Niclas
XS - Icon Item

Icon Item
Version: 1.0a.
Introduction
This script changes the way the item scene appears. It will no longer display a name but a icon as item instead. A few neat features is included to play around with, hope you enjoy it!
Features
- Icons as items! (See more at screenshot how it looks like)
- The ability to display/hide name, amount, help icon etc.
- Categories for each item/armour/weapon which you setup in the note field.
- Each category changes the background color of each item.
- And more!
Planned upcoming features
- More details in the help window for each item.
- Much better category editing.
Screenshots
Everything displayed:![]()
Everything hidden:![]()
![]()
How to Use
Instructions how to use it can be find inside the script.
To install this script, open up your script editor and copy/paste this script to an open slot below Materials but above Main. Remember to save.
Script
#==============================================================================
# XaiL System - Icon Item
# Author: Nicke
# Created: 09/04/2012
# Edited: 11/04/2012
# Version: 1.0a
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
# This script changes the item list to display icons as items instead.
# There is also a category feature which allows you to change the background
# color of each items/weapons/armour etc.
#
# Right now there is a setup of 6 categories one being the default one.
# You can easily edit the draw_item_rect method to add new ones.
#
# To setup a category for a item use the following code in the note field of the
# item:
# <category health>
# or
# <category mana>
# The above will only work if you did not edit the category list.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-ICON-SKILLS"] = true
module XAIL
module ICON_ITEM
#--------------------------------------------------------------------------#
# * Settings
#--------------------------------------------------------------------------#
# FONT = [name, size, color, bold, shadow]
FONT = [["Anklada™", "Verdana"], 16, Color.new(255,225,255), true, true]
# Show/hide option for the item scene.
# DISPLAY = [show_help_icon, show_name, show_description,
# show_consumable, show_amount]
DISPLAY = [true, true, true, true, true]
# If this is false every item will have the same default black color.
# NO_CATEGORIES = true/false
NO_CATEGORIES = true
end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Window_Help
#==============================================================================#
class Window_Help < Window_Base
def set_item_help(item)
# // Method to set the item for window help.
contents.font.name = XAIL::ICON_ITEM::FONT[0]
contents.font.bold = XAIL::ICON_ITEM::FONT[3]
contents.font.shadow = XAIL::ICON_ITEM::FONT[4]
contents.font.out_color = Color.new(0,0,0,255)
if item
icon = XAIL::ICON_ITEM::DISPLAY[0] ? '\i[' + item.icon_index.to_s + ']' : ""
name = XAIL::ICON_ITEM::DISPLAY[1] ? '\c[2] »» ' + item.name + '\c[0]' : ""
if item.is_a?(RPG::Item) and XAIL::ICON_ITEM::DISPLAY[2]
consumable = item.consumable ? " (Consumable)" : " (Non-consumable)"
else
consumable = ""
end
desc = XAIL::ICON_ITEM::DISPLAY[3] ? item.description : ""
new_line = "\n"
item_text = icon + name + consumable + new_line + desc
else
item_text = ""
end
set_text(item_text)
end
end
#==============================================================================#
# ** Window_ItemList_Icon
#==============================================================================#
class Window_ItemList_Icon < Window_ItemList
def col_max
# // Method to get col_max.
return 14
end
def spacing
# // Method to get spacing.
return 14
end
def item_width
# // Method to get item_width.
return 24
end
def item_height
# // Method to get item_height.
return 24
end
def row_max
# // Method to get row_max.
return item_max
end
def update_help
# // Method to update help details.
@help_window.set_item_help(item)
end
def item_rect(index)
# // Method to draw item rect.
rect = Rect.new
rect.width = item_width
rect.height = item_height
rect.x = index % col_max * (item_width + spacing)
rect.y = index / col_max * (item_height + 3)
rect
end
def page_row_max
# // Method to define page row max.
return 1
end
def scan_items(item)
# // Method to scan the notes for the items.
item.note.scan(/<category[:]*\s*(.+)>/i)
return $1 if !$1.nil?
