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Icon Inventory Windowskin Version
#1
Icon Inventory (Window Skin Version)
Chrono Cry
Apr 25 2007

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Instructions
Very simple really, just paste the script right above main and thats it XD

Also, you must go into your database and put the name of the item before the description e.g. "Potion: Heals character by 500". In the end i thought it would be more beneficial to make it like this rather then call upon another window to display the name.

Code:
#==============================================================================
# Icon Inventory System - Scripted By Mac
#------------------------------------------------------------------------------
# This window displays the Icons and the amount of the item you have.
#==============================================================================

class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
  super(0, 63, 640, 417)
  @column_max = 10
  refresh
  self.index = 0
  # If in battle, move window to center of screen
  # and make it semi-transparent
  if $game_temp.in_battle
   self.y = 64
   self.height = 256
   self.back_opacity = 160
  end
end
#--------------------------------------------------------------------------
# * Get Item
#--------------------------------------------------------------------------
def item
  return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
  if self.contents != nil
   self.contents.dispose
   self.contents = nil
  end
  @data = []
  # Add item
  for i in 1...$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 % 10 * (32 + 32)
  y = index / 10 * 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, y + 9, 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


Credits
Me! XD
}


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