10-09-2006, 01:00 PM
Description Window
by Caldaron
Version: 1.02
Oct 9 2006
Introduction
This Window shows all available information of Skills/Items/Weapons/Armors
Features
Script
Instructions
Put this Script above Main
For non SDK-Users: delete line 5, 7 last line
To show the descriptions press Z
For those, who use extra pictures:
Incompatibility
Not known...
Credits and Thanks
Credits to me,
thanks to derVVulfman for his Details Script Compilation (because of some syntax problems)
thanks to the one who made the make_stat_element method (searching for his name)
Author's Notes
I had this idea independent to derVVulfman's Script Compilation, but i had syntax problems,
so his script came to the right time
by Caldaron
Version: 1.02
Oct 9 2006
This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.
No support is given. If you are the owner of the thread, please contact administration.
Introduction
This Window shows all available information of Skills/Items/Weapons/Armors
Features
- autodetect type (Skill/item/Weapon/Armor)
- Shows all available information
- Possibility to draw an extra picture
Script
Description Window
Code:
#==============================================================================
# Description Window Script v. 1.02
# by Caldaron (8.10.2006)
#==============================================================================
SDK.log('Description Window', 'Caldaron', 1.02, '2006-10-8')
if SDK.state('Description Window')
#==============================================================================
Extra_Picture = false
#==============================================================================
module RPG
#--------------------------------------------------------------------------
module Cache
#--------------------------------------------------------------------------
def self.item(filename)
if FileTest.exist?("Graphics/Items/#{filename}.png")
self.load_bitmap("Graphics/Items/", filename)
else
self.load_bitmap("Graphics/Items/", "0")
end
end
#--------------------------------------------------------------------------
def self.weapon(filename)
if FileTest.exist?("Graphics/Weapons/#{filename}.png")
self.load_bitmap("Graphics/Weapons/", filename)
else
self.load_bitmap("Graphics/Weapons/", "0")
end
end
#--------------------------------------------------------------------------
def self.armor(filename)
if FileTest.exist?("Graphics/Armors/#{filename}.png")
self.load_bitmap("Graphics/Armors/", filename)
else
self.load_bitmap("Graphics/Armors/", "0")
end
end
#--------------------------------------------------------------------------
def self.skill(filename)
if FileTest.exist?("Graphics/Skills/#{filename}.png")
self.load_bitmap("Graphics/Skills/", filename)
else
self.load_bitmap("Graphics/Skills/", "0")
end
end
#--------------------------------------------------------------------------
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Window_Description < Window_Base
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 320)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
end
#--------------------------------------------------------------------------
def make_elem_text(item)
text = ""
flag = false
if item.is_a?(RPG::Weapon) or item.is_a?(RPG::Item) or item.is_a?(RPG::Skill)
for i in item.element_set
if flag
text += ", "
end
text += $data_system.elements[i]
flag = true
end
end
if item.is_a?(RPG::Armor)
for i in item.guard_element_set
if flag
text += ", "
end
text += $data_system.elements[i]
flag = true
end
end
return text
end
#--------------------------------------------------------------------------
def make_stat_text(item)
text = ""
flag = false
if item.is_a?(RPG::Weapon) or item.is_a?(RPG::Item) or item.is_a?(RPG::Skill)
for i in item.plus_state_set
if flag
text += ", "
end
text += "+ #{$data_states[i].name}"
flag = true
end
for i in item.minus_state_set
if flag
text += ", "
end
text += "- #{$data_states[i].name}"
flag = true
end
end
if item.is_a?(RPG::Armor)
for i in item.guard_state_set
if flag
text += ", "
end
text += $data_states[i].name
flag = true
end
end
if text == ""
text = "No Characteristics"
end
return text
end
#--------------------------------------------------------------------------
def item(item)
@item = item
self.contents.clear
case @item
when RPG::Item
self.height = 320
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
if Extra_Picture
draw_picture(@item.id.to_s, self.height, 0)
end
case @item.occasion
when 0; occ = 'Always'
when 1; occ = 'In Battle'
when 2; occ = 'In Menu'
when 3; occ = 'Never'
end
case @item.scope
when 0; scope = 'None'
when 1; scope = 'One Enemy'
when 2; scope = 'All Enemies'
when 3; scope = 'One Actor'
when 4; scope = 'All Actors'
when 5; scope = "Dead Actor"
when 6; scope = "All dead Actors"
when 7; scope = 'User'
end
case @item.parameter_type
when 0; parameter_type = 'No Bonus'
when 1; parameter_type = $data_system.words.hp.to_s
when 2; parameter_type = $data_system.words.sp.to_s
when 3; parameter_type = $data_system.words.str.to_s
when 4; parameter_type = $data_system.words.dex.to_s
when 5; parameter_type = $data_system.words.agi.to_s
when 6; parameter_type = $data_system.words.int.to_s
end
parameter_points = @item.parameter_points
if @item.parameter_points == 0
parameter_points = ""
end
if @item.recover_hp < 0 or @item.recover_hp_rate < 0
hp_name = "#{$data_system.words.hp.to_s} Damage"
else
hp_name = "#{$data_system.words.hp.to_s} Recovery"
end
if @item.recover_sp < 0 or @item.recover_sp_rate < 0
mp_name = "#{$data_system.words.sp.to_s} Damage"
else
mp_name = "#{$data_system.words.sp.to_s} Recovery"
end
case @item.consumable
when true; consumable = 'Yes'
when false; consumable = 'No'
end
bitmap = RPG::Cache.icon(@item.icon_name)
self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(28, 0, 224, 32, @item.name)
self.contents.draw_text(384, 0, 224, 32, "Costs: #{@item.price.to_s}#{$data_system.words.gold}", 2)
self.contents.draw_text(0, 40, 272, 32, "#{hp_name}: #{@item.recover_hp.to_s} / #{@item.recover_hp_rate.to_s}%")
self.contents.draw_text(0, 64, 272, 32, "#{mp_name}: #{@item.recover_sp.to_s} / #{@item.recover_sp_rate.to_s}%")
self.contents.draw_text(0, 88, 272, 32, "Hit: #{@item.hit.to_s}%")
self.contents.draw_text(408, 40, 200, 32, "Occasion: #{occ}", 2)
self.contents.draw_text(408, 64, 200, 32, "Scope: #{scope}", 2)
self.contents.draw_text(408, 88, 200, 32, "Consumable: #{consumable}", 2)
self.contents.draw_text(0, 144, 272, 32, "#{$data_system.words.pdef.to_s}: #{@item.pdef_f.to_s}%")
self.contents.draw_text(0, 168, 272, 32, "#{$data_system.words.mdef.to_s}: #{@item.mdef_f.to_s}%")
self.contents.draw_text(0, 192, 272, 32, "Variance: #{@item.variance.to_s}%")
self.contents.draw_text(320, 144, 288, 32, "Boni: #{parameter_type.to_s} #{parameter_points.to_s}", 2)
self.contents.draw_text(0, 232, 608, 32, "Type: #{make_elem_text(@item).to_s}")
self.contents.draw_text(0, 256, 608, 32, "Characteristics: #{make_stat_text(@item).to_s}")
when RPG::Skill
self.height = 320
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
if Extra_Picture
draw_picture(@item.id.to_s, self.height, 1)
end
bitmap = RPG::Cache.icon(@item.icon_name)
self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(28, 0, 224, 32, @item.name)
self.contents.draw_text(width - 32 - 160, 0, 160, 32, "#{$data_system.words.sp} Costs: #{@item.sp_cost.to_s}", 2)
self.contents.draw_text(0, 40, 272, 32, "Base Damage: #{@item.power.to_s}")
self.contents.draw_text(0, 64, 272, 32, "Hit: #{@item.hit.to_s}%")
case @item.occasion
when 0; occ = 'Always'
when 1; occ = 'In Battle'
when 2; occ = 'In Menu'
when 3; occ = 'Never'
end
self.contents.draw_text(408, 40, 200, 32, "Occasion: #{occ}", 2)
case @item.scope
when 0; scope = 'None'
when 1; scope = 'One Enemy'
when 2; scope = 'All Enemies'
when 3; scope = 'One Actor'
when 4; scope = 'All Actors'
when 5; scope = "Dead Actor"
when 6; scope = "All dead Actors"
when 7; scope = 'User'
end
self.contents.draw_text(408, 64, 200, 32, "Scope: #{scope}", 2)
self.contents.draw_text(0, 120, 272, 32, "#{$data_system.words.atk.to_s}: #{@item.atk_f.to_s}%")
self.contents.draw_text(0, 144, 272, 32, "#{$data_system.words.pdef.to_s}: #{@item.pdef_f.to_s}%")
self.contents.draw_text(0, 168, 272, 32, "#{$data_system.words.mdef.to_s}: #{@item.mdef_f.to_s}%")
self.contents.draw_text(0, 192, 272, 32, "Variance: #{@item.variance.to_s}%")
self.contents.draw_text(320, 120, 288, 32, "#{$data_system.words.str.to_s}: #{@item.str_f.to_s}%", 2)
self.contents.draw_text(320, 144, 288, 32, "#{$data_system.words.dex.to_s}: #{@item.dex_f.to_s}%", 2)
self.contents.draw_text(320, 168, 288, 32, "#{$data_system.words.agi.to_s}: #{@item.agi_f.to_s}%", 2)
self.contents.draw_text(320, 192, 288, 32, "#{$data_system.words.int.to_s}: #{@item.int_f.to_s}%", 2)
self.contents.draw_text(0, 232, 608, 32, "Type: #{make_elem_text(@item).to_s}")
self.contents.draw_text(0, 256, 608, 32, "Characteristics: #{make_stat_text(@item).to_s}")
when RPG::Weapon
self.height = 240
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
if Extra_Picture
