Theo - Limited Inventory (for MV)

● ARCHIVED · READ-ONLY
Started by TheoAllen 35 posts Page 1 of 2 View original ↗
  1. Limited Inventory
    Version : 0.9
    (Not feature complete yet)
    Disclaimer:
    I'm not using MV anymore, I will leave this plugin as-is. It is highly unlikely that I will add/fix anything to this plugin anymore.
    You're free to edit and redistribute the plugin as long as it remains free and give the credit to me. That is all I ask.

    Introduction :
    This script allows you to limit your inventory by overall possessed items instead of an individual item.

    This is my first attempt at writing an MV plugin, and this specific plugin was based on a line-by-line conversion of my RGSS3 script counterpart. As such, I may not aware of how to practice correct writing plugins.

    Features :
    • Limit inventory by overall possessed item
    • Each item may have their own size/weight
    • You may increase or decrease inventory limit using states or equipment
    • Ability to discard an item in item menu
    • A penalty for having overburdened like slower movement / disable dash
    Screenshots :
    Spoiler
    LINV01.jpg
    Screenshot_324.jpg LINV02.jpg
    Screenshot_325.jpg

    Download:
    Grab it here

    How to use:
    Download the plugin, drop it in your plugin folder as "TheoLimitedInventory.js",
    Edit configurations and the note tags as described within the plugin's help.

    Credit:
    Credit me as TheoAllen
  2. yey,,
    @TheoAllen is back..

    Thank you for the plugin..
    :3
  3. Hey allen, I was wondering if it would conflict with yanfly item core?
  4. @Jrrkein
    You need to check it out!
  5. @Jrrkein it might not conflict with the independent item feature. But clearly, it needs an adjustment to fit with Yanfly's menu design. However, I'm not exactly sure on where I'm going to insert my windows to fit with their menu design.

    Edit: After looked further, we both overwrite gain item function that it needs to be refit to work together.
  6. nice
  7. Is there any potential to add a “item dropped message” that is unique to each item?

    For example: “you dropped a xxx”
  8. At the moment there is no plan to add such a message. As the discard feature is already clear enough. However, I will consider it.
  9. Lonewulf123 said:
    Is there any potential to add a “item dropped message” that is unique to each item?

    For example: “you dropped a xxx”
    Correct me if I'm wrong, but couldn't you do this with a Common Event and then tying the common event to the item in the database?
  10. AestheticGamer said:
    Correct me if I'm wrong, but couldn't you do this with a Common Event and then tying the common event to the item in the database?

    I'm not sure what you mean by this? I assume you would have to the common event run when the item is discarded, Not sure if there is a script call for that in this plugin though.

    Discard is pretty clear; I was just looking for ways to add interesting flavor text to my game is all.
  11. My Reaction to this Thread


    Thank you so much TheoAllen!!!
    Please remake more of your excellent RGSS3 scripts into Javascript plugins!
  12. I think if the bag reaches a certain number of 0> 30/40, it will slow them down instead of prohibiting the use of acceleration
  13. Thank you for this plugin Theo, was looking for something like this.
  14. It has an error when opening the shop "x"
  15. TenTranVN said:
    It has an error when opening the shop "x"
    Very true, I try to fix this, as otherwise this is the best inventory plugin out there
  16. Ok I was able to fix the shop stuff. You just have to go to the script, delete all parts of it that has Shop Window and Shop Scene functions in. You won't be able to see how much weight you got in shop scenes after that quick fix, but the plugin will still work afterwards and count all weight.
  17. eluukkanen said:
    Ok I was able to fix the shop stuff. You just have to go to the script, delete all parts of it that has Shop Window and Shop Scene functions in. You won't be able to see how much weight you got in shop scenes after that quick fix, but the plugin will still work afterwards and count all weight.
    I have no plan to maintain this plugin, at least in the near future. But if you have your own edited version that fixes the known issues you're welcomed to share so others can use :D
  18. eluukkanen said:
    Ok I was able to fix the shop stuff. You just have to go to the script, delete all parts of it that has Shop Window and Shop Scene functions in. You won't be able to see how much weight you got in shop scenes after that quick fix, but the plugin will still work afterwards and count all weight.
    Can you share your fix?
  19. Here it should be. Just simple deleted parts and shop should work.

