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Messages - LeviAlvi

1
Welcome! / Re: Goodbye
October 21, 2013, 09:33:33 am
@kk20 , I can give a copy to you and rate my game :)
2
Welcome! / Goodbye
October 11, 2013, 10:29:03 am
I'll be leaving this forums because I'm sure I will be beasy playing pokemon Y.


thanks for all the help. Special thanks to KK20 who helped me a lot :)


I hope I can make another game soon with rmxp
3
Script Requests / Re: Options for timer
September 27, 2013, 09:30:53 pm
up. still interested in this
4
That's perfect! #lvlup

so how can I add footsteps and gold?

I'll try to experiment later. but TIA if you answered again fast. :)
5
code:
Spoiler: ShowHide
for i in 0...@characters.size
        characters_name = @characters

  •         width = self.contents.text_size(characters_name).width
            x = 0 * i + width
            self.contents.draw_text(x, 5, width, 32, characters_name)
          end


I used this code. It worked but it's getting the character's PNG file name.

6
code:
Spoiler: ShowHide
# draw character name
      actor = $game_party.actors
      draw_actor_name(actor, x, y - 72)


I added that code in window_savefile. It works when I'm saving but I got an error when loading. I'm guessing that when I play the game again, the character name isn't loaded yet.
7
Is there a script that can decorate your house?

I found one but the demo and script is not available anymore. Thanks for the replies :)
8
Script Requests / Re: Options for timer
September 21, 2013, 07:31:02 am
Up.

*changed the code
9
Script Requests / Options for timer
September 20, 2013, 12:59:51 am
can someone please help me in making an option for timer. I want the timer to be customizable in color, font size and position.

I'm using Juan's option menu. if it can be on Juan's option menu, it will be better :)

Here's the code:

http://txtup.co/EJ6i7
10
Troubleshooting / Help / Re: Scripting help(Item Storage)
September 16, 2013, 12:22:08 am
@KK20 - my brother suggested that when I read a book in a library, the icon of the book will change.

is that possible in script or event command?
11
I can't level up you now. I'll level you up later KK20.  :naughty:

thanks for the trouble though. I'll just remove the timer and make it to view my points.
12
Troubleshooting / Help / Re: Scripting help(Item Storage)
September 14, 2013, 09:57:38 pm
Quote
Also, I have some questions:
1.) Why did you rename the class Scene_Chest to Scene_Chest2?
2.) Do you really want the scene to close as soon as you borrow/return one book?
3.) When switching back to the map, do you want a transition in between (like the default fade-in/out)?


1. I'm playing with the script so I forgot to return it to normal
2. I don't really like to close it after borrowing or returning a book but when I don't close it, the player can borrow so many books. I'll pm you the link for my game. It's not updated much though.
3. Yes. I would really love to.

I'm not good at making scripts because I don't have much resources so I'm just editing scripts as best as I can :)
13
Troubleshooting / Help / Re: Scripting help(Item Storage)
September 13, 2013, 11:34:17 pm
@DigitalSoul I'll try that in variables. but I'm not sure if I can do this   :^_^':

I think using variables is easier than switch.

Edit: I don't have much time so I cant do this.  :(
14
I copied the script in sprite_timer and I will use that to view my variables. but I got a NoMethodError

#==============================================================================
# ** Sprite_Timer
#------------------------------------------------------------------------------
#  This sprite is used to display the timer.It observes the $game_system
#  class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Timer2 < Sprite
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super
    self.bitmap = Bitmap.new(88, 108)
    self.bitmap.font.name = "Arial"
    self.bitmap.font.size = 32
    self.x = 640 - self.bitmap.width
    self.y = 0
    self.z = 500
    update
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    if self.bitmap != nil
      self.bitmap.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # Set timer to visible if working
    self.visible = $game_system.timer_working2
    # If timer needs to be redrawn
    if $game_system.timer / Graphics.frame_rate != @total_sec
      # Clear window contents
      self.bitmap.clear
      # Calculate total number of seconds
      @total_sec = $game_system.timer / Graphics.frame_rate
      # Make a string for displaying the timer
      min = @total_sec / 60
      sec = @total_sec % 60
      text = sprintf($game_variables[50].to_s)
      # Draw timer
      self.bitmap.font.color.set(0,0,0)
      self.bitmap.draw_text(self.bitmap.rect, text, 1)
    end
  end
end