end
def draw_item(index)
# // Method override to draw item.
item = @data[index]
if item
rect = item_rect(index)
draw_item_rect(index, item, rect, rect.x, rect.y)
draw_item_number(rect, item) if $game_party.item_number(item) > 1 and XAIL::ICON_ITEM::DISPLAY[3]
end
end
def draw_item_icon(icon_index, x, y, enabled = true)
# // Method to draw icon.
bitmap = Cache.system("Iconset")
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
contents.blt(x, y, bitmap, rect, enabled ? 255 : 75)
end
def draw_item_rect(index, item, rect, x, y)
# // Method to draw rect.
outline = rect.clone
outline.width = rect.width + 1
outline.height = rect.height + 1
contents.fill_rect(outline,Color.new(255,255,255,80))
if XAIL::ICON_ITEM::NO_CATEGORIES
case scan_items(item)
when "health"
color = Color.new(150,0,0,45)
when "mana"
color = Color.new(0,0,150,45)
when "cure"
color = Color.new(0,130,0,45)
when "elixir"
color = Color.new(250,250,0,45)
when "herbs"
color = Color.new(0,215,0,45)
when nil
color = Color.new(0,0,0,128)
else
color = Color.new(0,0,0,128)
end
else
color = Color.new(0,0,0,128)
end
color = enable?(item) ? color : Color.new(0,0,0,128)
contents.fill_rect(rect, color)
draw_item_icon(item.icon_index, x + 1, y, enable?(item))
end
def check_color(color, enabled = true)
# // Method to set the color and alpha.
contents.font.color.set(color)
contents.font.color.alpha = 95 unless enabled
end
def draw_item_number(rect, item)
# // Method to draw the item number.
rect.y += 8
if $game_party.item_number(item) < 10
rect.x -= 2
end
contents.font = Font.new(XAIL::ICON_ITEM::FONT[0], XAIL::ICON_ITEM::FONT[1])
check_color(XAIL::ICON_ITEM::FONT[2], enable?(item))
contents.font.bold = XAIL::ICON_ITEM::FONT[3]
contents.font.shadow = XAIL::ICON_ITEM::FONT[4]
contents.font.out_color = Color.new(0,0,0,255)
draw_text(rect, sprintf("%2d", $game_party.item_number(item)), 1)
reset_font_settings
end
end
#==============================================================================#
# ** Scene_Item
#==============================================================================#
class Scene_Item < Scene_ItemBase
def create_item_window
# // Method override create the item list window.
wy = @category_window.y + @category_window.height
wh = Graphics.height - wy
@item_window = Window_ItemList_Icon.new(0, wy, Graphics.width, wh)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.set_handler(:ok, method(:on_item_ok))
@item_window.set_handler(:cancel, method(:on_item_cancel))
@category_window.item_window = @item_window
end
end # END OF FILE
#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#
Updates
None.
Credit
Do credit me, Nicke, if you are planing on using this script. Thanks.
Can be use in a commercial project.
XS - Icon Menu

Icon Menu
Version 1.0b
Introduction
In my script package there already exists a heavily customized version for Scene_Menu. However, I always wanted a Icon Menu as well so I created one for you with a few neat features. Hope you enjoy it!
Features
- The option to change the window settings for the menu.
- As my previous menu it is easier to add new commands to it. (Adding icons in this case)
- A help window that will display a text and a description of the current selected command.
- Support for own background.
- Horizontal style for the menu icons.
- The ability to enable custom_menu which means you must add the menu items ingame. This can be useful if you wish to enable/disable certain commands for quest etc.
- Every added command can be enabled/disabled. See more in screenshots how it looks like when a command is disabled.
- Made for one character menu, i.e formation command wont work.
- And more!
Screenshots![]()
![]()
How to Use
Instructions how to use it can be find inside the script.
To install this script, open up your script editor and copy/paste this script to an open slot below Materials but above Main. Remember to save.
Script
#==============================================================================
# XaiL System - Icon Menu
# Author: Nicke
# Created: 07/04/2012
# Edited: 13/04/2012
# Version: 1.0b
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
# A highly customized menu that displays icons as commands.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-XS-ICON_MENU"] = true
module XAIL
module ICON_MENU
#--------------------------------------------------------------------------#
# * Settings
#--------------------------------------------------------------------------#
# MENU_FONT = [name, size, color, bold, shadow]
MENU_FONT = [["Anklada™", "Verdana"], 24, Color.new(255,255,25), true, true]
# MENU_WINDOW [x, y, z, opacity]
MENU_WINDOW = [0, 0, 200, 255]