draw_picture(@item.id.to_s, self.height, 2)
end
bitmap = RPG::Cache.icon(@item.icon_name)
self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(28, 0, 224, 32, @item.name)
self.contents.draw_text(384, 0, 224, 32, "Costs: #{@item.price.to_s}#{$data_system.words.gold}", 2)
self.contents.draw_text(0, 40, 172, 32, "#{$data_system.words.atk.to_s}: #{@item.atk.to_s}")
self.contents.draw_text(0, 64, 172, 32, "#{$data_system.words.pdef.to_s}: #{@item.pdef.to_s}")
self.contents.draw_text(0, 88, 172, 32, "#{$data_system.words.mdef.to_s}: #{@item.mdef.to_s}")
self.contents.draw_text(368, 40, 240, 32, "#{$data_system.words.str.to_s}bonus: #{@item.str_plus.to_s}", 2)
self.contents.draw_text(368, 64, 240, 32, "#{$data_system.words.dex.to_s}bonus: #{@item.dex_plus.to_s}", 2)
self.contents.draw_text(368, 88, 240, 32, "#{$data_system.words.agi.to_s}bonus: #{@item.agi_plus.to_s}", 2)
self.contents.draw_text(368, 112, 240, 32, "#{$data_system.words.int.to_s}bonus: #{@item.int_plus.to_s}", 2)
self.contents.draw_text(0, 152, 608, 32, "Type: #{make_elem_text(@item).to_s}")
self.contents.draw_text(0, 176, 608, 32, "Chracteristics: #{make_stat_text(@item).to_s}")
when RPG::Armor
self.height = 240
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
if Extra_Picture
draw_picture(@item.id.to_s, self.height, 3)
end
bitmap = RPG::Cache.icon(@item.icon_name)
self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(28, 0, 224, 32, @item.name)
self.contents.draw_text(384, 0, 224, 32, "Costs: #{@item.price.to_s}#{$data_system.words.gold}", 2)
self.contents.draw_text(0, 40, 172, 32, "#{$data_system.words.pdef.to_s}: #{@item.pdef.to_s}")
self.contents.draw_text(0, 64, 172, 32, "#{$data_system.words.mdef.to_s}: #{@item.mdef.to_s}")
self.contents.draw_text(0, 88, 172, 32, "Evade: #{@item.eva.to_s}")
self.contents.draw_text(368, 40, 240, 32, "#{$data_system.words.str.to_s}bonus: #{@item.str_plus.to_s}", 2)
self.contents.draw_text(368, 64, 240, 32, "#{$data_system.words.dex.to_s}bonus: #{@item.dex_plus.to_s}", 2)
self.contents.draw_text(368, 88, 240, 32, "#{$data_system.words.agi.to_s}bonus: #{@item.agi_plus.to_s}", 2)
self.contents.draw_text(368, 112, 240, 32, "#{$data_system.words.int.to_s}bonus: #{@item.int_plus.to_s}", 2)
self.contents.draw_text(0, 152, 608, 32, "Type: #{make_elem_text(@item).to_s}")
self.contents.draw_text(0, 176, 608, 32, "Characteristics: #{make_stat_text(@item).to_s}")
when nil
@nil_width = contents.text_size("No Description Available").width
@nil_height = contents.text_size("No Description Available").height
self.contents.draw_text(width/2 - @nil_width/2 - 16, height/2 - @nil_height/2 - 16, @nil_width, @nil_height, "No Description Available")
end
end
#--------------------------------------------------------------------------
def draw_picture(item_name, height, type)
case type
when 0
bitmap = RPG::Cache.item(item_name)
when 1
bitmap = RPG::Cache.skill(item_name)
when 2
bitmap = RPG::Cache.weapon(item_name)
when 3
bitmap = RPG::Cache.armor(item_name)
end
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(304 - cw / 2, (height - 16)/2 - ch/2, bitmap, src_rect, 128)
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
alias caldaron_descr_selectable_init initialize
def initialize(x, y, width, height)
caldaron_descr_selectable_init(x, y, width, height)
@old_index = -1
end
#--------------------------------------------------------------------------
alias caldaron_descr_selectable_index index
def index=(index)
@index = index
if self.active and @description_window != nil and @description_window.visible and @old_index != @index
@old_index = index
update_description
end
caldaron_descr_selectable_index
end
#--------------------------------------------------------------------------
def description_window=(description_window)
description_window.x = 0
description_window.y = 0
description_window.z = 2000
description_window.width = 640
description_window.height = 320
description_window.contents = Bitmap.new(608, 288)
description_window.contents.font.name = $fontface
description_window.contents.font.size = $fontsize
description_window.visible = false
@description_window = description_window
if self.active and @description_window != nil and @description_window.visible
update_description
end
end
#--------------------------------------------------------------------------
alias caldaron_descr_selectable_update update
def update
if self.active and @description_window != nil and @description_window.visible and @old_index != @index
@old_index = index
