ForeverZeros Journalscript: Image over the whole window

Started by ihojin no yaiba, October 26, 2016, 04:01:52 pm

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ihojin no yaiba

Hello guys, I need help with some script issue (RPG XP). Since most of the scripts of ForeverZer0 are posted here, I am going to post it here. Its about ForeverZer0's Journal script.
His script allows to create journals about characters, items, weapons etc. You can also set pictures for each subject. For example for the entry aluxes (main character) you can set a picture that will be displayed. And heres what bothers me.
Below theres an example. I want to make a picture (A picture for a entry) displayed that will go completly over the windowskin. however the windowskin dont let the picture go beyond it.
My example picture (its the red square) was 640x480, then I made smaller, tried all sizes but the picture just wont go over the invisible boundaries that seem to be configurated in the script. Can anybode edit the code, so that the picture will be displayed completly without any boundaries that hides it.
I want the script to let the picture cover the whole windowskin area. But something blocks it.


#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
# Journal
# Author: ForeverZer0
# Version: 2.4
# Data: 12.30.2010
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
#
# Introduction:
#   I wrote this script after seeing a request here on CP for something similar.
#   It basically just allows the player to view a Journal that show the player
#   information about people they have encountered and places they have visited.
#   Can also log weapons, armors, and items.
#   
# Features:
#   - Easy to use/configure
#   - Nice simple interface
#   - Will log people, places, weapons, armors, and items seperately
#   - Configurable what type of entries you would like to log.
#   - Configurable layout
#   - Option to use pictures
#   - Fully compatible "stats" you want the system to display.
#
# Instructions:
#   - Place script in the usual place.
#   - All configuration is below, and explained in each section.
#   - All pictures must be in folder labeled "Journal" within your game's
#     Picture folder.
#   - All you have to do is assign arbitrary "ids" to each person and location
#     respectively. After you have completed configuration, when you want the
#     person/place to be added to the Journal, use these script calls:
#
#       Journal.add_character(ID)
#       Journal.add_location(ID)
#       Journal.add_weapon(ID)
#       Journal.add_armor(ID)
#       Journal.add_item(ID)
#
#       You can also delete entries in the same way:
#
#       Journal.delete_character(id)
#       Journal.delete_location(id)
#       Journal.delete_weapon(id)
#       Journal.delete_armor(id)
#       Journal.delete_item(id)
#
#     Where the "ID" is the number you assigned to each.
#   - To call the scene, use this script call:
#
#       $scene = Scene_Journal.new
#
#   - The script comes with a fix for those who like to use smaller text sizes
#     (like myself), which will allow for more information to be displayed on
#     the screen at once.
#   - If you would like to change the look up a little bit, just change around
#     the X and Y values in Window_Journal.
#
# Credits/Thanks:
#   - ForeverZer0, for the script.
#
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                           BEGIN CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
module Journal
 
  # If true, a line height of 20 pixels will be used, which looks better with
  # smaller font sizes.
  SMALL_TEXT = true
  # The width of the entry list used for Scene_Journal. The other windows will
  # automatically adjust to this width.
  LIST_WIDTH = 192
 
  # Define what aspects of the journal you would like to use. Choose from the
  # values listed below and add them to the array. DO NOT change the values.
  # Omit values for types you do not want to use.
  #        'People' - 'Places' - 'Weapons' - 'Armors' - 'Items'
  LIST_ORDER = ['People', 'Places', 'Weapons', 'Armors', 'Items']
 
  # Configure if you would like for items, weapons, and armors to be unlocked
  # automatically when they are first aquired by the player. If using this
  # options, IDs MUST match the IDs used in the Database. You will also need to
  # manually add anything the player begins with at game start.
  AUTO_WEAPONS = true
  AUTO_ARMORS = true
  AUTO_ITEMS = true
 
#-------------------------------------------------------------------------------
  CHARACTER_STATS = ['Name:', 'Race:', 'Age:', 'Height:', 'Weight:']
 