I used this script: $game_system.timer_working2     to view it. What's wrong with this?
15
Troubleshooting / Help / Re: Scripting help(Item Storage)
September 13, 2013, 10:02:22 pm
ohh thanks. I thought of that too. that I will use so many switches for that. I will wai for the script :)
16
RMXP Script Database / Re: [XP][VX][VXA] Show Event Name
September 13, 2013, 02:48:12 pm
Silly me  :^_^':   thanks, it worked. is didn't use the "<>" thing

can i disable the actor's name first then enable it again later?
17
RMXP Script Database / Re: [XP][VX][VXA] Show Event Name
September 13, 2013, 08:53:28 am
This is a perfect script for my game. but the name doesn't show up. The actor's name is showing but the event name isn't. I put a comment: Show Name on the event but still, it doesn't show its name. I'm using rpgmxp btw. thanks :)

EDIT: Is it possible to change the event name in auto run? I'm using one event but will change its graphics after they talk.
18
Forget the script for the above, I just wanted to know how to call timer in script? and how to dispose it. I copied the script in sprite_timer and it can view my variable.

I can't move if I will use the script above that's why I will use the method in timer. Thanks :)
19
can you make a full sample with that script please?

here's the picture, it's just edited though   :^_^':



on the upper right, it's the timer, and beside the timer, thats the window that I wanted to show when the puzzle is on
20
Troubleshooting / Help / Scripting help(Item Storage)
September 12, 2013, 05:13:09 pm
Hi. I used a storage script of GameGuy. I edited it and made it a borrow and return of books in a library(library system for short).

1. I just want to ask if it is possible that if you read a book in a library, the name of that book in the library system will change its color?



If yes, please help me out, this is the code:

#===============================================================================
# Item Storage
# Author game_guy
# Version 1.42
#-------------------------------------------------------------------------------
# Intro:
# Okay. Well if you've played the Elder Scrolls Series or Fallout then you'd
# know that it has an item storage system. What it does is lets you open up
# closets, chests, ect and store and take items out of it.
#
# Features:
# Store and Take Items Out of Chests, Closets, ect
# Have Seperate Chests, Closets, ect
# Easy to Use
# Stores Chests into Game System Instead of Variables
# Have Max Amount of Items In Chest
# Set Default Items in Chest
# Mark Items as "Key Items" to prevent removal from inventory (e.g. "Quest Items")
# Take All/Store All Items in Chest (Not built into scene)
#
# Instructions:
# First lets go over the syntaxes.
#
# Calling the Item Storage:
# $scene = Scene_Chest.new(chest_id, max_items)
# chest_id is the number chest you want open
# max_items is the max amount of any item the chest can hold
# you can just use this to
# $scene = Scene_Chest.new(chest_id)
# because in the config this ChestMaxItems is the default so if you dont use
# the long one, it'll use the default.
#
# New Syntaxes:
# You can now take all items from a chest and empty your entire inventory
# into a chest. While this isn't built into the scene, you'll have to do this
# through a script call.
# -Take All
#   chest = $game_system.chests(chest_id)
#   chest.take_all
# -Empty Inventory
#   chest = $game_system.chests(chest_id)
#   chest.empty_all
#
# You can now add/remove items to and from chests.
#   chest = $game_system.chests(chest_id)
#   chest.aaa_bbb(ccc, ddd)
#   aaa = add/take
#   bbb = item/weapon/armor
#   ccc = item/weapon/armor id
#   ddd = amount
#
# Okay so thats done with the syntaxes. Now onto the configuration.
# Go down to Begin Config and do all your configuration there.
#
# Credits:
# game_guy ~ for making it
# MightyLink ~ requesting the system
#===============================================================================
module GameGuy
  #============================================================================
  # KeyItemId       = Element ID for non removable items.
  #                   Items/weapons/armors with marked with this element
  #                   cannot be removed.
  #============================================================================
  KeyItemId         = 1
  #============================================================================
  # ChestMaxItems   = The max amount of any item a chest can hold. So example
  #                   Its 9999 so it can have 9999 of any item.
  #============================================================================
  ChestMaxItems     = 1
  def self.chest_items(id)
    case id
    #==========================================================================
    # Config Chest Items
    # Use this
    # when chest_id then return [[id, amount, type], [id, amount, type]]
    # id = item, weapon, or armor id
    # amount = the amount
    # type = 0, 1, or 2 0 = item, 1 = weapon, 2 = armor
    # Example:
    # when 1 then return [[1, 3, 0], [1, 1, 1]]
    # This has 3 potions, and 1 bronze sword. So when this is called
    # $scene = Scene_Chest.new(1)
    # it will have those items in the chest already.
    #==========================================================================
    when 1 then return [[1, 1, 0],[2, 1, 0], [3, 1, 0], [4, 1, 0], [5, 1, 0],
      [6, 1, 0], [7, 1, 0], [8, 1, 0],[9, 1, 0],[10, 1, 0],[11, 1, 0],[12, 1, 0],
      [13, 1, 0],[14, 1, 0],[15, 1, 0],[16, 1, 0],[17, 1, 0],[18, 1, 0],[19, 1, 0],
      [20, 1, 0],[21, 1, 0],[22, 1, 0],[23, 1, 0],[24, 1, 0],[25, 1, 0],[26, 1, 0],
      [27, 1, 0],[28, 1, 0],[29, 1, 0],[30, 1, 0],[31, 1, 0],[32, 1, 0],[33, 1, 0],
      [34, 1, 0],[35, 1, 0],[36, 1, 0],[37, 1, 0],[38, 1, 0],[39, 1, 0],[40, 1, 0],
      [41, 1, 0],[42, 1, 0],[43, 1, 0],[44, 1, 0],[45, 1, 0],[46, 1, 0],[47, 1, 0],
      [48, 1, 0],[49, 1, 0],[61, 1, 0],[62, 1, 0],[63, 1, 0],[64, 1, 0],[65, 1, 0],
      [66, 1, 0],[67, 1, 0],[68, 1, 0],[69, 1, 0],[70, 1, 0],[71, 1, 0],[72, 1, 0],
      [73, 1, 0],[74, 1, 0],[75, 1, 0],[76, 1, 0],[77, 1, 0],[78, 1, 0],[79, 1, 0],
      [80, 1, 0],[81, 1, 0],[82, 1, 0],[83, 1, 0],[84, 1, 0],[85, 1, 0],[86, 1, 0],
      [87, 1, 0],[88, 1, 0]]
     