    Code:
    /*:
    @plugindesc Limits carrying capacity like in many popular games.
    Version 0.9
    @author TheoAllen
    @help
    This script allow you to limit your inventory by overall possesed
    items instead of individual items.
    
    IMPORTANT NOTE:
    Name the file of this plugin literally as
    "TheoLimitedInventory.js"
        
    Notetags :
    write down these notetags to the notebox in your database
          
    <inv size: n>
    Use this notetag where the n is a numeric value which is determine
    the size of item. Use 0 for unlimited item. Only works for item
    and equipment such as weapon or armor.
    
    <inv plus: n>
    Use this notetag to determine the additional avalaible free
    inventory slot. This notetag avalaible for Actor, Class, Equip,
    and States. If it's for actor, avalaible inventory slot will
    increase when a new actor entered party. If it's for equip, the
    avalaible slot will be increase if the certain equip is equipped.
    And so do states.
    
    This value can be changed by script call during the game. Just
    check the script call instruction.
    
    <inv minus: n>
    Inverse of <inv plus>. It will decrease the avalaible inventory
    slot. Should be self explanatory
    
    TO DO LIST
    > Make it more touch input friendly
    > Add inventory slot eval formula
    > Maybe, some compatibility patch
    
    Terms of use :
    Credit me, TheoAllen. You are free to edit this script by your own.
    As long as you don't claim it yours. For commercial purpose, don't
    forget to give me a free copy of the game.
    
    @param Preferences
        
    @param dynamic
    @parent Preferences
    @text Dynamic Slot
    @type boolean
    @default true
    @desc If set to true, then total avalaible inventory slot depends on actor, states, total party members, etc ...
     
    @param displayItem
    @parent Preferences
    @text Display Item Size
    @type boolean
    @default true
    @desc Diplay item size in item menu
     
    @param includeEquip
    @parent Preferences
    @text Include Equip
    @type boolean
    @default false
    @desc Total used inventory slot will also include actor equipment.
    
    @param drawTotalSize
    @parent Preferences
    @text Draw Total Size
    @type boolean
    @default true
    @desc If true, item size window will show total weight of specified item. 10 potions with 3 weight each = show 30 instead of 3
    
    @param forceGain
    @parent Preferences
    @text Force Gain Item
    @type boolean
    @default false
    @desc Force gain item even if inventory full. (Recommended to set some penalties if inventory is full)
    
    @param fullDisableDash
    @parent Preferences
    @text Disable Dash at Full
    @type boolean
    @default false
    @desc When the inventory is at full, disable dashing
    
    @param fullSlowDown
    @parent Preferences
    @text Slowdowns at full
    @type boolean
    @default false
    @desc When the inventory is at full, slow down the movement
    
    @param Numeric Setting
    
    @param defaultFree
    @parent Numeric Setting
    @text Default Free Slot
    @type number
    @default 20
    @desc Default free slot provided by each actor. If Dynamic slot set to false. It will be use this setting for the free slot
    
    @param nearMaxPercent
    @parent Numeric Setting
    @text Near Maximum Percentage
    @type number
    @default 25
    @desc Remain avalaible slot percentage to determine if the inventory is almost maxed out or not.
    
