Yanfly Item Menu 2x Armor selection and Display Stat growth

Shian

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Hello, I am utilising Yanfly Ace Item Menu Script as shown here: http://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-item-menu/ and would like to know if I can do these two things:
 
First I want to be able to display "Shield" armor and "Body" armor separately in the first selection menu. So where it says
 

Items
Weapons
Armor
Key Items
 
I instead want it to say

Items

Weapons

Shield

Body

Key Items
I'm not utilising Head armor or accessories so I don't need them to be displayed.

Secondly there are some items in my game that increase stats permanently via the "grow" effect. Is it possible to replace the

      :tp_recover => "TP Heal",      # Text used for TP Recovery.
      :tp_gain    => "TP Gain",      # Text used for TP Gain.
      :applies    => "Applies",      # Text used for applied states and buffs.
      :removes    => "Removes",      # Text used for removed states and buffs.

with displays of how much MaxHP, MaxMP, Strength and Agility are increased by the item?

Thanks in advance for any help.
 
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Engr. Adiktuzmiko

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AFAIK, what you can do in Yanfly's menu is to show the different types once you select the "Armor" option... I don't think it has options for the first category menu


anyway, it would still be possible to do both, but it requires editing the script itself
 

Engr. Adiktuzmiko

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I think he was talking about the ITEM MENU
 

ShinGamix

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Whoops.



must be talking bout here.

Will look for that. be back in a few

Start at Line 112!

#-------------------------------------------------------------------------- # - Item Custom Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # For those who use scripts to that may produce unique effects for the item # scene, use this hash to manage the custom commands for the Item Command # Window. You can disable certain commands or prevent them from appearing # by using switches. If you don't wish to bind them to a switch, set the # proper switch to 0 for it to have no impact. #-------------------------------------------------------------------------- CUSTOM_ITEM_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :gogototori => ["Synthesis", 0, 0, :command_totori], :custom1 => [ "Custom Name", 0, 0, :command_name1], :custom2 => [ "Custom Text", 13, 0, :command_name2], } # Do not remove this.It clearly says way to do custom commands in the script.

and if you want to rearrange the others I'm sure all you have to do is rearrange them in the 90-ish lines where they are already.
 
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Shian

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Hello, thanks for replying.

I have edited the script like so:

COMMANDS =[ :item, # Opens up the various item categories. Default. :weapon, # Opens up the various weapon categories. Default. :armor, # Opens up the various armour categories. Default. :key_item, # Shows a list of the various key items. Default. :gogototori, # Requires Kread-EX's Go Go Totori Synthesis. :custom1, # Custom command 1. # :custom2, # Custom command 2. ] # Do not remove this. #-------------------------------------------------------------------------- # - Item Custom Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # For those who use scripts to that may produce unique effects for the item # scene, use this hash to manage the custom commands for the Item Command # Window. You can disable certain commands or prevent them from appearing # by using switches. If you don't wish to bind them to a switch, set the # proper switch to 0 for it to have no impact. #-------------------------------------------------------------------------- CUSTOM_ITEM_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :gogototori => ["Synthesis", 0, 0, :command_totori], :custom1 => [ "Shield", 1, 1, :shield], :custom2 => [ "Custom Text", 13, 0, :command_name2], } # Do not remove this.But I get the error

"Script Yanfly Ace Item Menu" line 1069: NameError occurred.

undefined method 'shield' for class 'Scene_Item'"

Could you please tell me what I am doing wrong?

Also, I suppose my first post was badly written. In my efforts to be polite I said I "...would like to know if I can do these two things", when actually I meant "I am an idiot and have no idea how to script. Could someone please edit the script so that it does these two things?"
 

Shian

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Zoltor

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Hello, thanks for replying.

I have edited the script like so:

COMMANDS =[ :item, # Opens up the various item categories. Default. :weapon, # Opens up the various weapon categories. Default. :armor, # Opens up the various armour categories. Default. :key_item, # Shows a list of the various key items. Default. :gogototori, # Requires Kread-EX's Go Go Totori Synthesis. :custom1, # Custom command 1. # :custom2, # Custom command 2. ] # Do not remove this. #-------------------------------------------------------------------------- # - Item Custom Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # For those who use scripts to that may produce unique effects for the item # scene, use this hash to manage the custom commands for the Item Command # Window. You can disable certain commands or prevent them from appearing # by using switches. If you don't wish to bind them to a switch, set the # proper switch to 0 for it to have no impact. #-------------------------------------------------------------------------- CUSTOM_ITEM_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :gogototori => ["Synthesis", 0, 0, :command_totori], :custom1 => [ "Shield", 1, 1, :shield], :custom2 => [ "Custom Text", 13, 0, :command_name2], } # Do not remove this.But I get the error

"Script Yanfly Ace Item Menu" line 1069: NameError occurred.

undefined method 'shield' for class 'Scene_Item'"

Could you please tell me what I am doing wrong?

Also, I suppose my first post was badly written. In my efforts to be polite I said I "...would like to know if I can do these two things", when actually I meant "I am an idiot and have no idea how to script. Could someone please edit the script so that it does these two things?"
I would advise lining things up better, codes love neatness, however the problem here looks like the second shield, it shouldn't be shield..

:command_name1],  instead of the 2nd shield should fix it I think

The green text is the desplayed text of the command, while the coding on the right, is the type of proc being called.
 
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Shian

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I would advise lining things up better, codes love neatness, howver the problem here looks like the second shield, it should be be Shield.

:command_name1],  instead of the 2nd shield should fix it I think

The green text is the desplayed text of the command, while the coding on the right, is the type of proc being called(as well as the placement of the command).
Hello, thanks for the help but it doesn't work:

When I use

:custom1 => ["Shield", 1, 1, :command_name1],"Shield" shows up in the item menu, but selecting it causes the game to freeze.

When using

:custom1 => ["Shield", 1, 1, Shield.:command_name1],I get a syntax error.

Just as a test I tried adding the standard "weapon" slot like so:

:custom1 => ["Shield", 1, 1, :command_weapon],and

:custom1 => ["Shield", 1, 1, :weapon],and both give me a NameError when entering the item menu. I think the script may not actually be capable of adding parameters that are built into the game, but is only designed to add features from other scripts, like the Kread-EX's Go Go Totori Synthesis as shown as an example. I may have to bite the bullet and list the different armors under the same tab.

However, there is still my other question of how to change the bit that says

:tp_recover => "TP Heal", # Text used for TP Recovery. :tp_gain => "TP Gain", # Text used for TP Gain. :applies => "Applies", # Text used for applied states and buffs. :removes => "Removes", # Text used for removed states and buffs.to show how much the items make HP, MP, ATK and MAT grow, though, if anyone is willing to help.

Thanks!
 

Engr. Adiktuzmiko

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probably because none of those methods are defined...

Code:
:custom1 =>    ["Shield",              1,          1, :weapon]
:weapon here pertains to the method to be used when you select the :custom1 option, so if it doesn't exist, then it will error
 
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