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How to add item hotkeys using inventory system?

Mililo

Member

I'm using Mr.Mo SABS Lite 2.0 and I want to use the inventory system(that one wich shows grid on inventory as Diablo II) but when I put it in my game i lost the item hotkeys and I can't use the hotkeys for item, that's the inventory script (i think it won't be needed to edit it because the hotkey configuration is all on the SABS script, it's just for test)

class Scene_Item
  def initialize(actor_index = 0)
    @actor_index = actor_index
  end
 
  def main
    # Make help window, item window
    s1 = "Use"
    s2 = "Move"
    s3 = "Drop"
    @command_window = Window_Command.new(193, [s1, s2 , s3])
    @command_window.y = 64
    @help_window = Window_Help.new
    @grid = Window_Grid.new(@actor_index)
    @grid.active = false
    # Associate help window
    @grid.help_window = @help_window
    # Make target window (set to invisible / inactive)
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    @window_pc = Window_Base.new(0,192,193,287)
    @window_pc.contents = Bitmap.new(161,255)
    @window_pc.draw_actor_name($game_party.actors[@actor_index], 10, 0)
    @window_pc.draw_actor_picture($game_party.actors[@actor_index], 80, 250)
    # 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
    @cursor_icon.dispose if @cursor_icon != nil
    # Dispose of windows
    @command_window.dispose
    @help_window.dispose
    #@item_window.dispose
    @target_window.dispose
    @grid.dispose
    @window_pc.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @help_window.update
    @target_window.update
    @grid.update
    if @command_window.active
      update_command
      return
    end
    # If item window is active: call update_item
    if @grid.active
      case @grid.mode
      when 0
        update_usa
      when 1
        @cursor_icon = Cursor_Icon.new if @cursor_icon == nil
        @cursor_icon.visible = false
        update_muovi
      when 2
        update_lascia
      when 3
        @cursor_icon.update
        update_muovi2
      end
      return
    end
    # If target window is active: call update_target
    if @target_window.active
      update_target
      return
    end
  end
 
  def update_command
    # 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 Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # use
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @grid.active = true
        @grid.set = 0
        @grid.mode = @command_window.index
      when 1  # move
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @grid.active = true
        @grid.set = 0
        @grid.mode = @command_window.index
      when 2  # drop
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @grid.active = true
        @grid.set = 0
        @grid.mode = @command_window.index
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_usa
    # 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
      @command_window.active = true
      @grid.active = false
      @grid.set = - 1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @grid.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
        @grid.active = false
        #@target_window.x = (@item_window.index + 1) % 2 * 304
        @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, false)
            # Draw item window item
            @grid.delete_item
          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
        @grid.refresh
      end
      # Erase target window
      @grid.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 @grid.item_del?
        # 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, false)
          # Redraw item window item
          @grid.delete_item
        end
        # Remake target window contents
        @target_window.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
 
  def update_muovi
   
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      @command_window.active = true
      @grid.active = false
      @grid.set = - 1
      return
    end
   
    if Input.trigger?(Input::C)
      if @grid.item != nil
      @grid.get_item
      bitmap = Bitmap.new(32,32)
      x = 4 + (@grid.cursor_rect.width == 32 ? 0 : 18)
      y = 4 + (@grid.cursor_rect.height == 32 ? 0 : 32)
      bitmap.blt(0,0,@grid.contents,Rect.new(@grid.cursor_rect.x + x,
      @grid.cursor_rect.y + y,@grid.cursor_rect.width,@grid.cursor_rect.height))

      @cursor_icon.refresh(bitmap, @grid.item_saved[1])
      @grid.cursor_rect.width = @cursor_icon.bitmap.width
      @grid.cursor_rect.height = @cursor_icon.bitmap.height
      @cursor_icon.x = @grid.cursor_rect.x + @grid.x + 16
      @cursor_icon.y = @grid.cursor_rect.y + @grid.y + 16
      @cursor_icon.visible = true
      @grid.delete_item

      @grid.mode = 3
      end
      return
    end
  end
 
  def update_lascia
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      @command_window.active = true
      @grid.active = false
      @grid.set = - 1
      return
    end
    if Input.trigger?(Input::C)
      if @grid.item != nil
        @grid.delete_item
      end
      return
    end
  end
 
  def update_muovi2
    @grid.cursor_rect.width = @cursor_icon.bitmap.width
    @grid.cursor_rect.height = @cursor_icon.bitmap.height
    @cursor_icon.x = @grid.cursor_rect.x + @grid.x + 16
    @cursor_icon.y = @grid.cursor_rect.y + @grid.y + 16
    if @grid.empty?
      @cursor_icon.blink_on
      @cursor_icon.tone.set(0,0,0,0)
    else
      @cursor_icon.blink_off
      @cursor_icon.tone.set(0,0,0,255)
    end
   
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      @grid.redraw_item(false)
      @grid.mode = 1
      return
    end
    if Input.trigger?(Input::C)
      if @grid.empty?
        @grid.redraw_item
        @cursor_icon.visible = false
        @grid.mode = 1
      end
      return
    end
  end
end


class Window_Selectable < Window_Base
  alias old_initialize initialize
  def initialize(x, y, width, height)
    old_initialize(x, y, width, height)
    if self.is_a?(Window_Grid)
      @x = 0
      @y = 0
    end
  end
 
  alias old_update update
  def update
    if !self.is_a?(Window_Grid)
      old_update
      return
    end
    super
    item = $game_party.actors[@actor_index].item_grid
    # If cursor is movable
    if self.active and @item_max > 0 and @x >= 0
      # If pressing down on the directional buttons
      if Input.repeat?(Input::DOWN)
        @y = -1 if @y == item.size - (self.cursor_rect.height == 96 ? 3 : 1)
        @y += 2 if item[@y][@x][1] == "w" or item[@y][@x][1] == "a"
        if item[@y + 1][@x][1] == "r" and item[@y + 1][@x - 1][1] == "a"
          @x -= 1
        end
        @y += 1
        $game_system.se_play($data_system.cursor_se)
      end
      # If the up directional button was pressed
      if Input.repeat?(Input::UP)
        @y = item.size if @y - 1 == -1
        @y -= 2 if item[@y - 1][@x][1] == "e" or item[@y - 1][@x][1] == "r"
        @x -= 1 if item[@y - 1][@x - 1][1] == "a"
        @y -= 1
       
        $game_system.se_play($data_system.cursor_se)
      end
      # If the right directional button was pressed
      if Input.repeat?(Input::RIGHT)
        if @x + (self.cursor_rect.width == 64 ? 2 : 1) == item[@y].size
          @x = 0
          @y -= 1 if item[@y - 1][@x][1] == "a"
          @y -= 2 if item[@y - 2][@x][1] == "a"
        else
        @x += 1 if item[@y][@x][1] == "a"
        if item[@y][@x + 1][1] == "r"
          @y -= 1 if item[@y - 1][@x + 1][1] == "a"
          @y -= 2 if item[@y - 2][@x + 1][1] == "a"
        end
        if item[@y][@x + 1][1] == "e"
          @y -= 1
          @y -= 1 if item[@y - 1][@x + 1][1] == "w"
        end
          @x += 1
        end
        $game_system.se_play($data_system.cursor_se)
      end
      # If the left directional button was pressed
      if Input.repeat?(Input::LEFT)
        @x = item[@y].size if @x - 1 == -1
        if item[@y][@x - 1][1] == "r"
          @x -= 1
          @y -= 1 if item[@y - 1][@x - 1][1] == "a"
          @y -= 2 if item[@y - 2][@x - 1][1] == "a"
        end
        if item[@y][@x - 1][1] == "e"
          @y -= 1
          @y -= 1 if item[@y - 1][@x - 1][1] == "w"
        end
        @x -= 1
        $game_system.se_play($data_system.cursor_se)
      end
    end
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
end

class Window_Grid < Window_Selectable
 
  attr_accessor :mode
  attr_reader :item_saved
 
  def initialize(actor_index)
    super(192,64,448,416)
    self.contents = Bitmap.new(width - 32, height - 32) #icone oggetti
    self.opacity = 0
    @window = Window_Base.new(x , y , width, height) #griglia bianca
    @window.contents = Bitmap.new(width - 32, height - 32)
    @window.z = self.z - 4
    @grid_color = Sprite.new    #colori oggetti
    @grid_color.bitmap = Bitmap.new(width - 32, height - 32)
    @grid_color.x = self.x + 16
    @grid_color.y = self.y + 16
    @grid_color.z = @window.z + 2
    @actor_index = actor_index
    @mode = 0
    @mini_help = Mini_Help.new
    self.set = -1
    n = self.contents.width / 32
    m = self.contents.height / 32
    @column_max = n
    draw_grid
    refresh
  end
 
