Disable ModernAlgebra's Item Icon List in battle?

Discussion in 'RGSSx Script Support' started by sapiboong, Jun 25, 2015.

  1. sapiboong

    sapiboong Veteran Veteran

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    I am using ModernAlgebra's item icon list, but I don't want it to alter the battle item selection (I want the item name to appear too, not only the icon). Is there any way to disable this script for the battle item selection? 

    Here's MA's script: ( http://rmrk.net/index.php?topic=47932.0 )

    #==============================================================================# Icon Item List# Version: 1.0.2# Author: modern algebra (rmrk.net)# Date: 16 June 2013#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++# Description:# # This script changes the item window so that it shows only icons to# represent the item and a number to show how many are held.#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++# Instructions:# # Paste this script into its own slot in the Script Editor, above Main but# below Materials.## You can also customize the size of each icon space, as well as various # aspects of the font to draw the number, including size, colour, and whether# it is bolded. As well, you can set it so that the name of the item shows up# in the help window, and you can set its format as well. To do so, go to the# Editable Region at line 53 and read the instructions contained there.## The script also allows you to set it so that each icon has a background# colour and a shadow. Those are set at lines 90-95. You can also set it so# that each item has its own background colour by using either of the # following codes in its notebox## \back_colour[x]# \back_colour[r, g, b, a]## If the former, the xth colour on the windowskin palette will be used. If# the latter, then it will choose a colour with those rgb and alpha values.## Note: using the Name feature will reduce the amount of space you have for# the actual description of your items. By default, it takes a whole line # (although you can change that by altering the NAME_FORMAT string). If that # is a problem, you could turn the feature off (but then it would not show # the name anywhere). Another solution would be to increase the size of the# help window. That can be done by using my Customizable Item Menu script, # which you can find here:## http://rmrk.net/index.php/topic,46516.0.html## If you use the Image in Description feature, you should probably remove the# \\icon from the NAME_FORMAT at line 112.#==============================================================================$imported = {} unless $imported$imported[:MA_IconItemList] = truemodule MA_IconItemList#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\# BEGIN Editable Region#|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| # Size Settings RECT_WIDTH = 28 # The width of each slot for the icon RECT_HEIGHT = 28 # The height of each slot for the icon SPACING = 12 # The space between icon slots # Number Settings # NUM_FONTNAME - The font for the numbers. It should be an array of strings, # with each string being a font name ranked by priority. It will use the # first font in the array that exists on the user's computer. It will use # the default if set to nil. NUM_FONTNAME = nil NUM_FONTSIZE = 20 # The size of the font showing how many items possessed NUM_BOLD = true # Whether the number of items should be bolded NUM_ITALIC = false # Whether the number of items should be italicized NUM_SHADOW = true # Whether the number of items should have a shadow NUM_OUTLINE = true # Whether the number of items should have an outline NUM_ALIGN = 2 # Alignment of number. 0 => Left; 1 => Centre; 2 => Right DO_NOT_DRAW_NUM_IF_1 = false # Don't draw num if only possess 1 of item # Colours # Each of the colour settings can be either an integer, an array, or a # Color object. If an integer (0, 1, ..., 31), it will take its colour from # that index of the windowskin's colour palette. If an array, then it must # be in the form: [red, green, blue, alpha], where each is an integer between # 0 and 255. alphas is optional. Color objects may also be used, in which # case it is: Color.new(red, green, blue, alpha) # # Examples: # NUM_COLOUR = 0 # NUM_COLOUR_WHEN_MAX = [100, 200, 145] # NUM_OUT_COLOUR = Color.new(75, 75, 75, 160) # # If you set NUM_OUT_COLOUR to nil, then it will just use the default # outline colour. NUM_COLOUR = 0 # The colour of the number NUM_COLOUR_WHEN_MAX = 17 # The colour of the number if holding maximum NUM_OUT_COLOUR = nil # The colour of the outline, if showing. If nil, default # Back Settings # These allow you to set a background colour for your items. The same # The same options for setting colours are available here as they are above. # Additionally, if set to nil, there will not be any colour. # # If you do decide to use them, recommended values for each are: # BACK_DEFAULT_COLOUR = Color.new(64, 64, 64, 160) # BACK_SHADOW_COLOUR = Color.new(0, 0, 0, 128) BACK_DEFAULT_COLOUR = nil # Default Main Colour BACK_SHADOW_COLOUR = nil # Colour of Shadow # Name Settings # SHOW_NAME_IN_DESCRIPTION - Set to true if you want to show the name of the # item in the description window. Set it to false otherwise. SHOW_NAME_IN_DESCRIPTION = true # NAME_FORMAT - This is the format of the name, if shown in the description # window. The code \\icon will be replaced with the icon of the currently # selected item, and \\name will be replaced with the name of the currently # selected item. All the other message codes are also recognized, but you # need to use two backslashes (\\), not one (\). Examples: # Good: \\c[16] # Bad: \c[16] # The code \n (one backslash) will make a new line. NAME_FORMAT = "\\icon \\c[16]\\name\\c[0]\n"#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||# END Editable Region#//////////////////////////////////////////////////////////////////////////////end#==============================================================================# *** RPG::BaseItem#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++# Summary of Changes:# new method - back_colour#==============================================================================class RPG::BaseItem #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Back Colour #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def maiil_back_colour unless @maiil_back_colour if note[/\\BACK_COLOU?R\[(.