    @param nearMaxColor
    @parent Numeric Setting
    @text Near Maximum Color ID
    @type number
    @default 21
    @desc Color ID to draw the number
    
    @param commandSize
    @parent Numeric Setting
    @text Use Command Size
    @type number
    @default 340
    @desc The width of use item command window
    
    @param Vocab Settings
    
    @param invSlotVocab
    @parent Vocab Settings
    @text Inventory Slot
    @default Inventory:
    @desc Vocab for inventory
    
    @param invSizeVocab
    @parent Vocab Settings
    @text Size Vocab
    @default Size:
    @desc Vocab for Size
    
    @param slotShort
    @parent Vocab Settings
    @text Inventory Slot (Short)
    @default Inv:
    @desc Vocab for inventory (short)
    
    @param useVocab
    @parent Vocab Settings
    @text Use Vocab
    @default Use Item
    @desc Vocab for using an item
    
    @param discardVocab
    @parent Vocab Settings
    @text Discard Vocab
    @default Discard
    @desc Vocab for discarding an item
    
    @param cancelVocab
    @parent Vocab Settings
    @text Cancel Vocab
    @default Cancel
    @desc Vocab for canceling
    
     */
    var Theo = Theo || function(){ throw new Error('This is a static class')}
    Theo.LINV = {}
    Theo.LINV.Params = PluginManager.parameters('TheoLimitedInventory')
    
    Theo.LINV.invSizeREGX = /<inv[\s_]+size\s*:\s*(\d+)>/i
    Theo.LINV.invPlusREGX = /<inv[\s_]+plus\s*:\s*(\d+)>/i
    Theo.LINV.invMinsREGX = /<inv[\s_]+minus\s*:\s*(\d+)/i
    
    //===================================================================
    // ** DataManager
    //===================================================================
    Theo.LINV.dbLoaded = DataManager.isDatabaseLoaded;
    DataManager.isDatabaseLoaded = function(){
        if (!Theo.LINV.dbLoaded.call(this)) {return false};
        if (!Theo.LINV.invLoaded) {
            Theo.LINV.loadActorDefault($dataActors);
            let database =  [$dataActors, $dataClasses, $dataWeapons, $dataArmors, $dataStates, $dataItems];
            database.forEach(function(data){
                data.forEach(function(db){
                    if(db === null){return};
                    Theo.LINV.loadData(db);
                })
            })
            Theo.LINV.invLoaded = true;
        }
        return true;
    }
    
    Theo.LINV.loadActorDefault = function(actors){
        actors.forEach(function(actor){
            if(!actor){return};
            actor.invMod = Number(Theo.LINV.Params['defaultFree']);
        })
    }
    
    Theo.LINV.loadData = function(db){
        if (!db.invMod){db.invMod = 0};
        db.invSize = 1;
        let notedata = db.note.split(/[\r\n]+/);
        notedata.forEach(function(line){
            if(line.match(Theo.LINV.invSizeREGX)){
                db.invSize = Number(RegExp.$1);
            }else if(line.match(Theo.LINV.invPlusREGX)){
                db.invMod = Number(RegExp.$1);
            }else if(line.match(Theo.LINV.invMinsREGX)){
                db.invMod = Number(RegExp.$1) * -1;
            }
        });
    }
    
    //===================================================================
    // ** Game_Actor
    //===================================================================
    Theo.LINV.actorSetup = Game_Actor.prototype.setup;
    Game_Actor.prototype.setup = function(actorId) {
        Theo.LINV.actorSetup.call(this, actorId);
            var actor = $dataActors[actorId];
        this._baseInv = actor.invMod;
    };
    
    Game_Actor.prototype.getBaseInv = function(){
        return this._baseInv;
    }
    
    Game_Actor.prototype.setBaseInv = function(num){
        return this._baseInv = num;
    }
    
    Game_Actor.prototype.equipSize = function(){
        if (Theo.LINV.Params['includeEquip'] === 'false'){return 0};
        return this.equips().reduce(function(total, eq){
            if(eq === null){return total + 0};
            return total + eq.invSize;
        },0);
    }
    
    // TO DO = Add Eval
    Game_Actor.prototype.invMax = function(){
        var size = this.getBaseInv();
        size += $dataClasses[this._classId].invMod;
        size += this.states().reduce(function(total, state){total + state.invMod}, 0);
        size += this.equips().reduce(function(total, eq){
            if(!eq){return total + 0};
            return total + eq.invMod;
        },0);
        return Number(size);
    }
    
