03-05-2008, 07:01 AM (This post was last modified: 08-03-2017, 03:41 AM by DerVVulfman.)
Grouping and Details
Version: 8.1
Introduction
This system rewrites the Item and Skill and Equipment menus (and Item and Skill Battle Menus) to subdivide them into smaller categories (Fire spells, Healing Spells, Limit Break skills... or Battle Items, Armor, Keys and Potions). This system also permits you to have an extra pop-up display that delivers MORE information on each item, which may include additional lines of detailed information from a custom .rxdata file
Basic Overview
Basic overview of the system's features
The original KGC_ItemGrouping script translated by Mr. DJ allows you to subdivide the item menu, allowing you to view items, key items, healing items, armors and the like in their own windows. The only tweaking required in this script were to edit the elements (Fire, Ice, vs Darkness) in the RMXP Database, and have matching categories in the ItemGrouping script's opening section.
The original KGC_SkillGrouping script that has two translated versions (one by Mr. DJ & one by Armor Nick) allows you to subdivide the skill menu, allowing you to view healing magic, attack spells, and the like in their own windows. The only tweaking required in this script were to edit the elements (Fire, Ice, vs Darkness) in the RMXP Database, and have matching categories in the SkillGrouping script's opening section.
The Item Detail script, provided by jackatrades (no longer supported), allows you to press the "Shift" key on a highlighted item in the Item Menu and it accesses a text file (named Item_Detail.rxdata) to retrieve data about the item for a more detailed description. Additional text files (Armor_Detail.rxdata, Weapon_Detail.rxdata) provide additional data as required.
The Skill Detail script, reworked by Me?, allows you to press the "Shift" key on a highlighted skill in the Skill Menu and it accesses a text file (named Skill_Detail.rxdata) to retrieve data about the skill for a more detailed description.
The original scripts required use of various overlapping scripts... you couldn't just paste these scripts into your project and expect all of them to work. But... that's where I came in and reworked them.
What was missing from the original system was the new Equip Menu Detail script, based on the Item Detail script which allows you to see Weapon & Armor Details in the Equip Menu. Also, you can turn Weapons and Armor subgroups OFF in the Item menu.
Screenshots
You got a couple
This detail window is old...
Demo Grouping AND Details Demo
(or one that's 'encrypted' to show it working in the compressed format) Grouping AND Details Encrypted
(Includes Guillaume777's Multi-Slot Equipment Script... no real coding required to get 'em to work together.)
Instructional Manual
The newly revised configuration system is VERY easy to understand.
Some stuff on how it works...
In the demo, I had left most of the comments in the script as provided by the original authors, RMXP's coders whenever possible. Also, I had made the system ohh... so much easier...
If you want to make a "Recovery" item subgroup in your Item menu. Add the element "Recovery" in your RMXP Database (like, where you have fire, water, etc.), and add it into your ITEM_ARRAY array (along with the menu heading, description and icon).
Then, just click "Recovery" in your Items database... That's it. Again, you don't need to edit the script.
Weapons and Armors already have their own subgroup, so you do not need to make an element for them.
Likewise, if you want to make a "Healing" skill subgroup in your Skill menu. Add the element "Healing" in your RMXP Database (again, where you have fire, water, etc.).
And of course, you're not limited to just one element per item to tag. Not bad, eh?
Oh, and the details files (Item_Detail.rxdata and etc) are merely text files the system reads. You can set how many lines each item/weapon/etc. uses and how many leader spaces you use.
Main Topics in the Config section
SYSTEM CHECK ROUTINES
There are two switches here that turn on the resource checkers. One checks to see if you have adequate ICON files. The other if you have adequate picture files.
Note that if you are using ICONS in your project and you are missing some, the system will crash. This routine looks for the ones you are missing. The pictures are nice, but not necessary. The system will not crash if you are missing a 'picture' file for the details screen.
SYSTEM ENABLING SWITCHES
These on/off switches activates the system you want to use.
MASS ELEMENT ARRAYS
These are two arrays that allow you to perform element tagging in-script. Definitely useful if you want to flag large quantities of items at a time.
GROUPING CONFIGURATION
Split into two sections (one for Items, and the other for Skills), here you can configure the layout of your Grouping system... whether the Grouping Header (at the top) uses Icons, or even ONLY icons... and in the ITEM case, whether any items are hidden from the item menu.
As a note, elements need not be created for Armor, Weapons or the 'All' category for items as you can see in the example. The numeric values (0,-1 and -2) are already available for your use.
DETAIL FILES
The DETAIL FILES (ItemDetail.rxdata, etc...) are actual rxdata files in the same file format as your Actor.rxdata files and so forth. They are required to be exacting formats so they can work and be compressed with your game... even encrypted.
The DETAIL SCREEN FONTS section allows you to customize the detail screen
s font and fontsize, as well as custom colors for element/status texts.
The DETAIL PICTURES section merely allows you to set the beginning of the picture filenames (the rest of the filename is merely the item/skill id number). The pics still need to be in the Graphics\Pictures folder.
The DETAIL TEXT settings only holds the text that is presented when the detail text file is in use.
And ELEMENT & STATUS DETAILS settings determines if you're using ICONS or TEXT in the details screen, and what elements are not shown.
DEFAULT TEXT SETTINGS
Okay... these are too many.
But what I WILL say is that the text that was normally hard-coded in the system is now available for you to change here. Yep, every bit of text shown in the details screen is now available for you to replace in the configuration file.
Great if you're programming for a different langage.
Permissions ^_^ I got in touch with jackatrades for permission to use his script, as well as Armor Nick and Me?.. I didn't realize I was using Mr. DJ's translation at the time of the first posting, though this ERROR has obviously been corrected :whistle: And as far as the KGC scripts themselves? Hardly any of the key material would resemble the original sourcecode by now. Practially an original work now.
But, for those who want a learning experience I highly recommend examining and/or trying out the original scripts just to see how these scripts WERE merged.
Compatability
This script is not FULLY SDK compatable (just mostly compatible), because four defs within the system could 'not' be ALIASed. It was necessary as these are required in the item and skill seperation routines for the Grouping system.
Compatability Text to RGSS will be required to convert properly formatted .txt files into the used .rxdata files. The new system allows your details data to be encrypted with the rest of your game.
Terms and Conditions
This system is available royalty-free, and is permitted for commercial use. However, no warranty on this system is expressed or implied.
What is required as conditions for use is due credit. Not only for myself as the lead scripter for this script but credit for other scripters who had a hand. Jackatrades for the initial development of the details system, Me for graphic support in this system. And to dj Marimba, Allerka (of Creation Asylum), Zafrod, Landarma and Cloud500 for system design, development and beta-testing. And to Panchokoster for finding a few compatability bugs.