KItemDesc VX 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 VX Zilsel Version# Scripter : Kyonides Arkanthes# v1.0.2 - 2019-11-30# 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.# Optional: Place large icons in Graphics/Pictures folder with their item names.# 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. # [[Kind, ID]] = { 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\npotions for I'm invincible!" } @comments.default = {} # Do not touch this! It will eat you alive! def self.comments() @comments endendmodule Cache def self.picture(filename) load_bitmap('Graphics/Pictures', filename) endendclass Game_Party def leader() $game_actors[@actors[0]] endendclass ItemDescWindow < Window_Base include KItemDesc def initialize super(272, 56, 272, 360) 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[key][lid] || DEFAULT_COMMENT comments = comments.split("\n") text = sprintf(ACTOR_OPINION_LABEL, name) w = width - 32 begin bit = Cache.picture(@item.name) rect = Rect.new(0, 0, bit.width, bit.height) icon_x = PICTURE_CENTER_X ? w / 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) rescue icon_x = PICTURE_CENTER_X ? w / 2 - 12 : PICTURE_X icon_y = PICTURE_CENTER_Y ? COMMENTS_Y / 2 - 12 : PICTURE_Y draw_icon(@item.icon_index, icon_x, icon_y) end 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[n]) end endendmodule 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 endendclass Game_Party def item_number(item) number = case item when RPG::Item then @items[item.id] when RPG::Weapon then @weapons[item.id] when RPG::Armor then @armors[item.id] when RPG::Skill then skill_number(item.id) end number || 0 end 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 endendclass Window_Item alias :kyon_itemdesc_win_item_up_help :update_help def initialize(x, y, width, height) super(x, y, width, height) self.index = 0 @column_max = 2 if $game_temp.in_battle refresh end def refresh @data = [] $game_party.item_keys.each do |i| @data << $data_items
self.index = @data.size - 1 if i == $game_party.last_item_id end 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[KItemDesc::INCLUDE_SKILLS_SWITCH_ID] $game_party.skills.each{|i| @data << $data_skills } end end @data << nil if include?(nil) @item_max = @data.size create_contents @item_max.times{|i| draw_item(i) } @desc_window.refresh(@data[@index]) if @desc_window 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 endendclass Scene_Item alias :kyon_itemdesc_scn_item_term :terminate def start create_menu_background @viewport = Viewport.new(0, 0, 544, 416) @item_desc = ItemDescWindow.new @help_window = Window_Help.new @help_window.viewport = @viewport @item_window = Window_Item.new(0, 56, 272, 360) @item_window.viewport = @viewport @item_window.active = false @item_window.help_window = @help_window @item_window.desc_window = @item_desc @target_window = Window_MenuStatus.new(0, 0) hide_target_window end def terminate kyon_itemdesc_scn_item_term @item_desc.dispose endend
Terms & Conditions
Free for use in any kind of videogame, but you must include my nickname and the URL in your game credits.
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-vx.115824/