    // Overwrite
    Game_Actor.prototype.tradeItemWithParty = function(newItem, oldItem) {
          if (newItem && !$gameParty.hasItem(newItem)) {
                 return false;
          }else{
                 $gameParty.forceGainItem(oldItem, 1);
                 $gameParty.forceGainItem(newItem, -1);
                 return true;
          }
    };
    //===================================================================
    // ** Game_Party
    //===================================================================
    Theo.LINV.partyInit = Game_Party.prototype.initialize;
    Game_Party.prototype.initialize = function(){
        this._baseInv = (Theo.LINV.Params['dynamic'] === 'true' ? 0 : Number(Theo.LINV.Params['defaultFree']))
        Theo.LINV.partyInit.call(this);
    }
    
    Game_Party.prototype.getBaseInv = function(){
        return this._baseInv;
    }
    
    Game_Party.prototype.setBaseInv = function(num){
        return this._baseInv = num;
    }
    
    Game_Party.prototype.invMax = function(){
        if(Theo.LINV.Params['dynamic'] === 'false'){return this._baseInv};
        return this.members().reduce(function(total, member){
            return total + member.invMax();
        }, 0) + this._baseInv;
    }
    
    Game_Party.prototype.isInvMaxed = function(){
        return this.invMax() <= this.totalInvSize();
    }
    
    Game_Party.prototype.totalInvSize = function(){
        var numitem = this.numItems.bind(this);
        var size = this.allItems().reduce(function(total, item){
        if(!item){return total + 0};
            return total + item.invSize * numitem(item);
        },0);
        size += this.members().reduce(function(total, member){
            return total + member.equipSize();
        }, 0);
        return size
    }
    
    // Overwrite
    Theo.LINV.partyMaxItem = Game_Party.prototype.maxItems;
    Game_Party.prototype.maxItems = function(item) {
          if (DataManager.isBattleTest()){
            return Theo.LINV.partyMaxItem.call(this, item)
        }else{
            return this.invMaxItem(item) + this.numItems(item);
        };
    };
    
    Game_Party.prototype.invMaxItem = function(item){
        if(!item || item === null || item.invSize === 0){return 999999};
        return Math.floor(this.freeSlot() / item.invSize);
    }
    
    Game_Party.prototype.freeSlot = function(){
        return this.invMax() - this.totalInvSize();
    }
    
    // Overwrite
    Theo.LINV.partyHasMaxItem = Game_Party.prototype.hasMaxItems;
    Game_Party.prototype.hasMaxItems = function(item) {
          if (DataManager.isBattleTest()){
            return Theo.LINV.partyHasMaxItem.call(this, item)
        }else{
            return this.isInvMaxed();
        };
    };
    
    Game_Party.prototype.isNearingMax = function(){
        return this.freeSlot() / this.invMax() <= Number(Theo.LINV.Params['nearMaxPercent'])/100
    }
    
    Game_Party.prototype.itemSize = function(item){
        if(!item){return 0};
        return item.invSize * this.numItems(item);
    }
    
    Game_Party.prototype.forceGainItem = function(item, amount, includeEquip){
        var container = this.itemContainer(item);
          if (container) {
            var lastNumber = this.numItems(item);
            var newNumber = lastNumber + amount;
            container[item.id] = Math.max(newNumber, 0);
            if (container[item.id] === 0) {
            delete container[item.id];
            }
            if (includeEquip && newNumber < 0) {
                  this.discardMembersEquip(item, -newNumber);
            }
            $gameMap.requestRefresh();
      }
    }
    
    // Overwrite
    Game_Party.prototype.loseItem = function(item, amount, includeEquip) {
        this.forceGainItem(item, -amount, includeEquip);
    };
    
    // Overwrite
    Theo.LINV.partyGainItem = Game_Party.prototype.gainItem;
    Game_Party.prototype.gainItem = function(item, amount, includeEquip) {
        if(Theo.LINV.Params['forceGain'] === 'true'){
            Theo.LINV.partyGainItem.call(this, item, amount, includeEquip);
        }else{
            this.forceGainItem(item, amount, includeEquip);
        }
    };
    
