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New Item Icon Menu
#1
New Item Icon Menu
Chrono Cry
Apr 21 2005

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Lol it isnt that good but what the hell

Hello all i am on a verge of scripts at the moment they not be ace but there something ok lets get started

As you may know from some of my other scripts i always give a detailed guide of the script and this is no different so if you want to make your own go ahead im only here to help

All you have to do is replace Window_Item with this

Code:
#==============================================================================
# â–�  Window_Item editted by Chrono Cry / Scaboon
#------------------------------------------------------------------------------
#==============================================================================

class Window_Item < Window_Selectable
  #--------------------------------------------------------------------------
  # This window is all about the size e.g. the code super(0, 64, 640, 416) = (x, y, width, height)
  #--------------------------------------------------------------------------
  def initialize
    super(0, 64, 640, 416) # The size as explained above
    @column_max = 10 # This chooses how many columns there should be in this case 10 you can easily change it and you can change column to row
    refresh # This refreshs the method in def_refresh
    self.index = 0 # This is where the cursor starts
    # This whole part below sorts out the item menu for the battle
    if $game_temp.in_battle
      self.y = 64 # Where about the item menu is positioned on screen
      self.height = 256 # How high the window is so in this case 256 this is over a half remember the max height is 480 and width is 640
      self.back_opacity = 160 # Changes the opacity of the window remember 0 is see through and 255 in solid
    end
  end # End of the def initalize
  #--------------------------------------------------------------------------
  #The part below tells the cpu to remember to go back to the item you used after using it
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # This method below refreshs everything so that if you get a new item it will display it and such n such
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # This is too sort out how many of that item you have
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      end
    end
    # This is the same but for weapons
    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
      # And you guessed it this is for armour
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0
          @data.push($data_armors[i])
        end
      end
    end
    # This puts all that together so it works out properly
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      self.contents.font.name = $fontface # This is the font your using if it says $fontface this refers to the Main script
      # You can delete $fontface and replace it with "Arial" and it will show it in arial and you can use any other font just change the name
      # Also if you get a script and it comes up with an error to do with $defaultfontface just change it to $fontface
      self.contents.font.size = $fontsize # You guessed it this changes the size just put a number there like 16 etc instead of $fontsize
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end # end of def_refresh
  #--------------------------------------------------------------------------
  # This is all about referring to the database about the item/weapon/armour
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item # This refers to the data base section on Item
      number = $game_party.item_number(item.id) # This refers to the number of that item in the Item database
    when RPG::Weapon # This refers to the data base section on Weapon
      number = $game_party.weapon_number(item.id) # This refers to the number of that weapon  in the Weapon database
    when RPG::Armor # This refers to the data base section on Armor (why do americans speel it differently lol)
      number = $game_party.armor_number(item.id) # This refers to the number of that armor in the Armor database
    end
    if item.is_a?(RPG::Item) and
       $game_party.item_can_use?(item.id) # This just makes sure the party can actually use it
      self.contents.font.color = normal_color # This makes the colour of text apear white if it can be used
    else
      self.contents.font.color = disabled_color # Thischanges the colour if it cant be used
    end
    x = 4 + index % 10 * (32 + 32) # This sorts out how the cursor moves along the X axis
    y = index / 10 * 32 # Same applies but for the Y axis
    rect = Rect.new(x, y, self.width / @column_max - 32, 32) # This is just the column default details
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) # This sorts out the fill colour of the cursor
    bitmap = RPG::Cache.icon(item.icon_name) # This refers to the icon used for the Item etc
    opacity = self.contents.font.color == normal_color ? 255 : 128 # This sorts out the colour once again but for the below
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) # This places the icon inside the window according to the co-ordinates etc
    self.contents.draw_text(x + 2, y + 9, 24, 32, number.to_s, 2) # Same above but for how many you have of that item
  end # end of another part
  #--------------------------------------------------------------------------
  # â—? ヘルプãƒ� キスト更新
  #--------------------------------------------------------------------------
  def update_help # This sorts out what is displayed in the help box at the top
    @help_window.set_text(self.item == nil ? "" : self.item.description) # This refers to the database to see what description the item has so it can be displayed in the help box
  end
end # End of everything

And thats it simple as, i have some other ones that will be up soon so goodbye till then :clap:
}


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