Menu Items & Item Effect Boxes compability

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Hey guys,
I recently started using Yanfly's Ace Item Menu (v 1.02) in my Broken Reality game. The script works great, but as soon as I inserted it (whether above or below in the list didn't matter), Neon Black's Effect Box Script (v 1. 0) stopped working. I'm not saying the game crushes, it's just that the script does nothing.

Yanfly's Ace Item Menu link: https://github.com/Archeia/YEARepo/blob/master/Menu/Ace_Item_Menu.rb
Since I'm using a modified version of Neon Black's script (by Roninator 2), I will post it here instead of copy-pasting the original script:
Code:
##----------------------------------------------------------------------------##
## Effects Box Script v1.0
## Created by Neon Black
##changed by Roninator 2
##
## For both commercial and non-commercial use as long as credit is given to
## Neon Black and any additional authors.  Licensed under Creative Commons
## CC BY 3.0 - http://creativecommons.org/licenses/by/3.0/.
##----------------------------------------------------------------------------##
                                                                              ##
##----------------------------------------------------------------------------##
##    Revision Info:
## v1.0 - 3.3.2013
##  Wrote and debugged main script
##----------------------------------------------------------------------------##
                                                                              ##
$imported ||= {}                                                              ##
$imported["EFFECTS_BOX"] = 1.0                                                ##
                                                                              ##
##----------------------------------------------------------------------------##
##    Instructions:
## Place this script in the script editor below "Materials" and above "Main".
## This script requires Neon Black's Features and Effects name module.  You can
## obtain it from http://cphouseset.wordpress.com/modules/.  If you do not
## import it, you will get errors.
##
## This script is plug and play.  It allows a pop-up boxes to display on equips,
## items, and skills.  You can choose to have these pop-ups be constant, toggle
## with a button press, or only appear while a key is held down.  These display
## 3 bits of information.  First an added note, second all the stats equipping
## the item will provide, and finally all the effects or features of the item.
## A note can be added using <effect note> and </effect note> and placing your
## note in between those tags, like so:
##
##    <effect note>
##    This will display line 1
##    This will display line 2
##    </effect note>
##
##----------------------------------------------------------------------------##
                                                                              ##
module CP             # Do not touch                                          ##
module EFFECTS_WINDOW #  these lines.                                         ##
##----------------------------------------------------------------------------##
##    Config:
## The config options are below.  You can set these depending on the flavour of
## your game.  Each option is explained in a bit more detail above it.
##
##------
# This is the padding around the edges of the box.  Increasing this number will
# increase the size of the box without increasing the size of it's contents.
EDGES = 8

# This is the font size of the pop up's text.  Adjusting this affects the entire
# box's size.
FONT_SIZE = 16

# Choose to use font shadow or outlines.
SHADOW = true
OUTLINE = true

# If this value is set to false, stats will not be shown on equips.
SHOW_STATS = true

# The key to press to toggle or show the box.
BOX_KEY = :A

# The show type for the pop-up box.  Any value other than these three will
# prevent the box from being show.
#  0 = Hold button to display the box.
#  1 = Press button to toggle the box.
#  2 = The box is constantly show.
SHOW_TYPE = 1

# If type 2 was selected above, this is the default state of the box.  Set it to
# true to show the box or false to hide the box until the key is pressed.
@show = false
##----------------------------------------------------------------------------##
                                                                              ##
                                                                              ##
##----------------------------------------------------------------------------##
## The following lines are the actual core code of the script.  While you are
## certainly invited to look, modifying it may result in undesirable results.
## Modify at your own risk!
###----------------------------------------------------------------------------


  def self.toggle_effects
    @show = !@show if Input.trigger?(BOX_KEY)
    return @show
  end

end
end

module SceneManager
  class << self
    alias :cp_rshp_run :run unless method_defined?(:cp_rshp_run)
  end
 
  def self.run
    cp_module_check_features
    cp_rshp_run
  end
 
  def self.cp_module_check_features
    return if $imported["CP_FEATURES_EFFECTS"]
    a1 = "One or more scripts require Neon Black's Features and Effects module."
    a2 = "This can be obtained at http://cphouseset.wordpress.com/modules/"
    a3 = "Please add this module and try again."
    a4 = "Please contact the creator of the game to resolve this issue."
    if $TEST || $BTEST
      msgbox "#{a1}/n#{a2}/n#{a3}"
      Thread.new{system("start http://cphouseset.wordpress.com/modules/#features")}
    else
      msgbox "#{a1}/n#{a4}"
    end
  end
end

class Window_Selectable < Window_Base
  def item
    return nil
  end
 
  alias :cp_itembox_update :update
  def update(*args)
    cp_itembox_update(*args)
    show_fet_window
  end
 
  def show_fet_window
    key = key_show_features_box
    show_feature_box if key && active && open?
    remove_feature_box unless key && active && open?
  end
 
  def key_show_features_box
    case CP::EFFECTS_WINDOW::SHOW_TYPE
    when 0
      return Input.press?(CP::EFFECTS_WINDOW::BOX_KEY)
    when 1
      return CP::EFFECTS_WINDOW.toggle_effects
    when 2
      return true
    else
      return false
    end
  end
 
  def show_feature_box  ## Creates the box if shift is held.
    if item != @last_box_item
      if feature_box_item?
        @feature_box.dispose unless @feature_box.nil?
        rect = item_rect(@index)
        x = rect.x + self.x + padding + 24 - ox
        y = rect.y + line_height + self.y + padding - oy - 2
        @feature_box = Window_FeaturesShow.new(item, x, y, self)
        @last_box_item = item
      else
        remove_feature_box
      end
    end
  end
 
  def feature_box_item?
    item.is_a?(RPG::EquipItem) || item.is_a?(RPG::UsableItem)
  end
 
  def remove_feature_box  ## Dispose the box.
    @feature_box.dispose unless @feature_box.nil?
    @feature_box = nil
    @last_box_item = nil
  end
end

class Window_FeaturesShow < Window_Base
  def initialize(item, x, y, parent)
    @parent = parent
    @bx = x; @by = y
    @item = item
    super(0, 0, 500, 500)
    self.z = @parent.z + 500
    self.windowskin = Cache.system("EffectsWindow")
    self.back_opacity = 255
    self.tone = Tone.new
    make_width
    make_height
    make_position
    draw_all_items
  end
 
  def make_width
    contents.font.size = line_height
    contents.font.outline = CP::EFFECTS_WINDOW::OUTLINE
    contents.font.shadow = CP::EFFECTS_WINDOW::SHADOW
    i = 120
    unless notes.empty?
      i = [i, notes.collect{|n| contents.text_size(n).width}.max + 2].max
    end
    unless effects.empty?
      i = [i, effects.collect{|e| contents.text_size(e.vocab).width}.max + 2].max
    end
    unless stats.empty?
      i = [i, stats.collect{|s| contents.text_size(s).width}.max + 2].max
    end
    self.width = i + standard_padding * 2
  end
 
  def make_height
    sw = self.width - standard_padding * 2
    i = standard_padding * 2
    i += notes.size * line_height
    i += effects.size * line_height
    i += seps * line_height / 2
    unless stats.empty?
      w = stats.collect{|s| contents.text_size(s).width}.max + 2
      n = [sw / w, 1].max
      i += (stats.size + n - 1) / n * line_height
    end
    self.height = i
    self.visible = false if i == standard_padding * 2
    create_contents
    contents.font.size = line_height
    contents.font.outline = false
    contents.font.shadow = false
    change_color(normal_color)
  end
 
