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- Feb 16, 2015
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Hello! I was wondering if there was a way to have a separate opacity setting for the "select key item" menu that pops up in an event?
I'm using a custom item menu script (Seiryuki's CATEGORIZE ITEM SCENE) that changes the opacity settings for the item screen on the menu which makes it completely transparent. However, this messes with the key item menu that comes up with an event.
I wanted to keep the transparent menu-item screen while having an opaque key item menu for events. Is this possible?
Here's the part of the custom script that deals with the item list and also changes the key item menu::
I'm using a custom item menu script (Seiryuki's CATEGORIZE ITEM SCENE) that changes the opacity settings for the item screen on the menu which makes it completely transparent. However, this messes with the key item menu that comes up with an event.
I wanted to keep the transparent menu-item screen while having an opaque key item menu for events. Is this possible?
Here's the part of the custom script that deals with the item list and also changes the key item menu::
class Window_ItemList < Window_Selectable
alias icat_initialize initialize
def initialize(x, y, width, height)
icat_initialize(x, y, 575, height)
@category = ICAT::VISIBLE_CATEGORY_INDEX
self.opacity = 255
end
def include?(item)
return false if item == nil
case @category
when :item
item.is_a?(RPG::Item) && !item.key_item?
when :weapon
item.is_a?(RPG::Weapon)
when :armor
item.is_a?(RPG::Armor)
when :key_item
item.is_a?(RPG::Item) && item.key_item?
when :all_item
item.is_a?(RPG::Item) || item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon)
else
###### NEED TO CHECK FOR CUSTOM CATEGORIES HERE AND
###### DECIDE IF TO INCLUDE THE ITEM TO IT
@icategory = item.item_category
for i in @icategory do
if @category == i
return item.item_category.include?(@category)
end
end
return false
end #when
end #def
end #class
alias icat_initialize initialize
def initialize(x, y, width, height)
icat_initialize(x, y, 575, height)
@category = ICAT::VISIBLE_CATEGORY_INDEX
self.opacity = 255
end
def include?(item)
return false if item == nil
case @category
when :item
item.is_a?(RPG::Item) && !item.key_item?
when :weapon
item.is_a?(RPG::Weapon)
when :armor
item.is_a?(RPG::Armor)
when :key_item
item.is_a?(RPG::Item) && item.key_item?
when :all_item
item.is_a?(RPG::Item) || item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon)
else
###### NEED TO CHECK FOR CUSTOM CATEGORIES HERE AND
###### DECIDE IF TO INCLUDE THE ITEM TO IT
@icategory = item.item_category
for i in @icategory do
if @category == i
return item.item_category.include?(@category)
end
end
return false
end #when
end #def
end #class





