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 Special Items Separate Menu
#41
Ok First I changed windows_Object to Windows_Item everywere.
Then I deleted every script after yours.
Then I removed self.contents.font.name = $fontname because it was making an error.
Now the second menu work. Sort of. Only item 001 and 002 are showing. I dont know why but 033 and 034 are not showing.


Code:
module Special_Items
 
 ITEMS   = [001,002,033,034]   # List of Item IDs from the database
 WEAPONS = []    # List of Weapon IDs from the database
 ARMORS  = []    # List of Armor IDs from the database
 
end

Now in the meantime, I'll try to copy past every script that came after yours and try the menu avery time until I find the one that is overlaping.
Reply }
#42
I went the easy way with cut and past the "Main" script starting from your Second Menu script.
This one is making a problem. My game is supposed to have Two kind of Item Menu because there is two kind of game. The RPG one and the Action One. This is the item menu for the Action Game:

Code:
#==============================================================================
# * Window_Item
#------------------------------------------------------------------------------
#  In the item picture and the battle picture, it is the window which indicates the summary
# of the possession item.
#==============================================================================

class Window_Item < Window_Selectable
  #--------------------------------------------------------------------------
  # - Object initialization
  #--------------------------------------------------------------------------
  def initialize
    super(404, 128, 236, 352)
    # When it is in the midst of fighting, it moves the window to the picture center, makes translucent
    if $game_party.actors[0].bag_have == 8
      self.height = 296
    end
    @column_max = 2                #This is a column that has a few
    @cursorHeight=58
    @itemWidth=86                  # What is the size of the card?
    @itemHeight=56                # How high is the card?
    self.z = 200
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # - Acquisition of item
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # - Refreshment
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    bag_have = $game_party.actors[0].bag_have
    # Adding the item
    # In [0,0,0,0] Is [type,id,?,?]
    for i in 0... bag_have
      if $game_party.actors[0].data_bag[i][0] == 1
        id = $game_party.actors[0].data_bag[i][1]
        if id != 0
        @data.push($data_items[id])
        end
      elsif $game_party.actors[0].data_bag[i][0] == 2
        id = $game_party.actors[0].data_bag[i][1]
        if id != 0
        @data.push($data_weapons[id])
        end
      elsif $game_party.actors[0].data_bag[i][0] == 3
        id = $game_party.actors[0].data_bag[i][1]
        if id != 0
        @data.push($data_armors[id])
        end
      else
        @data.push(nil)
      end
    end
    # If the number of items is not 0, it draws up bit map, drawing all item
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, height - 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # - Drawing of item
  #     index : Item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    number = $game_party.actors[0].check_data_bag(index)
    self.contents.font.color = normal_color
    x = 4 + index % 2 * (86 + 32)
    y = index / 2 * 58
    if item!=nil
      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("menu/"+item.icon_name)
      self.contents.stretch_blt(Rect.new(x-4,y,84,54), bitmap, Rect.new(0, 0, 84,54), opacity)
      case item
      when RPG::Item
        if item.id != $game_party.spray(true)
          text = ""
        else
          text = "x" + number.to_s
        end
      when RPG::Weapon
        for i in 0...$game_party.wea_data.size
          if $game_party.wea_data[i].weapon_id == item.id
            no_bu = ($game_party.wea_data[i].max_ammo == 0)
            break
          end
        end
        if no_bu
          text = ""
        elsif item.id == 7
          self.contents.font.color = knockout_color
          text = "x" + number.to_s
        elsif item.id == 8
          self.contents.font.color = crisis_color
          text = "x" + number.to_s
        elsif item.id == 9
          self.contents.font.color = system_color
          text = "x" + number.to_s
        else
          text = "x" + number.to_s
        end
        if $game_party.actors[0].wea_inf(index) == 1
          text = "∞"
        end
      when RPG::Armor
        text = "x" + number.to_s
      end
      self.contents.draw_text(x , y + 26, 96, 32, text, 0)
    else
      self.contents.draw_text(x + 28, y, 212, 32, "", 0)
    end
  end
  #--------------------------------------------------------------------------
  # - Help text renewal
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.name)
  end
end

You see, I dont want to see this menu in my RPG Game. Only in the Action One. So I though that with a special secondary Menu, I could bypass the problem.
Reply }


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