04-25-2007, 01:00 PM
(This post was last modified: 05-12-2017, 03:50 AM by DerVVulfman.)
Icon Inventory (Window Skin Version)
Chrono Cry
Apr 25 2007
Instructions
Very simple really, just paste the script right above main and thats it XD
Also, you must go into your database and put the name of the item before the description e.g. "Potion: Heals character by 500". In the end i thought it would be more beneficial to make it like this rather then call upon another window to display the name.
Credits
Me! XD
Chrono Cry
Apr 25 2007
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Instructions
Very simple really, just paste the script right above main and thats it XD
Also, you must go into your database and put the name of the item before the description e.g. "Potion: Heals character by 500". In the end i thought it would be more beneficial to make it like this rather then call upon another window to display the name.
Code:
#==============================================================================
# Icon Inventory System - Scripted By Mac
#------------------------------------------------------------------------------
# This window displays the Icons and the amount of the item you have.
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 63, 640, 417)
@column_max = 10
refresh
self.index = 0
# If in battle, move window to center of screen
# and make it semi-transparent
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# * Get Item
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add item
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
# Also add weapons and items if outside of battle
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
end
# If item count is not 0, make a bit map and draw all items
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 10 * (32 + 32)
y = index / 10 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x, y + 9, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
Credits
Me! XD