KItemDesc VX Zilsel Version
#1
KItemDesc VX
Zilsel Version
version 1.0.2

by Kyonides


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.

Screenshots

[Image: kitemdescvx01.jpg]

The Script

VX Version
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


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