# Center the menu.
# Note: If this is on the x and y coordinates is not available.
# MENU_CENTER = true/false
MENU_CENTER = true
# The windowskin to use for the windows.
# nil to disable.
# MENU_SKIN = string
MENU_SKIN = nil
# Menu list - The icon_index (can be nil) and custom_scene is optional.
# MENU_LIST:
# ID = ['Title', description, :symbol, :command, icon_index, active, custom ]
MENU_LIST = []
MENU_LIST[0] = ["Equip", "Change your equipment.", :equip, :command_equip, 170, true]
MENU_LIST[1] = ["Skills", "Manage your available skills.", :skill, :command_skill, 112, true]
MENU_LIST[2] = ["Item", "Browse through your acquired items.", :item, :command_item, 264, true]
MENU_LIST[3] = ["Status", "See the current status of the hero.", :status, :command_status, 122, true]
MENU_LIST[4] = ["Save", "Record your progress.", :save, :command_save, 233, true]
MENU_LIST[5] = ["Load", "Load your saved progress.", :load, :command_custom, 230, true, Scene_Load]
MENU_LIST[6] = ["Quit", "Exit the program.", :game_end, :command_game_end, 1, true]
MENU_LIST[7] = ["Title", "Return to title.", :title, :command_custom, 12, true, Scene_Records]
# If MENU_CUSTOM is true you will have to add the commands yourself
# ingame, which can be useful for certain quest related stuff or if you
# want to disable commands temporarly.
# To add/delete a command ingame follow these instructions:
#
# In a Call Script do like this:
# menu_scene(2,:add) # To add id 2 to menu list.
# menu_scene(3,:del) # To remove id 3 from menu list.
#
# In a conditional branch do like this to check if a id is active:
# menu_active?(5) # Returns true if id 5 is enabled.
#
# To set a id to be enabled do like this:
# menu_active(1, true) # Set id 1 to be enabled.
#
# To add/delete every menu item to the list use this method:
# menu_scene_all(type = :add/:del)
#
# MENU_CUSTOM = true/false
MENU_CUSTOM = true
# The text to be displayed if no menu items is available.
# MENU_EMPTY = ""
MENU_EMPTY = "The menu is not available at this point."
# Animate timer for the help window. 0 = no animation.
# Only occurs when menu command has changed.
# ANIMATE_TIMER = number
ANIMATE_TIMER = 10
# Help window.
# HELP = [x, y, z, opacity, enabled]
HELP = [0, 0, 200, 255, true]
# Gold window.
# nil to disable the icon(s).
# GOLD = [x, y, z, opacity, icon_index, enabled]
GOLD = [0, 368, 200, 255, 361, true]
# Transition, nil to use default.
# TRANSITION [speed, transition, opacity]
# TRANSITION = [40, "Graphics/Transitions/4", 50]
TRANSITION = nil
# Menu background image (System folder)
# Note: You might want to decrease the opacity as well as arrange
# the windows so that you can properly see the background.
# Set to nil to use default.
BACK = nil
# Note: Not active if menu background is in use.
# Background type:
# 0 = normal blur (default)
# 1 = radial blur
# 2 = hue change
# 3 = custom color
# 4 = custom gradient
# BACK_TYPE = [type, opacity, enabled]
BACK_TYPE = [1, 200, true]
# BACK_RADIAL_BLUR = 0-360, 2-100
BACK_RADIAL_BLUR = [10, 10]
# BACK_HUE = 0-360
BACK_HUE = 15
# BACK_COLOR = 0-255 (Red, Green, Blue, Alpha)
BACK_COLOR = Color.new(255,0,255,128)
# BACK_GRADIENT = [ Color1, Color2, Vertical ]
BACK_GRADIENT = [Color.new(0,0,250,128), Color.new(255,0,0,128), true]
end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Game_System
#==============================================================================#
class Game_System
attr_accessor :menu_list
alias xail_icon_menu_sys_initialize initialize unless $@
def initialize(*args, &block)
xail_icon_menu_sys_initialize(*args, &block)
@menu_list = []
end
end
#==============================================================================#
# ** Game_Interpreter
#==============================================================================#
class Game_Interpreter
def menu_scene(id, type)
# // Method to add a item to the list.
case type
when :add # // Add menu id.
unless $game_system.menu_list.include?(XAIL::ICON_MENU::MENU_LIST[id])
$game_system.menu_list.push(XAIL::ICON_MENU::MENU_LIST[id])
end unless XAIL::ICON_MENU::MENU_LIST[id].nil?
when :del # // Remove menu id.
unless XAIL::ICON_MENU::MENU_LIST[id].nil?
