03-08-2008, 05:29 AM
CMItems
version 2
Version 2 is an upgrade of CMItems and is now compatible with KCG. Please note that this is made for a 3 person party and will require minor editing to work with 4 people. Also in the screenshot I did some minor code changes to make the background.
version 2
Version 2 is an upgrade of CMItems and is now compatible with KCG. Please note that this is made for a 3 person party and will require minor editing to work with 4 people. Also in the screenshot I did some minor code changes to make the background.
Module KCG
Code:
module KGC
$game_special_elements = {}
$imported = {}
$data_states = load_data("Data/States.rxdata")
$data_system = load_data("Data/System.rxdata")
end
CMItems Scene
Code:
#==============================================================================
# CMItems
# -----------------------
#
# This script is designed to look a bit like the item menu in FF8, it's not all that complex.
# It should works with all menu systems. To activate CMItems, replace in scene_menu
#
# $scene = Scene_Item
#
# with...
#
# $scene = Scene_CMItems
#
#
# Also remember to copy the main script or it will not work
#
# Thanks for using my script!
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make help window, item window
@help_window = Window_ItemD.new
@item_window = Window_Item.new
@target_window2 = Window_TargetMenuFalse.new
# Associate help window
@item_window.help_window = @help_window
# Make target window (set to invisible / inactive)
@target_window = Window_TargetMenu.new
@target_window.visible = false
@target_window.active = false
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@item_window.dispose
@target_window2.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@help_window.update
@item_window.update
@target_window2.update
@target_window.update
# If item window is active: call update_item
if @item_window.active
update_item
return
end
# If target window is active: call update_target
if @target_window.visible
if @target_window.active
update_target
return
else
self.cursor_rect.opacity = 0
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(0)
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @item_window.item
# If not a use item
unless @item.is_a?(RPG::Item)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If it can't be used
unless $game_party.item_can_use?(@item.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# If effect scope is an ally
if @item.scope >= 3
# Activate target window
@item_window.active = false
@target_window.visible = true
@target_window.active = true
# Set cursor position to effect scope (single / all)
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
# If effect scope is other than an ally
else
# If command event ID is valid
if @item.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @item.common_event_id
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
$game_party.lose_item(@item.id, 1)
# Draw item window item
@item_window.draw_item(@item_window.index)
end
# Switch to map screen
$scene = Scene_Map.new
return
end
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# If unable to use because items ran out
unless $game_party.item_can_use?(@item.id)
# Remake item window contents
@item_window.refresh
end
# Erase target window
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If items are used up
if $game_party.item_number(@item.id) == 0
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If target is all
if @target_window.index == -1
# Apply item effects to entire party
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
# If single target
if @target_window.index >= 0
# Apply item use effects to target actor
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
# If an item was used
if used
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
$game_party.lose_item(@item.id, 1)
# Redraw item window item
@item_window.draw_item(@item_window.index)
end
# Remake target window contents
@target_window2.refresh
# If all party members are dead
if $game_party.all_dead?
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If common event ID is valid
if @item.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @item.common_event_id
# Switch to map screen
$scene = Scene_Map.new
return
end
end
# If item wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
CMItems Windows
Code:
#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
# This window displays items in possession on the item screens.
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 60, 320, 420)
@column_max = 1
refresh
self.index = 0
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 % 2 * (0 + 0)
y = index / 1 * 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 + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 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
#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
# This window displays items in possession on the battle screens.
#==============================================================================
class Window_ItemBattle < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 320, 640, 160)
@column_max = 2
refresh
self.index = 0
# If in battle, move window to center of screen
# and make it semi-transparent
if $game_temp.in_battle
self.y = 320
self.height = 160
self.back_opacity = 255
end
end
#--------------------------------------------------------------------------
# * Get Item
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add item
for i in 1...$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 % 2 * (288 + 32)
y = index / 2 * 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 + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 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
#==============================================================================
# ? Window_ItemDescription
#------------------------------------------------------------------------------
# ?This window is shown in a menu for an item description
#==============================================================================
class Window_ItemD < Window_Base
#--------------------------------------------------------------------------
# ? Initialize the window
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Verdana"
