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Honor modded bag capacity
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+23
-7
@@ -1,11 +1,26 @@
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-- The 20-slot bag (BAG_ITEM_CAPACITY, constants/menu_constants.asm):
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-- a distinct item id occupies one slot regardless of quantity; badges
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-- live in the inventory table but are not bag items. save.bagOrder
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-- keeps acquisition order like wBagItems (SELECT can reorder it).
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-- The bag defaults to 20 slots (BAG_ITEM_CAPACITY,
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-- constants/menu_constants.asm), but mods may replace that limit through
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-- Data.constants.bagSize. A distinct item id occupies one slot regardless
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-- of quantity; badges live in the inventory table but are not bag items.
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-- save.bagOrder keeps acquisition order like wBagItems (SELECT can reorder
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-- it).
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local Bag = {}
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Bag.CAPACITY = 20
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local DEFAULT_CAPACITY = 20
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-- `data` is injectable for the save editor and headless mod tests. Normal
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-- gameplay may omit it because the loader merges mods into the Data
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-- singleton before any item can be added. The fallback keeps old/stale
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-- generated caches and isolated callers at the vanilla limit.
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function Bag.capacity(data)
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data = data or require("src.core.Data")
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local configured = data and data.constants and data.constants.bagSize
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if type(configured) == "number" and configured >= 1 then
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return math.floor(configured)
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end
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return DEFAULT_CAPACITY
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end
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local function isBadge(id)
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return id:find("BADGE", 1, true) ~= nil
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@@ -55,9 +70,10 @@ end
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-- Add qty of an item; returns false (and adds nothing) when a new slot
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-- is needed and the bag is full, or when the stack would pass 99
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-- (AddItemToInventory's per-slot quantity cap).
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function Bag.add(save, id, qty)
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function Bag.add(save, id, qty, data)
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local inv = save.inventory
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if not inv[id] and not isBadge(id) and Bag.slots(save) >= Bag.CAPACITY then
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if not inv[id] and not isBadge(id)
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and Bag.slots(save) >= Bag.capacity(data) then
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return false
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end
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if not isBadge(id) and (inv[id] or 0) + (qty or 1) > 99 then
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