03-07-2008, 05:47 AM 
	
	
	CMItems
By Blazingamer
By Blazingamer
Introduction:
Some features I wish to implement consist of having the ability to change pages with items and a sort button. The menu was inspired by the awesome item menu in FFVIII. This screenshot shows what it currently looks like.
It replaces the inventory scene with one that looks more like a cross between Chrono Trigger and Final Fantasy VIII.
The Scripts:
Please note that you need both to work.
 Content Hidden
  			Code:
#==============================================================================
#  CMItems
#  -----------------------
#  
#  This script is designed to look a bit like the item menu in FF8, it's not all that complex.
#  It should works with all menu systems.
#
#  Thanks for using my script!
#==============================================================================
class Scene_Item
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make help window, item window
    @help_window = Window_ItemD.new
    @help_window.opacity = 255
    @item_window = Window_Item.new
    @item_window.opacity = 255
    @target_window2 = Window_TargetMenuFalse.new
    @target_window2.opacity = 255
    # Associate help window
    @item_window.help_window = @help_window
    # Make target window (set to invisible / inactive)
    @target_window = Window_TargetMenu.new
    @target_window.opacity = 255
    @target_window.visible = false
    @target_window.active = false
    
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    @item_window.dispose
    @target_window2.dispose
    @target_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @help_window.update
    @item_window.update
    @target_window2.update
    @target_window.update
    # If item window is active: call update_item
    if @item_window.active
      update_item
      return
    end
    # If target window is active: call update_target
    if @target_window.visible
      if @target_window.active
        update_target
        return
      else
        self.cursor_rect.opacity = 0
      end
    return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(0)
      return
    end
    
