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 end
end
module Cache
def self.picture(filename) load_bitmap('Graphics/Pictures', filename) end
end
class Game_Party
def leader() $game_actors[@actors[0]] end
end
class 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
end
end
module 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
end
class 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 end
end
class 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[i]
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[i] }
$game_party.armor_keys.each{|i| @data << $data_armors[i] }
if $game_switches[KItemDesc::INCLUDE_SKILLS_SWITCH_ID]
$game_party.skills.each{|i| @data << $data_skills[i] }
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
end
end
class 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
end
end