     
    end
    return []
  end
end

#==============================================================================
# Game_System
#------------------------------------------------------------------------------
# Modded it so it makes it store every chest.
#==============================================================================
class Game_System
  alias gg_add_item_storage initialize
  def initialize
    @chests = []
    return gg_add_item_storage
  end
  def chests(n)
    if @chests[n] == nil
      @chests[n] = Game_Chest.new(GameGuy::ChestMaxItems)
      items = GameGuy.chest_items(n)
      for i in 0...items.size
        item = items[i][2]
        case item
        when 0
          @chests[n].add_item(items[i][0], items[i][1])
        when 1
          @chests[n].add_weapon(items[i][0], items[i][1])
        when 2
          @chests[n].add_armor(items[i][0], items[i][1])
        else
          @chests[n].add_item(items[i][0], items[i][1])
        end
      end
    end
    return @chests[n]
  end
end

#==============================================================================
# Game_Chest
#------------------------------------------------------------------------------
# Holds all the data for a single chest.
#==============================================================================
class Game_Chest
  attr_accessor :max
  def initialize(max = GameGuy::ChestMaxItems)
    @max = max
    @items = {}
    @weapons = {}
    @armors = {}
  end
  def item_amount(item_id)
    return @items.include?(item_id) ? @items[item_id] : 0
  end
  def weapon_amount(weapon_id)
    return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
  end
  def armor_amount(armor_id)
    return @armors.include?(armor_id) ? @armors[armor_id] : 0
  end
  def add_item(item_id, n)
    if item_id > 0
      @items[item_id] = [[item_amount(item_id) + n, 0].max, @max].min
    end
  end
  def add_weapon(weapon_id, n)
    if weapon_id > 0
      @weapons[weapon_id] = [[weapon_amount(weapon_id) + n, 0].max, @max].min
    end
  end
  def add_armor(armor_id, n)
    if armor_id > 0
      @armors[armor_id] = [[armor_amount(armor_id) + n, 0].max, @max].min
    end
  end
  def take_item(item_id, n)
    add_item(item_id, -n)
  end
  def take_weapon(weapon_id, n)
    add_weapon(weapon_id, -n)
  end
  def take_armor(armor_id, n)
    add_armor(armor_id, -n)
  end
  def empty_all
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        add_item(i, $game_party.item_number(i))
        $game_party.lose_item(i, $game_party.item_number(i))
      end
    end
    for i in 1...$data_weapons.size
      if $game_party.weapon_number(i) > 0
        add_weapon(i, $game_party.weapon_number(i))
        $game_party.lose_weapon(i, $game_party.weapon_number(i))
      end
    end
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0
       add_armor(i, $game_party.armor_number(i))
       $game_party.lose_armor(i, $game_party.armor_number(i))
      end
    end
  end
  def take_all
    for i in 1...$data_items.size
      if item_amount(i) > 0
        n = [99, ($game_party.item_number(i) - item_amount(i)).abs].min
        $game_party.gain_item(i, n)
        take_item(i, n)
      end
    end
    for i in 1...$data_weapons.size
      if weapon_amount(i) > 0
        n = [99, ($game_party.weapon_number(i) - weapon_amount(i)).abs].min
        $game_party.gain_weapon(i, n)
        take_weapon(i, n)
      end
    end
    for i in 1...$data_armors.size
      if armor_amount(i) > 0
         n = [99, ($game_party.armor_number(i) - armor_amount(i)).abs].min
        $game_party.gain_armor(i, n)
        take_armor(i, n)
      end
    end
  end
end

