じ☆ve冰风 发表于 2026-7-8 19:29:47

KItemDesc XP

KItemDesc XP 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 XP Zilsel Version #   Scripter : Kyonides Arkanthes #   v1.0.2 - 2019-11-24# 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. # Place large icons in the Graphics/Pictures directory if you ever use them! # 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.   # [] = { 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 potions\nfor I'm invincible!"   }   @comments.default = {} # Do not touch this! It will eat you alive!   def self.comments() @comments end endclass Game_Party   def leader() @actors end endclass ItemDescWindow < Window_Base   include KItemDesc   def initialize   super(320, 64, 320, 416)   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 || DEFAULT_COMMENT   comments = comments.split("\n")   text = sprintf(ACTOR_OPINION_LABEL, name)   icon_name = @item.icon_name   begin       bit = RPG::Cache.picture(icon_name)   rescue       bit = RPG::Cache.icon(icon_name)   end   rect = Rect.new(0, 0, bit.width, bit.height)   icon_x = PICTURE_CENTER_X ? 288 / 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)   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)   end   end endmodule 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 endclass Game_Party   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 endclass Window_Item   alias :kyon_itemdesc_win_item_up_help :update_help   def initialize   battle = $game_temp.in_battle   w = battle ? 640 : 320   super(0, 64, w, 416)   refresh   self.index = 0   return unless battle   @column_max = 2   self.y = 64   self.height = 256   self.back_opacity = 160   end    def refresh   if self.contents != nil       self.contents.dispose       self.contents = nil   end   @data = []   $game_party.item_keys.each{|i| @data << $data_items }   unless $game_temp.in_battle       $game_party.weapon_keys.each{|i| @data << $data_weapons }       $game_party.armor_keys.each{|i| @data << $data_armors }       if $game_switches         $game_party.skills.each{|i| @data << $data_skills }       end   end   @item_max = @data.size   if @item_max > 0       self.contents = Bitmap.new(width - 32, row_max * 32)       @item_max.times{|i| draw_item(i) }   end   @desc_window.refresh(@data[@index]) if @desc_window   end    def draw_item(index)   item = @data   number = current_item_number(item.type, item.id)   usable = (item.type == :item and $game_party.item_can_use?(item.id))   self.contents.font.color = usable ? normal_color : disabled_color   x = 4 + index % @column_max * (288 + 32)   y = index / @column_max * 32   rect = Rect.new(x, y, self.width / @column_max - 32, 32)   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))   bitmap = RPG::Cache.icon(item.icon_name)   opacity = self.contents.font.color == normal_color ? 255 : 128   self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)   self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)   self.contents.draw_text(x + 240, y, 16, 32, ":", 1)   self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)   end    def current_item_number(item_type, item_id)   case item_type   when :item       $game_party.item_number(item_id)   when :weapon       $game_party.weapon_number(item_id)   when :armor       $game_party.armor_number(item_id)   when :skill       $game_party.skill_number(item_id)   end   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 endclass Scene_Item   def main   @item_desc = ItemDescWindow.new   @help_window = Window_Help.new   @item_window = Window_Item.new   @item_window.help_window = @help_window   @item_window.desc_window = @item_desc   @target_window = Window_Target.new   @target_window.visible = false   @target_window.active = false   Graphics.transition   main_loop until $scene != self   Graphics.freeze   @item_desc.dispose   @help_window.dispose   @item_window.dispose   @target_window.dispose   end    def main_loop   Graphics.update   Input.update   update   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.
Give me a free copy of your completed game if you include at least 2 of my scripts!
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本贴来自国际rpgmaker官方论坛作者:kyonides处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/kitemdesc-xp.115823/
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