------------------------------------
# This module manages all instance and template items.
#-------------------------------------------------------------------------------
module InstanceManager
class << self
attr_accessor :weapons
attr_accessor :armors
attr_accessor :items
attr_reader :template_counts
end
def self.setup
@template_counts = {}
@template_counts[:weapon] = $data_weapons.size
@template_counts[:armor] = $data_armors.size
@template_counts[:item] = $data_items.size
end
#-----------------------------------------------------------------------------
# Stores the instance objects for game saving purpose
#-----------------------------------------------------------------------------
def self.create_game_objects
@weapons = {}
@armors = {}
@items = {}
end
#-----------------------------------------------------------------------------
# Full copy of the template object so we don't have any reference issues
#-----------------------------------------------------------------------------
def self.make_full_copy(obj)
return Marshal.load(Marshal.dump(obj))
end
def self.instance_enabled?(obj)
return TH::Instance_Items::Enable_Items if obj.is_a?(RPG::Item)
return TH::Instance_Items::Enable_Weapons if obj.is_a?(RPG::Weapon)
return TH::Instance_Items::Enable_Armors if obj.is_a?(RPG::Armor)
return false
end
def self.is_template?(obj)
return obj.id >= @template_counts[:item] if obj.is_a?(RPG::Item)
return obj.id >= @template_counts[:weapon] if obj.is_a?(RPG::Weapon)
return obj.id >= @template_counts[:armor] if obj.is_a?(RPG::Armor)
end
#-----------------------------------------------------------------------------
# create an instance from the template. Basically just a full copy.
#-----------------------------------------------------------------------------
def self.make_instance(obj)
new_obj = make_full_copy(obj)
new_obj.template_id = new_obj.id
return new_obj
end
#-----------------------------------------------------------------------------
# Return the database table that the obj belongs in
#-----------------------------------------------------------------------------
def self.get_tables(obj)
return @items, $data_items if obj.is_a?(RPG::Item)
return @weapons, $data_weapons if obj.is_a?(RPG::Weapon)
return @armors, $data_armors if obj.is_a?(RPG::Armor)
end
def self.get_template(obj)
return $data_items[obj.template_id] if obj.is_a?(RPG::Item)
return $data_weapons[obj.template_id] if obj.is_a?(RPG::Weapon)
return $data_armors[obj.template_id] if obj.is_a?(RPG::Armor)
end
#-----------------------------------------------------------------------------
# Returns an instance of the object, assuming it is a valid object, it
# supports instances, and it's not a template
#-----------------------------------------------------------------------------
def self.get_instance(obj)
return obj if obj.nil? || !instance_enabled?(obj) || !obj.is_template?
new_obj = make_instance(obj)
container, table = get_tables(obj)
id = table.size
new_obj.id = id
# Setup the instance object as required
setup_instance(new_obj)
# Add to database and container
container[id] = new_obj
table[id] = new_obj
return new_obj
end
#-----------------------------------------------------------------------------
# Set up our new instance object. This is meant to be aliased
#-----------------------------------------------------------------------------
def self.setup_instance(obj)
setup_equip_instance(obj) if obj.is_a?(RPG::EquipItem)
setup_item_instance(obj) if obj.is_a?(RPG::Item)
end
#-----------------------------------------------------------------------------
# Apply any equip-specific logic. This is meant to be aliased.
# Note the same object is passed to the appropriate setup method depending
# on whether it's a weapon or armor, so be careful not to apply the same
# changes multiple times.
#-----------------------------------------------------------------------------
def self.setup_equip_instance(obj)
setup_weapon_instance(obj) if obj.is_a?(RPG::Weapon)
setup_armor_instance(obj) if obj.is_a?(RPG::Armor)
end
#-----------------------------------------------------------------------------
# Apply any weapon-specific logic. This is meant to be aliased.
#-----------------------------------------------------------------------------
def self.setup_weapon_instance(obj)
end
#-----------------------------------------------------------------------------
# Apply any armor-specific logic. This is meant to be aliased.
#-----------------------------------------------------------------------------
def self.setup_armor_instance(obj)