$game_system.menu_list.delete(XAIL::ICON_MENU::MENU_LIST[id])
end
end
end
def menu_active?(id)
# // Method to check if id is eanbled.
return if $game_system.menu_list[id].nil?
return $game_system.menu_list[id][5]
end
def menu_active(id, enabled)
# // Method to enable id.
$game_system.menu_list[id][5] = enabled
end
def menu_scene_all(type = :add)
# // Method to add or delete all of the id's to the menu list.
id = 0
while id < XAIL::ICON_MENU::MENU_LIST.size
case type
when :add
menu_scene(id, :add)
else
menu_scene(id, :del)
end
id += 1
end
end
end
#==============================================================================
# ** Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
alias xail_icon_menu_window_width_cmd window_width
def window_width(*args, &block)
# // Method to return the width.
xail_icon_menu_window_width_cmd(*args, &block)
return 48 if get_menu.size == 1
return 74 if get_menu.size == 2
return 32 * get_menu.size
end
alias xail_icon_menu_window_height_cmd window_height
def window_height(*args, &block)
# // Method to return the height.
xail_icon_menu_window_height_cmd(*args, &block)
return fitting_height(1)
end
alias xail_icon_menu_col_max_cmd col_max
def col_max(*args, &block)
# // Method to determine col max.
xail_icon_menu_col_max_cmd(*args, &block)
return get_menu.size
end
alias xail_icon_menu_item_max_cmd item_max
def item_max(*args, &block)
xail_icon_menu_item_max_cmd(*args, &block)
return get_menu.size
end
alias xail_icon_menu_spacing_cmd spacing
def spacing(*args, &block)
# // Method to determine spacing.
xail_icon_menu_spacing_cmd(*args, &block)
return 0
end
alias xail_icon_menu_contents_width_cmd contents_width
def contents_width(*args, &block)
# // Method to determine contents width.
xail_icon_menu_contents_width_cmd(*args, &block)
(item_width + spacing) * item_max - spacing
end
alias xail_icon_menu_contents_height_cmd contents_height
def contents_height(*args, &block)
# // Method to determine contents height.
xail_icon_menu_contents_height_cmd(*args, &block)
item_height
end
def get_menu
# // Method to get the menu list.
if XAIL::ICON_MENU::MENU_CUSTOM
return @menu_list = $game_system.menu_list
else
return @menu_list = XAIL::ICON_MENU::MENU_LIST
end
end
def draw_menu_icon(icon_index, x, y, enabled = true)
# // Method to draw icon.
bitmap = Cache.system("Iconset")
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
contents.blt(x, y, bitmap, rect, enabled ? 255 : 20)
end
def draw_item(index)
# // Method override to draw the command item.
x = (get_menu.size < 5) ? 0 : 2
for i in get_menu
icon = i[4] unless i[4].nil?
draw_menu_icon(icon, x, 0, i[5])
x += item_width
end
end
def make_command_list
# // Method override to add the commands.
for i in get_menu
case i[2]
when :save
add_command(i[0], i[2], save_enabled, i[6])
else
add_command(i[0], i[2], i[5], i[6])
end
end
end
end
#==============================================================================#
# ** Window_Gold
#==============================================================================#
class Window_Gold < Window_Base
alias xail_icon_menu_wingold_refresh refresh
def refresh(*args, &block)
contents.clear
# // Refresh method override, draw a icon and the value.
unless XAIL::ICON_MENU::GOLD[4].nil?
draw_icon(XAIL::ICON_MENU::GOLD[4], 116, -2)
draw_currency_value(value, currency_unit, -10, 0, contents.width - 8)
else
xail_icon_menu_wingold_refresh(*args, &block)
end
end
end
#==============================================================================#
# ** Window_Help
#==============================================================================#
class Window_Icon_Help < Window_Help
attr_accessor :index
alias xail_icon_menu_winhelp_init initialize
def initialize(*args, &block)
xail_icon_menu_winhelp_init(*args, &block)
@menu_list = get_menu
@index = nil
end
def get_menu
# // Method to get the menu list.
if XAIL::ICON_MENU::MENU_CUSTOM
@menu_list = $game_system.menu_list
else
@menu_list = XAIL::ICON_MENU::MENU_LIST
end
end
alias xail_icon_menu_winhelp_set_text set_text
def set_text(text, enabled)
# // Method to set a new the tp text to the window.
xail_icon_menu_winhelp_set_text(text)
if text != @text
menu_color(XAIL::ICON_MENU::MENU_FONT[2], enabled)
@text = text
refresh
end
end
def refresh
# // Refresh help contents.
contents.clear
draw_help_text
end
def draw_help_text
# // Method to draw the help text.
contents.font.name = XAIL::ICON_MENU::MENU_FONT[0]
contents.font.size = XAIL::ICON_MENU::MENU_FONT[1]
menu_color(XAIL::ICON_MENU::MENU_FONT[2], menu_enabled?(@index))
contents.font.bold = XAIL::ICON_MENU::MENU_FONT[3]
contents.font.shadow = XAIL::ICON_MENU::MENU_FONT[4]
# // Draw title and description for the menu.
draw_help_ex(0, -4, @text)
reset_font_settings
end
def draw_help_ex(x, y, text)
