Save-Point
Special Items Separate Menu - Printable Version

+- Save-Point (https://www.save-point.org)
+-- Forum: Games Development (https://www.save-point.org/forum-4.html)
+--- Forum: Code Support (https://www.save-point.org/forum-20.html)
+--- Thread: Special Items Separate Menu (/thread-6727.html)

Pages: 1 2 3 4 5


Special Items Separate Menu - Diorm - 07-11-2017

Hello all!
I'm searching for a way to have to separate menu for items on RMXP. One for Special Item and one for Normal Item. So it might be a script that detect all special kind of item and put them in a separate menu and the other one will detect the same kind of item and just wont show this special kind. Since i don't know what to type on google to find that kind of script, I was hoping someone over here might have heard of something similar or have an idea what to do.
Thanks!


RE: Special Items Separate Menu - DerVVulfman - 07-11-2017

Heyoo....

There are indeed some scripts that use 'special' items which bring up additional options in RPGMaker XP. An example would be a system I dubbed "Taryn's Weapon Ammunition System' which I had also integrated into my Lycan ABS. Weapon Clips are such special items in the system, and choosing them brings up an extra window where you choose what type of ammunition to load into the gun.

(Opening my old Taryn demo to.... oh, gawd. 2007?)

Not to go into DETAIL here, but in the ITEM menu try the following
  • Make a new Window class. It should be something like Window_Item with the ( < Window_Selectable) at the end. That way, you can choose options.
  • Add a new object (@window_specialitem) and mebby a related help window at the start of Scene_Item's main. And then add disposes to the end. This new window should neither be active or visible.
  • In the update method, make it run a 'specialitem_update' method (your name of course) if the new window object is active.
  • in the 'Update_Item' method, add a system at the beginning to see if you pressed (Input::C) and check if the clicked item is special. Iif it is, hide the item window and make the special window both active and visible.
  • To control your new window, you do need to add a new method like 'specialitem_update' to control actions of your new custom items. Hitting escape should hide the window and re-enable and make visible the item_window of course/

Just the basics there. Try a couple practice runs to get used to it.


RE: Special Items Separate Menu - kyonides - 07-12-2017

Or check my KyoScriptPack Item XP script pack if you prefer, it's customizable.

https://www.mediafire.com/folder/8oxcgxcx58dax/KyoScriptPack_Item


RE: Special Items Separate Menu - Diorm - 07-17-2017

Sorry I'm not that good at making up new script by myself but I try to understand them and make modification at least.
Here's a picture of what I'm trying to do:
[Image: 413266exemple.png]


RE: Special Items Separate Menu - DerVVulfman - 07-17-2017

Whoops. I thought you wanted something inside the default item menu to bring up a second menu. You just want a second item menu which has things only the party leader can use. Is that right? Like... there may be a potion called 'Rootbeer of Heroes' that only appears in HIS menu and only HE can drink?

To me, it sounds like a stripped down version of the Item Menu, not bringing up the 'Target' window (the window that lets you-the-player choose who gets the potion).


RE: Special Items Separate Menu - Diorm - 07-17-2017

It's kinda like that. It's a menu where only some "kind" of items will be showed. Those items won't appear in the other menu. It might be an altered "item menu" script where items are filtered to only show those that are in a certain category. (If I make an item that is set as a "special item" it will only show it that menu, but not in the other one.)
So I think I might need some kind of filter in the two menu script.


RE: Special Items Separate Menu - kyonides - 07-17-2017

But are those kind of items similar to key items or not? If they are, then scripts like mine would let you do that in no time by choosing the corresponding tab or item category.


RE: Special Items Separate Menu - Diorm - 07-18-2017

It's not exactly like that because my item menu is a separate menu from the normal item menu. So there is two different item menu IN the main menu (like in my picture). Your script is showing different kind of menu inside your item menu. That's not exactly it.


RE: Special Items Separate Menu - DerVVulfman - 07-18-2017

It may 'not' require that you have two separate Item Menu scripts, but merely an alteration of the one already in your project.... and of course doing a little edit of your main menu to throw the second Item option into the fray. BUT that's just the start.

FOR your second menu, are there any items which are usable by party members? Or are these, as kyonides suggested, merely key items like... collectibles? And if they are usable, is there anything special about their use?

Anything else we may need to know? Personal choice of Member Avatar? Favorite Food group? Tongue sticking out

Before anything is done, might as well get whatever is needed.


RE: Special Items Separate Menu - Diorm - 07-18-2017

Ok I'll list the item in the special item menu:
-Special Potion
-Special Ether
-Special Items like keys (mostly). They cant be used but if you have them it will only add new choices to an event. (You have a key. Use it? Yes, No)
In my game, there are no party members.

I need to be able to call this special Item menu in event too (in case).

I think that's it. :P