  # Configure the values used for the above array for each character. Just make
  # sure the value that corresponds to each stat is at the same index in the [].
  # Just make sure that the first stat is the name, it will be used on the menu
  # to select which character/location will be viewed.
  def self.character_info(id)
    info = case id
    when 1 then ['Aluxes', 'Human', '19', '5\'10"', '165 lbs.']
    when 2 then ['Hilda', 'Human', '20', '5\'5"', '113']
    when 3 then ['Basil', 'Human', '24', '6\'0"', '187 lbs.']
    end
    return info != nil ? info : []
  end
 
  # Short paragraph/description of character. Uses Blizzard's slice_text method
  # to automatically break to next line when needed, so do not concern yourself
  # with that.
  def self.character_bio(id)
    text = case id
    when 1
      'Our everyday hero, that seems to make an appearance in every demo.'
    when 2
      'Random witch girl.'
    when 3
      'Another RPGXP character.'
    end
    return text != nil ? text : ''
  end
#-------------------------------------------------------------------------------
  LOCATION_STATS = ['Name:', 'Country:']
 
  # Configure the values used for the above array for each location. Just make
  # sure the value that corresponds to each stat is at the same index in the [].
  # Just make sure that the first stat is the name, it will be used on the menu
  # to select which character/location will be viewed.
  def self.location_info(id)
    info = case id
    when 1 then ['New York', 'USA']
    when 2 then ['Ohio', 'USA']
    when 3 then ['Iowa', 'Who cares...']
    end
    return info != nil ? info : []
  end
 
  # Short paragraph/description of location. Uses Blizzard's slice_text method
  # to automatically break to next line when needed, so do not concern yourself
  # with that.
  def self.location_bio(id)
    return case id
    when 1
      'The state north of Pennsylvania.'
    when 2
      'The state west of Pennsylvania.'
    when 3
      'A boring state.'
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  WEAPON_STATS = ['Name:', 'Origin:']
   
  def self.weapon_info(id)
    text = case id
    when 1 then ['Bronze Sword', 'Everywhere.']
    when 2 then ['Iron Sword', 'Right here.']
    when 3 then ['Mythril Sword', 'Blah blah.']
    end
  end
 
  def self.weapon_bio(id)
    return case id
    when 1
      'Simple sword. Seems to be the standard that all RPG games have the hero start with.'
    when 2
      'Slighly better than the Bronze sword.'
    when 3
      'Yet another sword that is in almost every RPG.'
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  ARMOR_STATS = ['Name:', 'Origin:']
   
  def self.armor_info(id)
    text = case id
    when 1 then ['', '']
    when 2 then ['', '']
    when 3 then ['', '']
    end
  end
 
  def self.armor_bio(id)
    return case id
    when 1
      ''
    when 2
      ''
    when 3
      ''
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  ITEM_STATS = ['Name:', 'Origin:']
 
  def self.item_info(id)
    text = case id
    when 1 then ['', '']
    when 2 then ['', '']
    when 3 then ['', '']
    end
  end
 
  def self.item_bio(id)
    return case id
    when 1
      ''
    when 2
      ''
    when 3
      ''
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  # Set the following to true if you would loke pictures to be displayed for
  # the respective type of Journal entries. They will be defined below.
  CHARACTER_PIC = true
  LOCATION_PIC = true
  WEAPON_PIC = true
  ARMOR_PIC = true
  ITEM_PIC = true
 
  # Filenames of character pictures.
  def self.character_pic(id)
    file = case id
    when 1 then 'Aluxes'
    when 2 then 'Hilda'
    when 3 then 'Basil'
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
 
