11-25-2019, 04:27 AM
(11-24-2019, 05:01 AM)DerVVulfman Wrote: You don't have a KItem script. You have a KItemRefill script, but no KItem. I looked. And I found a flaw in KItemDesc (see the thread).
zlsl? That's a nice script, but a bit limited. I would use element tagging ito separate the items into their categories instead of listing all of them in those arrays.
In Kategoryzacja przedmiotów by Ayene, the initialize and refresh methods of Window_Item are rewritten.
in KItemDesc by kyonides, the initialize and draw_item methods of Window_Item are rewritten. And Scene_Ttem's Main was rewritten with its own main_loop method added.
To use both, you WOULD need to have an initialize method for Window_Item that combines both.
SO.....
Place Kyo's script ABOVE Ayane's Category script. Then place this patch below both:
Code:#==============================================================================
# ** DerVV's Patch for KItemDesc and Kategoryzacja przedmiotów
# Uses code based on kyonides's and ayane's work
#==============================================================================
#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
# This window displays items in possession on the item and battle screens.
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# * Includables
#--------------------------------------------------------------------------
include AYE::ITEM_CAT
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
battle = $game_temp.in_battle
w = battle ? 640 : 320
super(0, 64, w, 352)
if battle
self.y = 64
self.height = 256
self.back_opacity = 160
else
super(0, 64, 640, 352)
end
@column_max = 2
unless $game_temp.in_battle
category(0)
self.active = false
end
refresh
self.index = 0
end
end
First of all, sorry for the slow response and thank you for your help!
I'm impressed by the magic.
I didn't want to bother my friend, but I want to talk about a bug he patched him.
First of all, the script works well without crashing!
However, if you press (Input :: B) to exit the menus and maps, the item window remains. Does typing '@ item_window.dispose' solve the problem?
I put 'dispose' in several places and the item window remains on the map.