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Original Source

  • Original title: Item Menu Script
  • Original author: Name
  • Original date: November 8, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/item-menu-script.70737/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Learning Javascript

Summary

I am working on my own item menu plugin based off of the default item menu script. I have it the way I want, but the help info doesn't show in the box. Can anyone help me with this? Here is the script: Spoiler //-----------------------------------------------------------------------------

Archived First Post

I am working on my own item menu plugin based off of the default item menu script. I have it the way I want, but the help info doesn't show in the box. Can anyone help me with this?


Here is the script:

//-----------------------------------------------------------------------------
// Scene_Item
//
// The scene class of the item screen.


function Scene_Item() {
    this.initialize.apply(this, arguments);
}


Scene_Item.prototype = Object.create(Scene_ItemBase.prototype);
Scene_Item.prototype.constructor = Scene_Item;


Scene_Item.prototype.initialize = function() {
    Scene_ItemBase.prototype.initialize.call(this);
};


Scene_Item.prototype.create = function() {
    Scene_ItemBase.prototype.create.call(this);
    this.createHelpWindow();
    this.createCategoryWindow();
    this.createItemWindow();
    this.createActorWindow();
};


Scene_Item.prototype.createCategoryWindow = function() {
    this._categoryWindow = new Window_ItemCategory();
    this._categoryWindow.x = 0;
    this._categoryWindow.y = 0;
    this._categoryWindow.setHandler('ok',     this.onCategoryOk.bind(this));
    this._categoryWindow.setHandler('cancel', this.popScene.bind(this));
    this.addWindow(this._categoryWindow);
};


Scene_Item.prototype.createItemWindow = function() {
    this._itemWindow = new Window_ItemList();
    this._itemWindow.x = 200;
    this._itemWindow.y = 80;
    this._itemWindow.height = 540;
    this._itemWindow.width = 400;
    this._itemWindow.setHelpWindow(this._helpWindow);
    this._itemWindow = new Window_ItemList(0, this._itemWindow.y, this._itemWindow.width, this._itemWindow.height);
    this._itemWindow.setHandler('ok',     this.onItemOk.bind(this));
    this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this));
    this.addWindow(this._itemWindow);
    this._categoryWindow.setItemWindow(this._itemWindow);
};


Scene_Item.prototype.createHelpWindow = function() {
    this._helpWindow = new Window_Help();
    this._helpWindow.height = 150;
    this._helpWindow.width = 400;
    this._helpWindow.x = 410;
    this._helpWindow.y = 460;
    this.addWindow(this._helpWindow);
};


Window_ItemList.prototype.maxCols = function() {
    return 1;
}


Scene_Item.prototype.user = function() {
    var members = $gameParty.movableMembers();
    var bestActor = members[0];
    var bestPha = 0;
    for (var i = 0; i < members.length; i++) {
        if (members.pha > bestPha) {
            bestPha = members.pha;
            bestActor = members;
        }
    }
    return bestActor;
};


Scene_Item.prototype.onCategoryOk = function() {
    this._itemWindow.activate();
    this._itemWindow.selectLast();
};


Scene_Item.prototype.onItemOk = function() {
    $gameParty.setLastItem(this.item());
    this.determineItem();
};


Scene_Item.prototype.onItemCancel = function() {
    this._itemWindow.deselect();
    this._categoryWindow.activate();
};


Scene_Item.prototype.playSeForItem = function() {
    SoundManager.playUseItem();
};


Scene_Item.prototype.useItem = function() {
    Scene_ItemBase.prototype.useItem.call(this);
    this._itemWindow.redrawCurrentItem();
};
 





 




 






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Referenced Images / Attachments

itemmenu.png
itemmenu.png
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