No Item Categories

Shaz

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No Item Categories


2016.01.20


by Shaz


Introduction


This plugin removes the Categories list from the Items menu and shows all items in a single window.  Key items are included, but not Hidden items.


How to use


Add to your plugins folder (file name does not matter, but I call mine NoItemCategories.js).  There are no parameters to set or plugin commands to call.


Plugin


Download from pastebin


Notes


This plugin overwrites a number of functions from Scene_Shop and Scene_Item.  It will likely have compatibility issues with other plugins that modify the items and shop menus.  I will not provide fixes/patches for these incompatibilities, though you are free to make them yourself or request someone else to make them.


Credit


- Shaz


Terms


- free for use in commercial games
 
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nio kasgami

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psst do you allow me to mod this plugin for allow grid system ;D?
 

Shaz

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you can do whatever you like with it :)
 

Ultimatony

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With Yanfly item core, the armor/weapons are "Useable" in the item list, which crashes the game. Any way for them to be greyed out like they would be with just this?
 

Shaz

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You may be able to get someone to write a patch to make them work together.
 

Kimimant

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Hey there.


I found a bug when I tried to sell something in a shop.


It crashes when I confirm it btw.

TypeError: Cannot read property 'show' of undefined                                                     rpg_managers.js:1618
    at Scene_Shop.activateSellWindow (rpg_scenes.js:1738)
    at Scene_Shop.endNumberInput (rpg_scenes.js:1845)
    at Scene_Shop.onNumberOk (rpg_scenes.js:1818)
    at Window_ShopNumber.Window_Selectable.callHandler (rpg_windows.js:896)
    at Window_ShopNumber.Window_Selectable.callOkHandler (rpg_windows.js:1165)
    at Window_ShopNumber.Window_Selectable.processOk (rpg_windows.js:1150)
    at Window_ShopNumber.Window_Selectable.processHandling (rpg_windows.js:1021)
    at Window_ShopNumber.Window_Selectable.update (rpg_windows.js:978)
    at Window_ShopNumber.update (rpg_windows.js:3195)
    at rpg_core.js:5726
 
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Shaz

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thanks for letting me know.  


The issue has been fixed.  Please download again from the same location.


I've also added a note stating that there could be compatibility problems between this plugin and others, as this one overwrites a number of methods rather than aliasing them.
 

Jonforum

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No Item Categories


2016.01.20


by Shaz


Hello thank you for this amazing script, I love it and I want absolutely use it.

However, I met two little problems [bug].
Are you able to help me ?.



I begin with the first bug.


I use AltMenuScreen3.js for personalized menus.
Here


//=============================================================================
// AltMenuScreen3.js
//=============================================================================

/*:
* @plugindesc Yet Another menu screen layout.
* @author Sasuke KANNAZUKI, Yoji Ojima
*
* @default
* @param bgBitmapMenu
* @desc background bitmap file at menu scene. put at img/pictures.
* @default
*
* @param bgBitmapItem
* @desc background bitmap file at item scene. put at img/pictures.
* @default
*
* @param bgBitmapSkill
* @desc background bitmap file at skill scene. put at img/pictures.
* @default
*
* @param bgBitmapEquip
* @desc background bitmap file at equip scene. put at img/pictures.
* @default
*
* @param bgBitmapStatus
* @desc background bitmap file at status scene. put at img/pictures.
* @default
*
* @param bgBitmapOptions
* @desc background bitmap file at option scene. put at img/pictures.
* @default
*
* @param bgBitmapFile
* @desc background bitmap file at save/load scene. put at img/pictures.
* @default
*
* @param bgBitmapGameEnd
* @desc background bitmap file at gameEnd scene. put at img/pictures.
* @default
*
* @param maxColsMenu
* @desc max column at menu window
* @default 4
*
* @param commandRows
* @desc number of visible rows at command window
* @default 2
*
* @param isDisplayStatus
* @desc whether display status or not. (1 = yes, 0 = no)
* @default 1
*
* @help This plugin does not provide plugin commands.
* The differences with AltMenuscreen are follows:
* - windows are transparent at all menu scene.
* - it can set the background bitmap for each scenes at menu.
* - picture is actors' original
*
* Actor' note:
* <stand_picture:filename> set actor's standing picture at menu.
* put file at img/pictures.
*
* preferred size of actor's picture:
* width: 174px(maxColsMenu=4), 240px(maxColsMenu=3)
* height: 408px(commandRows=2), 444px(commandRows=1)
*/