update_description
end
caldaron_descr_selectable_update
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
def update_description
@description_window.item(self.skill)
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
def update_description
@description_window.item(self.item)
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Window_EquipRight < Window_Selectable
#--------------------------------------------------------------------------
def update_description
@description_window.item(self.item)
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
def update_description
@description_window.item(self.item)
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
def main
@actor = $game_party.actors[@actor_index]
@help_window = Window_Help.new
@description_window = Window_Description.new
@description_window.visible = false
@show_description = false
@status_window = Window_SkillStatus.new(@actor)
@skill_window = Window_Skill.new(@actor)
@skill_window.help_window = @help_window
@skill_window.description_window = @description_window
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@description_window.dispose
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
alias caldaron_descr_skill_update update
def update
if @show_description == true
if @description_window.y < 0
if @description_window.y > -19
@description_window.y = 0
else
@description_window.y += 20
end
end
elsif @description_window.y > -240
if @description_window.y < -219
@description_window.y = -240
@description_window.visible = false
else
@description_window.y -= 20
end
end
@description_window.update
if Input.trigger?(Input::Z)
Audio.se_play("Audio/SE/046-Book01.ogg", 80, 100)
if @show_description == false
@description_window.visible = true
@show_description = true
else
@show_description = false
end
end
caldaron_descr_skill_update
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
def main
@help_window = Window_Help.new
@item_window = Window_Item.new
@description_window = Window_Description.new
@item_window.description_window = @description_window
@description_window.visible = false
@show_description = false
@item_window.help_window = @help_window
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@description_window.dispose
@help_window.dispose
@item_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
alias caldaron_descr_item_update update
def update
if @show_description == true
if @description_window.y < 0
if @description_window.y > -19
@description_window.y = 0
else
@description_window.y += 20
end
end
elsif @description_window.y > -240
if @description_window.y < -219
@description_window.y = -240
@description_window.visible = false
else
@description_window.y -= 20
end
end
@description_window.update
if Input.trigger?(Input::Z)
Audio.se_play("Audio/SE/046-Book01.ogg", 80, 100)
if @show_description == false
@description_window.visible = true
@show_description = true
else
@show_description = false
end
end
caldaron_descr_item_update
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
def main
@actor = $game_party.actors[@actor_index]
@help_window = Window_Help.new
@description_window = Window_Description.new
@description_window.visible = false
@show_description = false
@right = true
@left_window = Window_EquipLeft.new(@actor)
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
@right_window.description_window = @description_window
@item_window1.description_window = @description_window
@item_window2.description_window = @description_window
@item_window3.description_window = @description_window
@item_window4.description_window = @description_window
@item_window5.description_window = @description_window
@right_window.index = @equip_index
refresh
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@description_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
end
#--------------------------------------------------------------------------
alias caldaron_descr_equip_update update
def update
if @show_description == true
if @description_window.y < 0
if @description_window.y > -19
@description_window.y = 0
else
@description_window.y += 20
end
end
elsif @description_window.y > -240
if @description_window.y < -219
@description_window.y = -240
@description_window.visible = false
else
@description_window.y -= 20
end
end
@description_window.update
if Input.trigger?(Input::Z)
Audio.se_play("Audio/SE/046-Book01.ogg", 80, 100)
if @show_description == false
@description_window.visible = true
@show_description = true
else
@show_description = false
end
end