end
#-----------------------------------------------------------------------------
# Apply any item-specific logic. This is meant to be aliased.
#-----------------------------------------------------------------------------
def self.setup_item_instance(obj)
end
end
module RPG
class BaseItem
# List of all attributes that are shared instance variable
_instance_attr = [:name, :params, :price, :features, :note, :icon_index,
:description]
#---------------------------------------------------------------------------
# Define methods for all shared variables
#---------------------------------------------------------------------------
_instance_refresh = "def refresh"
_instance_attr.each do |ivar|
_instance_refresh << ";refresh_#{ivar}"
eval(
"def refresh_#{ivar}
var = InstanceManager.get_template(self).#{ivar}
@#{ivar} = make_#{ivar}(InstanceManager.make_full_copy(var))
end
def make_#{ivar}(#{ivar})
#{ivar}
end
"
)
end
_instance_refresh << ";end"
eval(_instance_refresh)
end
class Item < UsableItem
attr_accessor :template_id
attr_accessor :in_hand
def is_template?
return self.template_id == self.id
end
Instance_Blocked = /<instance_blocked>/i
def instance_blocked?
self.note.split(/[\r\n]+/).each do |line|
case line
when Instance_Blocked
return true
end
end
return false
end
def template_id
@template_id = @id unless @template_id
return @template_id
end
def in_hand
@in_hand = 0 unless @in_hand
return @in_hand
end
end
class EquipItem < BaseItem
attr_accessor :template_id
attr_accessor :in_hand
Instance_Blocked = /<instance_blocked>/i
def instance_blocked?
self.note.split(/[\r\n]+/).each do |line|
case line
when Instance_Blocked
return true
end
end
return false
end
def is_template?
self.template_id == self.id
end
def template_id
@template_id = @id unless @template_id
return @template_id
end
def in_hand
@in_hand = 0 unless @in_hand
return @in_hand
end
end
end
module DataManager
class << self
alias :th_instance_items_load_game_without_rescue :load_game_without_rescue
alias :th_instance_items_create_game_objects :create_game_objects
alias :th_instance_items_make_save_contents :make_save_contents
alias :th_instance_items_extract_save_contents :extract_save_contents
end
def self.create_game_objects
th_instance_items_create_game_objects
InstanceManager.create_game_objects
load_instance_database
end
def self.make_save_contents
contents = th_instance_items_make_save_contents
contents[:instance_weapons] = InstanceManager.weapons
contents[:instance_armors] = InstanceManager.armors
contents[:instance_items] = InstanceManager.items
contents
end
def self.extract_save_contents(contents)
th_instance_items_extract_save_contents(contents)
InstanceManager.weapons = contents[:instance_weapons] || []
InstanceManager.armors = contents[:instance_armors] || []
InstanceManager.items = contents[:instance_items] || []
end
def self.load_game_without_rescue(index)
res = th_instance_items_load_game_without_rescue(index)
reload_instance_database
return res
end
#-----------------------------------------------------------------------------
# Merges the instance items into the database
#-----------------------------------------------------------------------------
def self.load_instance_database
InstanceManager.setup
merge_array_data($data_weapons, InstanceManager.weapons)
merge_array_data($data_armors, InstanceManager.armors)
merge_array_data($data_items, InstanceManager.items)
end
def self.reload_instance_database
$data_weapons = $data_weapons[0..InstanceManager.template_counts[:weapon]]
$data_armors = $data_armors[0..InstanceManager.template_counts[:armor]]
$data_items = $data_items[0..InstanceManager.template_counts[:item]]
load_instance_database
end
def self.merge_array_data(arr, hash)
hash.each {|i, val|
arr[i] = val
}
end
end
class Game_Interpreter
alias :th_instance_items_command_111 :command_111
def command_111
result = false
case @params[0]
when 4
actor = $game_actors[@params[1]]
if actor
case @params[2]
when 0 # in party
result = ($game_party.members.include?(actor))
when 1 # name
result = (actor.name == @params[3])
when 2 # Class
result = (actor.class_id == @params[3])
when 3 # Skills
result = (actor.skill_learn?($data_skills[@params[3]]))
when 4 # Weapons
result = (actor.instance_weapons_include?(@params[3]))
when 5 # Armors
result = (actor.instance_armors_include?(@params[3]))
when 6 # States
result = (actor.state?(@params[3]))
end
end
end
@branch[@indent] = result
# none of them passed, so let's check the other conditions
th_instance_items_command_111 if !result
end
end
class Game_Actor < Game_Battler
alias :th_instance_items_init_equips :init_equips
def init_equips(equips)
@equips = Array.new(equip_slots.size) { Game_BaseItem.new }
instance_equips = check_instance_equips(equips)
th_instance_items_init_equips(instance_equips)
end
#-----------------------------------------------------------------------------
# Replace all initial equips with instances
#-----------------------------------------------------------------------------
def check_instance_equips(equips)
new_equips = []
equips.each_with_index do |item_id, i|
etype_id = index_to_etype_id(i)
slot_id = empty_slot(etype_id)
if etype_id == 0
equip = $data_weapons[item_id]
else
equip = $data_armors[item_id]
end
new_equips << InstanceManager.get_instance(equip)
end
return new_equips.collect {|obj| obj ? obj.id : 0}
end
alias :th_instance_items_change_equip :change_equip
def change_equip(slot_id, item)
new_item = item
if item && InstanceManager.instance_enabled?(item) && $game_party.has_item?(item) && item.is_template?