/*:ja
* @plugindesc レイアウトの異なるメニュー画面
* @author 神無月サスケ, Yoji Ojima
*
* @param bgBitmapMenu
* @desc メニュー背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapItem
* @desc アイテム画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapSkill
* @desc スキル画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapEquip
* @desc 装備画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapStatus
* @desc ステータス画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapOptions
* @desc オプション画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapFile
* @desc セーブ/ロード画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapGameEnd
* @desc ゲーム終了画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param maxColsMenu
* @desc アクターを表示するウィンドウの1画面の登録最大数です。
* @default 4
*
* @param commandRows
* @desc コマンドウィンドウの行数です。
* @default 2
*
* @param isDisplayStatus
* @desc ステータスを表示するかしないかを選びます。(1 = yes, 0 = no)
* @default 1
*
* @help このプラグインには、プラグインコマンドはありません。
*
* AltMenuscreen との違いは以下です:
* - メニュー画面すべてのウィンドウが透明です
* - メニューそれぞれのシーンに背景ビットマップを付けることが出来ます。
* - アクターに立ち絵を利用します。
*
* アクターのメモに以下のように書いてください:
* <stand_picture:ファイル名> ファイル名が、そのアクターの立ち絵になります。
* ファイルは img/pictures に置いてください。
*
* 望ましいアクター立ち絵のサイズ:
* 幅:3列:240px, 4列:174px
* 高さ: コマンドウィンドウ 1行:444px 2行:408px
*
*/

(function() {

// set parameters
var parameters = PluginManager.parameters('AltMenuScreen3');
var bgBitmapMenu = parameters['bgBitmapMenu'] || '';
var bgBitmapItem = parameters['bgBitmapItem'] || '';
var bgBitmapSkill = parameters['bgBitmapSkill'] || '';
var bgBitmapEquip = parameters['bgBitmapEquip'] || '';
var bgBitmapStatus = parameters['bgBitmapStatus'] || '';
var bgBitmapOptions = parameters['bgBitmapOptions'] || '';
var bgBitmapFile = parameters['bgBitmapFile'] || '';
var bgBitmapGameEnd = parameters['bgBitmapGameEnd'] || '';
var maxColsMenuWnd = Number(parameters['maxColsMenu'] || 4);
var rowsCommandWnd = Number(parameters['commandRows'] || 2);
var isDisplayStatus = !!Number(parameters['isDisplayStatus']);


//
// make transparent windows for each scenes in menu.
//
var _Scene_Menu_create = Scene_Menu.prototype.create;
Scene_Menu.prototype.create = function() {
_Scene_Menu_create.call(this);
this._statusWindow.x = ;
this._statusWindow.y = this._commandWindow.height;
this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width;
// make transparent for all windows at menu scene.
this._statusWindow.opacity = ;
this._goldWindow.opacity = ;
this._commandWindow.opacity = ;
};

var _Scene_Item_create = Scene_Item.prototype.create;
Scene_Item.prototype.create = function() {
_Scene_Item_create.call(this);
this._helpWindow.opacity = ;
this._categoryWindow.opacity = ;
this._itemWindow.opacity = ;
this._actorWindow.opacity = ;
};

var _Scene_Skill_create = Scene_Skill.prototype.create;
Scene_Skill.prototype.create = function() {
_Scene_Skill_create.call(this);
this._helpWindow.opacity = ;
this._skillTypeWindow.opacity = ;
this._statusWindow.opacity = ;
this._itemWindow.opacity = ;
this._actorWindow.opacity = ;
};