caldaron_descr_equip_update
end
#--------------------------------------------------------------------------
alias caldaron_descr_equip_update_right update_right
def update_right
if @right == false
@right_window.update_description
@right = true
end
caldaron_descr_equip_update_right
end
#--------------------------------------------------------------------------
alias caldaron_descr_equip_update_item update_item
def update_item
if @right
@item_window.update_description
@right = false
end
caldaron_descr_equip_update_item
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
alias caldaron_descr_battle_main main
def main
@description_window = Window_Description.new
@description_window.visible = false
@show_description = false
caldaron_descr_battle_main
@description_window.dispose
end
#--------------------------------------------------------------------------
alias caldaron_descr_battle_start_skill_select start_skill_select
def start_skill_select
caldaron_descr_battle_start_skill_select
@skill_window.description_window = @description_window
end
#--------------------------------------------------------------------------
alias caldaron_descr_battle_start_item_select start_item_select
def start_item_select
caldaron_descr_battle_start_item_select
@item_window.description_window = @description_window
end
#--------------------------------------------------------------------------
def update_phase3_skill_select
if @show_description == true
if @description_window.y < 0
if @description_window.y > -19
@description_window.y = 0
else
@description_window.y += 20
end
end
elsif @description_window.y > -240
if @description_window.y < -219
@description_window.y = -240
@description_window.visible = false
else
@description_window.y -= 20
end
end
@description_window.update
if Input.trigger?(Input::Z)
Audio.se_play("Audio/SE/046-Book01.ogg", 80, 100)
if @show_description == false
@description_window.visible = true
@show_description = true
else
@show_description = false
end
end
@skill_window.visible = true
@skill_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@description_window.visible = false
@show_description = false
end_skill_select
return
end
if Input.trigger?(Input::C)
@skill = @skill_window.skill
if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.skill_id = @skill.id
@description_window.visible = false
@show_description = false
@skill_window.visible = false
if @skill.scope == 1
start_enemy_select
elsif @skill.scope == 3 or @skill.scope == 5
start_actor_select
else
end_skill_select
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
def update_phase3_item_select
if @show_description == true
if @description_window.y < 0
if @description_window.y > -19
@description_window.y = 0
else
@description_window.y += 20
end
end
elsif @description_window.y > -240
if @description_window.y < -219
@description_window.y = -240
@description_window.visible = false
else
@description_window.y -= 20
end
end
@description_window.update
if Input.trigger?(Input::Z)
Audio.se_play("Audio/SE/046-Book01.ogg", 80, 100)
if @show_description == false
@description_window.visible = true
@show_description = true
else
@show_description = false
end
end
@item_window.visible = true
@item_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@description_window.visible = false
@show_description = false
end_item_select
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.item_id = @item.id
@description_window.visible = false
@show_description = false
@item_window.visible = false
if @item.scope == 1
start_enemy_select
elsif @item.scope == 3 or @item.scope == 5
start_actor_select
else
end_item_select
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
end
#==============================================================================
end
Instructions
Put this Script above Main
For non SDK-Users: delete line 5, 7 last line
To show the descriptions press Z
For those, who use extra pictures:
- create in \Graphics\ the folders: Items, Weapons, Skills, Armors
- create a picture called 0, in every directory, to prevent crashes
(when picture 9 isn't found for example the script uses picture 0)
- all the pictures must be .png's
Incompatibility
Not known...
Credits and Thanks
Credits to me,
thanks to derVVulfman for his Details Script Compilation (because of some syntax problems)
thanks to the one who made the make_stat_element method (searching for his name)
Author's Notes
I had this idea independent to derVVulfman's Script Compilation, but i had syntax problems,
so his script came to the right time