  # Filenames of location pictures.
  def self.location_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end   
 
  # Filename of weapon pictures.
  def self.weapon_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
 
  # Filename of weapon pictures.
  def self.armor_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
  # Filenames of item pictures.
  def self.item_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                           END CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
  def self.add_character(id)
    unless $game_system.journal['People'].include?(id)
      $game_system.journal['People'].push(id)
      $game_system.journal['People'].sort!
    end
  end
 
  def self.add_location(id)
    unless $game_system.journal['Places'].include?(id)
      $game_system.journal['Places'].push(id)
      $game_system.journal['Places'].sort!
    end
  end
 
  def self.add_weapon(id)
    unless $game_system.journal['Weapons'].include?(id)
      $game_system.journal['Weapons'].push(id)
      $game_system.journal['Weapons'].sort!
    end
  end
 
  def self.add_armor(id)
    unless $game_system.journal['Armors'].include?(id)
      $game_system.journal['Armors'].push(id)
      $game_system.journal['Armors'].sort!
    end
  end
 
  def self.add_item(id)
    unless $game_system.journal['Items'].include?(id)
      $game_system.journal['Items'].push(id)
      $game_system.journal['Items'].sort!
    end
  end
  def self.delete_character(id)
    $game_system.journal['People'].delete(id)
    $game_system.journal['People'].sort!
  end
 
  def self.delete_location(id)
    $game_system.journal['Places'].delete(id)
    $game_system.journal['Places'].sort!
  end
 
  def self.delete_weapon(id)
    $game_system.journal['Weapons'].delete(id)
    $game_system.journal['Weapons'].sort!
  end
 
  def self.delete_armor(id)
    $game_system.journal['Armors'].delete(id)
    $game_system.journal['Armors'].sort!
  end
 
  def self.delete_item(id)
    $game_system.journal['Items'].delete(id)
    $game_system.journal['Items'].sort!
  end
end
#===============================================================================
# ** Game_System
#===============================================================================
class Game_System
 
  attr_accessor :journal
 
  alias zer0_journal_init initialize
  def initialize
    zer0_journal_init
    @journal = {}
    Journal::LIST_ORDER.each {|key| @journal[key] = [] }
  end
 
  def journal_entries(type)
    entries = []
    case type
    when 'People'
      @journal[type].each {|id| entries.push(Journal.character_info(id)[0]) }
    when 'Places'
      @journal[type].each {|id| entries.push(Journal.location_info(id)[0]) }
    when 'Weapons'
      @journal[type].each {|id| entries.push(Journal.weapon_info(id)[0]) }
    when 'Armors'
      @journal[type].each {|id| entries.push(Journal.armor_info(id)[0]) }
    when 'Items'
      @journal[type].each {|id| entries.push(Journal.item_info(id)[0]) }
    end
    return entries.empty? ? ['None'] : entries
  end
end
#===============================================================================
# ** Game_Party
#===============================================================================
class Game_Party
 
  alias zer0_auto_add_weapon gain_weapon
  def gain_weapon(weapon_id, n)
    # Unlock weapon ID if recieved.
    if Journal::AUTO_WEAPONS& ![nil, 0].include?(weapon_id)
      Journal.add_weapon(weapon_id)
    end
    zer0_auto_add_weapon(weapon_id, n)
  end
  alias zer0_auto_add_armor gain_armor
  def gain_armor(armor_id, n)
    # Unlock armor ID if recieved.
    if Journal::AUTO_ARMORS && ![nil, 0].include?(armor_id)
      Journal.add_armor(armor_id)
    end
    zer0_auto_add_armor(armor_id, n)
  end
 
  alias zer0_auto_add_item gain_item
  def gain_item(item_id, n)
    # Unlock item ID if recieved.
     if Journal::AUTO_ITEMS && ![nil, 0].include?(item_id)
      Journal.add_item(item_id)
    end
    zer0_auto_add_item(item_id, n)
  end
end
#===============================================================================
# ** Bitmap (slice_text method by Blizzard)
#===============================================================================
class Bitmap
 
  def slice_text(text, width)
    words = text.split(' ')
    return words if words.size == 1
    result, current_text = [], words.shift
    words.each_index {|i|
    if self.text_size("#{current_text} #{words}").width > width
      result.push(current_text)
      current_text = words
    else
      current_text = "#{current_text} #{words}"
    end
    result.push(current_text) if i >= words.size - 1}
    return result
  end
end
#===============================================================================
# ** Window_Journal
#===============================================================================
class Window_Journal < Window_Base
 