var _Scene_Equip_create = Scene_Equip.prototype.create;
Scene_Equip.prototype.create = function() {
_Scene_Equip_create.call(this);
this._helpWindow.opacity = ;
this._statusWindow.opacity = ;
this._commandWindow.opacity = ;
this._slotWindow.opacity = ;
this._itemWindow.opacity = ;
};

var _Scene_Status_create = Scene_Status.prototype.create;
Scene_Status.prototype.create = function() {
_Scene_Status_create.call(this);
this._statusWindow.opacity = ;
};

var _Scene_Options_create = Scene_Options.prototype.create;
Scene_Options.prototype.create = function() {
_Scene_Options_create.call(this);
this._optionsWindow.opacity = ;
};

var _Scene_File_create = Scene_File.prototype.create;
Scene_File.prototype.create = function() {
_Scene_File_create.call(this);
this._helpWindow.opacity = ;
this._listWindow.opacity = ;
};

var _Scene_GameEnd_create = Scene_GameEnd.prototype.create;
Scene_GameEnd.prototype.create = function() {
_Scene_GameEnd_create.call(this);
this._commandWindow.opacity = ;
};

//
// load bitmap that set in plugin parameter
//
var _Scene_Menu_createBackground = Scene_Menu.prototype.createBackground;
Scene_Menu.prototype.createBackground = function(){
if(bgBitmapMenu){
_Scene_Menu_createBackground.call(this);
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapMenu);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_Menu_createBackground.call(this);
};

var _Scene_Item_createBackground = Scene_Item.prototype.createBackground;
Scene_Item.prototype.createBackground = function(){
if(bgBitmapItem){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapItem);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_Item_createBackground.call(this);

};

var _Scene_Skill_createBackground = Scene_Skill.prototype.createBackground;
Scene_Skill.prototype.createBackground = function(){
if(bgBitmapSkill){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapSkill);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_Skill_createBackground.call(this);
};

var _Scene_Equip_createBackground = Scene_Equip.prototype.createBackground;
Scene_Equip.prototype.createBackground = function(){
if(bgBitmapEquip){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapEquip);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_Equip_createBackground.call(this);
};

var _Scene_Status_createBackground =
Scene_Status.prototype.createBackground;
Scene_Status.prototype.createBackground = function(){
if(bgBitmapStatus){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapStatus);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_Status_createBackground.call(this);
};

var _Scene_Options_createBackground =
Scene_Options.prototype.createBackground;
Scene_Options.prototype.createBackground = function(){
if(bgBitmapOptions){
_Scene_Menu_createBackground.call(this);
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapOptions);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_Options_createBackground.call(this);
};

var _Scene_File_createBackground = Scene_File.prototype.createBackground;
Scene_File.prototype.createBackground = function(){
if(bgBitmapFile){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapFile);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_File_createBackground.call(this);
};

var _Scene_GameEnd_createBackground =
Scene_GameEnd.prototype.createBackground;
Scene_GameEnd.prototype.createBackground = function(){
if(bgBitmapGameEnd){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapGameEnd);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_GameEnd_createBackground.call(this);
};

//
// alt menu screen processes
//
Window_MenuCommand.prototype.windowWidth = function() {
return Graphics.boxWidth;
};

Window_MenuCommand.prototype.maxCols = function() {
return 1;
};

Window_MenuCommand.prototype.numVisibleRows = function() {
return rowsCommandWnd;
};

Window_MenuStatus.prototype.windowWidth = function() {
return Graphics.boxWidth;
};



Window_MenuStatus.prototype.maxCols = function() {
return maxColsMenuWnd;
};

Window_MenuStatus.prototype.numVisibleRows = function() {
return 2;
};