new_item = $game_party.find_instance_item(item)
end
th_instance_items_change_equip(slot_id, new_item)
end
alias :th_instance_items_trade_item_with_party :trade_item_with_party
def trade_item_with_party(new_item, old_item)
if new_item && InstanceManager.instance_enabled?(new_item) && $game_party.has_item?(new_item) && new_item.is_template?
new_item = $game_party.find_instance_item(new_item)
end
th_instance_items_trade_item_with_party(new_item, old_item)
end
#-----------------------------------------------------------------------------
# New.
#-----------------------------------------------------------------------------
def instance_weapons_include?(id)
weapons.any? {|obj| obj.template_id == id }
end
#-----------------------------------------------------------------------------
# New.
#-----------------------------------------------------------------------------
def instance_armors_include?(id)
armors.any? {|obj| obj.template_id == id }
end
end
class Game_Party < Game_Unit
alias :th_instance_items_init_all_items :init_all_items
def init_all_items
th_instance_items_init_all_items
@item_list = []
@weapon_list = []
@armor_list = []
end
#-----------------------------------------------------------------------------
# Overwrite. We already keep a list of weapons
#-----------------------------------------------------------------------------
alias :th_instance_items_weapons :weapons
def weapons
TH::Instance_Items::Enable_Weapons ? @weapon_list.clone : th_instance_items_weapons
end
#-----------------------------------------------------------------------------
# Overwrite.
#-----------------------------------------------------------------------------
alias :th_instance_items_items :items
def items
TH::Instance_Items::Enable_Items ? @item_list.clone : th_instance_items_items
end
#-----------------------------------------------------------------------------
# Overwrite.
#-----------------------------------------------------------------------------
alias :th_instance_items_armors :armors
def armors
TH::Instance_Items::Enable_Armors ? @armor_list.clone : th_instance_items_armors
end
#-----------------------------------------------------------------------------
# Returns true if the item type supports instances
#-----------------------------------------------------------------------------
def instance_enabled?(item)
return InstanceManager.instance_enabled?(item)
end
#-----------------------------------------------------------------------------
# Returns an instance for the given item. If it is already an instance, then
# we just return that. If it's a template, we create a new instance.
#-----------------------------------------------------------------------------
def get_instance(item)
return InstanceManager.get_instance(item)
end
#-----------------------------------------------------------------------------
# Returns the template for the given item
#-----------------------------------------------------------------------------
def get_template(item)
return InstanceManager.get_template(item)
end
#-----------------------------------------------------------------------------
# The gain item method performs various checks on the item that you want to
# add to the inventory. Namely, it checks whether it is a template item or
# an instance item, updates the item counts, and so on.
#-----------------------------------------------------------------------------
alias :th_instance_items_gain_item :gain_item
def gain_item(item, amount, include_equip = false)
# special check for normal items
if !instance_enabled?(item)
th_instance_items_gain_item(item, amount, include_equip)
else
if item
if amount > 0
amount.times do |i|
new_item = get_instance(item)
if item.instance_blocked?
add_instance_blocked_item(item)
else
add_instance_item(new_item)
end
end
else
amount.abs.times do |i|
item_template = get_template(item)
if item.is_template?