  def draw_grid
    @window.contents.fill_rect(0, 0, width - 32, height - 32, Color.new(255,255,255))
    i = 0
    color = Color.new(0,0,0)
    while i < self.contents.height
      draw_line(0, i, self.contents.width, i, color)
      i += 32
    end
    i = 0
    while i < self.contents.width
      draw_line(i, 0, i, self.contents.width, color)
      i += 32
    end
  end
 
  def draw_line(sx, sy, ex, ey, color)
    rad = Math.atan2(ey-sy, ex-sx)
    dx = Math.cos(rad)
    dy = Math.sin(rad)
    while (sx - ex).abs > 1 || (sy - ey).abs > 1
      sx += dx
      sy += dy
      @window.contents.set_pixel(sx, sy, color)
    end
  end
 
  def refresh
    @item_max = 0
    item = $game_party.actors[@actor_index].item_grid
    for i in 0..item.size - 1
      for j in 0..item.size - 1
        if item[j][0]!= 0 and item[j][1] != "r" and item[j][1] != "e"
          @item_max += 1
        end
      end
    end
   
    for i in 0..item.size - 1
      for j in 0..item.size - 1
        draw_item(item[j][0], item[j][1], i , j)
      end
    end
  end
 
  def update_cursor_rect
    # If cursor position is less than 0
    if @x < 0
      self.cursor_rect.empty
      return
    end
    # Calculate cursor width
    case $game_party.actors[@actor_index].item_grid[@y][@x][1]
    when "i"
      cursor_width = 32
      cursor_height = 32
    when "w"
      cursor_width = 32
      cursor_height = 96
    when "a"
      cursor_width = 64
      cursor_height = 96
    else
      cursor_width = 32
      cursor_height = 32
    end
    # Calculate cursor coordinates
    x = @x * 32
    y = @y * 32
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, cursor_height)
  end
 
  def delete_item
    case $game_party.actors[@actor_index].item_grid[@y][@x][1]
    when "i"
      @grid_color.bitmap.fill_rect(@x*32+1, @y*32+1, 31, 31, Color.new(0,0,0,0))
      self.contents.fill_rect(@x*32, @y*32, 32, 32, Color.new(0,0,0,0))
      $game_party.actors[@actor_index].item_grid[@y][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y][@x][1] = ""
    when "w"
      @grid_color.bitmap.fill_rect(@x*32+1, @y*32+1, 31, 95, Color.new(0,0,0,0))
      self.contents.fill_rect(@x*32, @y*32 + 4 + 32, 32, 32, Color.new(0,0,0,0))
      $game_party.actors[@actor_index].item_grid[@y][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y][@x][1] = ""
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][1] = ""
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][1] = ""
    when "a"
      @grid_color.bitmap.fill_rect(@x*32+1, @y*32+1, 63, 95, Color.new(0,0,0,0))
      self.contents.fill_rect(@x*32 + 18, @y*32 + 4 + 32, 32, 32, Color.new(0,0,0,0))
      $game_party.actors[@actor_index].item_grid[@y][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y][@x][1] = ""
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][1] = ""
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][1] = ""
      $game_party.actors[@actor_index].item_grid[@y][@x + 1][0] = 0
      $game_party.actors[@actor_index].item_grid[@y][@x + 1][1] = ""
      $game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][0] = 0
      $game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][1] = ""
      $game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][0] = 0
      $game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][1] = ""
    end
  end
   
  def item
    i = $game_party.actors[@actor_index].item_grid[@y][@x][0]
    case $game_party.actors[@actor_index].item_grid[@y][@x][1]
    when "i"
      return $data_items
    when "w"
      return $data_weapons
    when "a"
      return $data_armors
    else return nil
    end
  end
 
  def item_del?
    if $game_party.actors[@actor_index].item_grid[@y][@x][0] == 0
      # Unusable
      return true
    else
      return false
    end
  end
 