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @item_window.item
      # If not a use item
      unless @item.is_a?(RPG::Item)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If it can't be used
      unless $game_party.item_can_use?(@item.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # If effect scope is an ally
      if @item.scope >= 3
        # Activate target window
        @item_window.active = false
        @target_window.visible = true
        @target_window.active = true
        # Set cursor position to effect scope (single / all)
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      # If effect scope is other than an ally
      else
        # If command event ID is valid
        if @item.common_event_id > 0
          # Command event call reservation
          $game_temp.common_event_id = @item.common_event_id
          # Play item use SE
          $game_system.se_play(@item.menu_se)
          # If consumable
          if @item.consumable
            # Decrease used items by 1
            $game_party.lose_item(@item.id, 1)
            # Draw item window item
            @item_window.draw_item(@item_window.index)
          end
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when target window is active)
  #--------------------------------------------------------------------------
  def update_target
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # If unable to use because items ran out
      unless $game_party.item_can_use?(@item.id)
        # Remake item window contents
        @item_window.refresh
      end
      # Erase target window
      @item_window.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If items are used up
      if $game_party.item_number(@item.id) == 0
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If target is all
      if @target_window.index == -1
        # Apply item effects to entire party
        used = false
        for i in $game_party.actors
          used |= i.item_effect(@item)
        end
      end
      # If single target
      if @target_window.index >= 0
        # Apply item use effects to target actor
        target = $game_party.actors[@target_window.index]
        used = target.item_effect(@item)
      end
      # If an item was used
      if used
        # Play item use SE
        $game_system.se_play(@item.menu_se)
        # If consumable
        if @item.consumable
          # Decrease used items by 1
          $game_party.lose_item(@item.id, 1)
          # Redraw item window item
          @item_window.draw_item(@item_window.index)
        end
        # Remake target window contents
        @target_window2.refresh
        # If all party members are dead
        if $game_party.all_dead?
          # Switch to game over screen
          $scene = Scene_Gameover.new
          return
        end
        # If common event ID is valid
        if @item.common_event_id > 0
          # Common event call reservation
          $game_temp.common_event_id = @item.common_event_id
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      # If item wasn't used
      unless used
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs rewrites the item select
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  # * Start Item Selection
  #--------------------------------------------------------------------------
  def start_item_select
    # Make item window
    @item_window = Window_ItemBattle.new
    @item_window.z = 9999
    # Associate help window
    @item_window.help_window = @help_window
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = false
  end
end Content Hidden
  			Code:
#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
#  This window displays items in possession on the item screens.
#==============================================================================
class Window_Item < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 60, 320, 420)
    @column_max = 1
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Get Item
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add item
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      end
    end
    # Also add weapons and items if outside of battle
    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
    # If item count is not 0, make a bit map and draw all items
    @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
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    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
    if item.is_a?(RPG::Item) and
       $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 2 * (0 + 0)
    y = index / 1 * 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 + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
#  This window displays items in possession on the battle screens.
#==============================================================================
class Window_ItemBattle < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 320, 640, 160)
    @column_max = 2
    refresh
    self.index = 0
    # If in battle, move window to center of screen
    # and make it semi-transparent
    if $game_temp.in_battle
      self.y = 320
      self.height = 160
      self.back_opacity = 255
    end  
  end
  #--------------------------------------------------------------------------
  # * Get Item
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add item
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      end
    end
    # Also add weapons and items if outside of battle
    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
    # If item count is not 0, make a bit map and draw all items
    @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
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    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
    if item.is_a?(RPG::Item) and
       $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 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 + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#==============================================================================
# ? Window_ItemDescription
#------------------------------------------------------------------------------
# ?This window is shown in a menu for an item description
#==============================================================================
class Window_ItemD < Window_Base
  #--------------------------------------------------------------------------
  # ? Initialize the window
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 60)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Verdana"
    self.contents.font.size = 22
  end
  #--------------------------------------------------------------------------
  # ? Set the text and alignment of the text in the window
  #     text  : Text to set in the help window
  #     align : alignment of the text
  #             0-Left-Justify
  #             1-Center
  #             2-Right-Justify 
  #--------------------------------------------------------------------------
  def set_text(text, align = 0)
    if text != @text or align != @align
      self.contents.clear
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
      @text = text
      @align = align
      @actor = nil
    end
    self.visible = true
  end
  #--------------------------------------------------------------------------
  # ? Draw an actor's name and status in the help window.
  #     actor : Actor whose name and status will be shown in the help window
  #--------------------------------------------------------------------------
  def set_actor(actor)
    if actor != @actor
      self.contents.clear
      draw_actor_name(actor, 4, 0)
      draw_actor_state(actor, 140, 0)
      draw_actor_hp(actor, 284, 0)
      draw_actor_sp(actor, 460, 0)
      @actor = actor
      @text = nil
      self.visible = true
    end
  end
  #--------------------------------------------------------------------------
  # ? Draw the name of an enemy and its status
  #     enemy : Enemy to use
  #--------------------------------------------------------------------------
  def set_enemy(enemy)
    text = enemy.name
    state_text = make_battler_state_text(enemy, 112, false)
    if state_text != ""
      text += "  " + state_text
    end
    set_text(text, 1)
  end
end
#==============================================================================
# ? Window_Target
#------------------------------------------------------------------------------
# ?This window is shown when the player selects an item that requires 
#   a target in the item menus within the main menu. This window 
#   isn't shown in battle.  It is just a picture
#==============================================================================
class Window_TargetMenuFalse < Window_Base
  #--------------------------------------------------------------------------
  # ? Initialize the Target window
  #--------------------------------------------------------------------------
  def initialize
    super(320, 60, 320, 420)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Verdana"
    self.contents.font.size = 22
    self.z += 10
    @item_max = $game_party.actors.size
    refresh
  end
  #--------------------------------------------------------------------------
  # ? Draw the Target window
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
      x = 60
      y = i * 105
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 30, y + 70)
      draw_actor_name(actor, x, y)
      draw_actor_state(actor, x + 120, y)
      draw_actor_hp(actor, x, y + 24)
      draw_actor_sp(actor, x + 60, y + 44)
    end
  end
end
#==============================================================================
# ? Window_Target
#------------------------------------------------------------------------------
# ?This window is shown when the player selects an item that requires 
#   a target in the item menus within the main menu. This window 
#   isn't shown in battle. This actually shows the targets 
#==============================================================================
class Window_TargetMenu < Window_Selectable
  #--------------------------------------------------------------------------
  # ? Initialize the Target window
  #--------------------------------------------------------------------------
  def initialize
    super(320, 60, 320, 420)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Verdana"  
    self.contents.font.size = 22
    self.z += 10
    @item_max = $game_party.actors.size
    refresh
  end
  #--------------------------------------------------------------------------
  # ? Draw the Target window
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
      x = 4
      y = i * 105
      actor = $game_party.actors[i]
    end
  end
  #--------------------------------------------------------------------------
  # ? Update the position of the cursor rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index <= -2
      self.cursor_rect.set(0, (@index + 10) * 105, self.width - 32, 80)
    elsif @index == -1
      self.cursor_rect.set(0, 0, self.width - 32, @item_max * 105 - 20)
    else
      self.cursor_rect.set(0, @index * 105, self.width - 32, 80)
    end
  end
endInstructions:
Please place below Scene_Debug and above Main
Compatablity:
It is compatable with the DBS and the RTAB so don't ask me to make it to work with the RTAB because it already does.
Demo:
Click Here

 
 
 CMItems
 CMItems