# remove using template rules. If an item was lost, then decrease
# template count by 1.
lose_template_item(item, include_equip)
else
# remove the instance item, and decrease template count by 1
if item.instance_blocked?
lose_instance_blocked_item(item)
else
lose_instance_item(item)
end
end
end
end
else
th_instance_items_gain_item(item, amount, include_equip)
end
end
end
#-----------------------------------------------------------------------------
# New. Returns the appropriate container list
#-----------------------------------------------------------------------------
def item_container_list(item)
return @item_list if item.is_a?(RPG::Item)
return @weapon_list if item.is_a?(RPG::Weapon)
return @armor_list if item.is_a?(RPG::Armor)
end
#-----------------------------------------------------------------------------
# New. Adds the instance item to the appropriate list
#-----------------------------------------------------------------------------
def add_instance_item(item)
container = item_container(item.class)
container[item.template_id] ||= 0
container[item.template_id] += 1
container[item.id] = 1
container_list = item_container_list(item)
container_list.push(item)
end
#-----------------------------------------------------------------------------
# New. Adds the instance item to the appropriate list
#-----------------------------------------------------------------------------
def add_instance_blocked_item(item)
container = item_container(item.class)
container[item.template_id] ||= 0
container[item.template_id] += 1
container[item.in_hand] ||= 0
container[item.in_hand] += 1 if container[item.in_hand] == 0
container_list = item_container_list(item)
if container_list == []
container_list.push(item)
else
item_found = false
container_list.each do |itm|
if item.template_id == itm.template_id
itm.in_hand += 1 if itm.in_hand == 0
itm.in_hand += 1
item_found = true
end
end
container_list.push(item) if !item_found
end
end
#-----------------------------------------------------------------------------
# New. Returns an instance item that matches the template. If it doesn't
# exist, returns nil
#-----------------------------------------------------------------------------
def find_instance_item(template_item)
container_list = item_container_list(template_item)
return container_list.find {|obj| obj.template_id == template_item.template_id }
end
#-----------------------------------------------------------------------------
# New. Lose an instance item. Simply delete it from the appropriate container
# list
#-----------------------------------------------------------------------------
def lose_instance_item(item)
container = item_container(item.class)
container[item.template_id] ||= 0
container[item.template_id] -= 1
container[item.id] = 0
container_list = item_container_list(item)
container_list.delete(item)
end
#-----------------------------------------------------------------------------
# New. Lose an instance item. Simply delete it from the appropriate container
# list
#-----------------------------------------------------------------------------
def lose_instance_blocked_item(item)
container = item_container(item.class)
container[item.template_id] ||= 0
container[item.template_id] -= 1
container[item.in_hand] -= 1
container_list = item_container_list(item)
container_list.each do |itm|
if item.template_id == itm.template_id
itm.in_hand -= 1
if itm.in_hand == 0
container_list.delete(item)
end
end
end
end
#-----------------------------------------------------------------------------
# New. Lose a template item. This looks for a
#-----------------------------------------------------------------------------
def lose_template_item(item, include_equip)
container_list = item_container_list(item)
item_lost = container_list.find {|obj| obj.template_id == item.template_id }
if item_lost
container = item_container(item.class)
container[item.template_id] ||= 0
container[item.template_id] -= 1
container_list.delete(item_lost)
elsif include_equip
discard_members_template_equip(item, 1)
end
return item_lost
end
#-----------------------------------------------------------------------------
# New. Same as discarding equips, except we follow template discard rules
#-----------------------------------------------------------------------------
def discard_members_template_equip(item, amount)
n = amount
members.each do |actor|
item = actor.equips.find {|obj| obj && obj.template_id == item.template_id }
while n > 0 && item
actor.discard_equip(item)
n -= 1
end
end
end
end
class Window_ItemList < Window_Selectable
alias :th_instance_items_draw_item_number :draw_item_number
def draw_item_number(rect, item)
th_instance_items_draw_item_number(rect, item) if item.is_template?
end
end
#===============================================================================
# Compatibility with Core Equip Slots
#===============================================================================
if $imported["TH_CoreEquipSlots"]
class Game_Actor < Game_Battler
def init_equips(equips)
@equips = Array.new(initial_slots.size) {|i| Game_EquipSlot.new(initial_slots[i]) }
instance_equips = check_instance_equips(equips)
th_instance_items_init_equips(instance_equips)
end
end
end