# // Special method to draw a text.
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
end
def menu_enabled?(index)
# // Method to check if menu item is enabled.
return get_menu[index][5]
end
def menu_color(color, enabled = true)
# // Method to set the color and alpha if not enabled.
contents.font.color.set(color)
contents.font.color.alpha = 150 unless enabled
end
end
#==============================================================================#
# ** Scene_MenuBase
#------------------------------------------------------------------------------
# New Scene :: Scene_MenuBase
#==============================================================================#
class Scene_MenuBase < Scene_Base
alias xail_icon_menubase_start start
def start(*args, &block)
# // Method to start the scene
xail_icon_menubase_start(*args, &block)
@menu_list = get_menu
end
alias xail_icon_menubase_post_start post_start
def post_start(*args, &block)
# // Method to post_start the scene.
xail_icon_menubase_post_start(*args, &block)
perform_transition unless @menu_list.empty?
end
def get_menu
# // Method to get the menu list.
if XAIL::ICON_MENU::MENU_CUSTOM
return @menu_list = $game_system.menu_list
else
return @menu_list = XAIL::ICON_MENU::MENU_LIST
end
end
alias xail_icon_menubase_terminate terminate
def terminate(*args, &block)
# // Method to terminate the scene.
xail_icon_menubase_terminate(*args, &block)
dispose_help
end
def dispose_help
# // Dispose help window.
@help_window.dispose unless @help_window.nil?
@help_window = nil
end
def create_background
# // Method to create custom background.
@background_sprite = Sprite.new
if XAIL::ICON_MENU::BACK.nil?
@background_sprite.bitmap = SceneManager.background_bitmap
if XAIL::ICON_MENU::BACK_TYPE[2]
source = SceneManager.background_bitmap
bitmap = Bitmap.new(Graphics.width, Graphics.height)
bitmap.stretch_blt(bitmap.rect, source, source.rect) unless SceneManager.scene_is?(Scene_Load)
case XAIL::ICON_MENU::BACK_TYPE[0]
when 0 ; bitmap.blur # // Default
when 1 ; bitmap.radial_blur(XAIL::ICON_MENU::BACK_RADIAL_BLUR[0], XAIL::ICON_MENU::BACK_RADIAL_BLUR[0])
when 2 ; bitmap.hue_change(XAIL::ICON_MENU::BACK_HUE)
when 3 ; bitmap.fill_rect(bitmap.rect, XAIL::ICON_MENU::BACK_COLOR)
when 4 ; bitmap.gradient_fill_rect(bitmap.rect, XAIL::ICON_MENU::BACK_GRADIENT[0],
XAIL::MENU::BACK_GRADIENT[1], XAIL::ICON_MENU::BACK_GRADIENT[2])
end
@background_sprite.opacity = XAIL::ICON_MENU::BACK_TYPE[1]
@background_sprite.bitmap = bitmap
end
else
@background_sprite.bitmap = Cache.system(XAIL::ICON_MENU::BACK)
end
end
alias xail_icon_menubase_transition perform_transition
def perform_transition(*args, &block)
# // Method to create the transition.
if XAIL::ICON_MENU::TRANSITION.nil?
xail_icon_menubase_transition(*args, &block)
else
Graphics.transition(XAIL::ICON_MENU::TRANSITION[0],XAIL::ICON_MENU::TRANSITION[1],XAIL::ICON_MENU::TRANSITION[2])
end
end
end
#==============================================================================#
# ** Scene_Menu
#------------------------------------------------------------------------------
# New Scene :: Scene_Menu
#==============================================================================#
class Scene_Menu < Scene_MenuBase
def start
super
# // Method to start the scene.
@menu_list = get_menu
return command_map if @menu_list.empty?