    //===================================================================
    // ** Game_Player
    //===================================================================
    Theo.LINV.playerIsDashing = Game_Player.prototype.isDashing;
    Game_Player.prototype.isDashing = function() {
        if(Theo.LINV.Params['fullDisableDash'] === 'true' && $gameParty.isInvMaxed()){return false};
      return Theo.LINV.playerIsDashing.call(this);
    };
    
    // This need confirmation if it's okay
    Theo.LINV.playerRealSpeed = Game_CharacterBase.prototype.realMoveSpeed;
    Game_Player.prototype.realMoveSpeed = function() {
      return Theo.LINV.playerRealSpeed.call(this) - this.movePenalty();
    };
    
    Game_Player.prototype.movePenalty = function(){
        return (Theo.LINV.Params['fullSlowDown'] === 'true' && $gameParty.isInvMaxed() ? 1 : 0);
    }
    //===================================================================
    // ** Window_Base
    //===================================================================
    Window_Base.prototype.drawInvSlot = function(x, y, width, align = 'right'){
        let total = String($gameParty.totalInvSize());
        let invmax = String($gameParty.invMax());
        let txt = total + "/" + invmax;
        console.log(invmax);
        let colorId = Number(Theo.LINV.Params['nearMaxColor']);
        if ($gameParty.isNearingMax()){
            this.changeTextColor(this.textColor(colorId));
        }else{
            this.changeTextColor(this.normalColor());
        }
        this.drawText(txt,x,y,width,align)
      this.changeTextColor(this.normalColor())
    }
    
    Window_Base.prototype.drawInvInfo = function(x,y,width){
        this.changeTextColor(this.systemColor());
        this.drawText(Theo.LINV.Params['invSlotVocab'],x,y,width,0);
        this.changeTextColor(this.normalColor());
        this.drawInvSlot(x, y, width);
    }
    
    Window_Base.prototype.drawItemSize = function(item, x, y, width){
        this.changeTextColor(this.systemColor());
        this.drawText(Theo.LINV.Params['invSizeVocab'], x, y, width);
        this.changeTextColor(this.normalColor());
        // console.log($gameParty.itemSize(item));
        // console.log(item.invSize);
        let num = (Theo.LINV.Params['drawTotalSize'] === 'true') ? $gameParty.itemSize(item) : (!item ? 0 : item.invSize);
        // console.log(num);
        this.drawText(num, x, y, width, 'right');
    }
    //===================================================================
    // ** Limited Inventory - Window_MainMenu
    //===================================================================
    Theo.LINV.Window_MainMenu = function(){
        this.initialize.apply(this, arguments);
    }
    
    Theo.LINV.Window_MainMenu.prototype = Object.create(Window_Base.prototype);
    Theo.LINV.Window_MainMenu.prototype.constructor = Theo.LINV.Window_MainMenu;
    
    Theo.LINV.Window_MainMenu.prototype.initialize = function(width) {
      Window_Base.prototype.initialize.call(this,0,0,width,this.fittingHeight(1));
    };
    
    Theo.LINV.Window_MainMenu.prototype.refresh = function(){
        this.contents.clear();
        this.changeTextColor(this.systemColor());
        let txt = Theo.LINV.Params['slotShort'];
        this.drawText(txt, 0, 0, this.contents.width);
        this.drawInvSlot(0, 0, this.contents.width);
    }
    //===================================================================
    // ** Limited Inventory - Window_ItemSize
    //===================================================================
    Theo.LINV.Window_ItemSize = function(){
        this.initialize.apply(this, arguments);
    }
    
    Theo.LINV.Window_ItemSize.prototype = Object.create(Window_Base.prototype);
    Theo.LINV.Window_ItemSize.prototype.constructor = Theo.LINV.Window_ItemSize;
    
    Theo.LINV.Window_ItemSize.prototype.initialize = function(x,y,width) {
      Window_Base.prototype.initialize.call(this,x,y,width,this.fittingHeight(1));
    };
    