  def dispose
    super
    @window.dispose
    @grid_color.dispose
    @mini_help.dispose
  end
 
  def update_help
    @mini_help.contents.font.color = (($game_party.item_can_use?(item.id) and item.is_a?(RPG::Item))? normal_color : disabled_color)
    @help_window.set_text(item == nil ? "" : item.description)
    @mini_help.set_text(item == nil ? "" : item.name)
    @mini_help.visible = false if item == nil
    @mini_help.x = self.cursor_rect.x +  self.cursor_rect.width + 192 +
    (self.contents.width - self.cursor_rect.x - self.cursor_rect.width < @mini_help.width ? -@mini_help.width : 18)
    @mini_help.y = self.cursor_rect.y + self.cursor_rect.height + 64 +
    (self.contents.height - self.cursor_rect.y - self.cursor_rect.height < @mini_help.height ? -@mini_help.height : 18)
  end
 
  def get_item
    @item_saved = [$game_party.actors[@actor_index].item_grid[@y][@x][0],
    $game_party.actors[@actor_index].item_grid[@y][@x][1], @x, @y]
  end
 
  def redraw_item(f = true)
    if f
      x = 4 + (@x * 32)
      y = @y * 32
    else
      x = 4 + (@item_saved[2] * 32)
      y = @item_saved[3] * 32
      tx = @x
      ty = @y
      @x = @item_saved[2]
      @y = @item_saved[3]
    end
    draw_item(@item_saved[0], @item_saved[1], @y , @x)
    case @item_saved[1]
    when "i"
      $game_party.actors[@actor_index].item_grid[@y][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y][@x][1] = @item_saved[1]
    when "w"
      $game_party.actors[@actor_index].item_grid[@y][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y][@x][1] = @item_saved[1]
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][1] = "e"
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][1] = "e"
    when "a"
      $game_party.actors[@actor_index].item_grid[@y][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y][@x][1] = @item_saved[1]
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][1] = "r"
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][1] = "r"
      $game_party.actors[@actor_index].item_grid[@y][@x + 1][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y][@x + 1][1] = "r"
      $game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][1] = "r"
      $game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][1] = "r"
    end
    @x = tx if @x != tx and tx != nil
    @y = ty if @y != ty and ty != nil
  end
 
  def empty?
    case @item_saved[1]
    when "i"
      return true if $game_party.actors[@actor_index].item_grid[@y][@x][1] == ""
    when "w"
      if $game_party.actors[@actor_index].item_grid[@y][@x][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y + 1][@x][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y + 2][@x][1] == ""
     
      return true
    end
    when "a"
      if $game_party.actors[@actor_index].item_grid[@y][@x][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y + 1][@x][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y + 2][@x][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y][@x + 1][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][1] == ""
     
        return true
      end
    end
    return false
  end
 
  def set=(set)
    @x = set
    @y = set
    @mini_help.visible = (set == 0 ? true : false)
  end

 
  def draw_item(item_id, type, i , j)
    if type == "i" and
      $game_party.item_can_use?($data_items[item_id].id)
      opacity = 255
    else
      opacity = 128
    end
       
    if item_id != 0
      case type
      when "i"
        x = 4 + (j * 32)
        y = i * 32
        bitmap = RPG::Cache.icon($data_items[item_id].icon_name)
        @grid_color.bitmap.fill_rect(j*32+1, i*32+1, 31, 31, Color.new(0,0,200))
        self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      when "w"
        x = 4 + (j * 32)
        y = i * 32
        bitmap = RPG::Cache.icon($data_weapons[item_id].icon_name)
        @grid_color.bitmap.fill_rect(j*32+1, i*32+1, 31, 95, Color.new(200,0,0))
        self.contents.blt(x, y + 4 + 32, bitmap, Rect.new(0, 0, 24, 24), opacity)
      when "a"
        x = 4 + (j * 32)
        y = i * 32
        bitmap = RPG::Cache.icon($data_armors[item_id].icon_name)
        @grid_color.bitmap.fill_rect(j*32+1, i*32+1, 63, 95, Color.new(0,200,0))
        self.contents.blt(x + 18, y + 4 + 32, bitmap, Rect.new(0, 0, 24, 24), opacity)
      end
    end
  end
end