+?)\]/i] dig = $1.scan(/\d+/).collect { |x| x.to_i } @maiil_back_colour = dig.empty? ? nil : dig.size == 1 ? dig[0] : dig else @maiil_back_colour = MA_IconItemList::BACK_DEFAULT_COLOUR end end return @maiil_back_colour endend#==============================================================================# *** Window_MAIIL_Help#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++# This window can mix in to a help window to show the names of items.#==============================================================================module Window_MAIIL_Help #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Item #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_item(item, *args) if item # if Item passed text = MA_IconItemList::NAME_FORMAT.dup # Get Name Format text.gsub!(/\\ICON/i, "\\i[#{item.icon_index}]") # Replace Icon text.gsub!(/\\NAME/i, item.name) # Replace Name text += item.description # Add Description if $imported[:"MA Customizable Item Menu 1.0.x"] && self.is_a?(Window_MACIM_Help) # if using Custom Item Menu image = item.is_a?(MACIM_RPG_ItemWeaponArmor) ? item.macim_desc_image : "" set_text(text, image) # Set Text (CIM) else set_text(text) # Set Text (NO CIM) end else # if nil Passed set_text("") # Set Text when no item end endend#==============================================================================# ** Window_ItemList#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++# Summary of Changes:# overwritten methods - create_contents; text_color; draw_item; # draw_item_number; col_max; spacing; line_height# aliased method - help_window=# new method - maiil_draw_item_icon#==============================================================================class Window_ItemList #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Create Contents #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def create_contents(*args) super(*args) maiil_reset_font end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Setup Font #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def maiil_reset_font fn = MA_IconItemList::NUM_FONTNAME ? MA_IconItemList::NUM_FONTNAME : Font.default_name contents.font = Font.new(fn, MA_IconItemList::NUM_FONTSIZE) # name and size contents.font.bold = MA_IconItemList::NUM_BOLD # Set Bold contents.font.italic = MA_IconItemList::NUM_ITALIC # Set Italic contents.font.shadow = MA_IconItemList::NUM_SHADOW # Set Shadow contents.font.outline = MA_IconItemList::NUM_OUTLINE # Set outline oc = MA_IconItemList::NUM_OUT_COLOUR ? MA_IconItemList::NUM_OUT_COLOUR : Font.default_out_color contents.font.out_color = text_color(oc) # outline color end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Text Colour #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def text_color(n) case n when Integer then super(n) when Array then Color.new(*n) when Color then n else super(0) end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Draw Item #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def draw_item(index) item = @data[index] # get item if item # if Item passed rect = item_rect(index) # get rect contents.clear_rect(rect) maiil_draw_item_icon(rect, item) # draw icon draw_item_number(rect, item) # draw number of items held end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Draw Item Icon #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def maiil_draw_item_icon(rect, item) x, y = rect.x + 2, rect.y + ((rect.height - 24) / 2) # Get coordinates if item.maiil_back_colour # Draw Border bcs = MA_IconItemList::BACK_SHADOW_COLOUR contents.fill_rect(x, y, 26, 26, text_color(bcs)) if bcs contents.fill_rect(x - 1, y - 1, 26, 26, text_color(item.maiil_back_colour)) end draw_icon(item.icon_index, x, y, enable?(item)) # Draw Icon end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Draw Item Number #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def draw_item_number(rect, item) num = $game_party.item_number(item) # Get Number return if MA_IconItemList::DO_NOT_DRAW_NUM_IF_1 && num < 2 # Set Number Colour if num == $game_party.max_item_number(item) contents.font.color = text_color(MA_IconItemList::NUM_COLOUR_WHEN_MAX) else contents.font.color = text_color(MA_IconItemList::NUM_COLOUR) end contents.font.color.alpha = translucent_alpha unless enable?(item) # Set Alpha # Adjust Rect rect2 = rect.dup rect2.y += (rect.height - contents.font.size) rect2.height = contents.font.size # Draw Number draw_text(rect2, num, MA_IconItemList::NUM_ALIGN) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Column Max #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def col_max; (contents_width / (MA_IconItemList::RECT_WIDTH + spacing)); end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Spacing #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def spacing; MA_IconItemList::SPACING; end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Line Height #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def line_height; MA_IconItemList::RECT_HEIGHT; end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Help Window= #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ if MA_IconItemList::SHOW_NAME_IN_DESCRIPTION # IF showing name in Description # If #help_window= has been redefined in Window_ItemList if instance_methods(false).include?:)"help_window=") alias maiil_helpwinset_4ka5 help_window= def help_window=(*args) maiil_helpwinset_4ka5(*args) # Call Original Method @help_window.extend(Window_MAIIL_Help) end else # Inheriting #help_window= from Window_Selectable def help_window=(*args) super(*args) # Call Original Method @help_window.extend(Window_MAIIL_Help) end end endend#==============================================================================# *** Scene_ItemBase#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++# Summary of Changes:# overwritten method - cursor_left?#==============================================================================class Scene_ItemBase #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Determine if Cursor Is in Left Column #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def cursor_left? true endendThank you, any help is appreciated. 
     
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