    Theo.LINV.Window_ItemSize.prototype.setItem = function(item) {
        this.item = item;
        this.refresh();
    }
    
    Theo.LINV.Window_ItemSize.prototype.refresh = function(){
        this.contents.clear();
        this.drawItemSize(this.item,0,0,this.contents.width);
    }
    //===================================================================
    // ** Limited Inventory - Window_FreeSlot
    //===================================================================
    Theo.LINV.Window_FreeSlot = function(){
        this.initialize.apply(this, arguments);
    }
    
    Theo.LINV.Window_FreeSlot.prototype = Object.create(Window_Base.prototype);
    Theo.LINV.Window_FreeSlot.prototype.constructor = Theo.LINV.Window_FreeSlot;
    
    Theo.LINV.Window_FreeSlot.prototype.initialize = function(x,y,width) {
      Window_Base.prototype.initialize.call(this,x,y,width,this.fittingHeight(1));
        this.refresh();
    };
    
    Theo.LINV.Window_FreeSlot.prototype.refresh = function(){
        this.contents.clear();
        this.drawInvInfo(0,0,this.contents.width);
    }
    //===================================================================
    // ** Limited Inventory - Window_ItemUse
    //===================================================================
    Theo.LINV.Window_ItemUse = function(){
        this.initialize.apply(this, arguments);
    }
    
    Theo.LINV.Window_ItemUse.prototype = Object.create(Window_Command.prototype);
    Theo.LINV.Window_ItemUse.prototype.constructor = Theo.LINV.Window_ItemUse;
    
    Theo.LINV.Window_ItemUse.prototype.initialize = function(){
        Window_Command.prototype.initialize.call(this, 0, 0);
        this._openness = 0;
        this.deactivate();
    }
    
    Theo.LINV.Window_ItemUse.prototype.setItem = function(item){
        this._item = item;
        this.refresh();
    }
    
    Theo.LINV.Window_ItemUse.prototype.windowWidth = function() {
        return Number(Theo.LINV.Params[`commandSize`]);
    };
    
    Theo.LINV.Window_ItemUse.prototype.makeCommandList = function(){
        this.addCommand(Theo.LINV.Params['useVocab'], 'use', $gameParty.canUse(this._item));
        this.addCommand(Theo.LINV.Params['discardVocab'], 'discard', this.discardAble(this._item));
        this.addCommand(Theo.LINV.Params['cancelVocab'], 'cancel');
    }
    
    Theo.LINV.Window_ItemUse.prototype.toCenter = function(){
        this.x = Graphics.width/2 - this.width/2;
        this.y = Graphics.height/2 - this.height/2 - 20;
    }
    
    Theo.LINV.Window_ItemUse.prototype.discardAble = function(item){
        if(!item) {return false};
        if(item.itypeId) {return item.itypeId !== 2}
        else{return true};
    }
    //===================================================================
    // ** Limited Inventory - Window_Discard
    //===================================================================
    Theo.LINV.Window_Discard = function(){
        this.initialize.apply(this, arguments);
    }
    
    Theo.LINV.Window_Discard.prototype = Object.create(Window_Base.prototype);
    Theo.LINV.Window_Discard.prototype.constructor = Theo.LINV.Window_Discard;
    
    Theo.LINV.Window_Discard.prototype.initialize = function(x,y,width){
        Window_Base.prototype.initialize.call(this,x,y,width,this.fittingHeight(1));
        this._openness = 0;
        this._amount = 0;
        this.setCursorRect(0, 0, this.contents.width, this.contents.height);
        this.active = true;
    }
    
    Theo.LINV.Window_Discard.prototype.setItem = function(item){
        this._item = item;
        this._amount = 0;
        this.refresh();
    }
    
    Theo.LINV.Window_Discard.prototype.refresh = function(){
        this.contents.clear();
        if(!this._item){return};
        this.drawItemName(this._item, 2, 2, this.contents.width);
        let txt = String(this._amount)+"/"+String($gameParty.numItems(this._item));
        this.drawText(txt,0,1,this.contents.width-2,'right')
    }
    