class Mini_Help < Window_Base
  alias old_initialize initialize
  def initialize
    super(0, 0, 180, 40)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = 14
    self.back_opacity = 170
    self.z = 102
    self.visible = false
  end
 
  def set_text(text, align = 1)
    # If at least one part of text and alignment differ from last time
    if text != @text or align != @align
      # Redraw text
      self.contents.clear
      #self.contents.font.color = normal_color
      self.contents.draw_text(4, -12, self.width - 40, 32, text, align)
      #self.width = self.contents.text_size(text).width
      @text = text
      @align = align
      @actor = nil
    end
    self.visible = true
  end
end

class Game_Actor < Game_Battler
  attr_accessor :item_grid
  alias old_initialize initialize
  def initialize(actor_id)
    old_initialize(actor_id)
    @item_grid = Array.new(12)
    for i in 0..@item_grid.size - 1
      @item_grid = Array.new(13)
      for k in 0..@item_grid.size - 1
        @item_grid[k] = Array.new(2)
        @item_grid[k][0] = 0
        @item_grid[k][1] = ""
      end
    end
  end

end

class Game_Party
 
  def gain_item(item_id, n)
    if item_id > 0
      for k in 1..n
        for i in 0..self.actors.size - 1
        break if set_item(item_id, "i", i) == nil
        end
      end
    end
  end
 
  def gain_weapon(weapon_id, n)
    if weapon_id > 0
      for k in 1..n
        for i in 0..self.actors.size - 1
          break if set_item(weapon_id, "w", i) == nil
        end
      end
    end
  end
 
  def gain_armor(armor_id, n)
    if armor_id > 0
      for k in 1..n
        for i in 0..self.actors.size - 1
          break if set_item(armor_id, "a", i) == nil
        end
      end
    end
  end
 
  def lose_item(item_id, n, random = true)
    if random == true
      if item_id > 0
        for k in 1..n
          del_item(item_id, "i")
        end
      end
    end
    @items[item_id] = [[item_number(item_id) + -n, 0].max, 99].min
  end
 
  def lose_weapon(weapon_id, n, random = true)
    if random == true
      if weapon_id > 0
        for k in 1..n
          del_item(weapon_id, "w")
        end
      end
    end
    @weapons[weapon_id] = [[weapon_number(weapon_id) + -n, 0].max, 99].min
  end

  def lose_armor(armor_id, n, random = true)
    if random == true
      if armor_id > 0
        for k in 1..n
          del_item(armor_id, "a")
        end
      end
    end
    @armors[armor_id] = [[armor_number(armor_id) + -n, 0].max, 99].min
  end
 
  def set_item(item_id, type, i)
      for a in 0..self.actors.item_grid.size - 1
        for b in 0..self.actors.item_grid[a].size - 1
          if self.actors.item_grid[a][0] == 0
            case type
            when "i"
              self.actors.item_grid[a][0] = item_id
              self.actors.item_grid[a][1] = type
              @items[item_id] = [[item_number(item_id) + 1, 0].max, 99].min
              return
            when "w"
              if a < self.actors.item_grid.size - 2
              if self.actors.item_grid[a + 1][0] == 0 and
                self.actors.item_grid[a + 2][0] == 0

                self.actors.item_grid[a][0] = item_id
                self.actors.item_grid[a][1] = type
                self.actors.item_grid[a + 1][0] = item_id
                self.actors.item_grid[a + 1][1] = "e"
                self.actors.item_grid[a + 2][0] = item_id
                self.actors.item_grid[a + 2][1] = "e"
                @weapons[item_id] = [[weapon_number(item_id) + 1, 0].max, 99].min
                return
              end
              end
            when "a"
              if b < self.actors.item_grid[a].size - 1 and a < self.actors.item_grid.size - 2
              if self.actors.item_grid[a + 1][0] == 0 and self.actors.item_grid[a + 2][0] == 0 and
                self.actors.item_grid[a][b + 1][0] == 0 and
                self.actors.item_grid[a + 1][b + 1][0] == 0 and self.actors.item_grid[a + 2][b + 1][0] == 0
               