@anim_timer = XAIL::ICON_MENU::ANIMATE_TIMER
create_menu_command_window
if XAIL::ICON_MENU::HELP[4]
create_menu_help_window
help_update(@command_window.index)
end
create_menu_gold_window if XAIL::ICON_MENU::GOLD[5]
end
def create_menu_command_window
# // Method to create the command window.
@command_window = Window_MenuCommand.new
@command_window.windowskin = Cache.system(XAIL::ICON_MENU::MENU_SKIN) unless XAIL::ICON_MENU::MENU_SKIN.nil?
if XAIL::ICON_MENU::MENU_CENTER
@command_window.x = (Graphics.width - @command_window.width) / 2
@command_window.y = (Graphics.height - @command_window.height) / 2
else
@command_window.x = XAIL::ICON_MENU::MENU_WINDOW[1]
@command_window.y = XAIL::ICON_MENU::MENU_WINDOW[2]
end
@command_window.z = XAIL::ICON_MENU::MENU_WINDOW[2]
@command_window.opacity = XAIL::ICON_MENU::MENU_WINDOW[3]
for i in @menu_list
@command_window.set_handler(i[2], method(i[3]))
end
@command_window.set_handler(:cancel, method(:return_scene))
end
def create_menu_help_window
# // Create the help window.
@help_window = Window_Icon_Help.new(2)
@help_window.viewport = @viewport
@help_window.windowskin = Cache.system(XAIL::ICON_MENU::MENU_SKIN) unless XAIL::ICON_MENU::MENU_SKIN.nil?
@help_window.index = @command_window.index
@help_window.x = XAIL::ICON_MENU::HELP[0]
@help_window.y = XAIL::ICON_MENU::HELP[1]
@help_window.z = XAIL::ICON_MENU::HELP[2]
@help_window.opacity = @help_window.contents_opacity = XAIL::ICON_MENU::HELP[3]
end
def create_menu_message_window
# // Method to create the message window.
@message_window = Window_Message.new
end
def create_menu_gold_window
# // Method to create the gold window.
@gold_window = Window_Gold.new
@gold_window.windowskin = Cache.system(XAIL::ICON_MENU::MENU_SKIN) unless XAIL::ICON_MENU::MENU_SKIN.nil?
@gold_window.x = XAIL::ICON_MENU::GOLD[0]
@gold_window.y = XAIL::ICON_MENU::GOLD[1]
@gold_window.z = XAIL::ICON_MENU::GOLD[2]
@gold_window.opacity = XAIL::ICON_MENU::GOLD[3]
end
def get_menu
# // Method to get the menu list.
if XAIL::ICON_MENU::MENU_CUSTOM
return @menu_list = $game_system.menu_list
else
return @menu_list = XAIL::ICON_MENU::MENU_LIST
end
end
alias xail_upd_icon_menu_index_change update
def update(*args, &block)
# // Method for updating the scene.
xail_upd_icon_menu_index_change(*args, &block)
if XAIL::ICON_MENU::HELP[4]
old_index = @help_window.index
if old_index != @command_window.index
# // Animate the help window.
help_animate
# // Update help window.
help_update(@command_window.index)
# // Reset animate for the help window.
help_animate_reset
end
end
end
def help_animate
# // Method to animate help window.
for i in 1..@anim_timer
break if scene_changing?
update_basic
@help_window.contents_opacity = 255 - i * (255 / @anim_timer * 2)
end
end
def help_animate_reset
# // Method to reset animation.
for i in 1..@anim_timer
break if scene_changing?
update_basic
@help_window.contents_opacity = i * (255 / @anim_timer * 2)
end
end
def help_update(index)
# // If index changes update help window text.
icon = get_menu[index][4]
title = '\i[' + icon.to_s + ']' + get_menu[index][0]
desc = '\c[0]' + get_menu[index][1]
text = "#{title}\n#{desc}"
enabled = get_menu[index][5]
@help_window.index = index
@help_window.set_text(text, enabled)
end
def command_status
# // command_status (Don't remove)
SceneManager.call(Scene_Status)
end
def command_skill
# // command_skill (Don't remove)
SceneManager.call(Scene_Skill)
end
def command_equip
# // command_equip (Don't remove)
SceneManager.call(Scene_Equip)
end
def command_custom
# // Method to call a custom command.
SceneManager.call(@command_window.current_ext)
end
def command_map
# // command_map (Don't remove)
create_menu_message_window
$game_message.texts << XAIL::ICON_MENU::MENU_EMPTY
SceneManager.call(Scene_Map)
end
end # END OF FILE
#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#
Updates
None yet.
Credit
Do credit me, Nicke, if you are planing on using this script. Thanks.
Can be use in a commercial project.
