Douglanilo
Mestre
Postagens : 959 Data de inscrição : 02/04/2009
| Assunto: Icon Inventory Dom Out 11, 2009 1:49 pm | |
| Icon Inventory Por Mac IntroduçãoEste script mostra os itens em forma de ícones e sem agrupa-los. Para usar copie e cole acima do main. ScreenShotscript - Código:
-
#============================================================================== # Icon Inventory (WindowSkin Versão) #============================================================================== # Criador: Mac # Versão : 1.0 #------------------------------------------------------------------------------ # Divulgação e Tradução : LegendsX #==============================================================================
class Window_Item < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 63, 640, 417) @column_max = 10 refresh self.index = 0 # If in battle, move window to center of screen # and make it semi-transparent if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end #-------------------------------------------------------------------------- # * Get Item #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add item for i in 1...$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 % 10 * (32 + 32) y = index / 10 * 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, y + 9, 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 Créditos e AgradecimentosFeito Por Mac Postagem na The World of Ever Grand por Douglanilo |
|