                self.actors.item_grid[a][0] = item_id
                self.actors.item_grid[a][1] = type
                self.actors.item_grid[a + 1][0] = item_id
                self.actors.item_grid[a + 1][1] = "r"
                self.actors.item_grid[a + 2][0] = item_id
                self.actors.item_grid[a + 2][1] = "r"
                self.actors.item_grid[a][b + 1][0] = item_id
                self.actors.item_grid[a][b + 1][1] = "r"
                self.actors.item_grid[a + 1][b + 1][0] = item_id
                self.actors.item_grid[a + 1][b + 1][1] = "r"
                self.actors.item_grid[a + 2][b + 1][0] = item_id
                self.actors.item_grid[a + 2][b + 1][1] = "r"
                @armors[item_id] = [[armor_number(item_id) + 1, 0].max, 99].min
                return
              end
              end
            end
          end
        end
      end
  end
 
  def del_item(item_id, type)
    for i in 0..self.actors.size - 1
      for a in 0..self.actors.item_grid.size - 1
        for b in 0..self.actors.item_grid[a].size - 1
          if self.actors.item_grid[a][0] == item_id and
            self.actors.item_grid[a][1] == type
           
            case type
            when "i"
              self.actors.item_grid[a][0] = 0
              self.actors.item_grid[a][1] = ""
              return
            when "w"
                self.actors.item_grid[a][0] = 0
                self.actors.item_grid[a][1] = ""
                self.actors.item_grid[a + 1][0] = 0
                self.actors.item_grid[a + 1][1] = ""
                self.actors.item_grid[a + 2][0] = 0
                self.actors.item_grid[a + 2][1] = ""
                return
            when "a"
                self.actors.item_grid[a][0] = 0
                self.actors.item_grid[a][1] = ""
                self.actors.item_grid[a + 1][0] = 0
                self.actors.item_grid[a + 1][1] = ""
                self.actors.item_grid[a + 2][0] = 0
                self.actors.item_grid[a + 2][1] = ""
                self.actors.item_grid[a][b + 1][0] = 0
                self.actors.item_grid[a][b + 1][1] = ""
                self.actors.item_grid[a + 1][b + 1][0] = 0
                self.actors.item_grid[a + 1][b + 1][1] = ""
                self.actors.item_grid[a + 2][b + 1][0] = 0
                self.actors.item_grid[a + 2][b + 1][1] = ""
                return
            end
          end
        end
      end
    end
  end
end


class Cursor_Icon < RPG::Sprite
  def initialize
    super
    @color = Color.new(255,255,0,150)
    @rect = Rect.new(0, 0, 24, 24)
  end
 
  def refresh(bitmap, item)
    case item
    when "i"
      x = 4
      y = 4
      width = 32
      height = 32
    when "w"
      x = 4
      y = 36
      width = 32
      height = 96
    when "a"
      x = 22
      y = 36
      width = 64
      height = 96
    end
    if self.bitmap == nil or (self.bitmap.width != width or self.bitmap.height != height)
      self.bitmap = Bitmap.new(width, height)
    else
      self.bitmap.clear
    end
    self.bitmap.fill_rect(0,0,width,height, @color)
    self.bitmap.blt(x, y , bitmap, @rect)
    self.z = 9999
  end
end

class Window_Base
  def draw_actor_picture(actor, x, y)
    bitmap = RPG::Cache.battler(actor.character_name, actor.character_hue)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
end

class Scene_Menu
    def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4 # save
      if $game_system.save_disabled
      $game_system.se_play($data_system.buzzer_se)
      return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Save.new
      when 5 # exit
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new(@status_window.index)
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end


Now i'll put the fully SABS Script and afer only the part i think that have to be edited(I don't edit cuz I dunno what will I put)

