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Natsuki-9

Items pictures inside a window

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Hello, I'm learning coding and I need help with an script.

I'm using Crazyninjaguy script for this (because Yanfly script seems a little too complicated for me).

Until now I managed to make it look as I want to, but I have a problem with a new window I created; it doesn't shows the items picture, and I don't understand why...

1994191174_ITEMMEMORIESMENU.JPG.48d03ac8218095ef1ebaf1438c7c62ea.JPG 

(This image is an example, I made it with Etude 87 Menu editor)

 

Like in the image, I want the Gold window to have the Items descriptions and the locate window to have the Items picture.

But dunno how to do it... I just managed to make the windows look like I want to, but I don't know why the items pictures do not appear where I want them to (actually they do not appear at all...)

I already created the Items picture window but I can't guess what to do next.

Someone knows how to fix it? How to do it? I need help with scripting...

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It is very likely that the way this was edited completely changed/overwrote the methods for drawing the text and images for the items for the script.
I'm no expert, and as cool as the Etude 87 tool looks, it seems to me, that it is definitely on par with the Luna Engine as far as difficulty goes.
I'm thinking that someone else who has far more expertise may have more luck, though, you'll have to provide script snippets of what was edited.

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4 hours ago, PhoenixSoul said:

It is very likely that the way this was edited completely changed/overwrote the methods for drawing the text and images for the items for the script.
I'm no expert, and as cool as the Etude 87 tool looks, it seems to me, that it is definitely on par with the Luna Engine as far as difficulty goes.
I'm thinking that someone else who has far more expertise may have more luck, though, you'll have to provide script snippets of what was edited.

Alright let me see 😶...

Spoiler

class Scene_Item < Scene_ItemBase
  def start
    super
    create_description_window
    create_category_window
    create_item_window
    create_picture_window
    @description_index = 0
  end
    def create_description_window
    @description = Window_ItemDescription.new
    @description.viewport = @viewport
  end
  def create_category_window
    @category_window = Window_ItemCategory.new
    @category_window.viewport = @viewport
    @category_window.set_handler(:ok,	 method(:on_category_ok))
    @category_window.set_handler(:cancel, method(:return_scene))
  end
  def create_picture_window
    @picture_window = Window_Picture.new
    @description.viewport = @viewport
  end
  def create_item_window
    wy = @category_window.y + @category_window.height
    wh = Graphics.height - wy
    @item_window = Window_ItemList.new(165, 90, 204, 306)#0,wy,Graphics.width,wh
    @item_window.set_handler(:ok,	 method(:on_item_ok))
    @item_window.set_handler(:cancel, method(:on_item_cancel))
    @category_window.item_window = @item_window
    @item_window.viewport = @viewport
  end
  def on_item_cancel
    @item_window.unselect
    @category_window.activate
    @description.refresh(nil)
  end
  def update
    super
    if @description_index != @item_window.index
      @description.refresh(@item_window.item)
      @description_index = @item_window.index
    end
  end
end
class Window_Category < Window_Command
  def initialize
    super(0, 0, 144, 77)
  end
  def make_command_list
    add_command(Vocab::item,   :item,   main_commands_enabled)
    add_command(Vocab::skill,   :skill,   main_commands_enabled)
  end
  def alignment
    return 0
  end
end
class Window_Picture < Window_Base
  include ReadNote
  def initialize(item = nil)
    super(375, 162, window_width, 153)
    refresh(item)
  end # initialize
  def window_width
    return 156
  end
  def refresh(item)
    self.contents.clear
    if item != nil
      if item.is_a?(RPG::Item)
        picture = read_note($data_items[item.id].note, "picture")
      elsif item.is_a?(RPG::Weapon)
        picture = read_note($data_weapons[item.id].note, "picture")
      elsif item.is_a?(RPG::Armor)
        picture = read_note($data_armors[item.id].note, "picture")
      end
      if picture != false
        bitmap = Cache.picture(picture)
        rect = Rect.new(0, 0, 96, 96)
        self.contents.blt(0, 0, bitmap, rect)
      end
    end
  end
end

 

I changed mostly the Scene_Item, so I could change the position and form of the windows, the rest is still exactly the same.

It doesn't matter how many times I try to "erase" some parts of it (I just make it a commentary), I simply can't find a way to make the window appear where I want to...
(Sorry to ask, but I'm mostly showing what I edited, is that piece of code enough or do I have to show the hole code?😐❔)

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Yeah, that'll do.
Not that I'm sure how to make it work as I can't get the script to work because it's incompatible with Instance Items.

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Another guy told me that I gotta "link" the window I made the same way the items window is linked to the description window.

I don't have so much experience with ruby (And I'm not able to understand how this windows are linked)... so... does this give an idea about it?

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