KItemDesc VX

kyonides

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KItemDesc VX Zilsel Version
version 1.0.2

by Kyonides Arkanthes


Introduction


This scriptlet just pretends to implement zlsl's need of a different item description menu by adding an extra window to display an icon or picture plus the hero's comment.

You may also want to activate a global switch to show skills as if they were simple items! :shocked: Don't worry! You can deactivate that at any given time!

Warning: The player cannot change this on his own so you would need to let them use an event as a trigger.

Just paste it in a script section above Main but below Scene_Debug.

Screenshot


The Script
Code:
# * KItemDesc VX Zilsel Version
#   Scripter : Kyonides Arkanthes
#   v1.0.2 - 2019-11-30

# This scriptlet allows you to show custom icons and comments in the Inventory
# Menu scene. It will show the party leader's opinion on a given item.
# Optional: Place large icons in Graphics/Pictures folder with their item names.
# You may also allow the player to check out his or her skills on the same menu
# by activating a global switch via an event command. It can be deactivated at
# any given time!

module KItemDesc
  INCLUDE_SKILLS_SWITCH_ID = 1
  PICTURE_X = 12
  PICTURE_Y = 12
  PICTURE_CENTER_X = true # true - Ignores X coordinate, false - uses X
  PICTURE_CENTER_Y = true # true - Ignores Y coordinate, false - uses Y
  COMMENTS_Y = 180
  ACTOR_OPINION_LABEL = "%s's Opinion"
  # Comments may include newlines alias \n if needed.
  DEFAULT_COMMENT = "The hero has nothing to say\nabout this"
  @comments = {} # There's no need to edit this line.
  # [[Kind, ID]] = { ActorID => "Hero's comment on current item", etc. }
  # Kind Options - :item, :weapon, :armor, :skill - Check the following example.
  @comments[[:item, 1]] = {
    1 => "You know, I'll never need\npotions for I'm invincible!"
  }
  @comments.default = {} # Do not touch this! It will eat you alive!
  def self.comments() @comments end
end

module Cache
  def self.picture(filename) load_bitmap('Graphics/Pictures', filename) end
end

class Game_Party
  def leader() $game_actors[@actors[0]] end
end

class ItemDescWindow < Window_Base
  include KItemDesc
  def initialize
    super(272, 56, 272, 360)
    self.contents = Bitmap.new(width - 32, height - 32)
  end

  def refresh(new_item)
    return if @item == new_item
    @item = new_item
    c = self.contents
    c.clear
    return if @item.nil?
    lid = $game_party.leader.id
    name = $game_party.leader.name
    key = [@item.type, @item.id]
    comments = KItemDesc.comments[key][lid] || DEFAULT_COMMENT
    comments = comments.split("\n")
    text = sprintf(ACTOR_OPINION_LABEL, name)
    w = width - 32
    begin
      bit = Cache.picture(@item.name)
      rect = Rect.new(0, 0, bit.width, bit.height)
      icon_x = PICTURE_CENTER_X ? w / 2 - bit.width / 2 : PICTURE_X
      icon_y = PICTURE_CENTER_Y ? COMMENTS_Y / 2 - bit.height / 2 : PICTURE_Y
      c.blt(icon_x, icon_y, bit, rect)
    rescue
      icon_x = PICTURE_CENTER_X ? w / 2 - 12 : PICTURE_X
      icon_y = PICTURE_CENTER_Y ? COMMENTS_Y / 2 - 12 : PICTURE_Y
      draw_icon(@item.icon_index, icon_x, icon_y)
    end
    c.draw_text(0, COMMENTS_Y, 288, 24, text)
    comments.size.times do |n|
      c.draw_text(0, COMMENTS_Y + 28 + n * 24, 288, 24, comments[n])
    end
  end
end

module RPG
  class Item
    def type() :item end
  end

  class Weapon
    def type() :weapon end
  end

  class Armor
    def type() :armor end
  end

  class Skill
    def type() :skill end
  end
end

class Game_Party
  def item_number(item)
    number = case item
    when RPG::Item then @items[item.id]
    when RPG::Weapon then @weapons[item.id]
    when RPG::Armor then @armors[item.id]
    when RPG::Skill then skill_number(item.id)
    end
    number || 0
  end
  def item_keys() @items.keys.sort end
  def weapon_keys() @weapons.keys.sort end
  def armor_keys() @armors.keys.sort end
  def skills() @actors.map{|a| a.skills } end
  def skill_number(item_id) skills.select{|n| n == item_id}.size end
end

class Window_Item
  alias :kyon_itemdesc_win_item_up_help :update_help
  def initialize(x, y, width, height)
    super(x, y, width, height)
    self.index = 0
    @column_max = 2 if $game_temp.in_battle
    refresh
  end

  def refresh
    @data = []
    $game_party.item_keys.each do |i|
      @data << $data_items[i]
      self.index = @data.size - 1 if i == $game_party.last_item_id
    end
    unless $game_temp.in_battle
      $game_party.weapon_keys.each{|i| @data << $data_weapons[i] }
      $game_party.armor_keys.each{|i| @data << $data_armors[i] }
      if $game_switches[KItemDesc::INCLUDE_SKILLS_SWITCH_ID]
        $game_party.skills.each{|i| @data << $data_skills[i] }
      end
    end
    @data << nil if include?(nil)
    @item_max = @data.size
    create_contents
    @item_max.times{|i| draw_item(i) }
    @desc_window.refresh(@data[@index]) if @desc_window
  end

  def desc_window=(new_window)
    @desc_window = new_window
    @desc_window.refresh(@data[@index])
  end

  def update_help
    kyon_itemdesc_win_item_up_help
    @desc_window.refresh(@data[@index]) if @desc_window
  end
end

class Scene_Item
  alias :kyon_itemdesc_scn_item_term :terminate
  def start
    create_menu_background
    @viewport = Viewport.new(0, 0, 544, 416)
    @item_desc = ItemDescWindow.new
    @help_window = Window_Help.new
    @help_window.viewport = @viewport
    @item_window = Window_Item.new(0, 56, 272, 360)
    @item_window.viewport = @viewport
    @item_window.active = false
    @item_window.help_window = @help_window
    @item_window.desc_window = @item_desc
    @target_window = Window_MenuStatus.new(0, 0)
    hide_target_window
  end

  def terminate
    kyon_itemdesc_scn_item_term
    @item_desc.dispose
  end
end
Terms & Conditions

Free for use in any kind of videogame, but you must include my nickname and the URL in your game credits.
 

TengHu

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Nice script! Good to see RGSS2 scripters around.
 

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