#============================================================================
# *  Mr.Mo's SBABS
#============================================================================
# Mr.Mo "Muhammet Sivri"
# Version 1.0
# 09.16.06
# Thanks to Near Fantastica's methods;
# - In Range?, Get Range, In Direction?, enemy_dead?, treasure
# - Class Game_Range(highly modified for convinience)
# - Scene_Skill(main, update_shk)
# Most were modified by me to my style and to increase performance and
# cleaner code.
#
# Give Credit to Near Fantastica as well, those methods saved me time and helped.
#
#============================================================================
# Intoduction
#============================================================================
# I wasnt happy with the current version of Near's ABS, and he wasn't going to
# update it anymore. So instead I made an ABS.
# Detailed Tutorial on the ABS and HUD modification tutorials added.
#============================================================================
# Explanation
#============================================================================
#--Skill Casting :
# If the skill is not ranged and its suppose to attack one enemy, it will attack
# the closest enemy.
# If the skill scope is more then 1 enemy, it can be ranged. It will just attack
# the enemies in that range.
# The skill animations can be assigned in the Constants section
# The default skill animation suffix is _cast. If you want a skill to have the
# default animation(_casT) just don't do anything for it :)
#--Enemy AI :
# 0 = Dummy            - Will not attack but can be attacked
# 1 = See Range        - Will attack only if it can see an enemy
# 2 = Hear Range        - WIll attack only if it can hear an enemy
# 3 = Hear or See Range - Will attack if it can see or hear enemy
# 4 = Ally Under Attack - Will attack if its ally is under attack and if it can
#                        see or hear the enemy
# 5 = 1,2,3,4,6        - Will attack if either has happened.
# 6 = Attack if Atacked - Will attack only if attacked.
#
#--Comment List :
# To add a comment, click on the event command list, in the first tab, you should
# see the [ Comment... ] button. It should look similar to this.
#
# V = value
#
# Comment: ABS                - Required for recognizing enemies.
# Comment: ID V                - Enemy ID from the database.
# Comment: Behavior V          - Refer to Enemy AI.
# Comment: Sight V            - See range the enemy can hear.
# Comment: Sound V            - Sound range the enemy can hear.
# Comment: Aggressiveness V    - How fast will the enemy attack.
# Comment: Speed V            - How fast will the enemy move when in battle
# Comment: Frequency V        - What rate will the enemy move when in battle
# Comment: Trigger V          - Refer to Triggers.
# Comment: Respawn V          - Respawn Time. If 0, then don't respawn
# Comment: Personality [V]    - 1. Able to Attack.
#                                2. Stay at distance from hostile.
#                                3. Run when dying.
#                                4. Do not move.
#                                5. Do not turn.
#
# Example:
#
# Comment: ABS
# Comment: ID 1
# Comment: Behavior 1
# Comment: Sight 5
# Comment: Sound 5
# Comment: Aggressiveness 1
# Comment: Speed 4
# Comment: Frequency 4
# Comment: Trigger 0
# Comment: Respawn 0
# Comment: Personality [1,2,4]
#
#--Triggers :
# Trigger 0    - Will erase the event.
# Trigger 1 2  - Will turn on a switch with the ID of 2.
# Trigger 2 5 9 - Will change the Varaible's value with the ID of 5 to 9. If 9 is
#                set to 0, the the Variable 5 will be added 1.
# Trigger 3 1  - Will change the local switch of the enemy to 1("A").
#                  1 = A
#                  2 = B
#                  3 = C
#                  4 = D
#
#--Startegy Usage :
# You can make an event a dummy, it can still be attacked, but it won't retaliate.
# This is usefull for practices, or teacing the player how to fight. It can also
# be used for NPC's.
#
#--Default Animations
# charactername_melee  - melee attacks
# charactername_cast  - skills
#============================================================================
#--------------------------------------------------------------------------
# * SDK Log Script
#--------------------------------------------------------------------------
SDK.log("Mr.Mo's ABS", "Mr.Mo", 1, "09.16.06")
#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.enabled?("Mr.Mo's ABS") == true
#--------------------------------------------------------------------------
# * Constants - MAKE YOUR EDITS HERE
#--------------------------------------------------------------------------
CAN_DASH = true  #Can the player Dash?
CAN_SNEAK = true #Can the player sneak?
#--------------------------------------------------------------------------
ATTACK_KEY = Input::Letters["S"]
#--------------------------------------------------------------------------
# Can the player defend?
CAN_DEFEND = true
# Defend key.
DEFEND_KEY = Input::Letters["D"]
# Defend Animation that will be played if the player animation is turned on.
DEFEND_ANIMATION = "_defend"
# Defend Mash
DEFEND_MASH = 3
# How much percantage should the damge decrease by when
DEFEND_DAMAGE_PERCENT = 50
#--------------------------------------------------------------------------
# Do not change the '=> 0', part.
# To Add more just make a new line; there are 10 examples :P
# Besides Numberkeys, you can us
 

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