    Theo.LINV.Window_Discard.prototype.drawItemName = function(item, x, y, width){
        if(!item){return};
        this.drawIcon(item.iconIndex, x, y);
        this.drawText(item.name + ":",x + 36, y, width);
    }
    
    Theo.LINV.Window_Discard.prototype.update = function(){
        Window_Base.prototype.update.call(this);
        if (!this.isOpen()){return};
        if (Input.isRepeated('right')) {this.changeAmount(1)};
        if (Input.isRepeated('left')) {this.changeAmount(-1)};
        if (Input.isRepeated('up')) {this.changeAmount(10)};
        if (Input.isRepeated('down')) {this.changeAmount(-10)};
        if (Input.isTriggered('ok')){this.loseItem()};
        if (Input.isTriggered('cancel')){this.closeWindow()};
    }
    
    Theo.LINV.Window_Discard.prototype.changeAmount = function(amount){
        this._amount = (this._amount + amount).clamp(0,$gameParty.numItems(this._item));
        SoundManager.playCursor();
        this.refresh();
    }
    
    Theo.LINV.Window_Discard.prototype.loseItem = function(){
        $gameParty.loseItem(this._item,this._amount);
        this.itemList.redrawCurrentItem();
        this.freeSlot.refresh();
        if($gameParty.numItems(this._item) === 0){
            SoundManager.playOk();
            this.itemList.activate();
            this.itemList.refresh();
            this.itemList.updateHelp();
            this.commandWindow.close();
            this.commandWindow.deactivate();
            this.close();
        }else{
            this.closeWindow();
        }
    }
    
    Theo.LINV.Window_Discard.prototype.closeWindow = function(){
        this.close();
        this.commandWindow.activate();
        SoundManager.playOk();
    }
    //===================================================================
    // ** Default Script - Window_ItemList
    //===================================================================
    Window_ItemList.prototype.itemSizeWindow = function(w){
        this._itemSizeWindow = w;
        this._itemSizeWindow.setItem(this.item);
    }
    
    Theo.LINV.itemList_updateHelp = Window_ItemList.prototype.updateHelp;
    Window_ItemList.prototype.updateHelp = function(){
        Theo.LINV.itemList_updateHelp.call(this);
        if (!this._itemSizeWindow){return};
        this._itemSizeWindow.setItem(this.item());
    }
    
    Window_ItemList.prototype.changeHeight = function(height){
        this.height = height;
        this.refresh();
    }
    
    // Overwrite
    Window_ItemList.prototype.isEnabled = function(item) {
          if (item){return true}else{return false};
    };
    //===================================================================
    // ** Default Script - Window_ShopNumber -deleted
    //===================================================================
    
    //===================================================================
    // ** Default Script - Window_ShopStatus -deleted
    //===================================================================
    
    //===================================================================
    // ** Default Script - Scene_Menu
    //===================================================================
    Theo.LINV.sceneMenuCreate = Scene_Menu.prototype.create;
    Scene_Menu.prototype.create = function(){
        Theo.LINV.sceneMenuCreate.call(this);
        this.createLinvWindow();
    }
    
    Scene_Menu.prototype.createLinvWindow = function(){
        this._linvWindow = new Theo.LINV.Window_MainMenu(this._goldWindow.width);
        this._linvWindow.x = this._commandWindow.x;
        this._linvWindow.y = this._commandWindow.height;
        this._linvWindow.refresh();
        this.addWindow(this._linvWindow);
    }
    //===================================================================
    // ** Default Script - Scene_Item
    //===================================================================
    Theo.LINV.sceneItemCreate = Scene_Item.prototype.create;
    Scene_Item.prototype.create = function(){
        Theo.LINV.sceneItemCreate.call(this);
        this.resizeItemWindow();
        this.createUpperLayer();
        this.createFreeslotWindow();
        this.createItemsizeWindow();
        this.createUsecommandWindow();
        this.createDiscardAmount();
        this.reoderChilds();
    }
    
    Scene_Item.prototype.resizeItemWindow = function(){
        this._itemWindow.height -= this._itemWindow.lineHeight() * 2;
    }
    
    Scene_Item.prototype.reoderChilds = function(){
        this._windowLayer.children.findIndex(function(element){
            if (element === this._actorWindow){
                this._windowLayer.removeChild(element);
                this._windowLayer.addChild(element);
                return true;
            }
            return false;
        },this);
    }
    
    Scene_Item.prototype.createUpperLayer = function(){
        let width = Graphics.boxWidth;
        let height = Graphics.boxHeight;
        let x = (Graphics.width - width) / 2;
        let y = (Graphics.height - height) / 2;
        this._useLayer = new WindowLayer();
        this._useLayer.move(x, y, width, height);
        this.addChild(this._useLayer);
    }
    
    Scene_Item.prototype.addUpperWindow = function(w){
        this._useLayer.addChild(w);
    }
    
    Scene_Item.prototype.createFreeslotWindow = function(){
        let wy = this._itemWindow.y + this._itemWindow.height;
        let wh = Theo.LINV.Params['displayItem'] === 'true' ? Graphics.width/2 : Graphics.width;
        this._freeSlot = new Theo.LINV.Window_FreeSlot(0,wy,wh);
        this.addWindow(this._freeSlot);
    }
    
    Scene_Item.prototype.createItemsizeWindow = function(){
        if(Theo.LINV.Params['displayItem'] === 'false'){return};
        let wx = this._freeSlot.width
        let wy = this._freeSlot.y
        let ww = wx
        this._itemSize = new Theo.LINV.Window_ItemSize(wx,wy,ww)
        this._itemWindow._itemSizeWindow = this._itemSize
        this.addWindow(this._itemSize)
    }
    
    Scene_Item.prototype.createUsecommandWindow = function(){
        this._useCommand = new Theo.LINV.Window_ItemUse()
        this._useCommand.toCenter()
        this._useCommand.setHandler('use', this.useCommandOk.bind(this))
        this._useCommand.setHandler('discard', this.onDiscardOk.bind(this))
        this._useCommand.setHandler('cancel', this.onUseCancel.bind(this))
        this.addUpperWindow(this._useCommand)
    }
    
    Scene_Item.prototype.createDiscardAmount = function(){
        let wx = this._useCommand.x
        let wy = this._useCommand.y + this._useCommand.height
        let ww = this._useCommand.width
        this._discardWindow = new Theo.LINV.Window_Discard(wx,wy,ww)
        this._discardWindow.commandWindow = this._useCommand
        this._discardWindow.itemList = this._itemWindow
        this._discardWindow.freeSlot = this._freeSlot
        this.addUpperWindow(this._discardWindow)
    }
    
    // Overwrite
    Theo.LINV.sceneItem_OnItemOk = Scene_Item.prototype.onItemOk;
    Scene_Item.prototype.onItemOk = function(){
        this._useCommand.setItem(this.item())
        this._useCommand.open()
        this._useCommand.activate()
        this._useCommand.select(0)
    }
    
    Theo.LINV.sceneItem_UseItem = Scene_Item.prototype.useItem;
    Scene_Item.prototype.useItem = function(){
        this._useCommand.close()
        Theo.LINV.sceneItem_UseItem.call(this)
        this._freeSlot.refresh();
    }
    
    Scene_Item.prototype.useCommandOk = function(){
        Theo.LINV.sceneItem_OnItemOk.call(this);
        this._useCommand.close();
    }
    
    Scene_Item.prototype.onDiscardOk = function(){
        this._discardWindow.setItem(this.item())
        this._discardWindow.open()
    }
    
    Scene_Item.prototype.onUseCancel = function(){
        this._itemWindow.activate()
        this._useCommand.close()
        this._useCommand.deactivate()
    }
    
    //===================================================================
    // ** Default Script - Scene_Shop -deleted
    //===================================================================
  20. Anyone still using this? I'm just getting a "NaN" for my max weight,