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I am working on my own item menu plugin based off of the default item menu script. I have it the way I want, but the help info doesn't show in the box. Can anyone help me with this?
Here is the script:
Here is a screenshot: (the box at the bottom right is the desc box)
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Here is the script:
//-----------------------------------------------------------------------------
// Scene_Item
//
// The scene class of the item screen.
function Scene_Item() {
this.initialize.apply(this, arguments);
}
Scene_Item.prototype = Object.create(Scene_ItemBase.prototype);
Scene_Item.prototype.constructor = Scene_Item;
Scene_Item.prototype.initialize = function() {
Scene_ItemBase.prototype.initialize.call(this);
};
Scene_Item.prototype.create = function() {
Scene_ItemBase.prototype.create.call(this);
this.createHelpWindow();
this.createCategoryWindow();
this.createItemWindow();
this.createActorWindow();
};
Scene_Item.prototype.createCategoryWindow = function() {
this._categoryWindow = new Window_ItemCategory();
this._categoryWindow.x = 0;
this._categoryWindow.y = 0;
this._categoryWindow.setHandler('ok', this.onCategoryOk.bind(this));
this._categoryWindow.setHandler('cancel', this.popScene.bind(this));
this.addWindow(this._categoryWindow);
};
Scene_Item.prototype.createItemWindow = function() {
this._itemWindow = new Window_ItemList();
this._itemWindow.x = 200;
this._itemWindow.y = 80;
this._itemWindow.height = 540;
this._itemWindow.width = 400;
this._itemWindow.setHelpWindow(this._helpWindow);
this._itemWindow = new Window_ItemList(0, this._itemWindow.y, this._itemWindow.width, this._itemWindow.height);
this._itemWindow.setHandler('ok', this.onItemOk.bind(this));
this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this));
this.addWindow(this._itemWindow);
this._categoryWindow.setItemWindow(this._itemWindow);
};
Scene_Item.prototype.createHelpWindow = function() {
this._helpWindow = new Window_Help();
this._helpWindow.height = 150;
this._helpWindow.width = 400;
this._helpWindow.x = 410;
this._helpWindow.y = 460;
this.addWindow(this._helpWindow);
};
Window_ItemList.prototype.maxCols = function() {
return 1;
}
Scene_Item.prototype.user = function() {
var members = $gameParty.movableMembers();
var bestActor = members[0];
var bestPha = 0;
for (var i = 0; i < members.length; i++) {
if (members.pha > bestPha) {
bestPha = members.pha;
bestActor = members;
}
}
return bestActor;
};
Scene_Item.prototype.onCategoryOk = function() {
this._itemWindow.activate();
this._itemWindow.selectLast();
};
Scene_Item.prototype.onItemOk = function() {
$gameParty.setLastItem(this.item());
this.determineItem();
};
Scene_Item.prototype.onItemCancel = function() {
this._itemWindow.deselect();
this._categoryWindow.activate();
};
Scene_Item.prototype.playSeForItem = function() {
SoundManager.playUseItem();
};
Scene_Item.prototype.useItem = function() {
Scene_ItemBase.prototype.useItem.call(this);
this._itemWindow.redrawCurrentItem();
};
// Scene_Item
//
// The scene class of the item screen.
function Scene_Item() {
this.initialize.apply(this, arguments);
}
Scene_Item.prototype = Object.create(Scene_ItemBase.prototype);
Scene_Item.prototype.constructor = Scene_Item;
Scene_Item.prototype.initialize = function() {
Scene_ItemBase.prototype.initialize.call(this);
};
Scene_Item.prototype.create = function() {
Scene_ItemBase.prototype.create.call(this);
this.createHelpWindow();
this.createCategoryWindow();
this.createItemWindow();
this.createActorWindow();
};
Scene_Item.prototype.createCategoryWindow = function() {
this._categoryWindow = new Window_ItemCategory();
this._categoryWindow.x = 0;
this._categoryWindow.y = 0;
this._categoryWindow.setHandler('ok', this.onCategoryOk.bind(this));
this._categoryWindow.setHandler('cancel', this.popScene.bind(this));
this.addWindow(this._categoryWindow);
};
Scene_Item.prototype.createItemWindow = function() {
this._itemWindow = new Window_ItemList();
this._itemWindow.x = 200;
this._itemWindow.y = 80;
this._itemWindow.height = 540;
this._itemWindow.width = 400;
this._itemWindow.setHelpWindow(this._helpWindow);
this._itemWindow = new Window_ItemList(0, this._itemWindow.y, this._itemWindow.width, this._itemWindow.height);
this._itemWindow.setHandler('ok', this.onItemOk.bind(this));
this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this));
this.addWindow(this._itemWindow);
this._categoryWindow.setItemWindow(this._itemWindow);
};
Scene_Item.prototype.createHelpWindow = function() {
this._helpWindow = new Window_Help();
this._helpWindow.height = 150;
this._helpWindow.width = 400;
this._helpWindow.x = 410;
this._helpWindow.y = 460;
this.addWindow(this._helpWindow);
};
Window_ItemList.prototype.maxCols = function() {
return 1;
}
Scene_Item.prototype.user = function() {
var members = $gameParty.movableMembers();
var bestActor = members[0];
var bestPha = 0;
for (var i = 0; i < members.length; i++) {
if (members.pha > bestPha) {
bestPha = members.pha;
bestActor = members;
}
}
return bestActor;
};
Scene_Item.prototype.onCategoryOk = function() {
this._itemWindow.activate();
this._itemWindow.selectLast();
};
Scene_Item.prototype.onItemOk = function() {
$gameParty.setLastItem(this.item());
this.determineItem();
};
Scene_Item.prototype.onItemCancel = function() {
this._itemWindow.deselect();
this._categoryWindow.activate();
};
Scene_Item.prototype.playSeForItem = function() {
SoundManager.playUseItem();
};
Scene_Item.prototype.useItem = function() {
Scene_ItemBase.prototype.useItem.call(this);
this._itemWindow.redrawCurrentItem();
};
Here is a screenshot: (the box at the bottom right is the desc box)
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Last edited by a moderator:

