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Scene_Item - Removing the target window?

Considering the fact that my game will only have one playable character the target window in the Item menu is slightly redundant isn't it? I tried to remove it myself, and I did it, but now I can't get any items to work xD After playing with it for an hour I figured I should ask for help. So does anybody know how I can remove the target window completely and just make it so that when I press C that the item is used on the first party member?
Just for reference here's Scene_Item and Window_Item(though I've edited them both to work with a smaller resolution).
Code:
<div id="{CB}" style="font-family: monospace;"><ol>#==============================================================================

# ** Scene_Item

#------------------------------------------------------------------------------

#  This class performs item screen processing.

#==============================================================================

 

class Scene_Item

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # Make help window, item window

    @help_window = Window_Help.new

    @item_window = Window_Item.new

    # Associate help window

    @item_window.help_window = @help_window

    # Make target window (set to invisible / inactive)

    @target_window = Window_Target.new

    @target_window.visible = false

    @target_window.active = false

    # 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

    # Dispose of windows

    @help_window.dispose

    @item_window.dispose

    @target_window.dispose

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Update windows

    @help_window.update

    @item_window.update

    @target_window.update

    # If item window is active: call update_item

    if @item_window.active

      update_item

      return

    end

    # If target window is active: call update_target

    if @target_window.active

      update_target

      return

    end

  end

  #--------------------------------------------------------------------------

  # * Frame Update (when item window is active)

  #--------------------------------------------------------------------------

  def update_item

    # 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 C button was pressed

    if Input.trigger?(Input::C)

      # Get currently selected data on the item window

      @item = @item_window.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

        @item_window.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)

            # Draw item window item

            @item_window.draw_item(@item_window.index)

          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

        @item_window.refresh

      end

      # Erase target window

      @item_window.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 $game_party.item_number(@item.id) == 0

        # 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)

          # Redraw item window item

          @item_window.draw_item(@item_window.index)

        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

end

 
Code:
<div id="{CB}" style="font-family: monospace;"><ol>#==============================================================================

# ** Window_Item

#------------------------------------------------------------------------------

#  This window displays items in possession on the item and battle screens.

#==============================================================================

 

class Window_Item < Window_Selectable

  #--------------------------------------------------------------------------

  # * Object Initialization

  #--------------------------------------------------------------------------

  def initialize

    super(0, 64, 320, 160)

    @column_max = 1

    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 % 1 * (288 + 32)

    y = index / 1 * 32

    rect = Rect.new(x, y, self.width / @column_max - 0, 0)

    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 + 28, y, 212, 32, item.name, 0)

    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)

    self.contents.draw_text(x + 256, y, 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

 
 
Code:
class Scene_Item

  #--------------------------------------------------------------------------

  # * Frame Update (when item window is active)

  #--------------------------------------------------------------------------

  def update_item

    if Input.trigger?(Input::B)

      $game_system.se_play($data_system.cancel_se)

      $scene = Scene_Menu.new(0)

      return

    end

    if Input.trigger?(Input::C)

      @item = @item_window.item

      unless @item.is_a?(RPG::Item)

        $game_system.se_play($data_system.buzzer_se)

        return

      end

      unless $game_party.item_can_use?(@item.id)

        $game_system.se_play($data_system.buzzer_se)

        return

      end

      $game_system.se_play($data_system.decision_se)

      if @item.scope >= 3

        if @item.scope == 4 || @item.scope == 6

          used = false

          for i in $game_party.actors

            used |= i.item_effect(@item)

          end

        else

          target = $game_party.actors[0]

          used = target.item_effect(@item)

        end

      else

        if @item.common_event_id > 0

          $game_temp.common_event_id = @item.common_event_id

          $game_system.se_play(@item.menu_se)

          if @item.consumable

            $game_party.lose_item(@item.id, 1)

            @item_window.draw_item(@item_window.index)

          end

          $scene = Scene_Map.new

          return

        end

      end

    end

    

    if used

      $game_system.se_play(@item.menu_se)

      if @item.consumable

        $game_party.lose_item(@item.id, 1)

        @item_window.draw_item(@item_window.index)

      end

      if $game_party.all_dead?

        $scene = Scene_Gameover.new

        return

      end

      if @item.common_event_id > 0

        $game_temp.common_event_id = @item.common_event_id

        $scene = Scene_Map.new

        return

      end

    end

  end

end
 

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