self.contents.font.size = 22
end
#--------------------------------------------------------------------------
# ? Set the text and alignment of the text in the window
# text : Text to set in the help window
# align : alignment of the text
# 0-Left-Justify
# 1-Center
# 2-Right-Justify
#--------------------------------------------------------------------------
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
#--------------------------------------------------------------------------
# ? Draw an actor's name and status in the help window.
# actor : Actor whose name and status will be shown in the help window
#--------------------------------------------------------------------------
def set_actor(actor)
if actor != @actor
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
draw_actor_hp(actor, 284, 0)
draw_actor_sp(actor, 460, 0)
@actor = actor
@text = nil
self.visible = true
end
end
#--------------------------------------------------------------------------
# ? Draw the name of an enemy and its status
# enemy : Enemy to use
#--------------------------------------------------------------------------
def set_enemy(enemy)
text = enemy.name
state_text = make_battler_state_text(enemy, 112, false)
if state_text != ""
text += " " + state_text
end
set_text(text, 1)
end
end
#==============================================================================
# ? Window_Target
#------------------------------------------------------------------------------
# ?This window is shown when the player selects an item that requires
# a target in the item menus within the main menu. This window
# isn't shown in battle. It is just a picture
#==============================================================================
class Window_TargetMenuFalse < Window_Base
#--------------------------------------------------------------------------
# ? Initialize the Target window
#--------------------------------------------------------------------------
def initialize
super(320, 60, 320, 420)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Verdana"
self.contents.font.size = 22
self.z += 10
@item_max = $game_party.actors.size
refresh
end
#--------------------------------------------------------------------------
# ? Draw the Target window
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 60
y = i * 105
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 30, y + 70)
draw_actor_name(actor, x, y)
draw_actor_state(actor, x + 120, y)
draw_actor_hp(actor, x, y + 24)
draw_actor_sp(actor, x + 60, y + 44)
end
end
end
#==============================================================================
# ? Window_Target
#------------------------------------------------------------------------------
# ?This window is shown when the player selects an item that requires
# a target in the item menus within the main menu. This window
# isn't shown in battle. This actually shows the targets
#==============================================================================
class Window_TargetMenu < Window_Selectable
#--------------------------------------------------------------------------
# ? Initialize the Target window
#--------------------------------------------------------------------------
def initialize
super(320, 60, 320, 420)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Verdana"
self.contents.font.size = 22
self.z += 10
@item_max = $game_party.actors.size
refresh
end
#--------------------------------------------------------------------------
# ? Draw the Target window
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 4
y = i * 105
actor = $game_party.actors[i]
end
end
#--------------------------------------------------------------------------
# ? Update the position of the cursor rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
if @index <= -2
self.cursor_rect.set(0, (@index + 10) * 105, self.width - 32, 80)
elsif @index == -1
self.cursor_rect.set(0, 0, self.width - 32, @item_max * 105 - 20)
else
self.cursor_rect.set(0, @index * 105, self.width - 32, 80)
end
end
end
KCG Item Grouping
Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/????????? ? KGC_ItemGrouping?
#_/----------------------------------------------------------------------------
#_/???????????????????????
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ? ???????? ?
#==============================================================================
module KGC
ITEM_GROUP_ELEMENTS = ["Field", "Battle", -1, -2, "Drop", 0]
ITEM_GROUP_NAME = ["Field", "Battle", "Weapons", "Armor", "Drops", "All"]
ITEM_GROUP_HELP = ["Here you find all standard items like usable in the Field",
"Here you find all items usable specifically for battle",
"Here you find all Weapons",
"Here you find all Armor",
"Here you find all items dropped from monsters and beasts",
"Here you find all items"]
end
#?????????????????????????????????????????
$imported["ItemGrouping"] = true
$game_special_elements["item_hide"] = $data_system.elements.index("item_hide")
module KGC
ITEM_GROUP = []
for i in 0...ITEM_GROUP_ELEMENTS.size
if ITEM_GROUP_ELEMENTS[i].is_a?(Numeric) && ITEM_GROUP_ELEMENTS[i] <= 0
ITEM_GROUP[i] = ITEM_GROUP_ELEMENTS[i]
next
end
key = "item_#{i}}"
$game_special_elements[key] = $data_system.elements.index(ITEM_GROUP_ELEMENTS[i])
ITEM_GROUP[i] = $game_special_elements[key]
end
end
class Object
include KGC
end
#?????????????????????????????????????????
#==============================================================================
# ? Module_RPG
#------------------------------------------------------------------------------
# ?RPG????????
#==============================================================================
module RPG
class Item
def usable?
if $game_party.item_can_use?(self.id)
return true
end
return false
end
end
unless $imported["UsableWeapon"]
class Weapon
def usable?
return false
end
end
end
end
#?????????????????????????????????????????
#==============================================================================
# ? Window_Item
#------------------------------------------------------------------------------
# ??????????????????????????????????????
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_KGC_ItemGrouping initialize
def initialize
initialize_KGC_ItemGrouping
unless $game_temp.in_battle
self.index = -1
self.active = false
end
@column_max = 1
refresh
# If in battle, move window to center of screen
# and make it semi-transparent
if $game_temp.in_battle
@column_max = 2
self.y = 480 - 160
self.height = 160
self.width = 640
self.back_opacity = 255
self.z = 9999
end
end
#--------------------------------------------------------------------------
# ? ?????
# index : ????ID
# type : ??(0:???? 1:?? 2:??)
#--------------------------------------------------------------------------
def hide?(index, type = 0)
case type
when 0
elements = $data_items[index].element_set.dup
when 1
elements = $data_weapons[index].element_set.dup
when 2
elements = $data_armors[index].guard_element_set.dup
end
return elements.include?($game_special_elements["item_hide"])
end
#--------------------------------------------------------------------------
# ? ??????????????
# itemkind : ???????
#--------------------------------------------------------------------------
def itemlist(itemkind)
@data = []
unless $game_temp.in_battle
if ITEM_GROUP[itemkind] == 0
for i in 1...$data_items.size
if $game_party.item_number(i) > 0 && !self.hide?(i, 0)
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 && !self.hide?(i, 1)
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 && !self.hide?(i, 2)
@data.push($data_armors[i])
end
end
elsif ITEM_GROUP[itemkind] == -1
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 && !self.hide?(i, 1)
@data.push($data_weapons[i])
end
end
elsif ITEM_GROUP[itemkind] == -2
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 && !self.hide?(i, 2)
@data.push($data_armors[i])
end
end
else
for i in 1...$data_items.size
if $game_party.item_number(i) > 0 && !self.hide?(i, 0) &&
$data_items[i].element_set.include?(ITEM_GROUP[itemkind])
@data.push($data_items[i])
end
end
end
else
for i in 1...$data_items.size
if $game_party.item_number(i) > 0 && !self.hide?(i, 0)
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 && !self.hide?(i, 1) && $data_weapons[i].usable?
@data.push($data_weapons[i])
end
end
end
end
#--------------------------------------------------------------------------
# ? ??????
# itemkind : ???????
#--------------------------------------------------------------------------
def refresh(itemkind = 0)
if self.contents != nil
self.contents.dispose
self.contents = nil
end
self.itemlist(itemkind)
@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
#--------------------------------------------------------------------------
# ? ?????
# index : ????
#--------------------------------------------------------------------------
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 = $game_party.armor_number(item.id)
end
if (item.is_a?(RPG::Item) && item.usable?) ||
($game_temp.in_battle && item.is_a?(RPG::Weapon) && item.usable?)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
if $game_temp.in_battle
x = 4 + index % 2 * (0 + 0)
end
if $game_temp.in_battle
y = index / 2 * 32
else
y = index * 32
end
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 + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#?????????????????????????????????????????
#==============================================================================
# ? Window_ItemGroup
#------------------------------------------------------------------------------
# ????????????????????????
#==============================================================================
class Window_ItemGroup < Window_Selectable
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 60)
self.contents = Bitmap.new(width - 32, height - 32)
@commands = []
for name in ITEM_GROUP_NAME
@commands.push(name)
end
@item_max = @commands.size
@column_max = @commands.size
@item_width = (width - 32) / @commands.size
self.index = 0
self.opacity = 0
refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
for i in 0...@commands.size
rect = Rect.new(@item_width * i, 0, @item_width, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.color = system_color
self.contents.draw_text(rect, @commands[i], 1)
end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_cursor_rect
if index != -1
self.cursor_rect.set(@item_width * index, 0, @item_width, 32)
end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(ITEM_GROUP_HELP[self.index])
end
end
#?????????????????????????????????????????
#==============================================================================
# ? Scene_Item
#------------------------------------------------------------------------------
# ???????????????????
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
alias main_KGC_ItemGrouping main
def main
# ??????????
@group_window = Window_ItemGroup.new
@group_window.back_opacity = 160 if $imported["MenuAlter"]
# ???????
main_KGC_ItemGrouping
# ????????
@group_window.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
unless @window_initialize
@group_window.z = @help_window.z + 1
@group_window.help_window = @help_window
@window_initialize = true
end
@help_window.update
@item_window.update
@target_window.update
@group_window.update
# update_item
if @item_window.active
update_item
return
end
#update_target
if @target_window.active
update_target
return
end
# update_group
if @group_window.active
update_group
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
alias update_item_KGC_ItemGrouping update_item
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@group_window.active = true
@group_window.visible = true
@item_window.active = false
@item_window.index = -1
return
end
update_item_KGC_ItemGrouping
end
#--------------------------------------------------------------------------
# ? ?????? (???????????????????)
#--------------------------------------------------------------------------
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@item_window.refresh(@group_window.index)
end
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (????????????????)
#--------------------------------------------------------------------------
def update_group
if @now_itemkind != @group_window.index
@item_window.refresh(@group_window.index)
@now_itemkind = @group_window.index
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@item_window.active = true
@item_window.index = 0
@group_window.active = false
@group_window.visible = false if $imported["HelpExtension"]
return
end
end
end