  def make_position
    self.x = @bx + self.width > Graphics.width ? Graphics.width - self.width :
             @bx
    self.y = @by + self.height <= Graphics.height ? @by :
             @by - self.height - @parent.line_height + 4 > 0 ? @by -
             self.height - @parent.line_height + 4 : Graphics.height -
             self.height
  end
 
  def standard_padding
    CP::EFFECTS_WINDOW::EDGES
  end
 
  def line_height
    CP::EFFECTS_WINDOW::FONT_SIZE
  end
 
  def seps
    i = 0
    i += 1 unless effects.empty?
    i += 1 unless notes.empty?
    i += 1 unless stats.empty?
    return [i, 0].max
  end
 
  def stats
    return [] unless CP::EFFECTS_WINDOW::SHOW_STATS && @item.is_a?(RPG::EquipItem)
    r = []
    8.times do |i|
      next if @item.params[i] == 0
      r.push("#{Vocab.param(i)}   #{@item.params[i]}")
    end
    return r
  end
 
  def notes
    @item.effect_desc
  end
 
  def effects
    if @item.is_a?(RPG::EquipItem)
      @item.features
    elsif @item.is_a?(RPG::UsableItem)
      @item.effects
    end
  end
 
  def draw_all_items
    contents.clear
    y = 0
    notes.each do |l|
      draw_text(1, y, contents.width, line_height, l)
      y += line_height
    end
    y += line_height / 2 unless y == 0
    unless stats.empty?
      w = stats.collect{|s| contents.text_size(s).width}.max + 2
      xt = contents.width / w
      xw = contents.width / xt
      xn = 0
      y -= line_height
      stats.each_with_index do |s, index|
        y += line_height if index % xt == 0
        case s
        when /(.*)   (-?)(\d+)/i
          draw_text(xw * (index % xt) + 1, y, xw, line_height, "#{$1.to_s}")
          draw_text(xw * (index % xt) + 1, y, xw, line_height,
                    "#{$2.to_s}#{$3.to_s}  ", 2)
        end
      end
      y += line_height
    end
    y += line_height / 2 unless y == 0
    effects.each do |e|
      draw_text(1, y, contents.width, line_height, e.vocab)
      y += line_height
    end
  end
end

class RPG::BaseItem
  def effect_desc
    make_effect_desc if @effect_desc.nil?
    return @effect_desc
  end
 
  def make_effect_desc
    @effect_desc = []
    noted = false
    self.note.split(/[\r\n]+/i).each do |line|
      case line
      when /<effect note>/i
        noted = true
      when /<\/effect note>/i
        break
      else
        @effect_desc.push("#{line}")
      end
    end
  end
end


###--------------------------------------------------------------------------###
#  End of script.                                                              #
###--------------------------------------------------------------------------###
(keep in mind this script will require an image called "EffectsWindow". Just copy-paste your normal window and change the name to that.)

Can anyone make it so that the scripts do not contradict each other?
Thanks for the help!
 

Roninator2

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well my fix was a small one, but the script still works for me. The only difference from you to me is that I have it set to show the box when I press the button and disappear when releasing the button. For me that's shift.
Testing the various options now, For me the 0 setting works and the 2 setting. the 1 which you have set does not.
SHOW_TYPE = 1

*Solved
The problem was with the key trigger in the self.toggle_effects
I changed the following to bypass this.
Code:
  def key_show_features_box
    case CP::EFFECTS_WINDOW::SHOW_TYPE
    when 0
      return Input.press?(CP::EFFECTS_WINDOW::BOX_KEY)
    when 1
      @show = !@show if Input.trigger?(CP::EFFECTS_WINDOW::BOX_KEY)
      return @show #CP::EFFECTS_WINDOW.toggle_effects
    when 2
      return true
    else
      return false
    end
  end
 
Last edited:
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Once again thanks man!

I have already included you in the credits museum (the area of the game where I give credits) so... Eeh... I will add an "X2" next to your name.

Admin you may close this now, the problem has been solved.
 

bgillisp

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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