#==============================================================================
# Window_Chest_Choices
#------------------------------------------------------------------------------
# The choices for the chest when the scene is opened.
#==============================================================================
class Window_Chest_Choices < Window_Selectable
  def initialize
    super(0, 0, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    @item_max = 3
    @column_max = 3
    @commands = ["Return Book","Borrow Book","Exit"]
    self.z = 200
    refresh
    self.index = 0
  end
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i)
    end
  end
  def draw_item(index)
    x = 4 + index * 215
    self.contents.draw_text(x, 0, 128, 32, @commands[index], 1)
  end
end

#==============================================================================
# Window_Chest_Item
#------------------------------------------------------------------------------
# Displays all items in the chest.
#==============================================================================
class Window_Chest_Item < Window_Selectable
  def initialize(chest)
    super(320, 64, 320, 416)
    @chest = chest
    @column_max = 1
    refresh
    self.index = 0
    if $game_temp.in_battle
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 1...$data_items.size
      if @chest.item_amount(i) > 0
        @data.push($data_items[i])
      end
    end
    unless $game_temp.in_battle
      for i in 1...$data_weapons.size
        if @chest.weapon_amount(i) > 0
          @data.push($data_weapons[i])
        end
      end
      for i in 1...$data_armors.size
        if @chest.armor_amount(i) > 0
          @data.push($data_armors[i])
        end
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    item = @data[index]
    self.contents.font.color = normal_color
    if item.is_a?(RPG::Weapon) || item.is_a?(RPG::Item)
      if item.element_set.include?(GameGuy::KeyItemId)
        self.contents.font.color = disabled_color
      end
    else
      if item.guard_element_set.include?(GameGuy::KeyItemId)
        self.contents.font.color = disabled_color
      end
    end
    case item
    when RPG::Item
      number = @chest.item_amount(item.id)
    when RPG::Weapon
      number = @chest.weapon_amount(item.id)
    when RPG::Armor
      number = @chest.armor_amount(item.id)
    end
    x = 4 + index % @column_max * (288 + 32)
    y = index / @column_max * 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 = self.contents.font.color == normal_color ? 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 + 216, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 224, y, 48, 32, number.to_s, 2)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

#==============================================================================
# Window_Party_Item
#------------------------------------------------------------------------------
# Displays all items the party has.
#==============================================================================
class Window_Party_Item < Window_Selectable
  def initialize
    super(0, 64, 320, 416)
    @column_max = 1
    refresh
    self.index = 0
    if $game_temp.in_battle
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      end
    end
    unless $game_temp.in_battle
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0
          @data.push($data_weapons[i])
        end
      end
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0
          @data.push($data_armors[i])
        end
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    item = @data[index]
    self.contents.font.color = normal_color
    if item.is_a?(RPG::Weapon) || item.is_a?(RPG::Item)
      if item.element_set.include?(GameGuy::KeyItemId)
        self.contents.font.color = disabled_color
      end
    else
      if item.guard_element_set.include?(GameGuy::KeyItemId)
        self.contents.font.color = disabled_color
      end
    end
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    x = 4 + index % @column_max * (288 + 32)
    y = index / @column_max * 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 = self.contents.font.color == normal_color ? 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 + 216, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 224, y, 48, 32, number.to_s, 2)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

#==============================================================================
# Scene_Chest
#------------------------------------------------------------------------------
# The scene that controls storing and taking items.
#==============================================================================
class Scene_Chest2
  def initialize(chest=1, max=GameGuy::ChestMaxItems)
    @chestid = chest
    @chest = $game_system.chests(@chestid)
  end
  def main
    @help_window = Window_Help.new
    @help_window.visible = false
    @command_window = Window_Chest_Choices.new
    @party_window = Window_Party_Item.new
    @party_window.active = false
    @chest_window = Window_Chest_Item.new(@chest)
    @chest_window.active = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    @help_window.dispose
    @command_window.dispose
    @party_window.dispose
    @chest_window.dispose
  end
  def update
    @help_window.update
    @command_window.update
    @party_window.update
    @chest_window.update
    if @command_window.active
      update_command
      return
    end
    if @party_window.active
      update_party
      return
    end
    if @chest_window.active
      update_chest
      return
    end
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        @party_window.active = true
        @party_window.help_window = @help_window
        @command_window.active = false
        @help_window.z = 500
        @help_window.visible = true
      when 1
        if $game_variables[50] == 5
          return
        else
        $game_system.se_play($data_system.decision_se)
        @chest_window.active = true
        @chest_window.help_window = @help_window
        @command_window.active = false
        @help_window.z = 500
        @help_window.visible = true
        end
      when 2
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
      end
      return
    end
  end
  def update_party
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @help_window.visible = false
      @party_window.help_window = nil
      @party_window.active = false
      return
    end
    if Input.repeat?(Input::C)
      @item = @party_window.item
      unless @item.is_a?(RPG::Item) or @item.is_a?(RPG::Weapon) or
             @item.is_a?(RPG::Armor)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @item.element_set.include?(GameGuy::KeyItemId)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @item
      when RPG::Item
        amount = @chest.item_amount(@item.id)
        if amount < @chest.max
          $game_system.se_play($data_system.decision_se)
          @chest.add_item(@item.id, 1)
          $game_party.lose_item(@item.id, 1)
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      when RPG::Weapon
        amount = @chest.weapon_amount(@item.id)
        if amount < @chest.max
          $game_system.se_play($data_system.decision_se)
          @chest.add_weapon(@item.id, 1)
          $game_party.lose_weapon(@item.id, 1)
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      when RPG::Armor
        amount = @chest.armor_amount(@item.id)
        if amount < @chest.max
          $game_system.se_play($data_system.decision_se)
          @chest.add_armor(@item.id, 1)
          $game_party.lose_armor(@item.id, 1)
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      end
      @party_window.refresh
      @chest_window.refresh
      $game_variables[50] -= 1
      $game_variables[49] += 1
      $scene = Scene_Map.new
     
      return
    end
  end
  def update_chest
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @help_window.visible = false
      @chest_window.help_window = nil
      @chest_window.active = false
      return
    end
    if Input.repeat?(Input::C)
      @item = @chest_window.item
      unless @item.is_a?(RPG::Item) or @item.is_a?(RPG::Weapon) or
             @item.is_a?(RPG::Armor)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @item
      when RPG::Item
        amount = $game_party.item_number(@item.id)
        if amount < 99
          $game_system.se_play($data_system.decision_se)
          @chest.take_item(@item.id, 1)
          $game_party.gain_item(@item.id, 1)
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      when RPG::Weapon
        amount = $game_party.weapon_number(@item.id)
        if amount < 99
          $game_system.se_play($data_system.decision_se)
          @chest.take_weapon(@item.id, 1)
          $game_party.gain_weapon(@item.id, 1)
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      when RPG::Armor
        amount = $game_party.armor_number(@item.id)
        if amount < 99
          $game_system.se_play($data_system.decision_se)
          @chest.take_armor(@item.id, 1)
          $game_party.gain_armor(@item.id, 1)
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      end
      @party_window.refresh
      @chest_window.refresh
      $game_variables[48] += 1
      $game_variables[50] += 1
      $scene = Scene_Map.new
      return
    end
  end
end



2. Can you help me disable and change the color of the name of the borrow books if my variable is = 5?
the code is just the same as above.

I have the code for the limitation of borrowing. it's in line 498, 569, 570, 626, 627



Help is much appreciated