Window_MenuStatus.prototype.drawItemImage = function(index) {
var actor = $gameParty.members()[index];
var rect = this.itemRectForText(index);
// load stand_picture
var bitmapName = $dataActors[actor.actorId()].meta.stand_picture;
var bitmap = bitmapName ? ImageManager.loadPicture(bitmapName) : null;
var w = Math.min(rect.width, (bitmapName ? bitmap.width : 144));
var h = Math.min(rect.height, (bitmapName ? bitmap.height : 144));
var lineHeight = this.lineHeight();
this.changePaintOpacity(actor.isBattleMember());
if(bitmap){
var sx = (bitmap.width > w) ? (bitmap.width - w) / 2 : ;
var sy = (bitmap.height > h) ? (bitmap.height - h) / 2 : ;
var dx = (bitmap.width > rect.width) ? rect.x :
rect.x + (rect.width - bitmap.width) / 2;
var dy = (bitmap.height > rect.height) ? rect.y :
rect.y + (rect.height - bitmap.height) / 2;
this.contents.blt(bitmap, sx, sy, w, h, dx, dy);
} else { // when bitmap is not set, do the original process.
this.drawActorFace(actor, rect.x, rect.y + lineHeight * 2.5, w, h);
}
this.changePaintOpacity(true);
};

Window_MenuStatus.prototype.drawItemStatus = function(index) {
if(!isDisplayStatus){
return;
}
var actor = $gameParty.members()[index];
var rect = this.itemRectForText(index);
var x = rect.x;
var y = rect.y;
var width = rect.width;
var bottom = y + rect.height;
var lineHeight = this.lineHeight();

};

var _Window_MenuActor_initialize = Window_MenuActor.prototype.initialize;
Window_MenuActor.prototype.initialize = function() {
_Window_MenuActor_initialize.call(this);
this.y = this.fittingHeight(2);
};

})();




I encounter an error when it works with your script.


TypeError: Cannot set property 'opacity' of undefined
at Scene_Item.create (AltMenuScreen3.js:178)
at Scene_Item.create (iconinventory.js:63)
at Function.SceneManager.changeScene (rpg_managers.js:1769)
at Function.SceneManager.updateMain (rpg_managers.js:1753)
at Function.SceneManager.update (rpg_managers.js:1680)rpg_managers.js:1722 SceneManager.catchExceptionrpg_managers.js:1683 SceneManager.update



Basically the problem is the attempt to transparent windows.


var _Scene_Item_create = Scene_Item.prototype.create;
Scene_Item.prototype.create = function() {
_Scene_Item_create.call(this);
this._helpWindow.opacity = ;
this._categoryWindow.opacity = ;
this._itemWindow.opacity = ;
this._actorWindow.opacity = ;
};



Here's what the menu looks like without the script AltMenuScreen3.


Sans-titre-1.jpg


Do you have solution ?


tank you friend
 
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Shaz

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Please do not post other people's scripts here.  Provide a link, or if it's a script that comes with the engine, just state the name.


I'm afraid I do not have time to make compatibility patches, as I indicated in the opening post (quoted below).  If you would like to post in the JS Plugin Support forum with a link to both scripts, someone else may be able to help you out.

Notes


This plugin overwrites a number of functions from Scene_Shop and Scene_Item.  It will likely have compatibility issues with other plugins that modify the items and shop menus.  I will not provide fixes/patches for these incompatibilities, though you are free to make them yourself or request someone else to make them.
 

bobadubub

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Sorry to resurrect this thread but I have a couple of small issues with this plugin that I can't quite work out.

1) When I open the inventory no item is selected by default. If I press the right arrow it highlights the first item in column 1, if I press the down arrow it highlights the first item in column 2...

Is there a way to make it always highlight item 1, column 1 upon initial input? Or better yet highlight it straight away when the menu is opened without input?


2) There appears to be a blank slot that you can highlight. If the inventory is empty, you can still highlight the first slot. If there is something in the inventory this 'blank' spot wil move to the end of your items. Can this be removed?


Also, and this is not specific to this plugin I guess but is it possible to center the 'description' text in the help window horizontally and/or vertically?
 

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