  attr_accessor :type
 
  def initialize
    super(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    @type = ''
  end
 
  def id=(id)
    @id = id
    refresh
  end
 
  def refresh
    self.contents.clear
    return if @id == nil
    # Set local variables, branching by what type is being viewed.
    case @type
    when 'People'
      stats = Journal::CHARACTER_STATS
      info = Journal.character_info(@id)
      bio = Journal.character_bio(@id)
      pic = Journal::CHARACTER_PIC ? Journal.character_pic(@id) : nil
    when 'Places'
      stats = Journal::LOCATION_STATS
      info = Journal.location_info(@id)
      bio = Journal.location_bio(@id)
      pic = Journal::LOCATION_PIC ? Journal.location_pic(@id) : nil
    when 'Weapons'
      stats = Journal::WEAPON_STATS
      info = Journal.weapon_info(@id)
      bio = Journal.weapon_bio(@id)
      pic = Journal::WEAPON_PIC ? Journal.weapon_pic(@id) : nil
    when 'Armors'
      stats = Journal::ARMOR_STATS
      info = Journal.armor_info(@id)
      bio = Journal.armor_bio(@id)
      pic = Journal::ARMOR_PIC ? Journal.armor_pic(@id) : nil
    when 'Items'
      stats = Journal::ITEM_STATS
      info = Journal.item_info(@id)
      bio = Journal.item_bio(@id)
      pic = Journal::ITEM_PIC ? Journal.item_pic(@id) : nil
    end
    width = 640 - Journal::LIST_WIDTH - 40
    bio = self.contents.slice_text(bio, width)
    if pic != nil
      rect = Rect.new(0, 0, pic.width, pic.height)
      self.contents.blt(self.width-pic.width-64, 32, pic, rect)
    end
    # Draw the values on the window's bitmap.
    self.contents.font.color = system_color
    y = Journal::SMALL_TEXT ? 20 : 32
    stats.each_index {|i| self.contents.draw_text(0, i*(y*2), 128, y, stats)}
    self.contents.draw_text(0, 320, 128, y, 'Description:')
    self.contents.font.color = normal_color
    info.each_index {|i| self.contents.draw_text(8, y+i*(y*2), 128, y, info)}
    bio.each_index {|i| self.contents.draw_text(8, (320+y)+i*y, width, y, bio)} 
  end
end
#===============================================================================
# ** Scene_Journal
#===============================================================================
class Scene_Journal
#-------------------------------------------------------------------------------
  def main
    # Create lists of the entries for each Journal content type.
    @entry_lists, @index = [], 0
    # Create list of entry titles.
    Journal::LIST_ORDER.each {|key|
      next unless $game_system.journal.has_key?(key)
      window = Window_Command.new(Journal::LIST_WIDTH, $game_system.journal_entries(key))
      window.visible = window.active = false
      window.height = 480
      @entry_lists.push(window)
    }
    # Create main command window.
    @command_window = Window_Command.new(Journal::LIST_WIDTH, Journal::LIST_ORDER)
    @command_window.height = 480
    # Create main window for viewing information and dummy window.
    @dummy_window = Window_Base.new(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480)
    @journal_window = Window_Journal.new
    @windows = @entry_lists + [@journal_window, @command_window, @dummy_window]
    # Transition and start main loop for the scene.
    Graphics.transition
    loop {Graphics.update; Input.update; update; break if $scene != self}
    # Dispose all windows and prepare for transition.
    Graphics.freeze
    @windows.each {|window| window.dispose}
  end
#-------------------------------------------------------------------------------
  def update
    # Update all the windows.
    @windows.each {|window| window.update }
    # Branch update method depending on what window is active.
    @command_window.active ? update_command : update_entry_selection
  end
#-------------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      # Deactivate command window and make selected entry list active.
      @index = @command_window.index
      @command_window.active = @command_window.visible = false
      @entry_lists[@index].active = @entry_lists[@index].visible = true
    end
  end
#-------------------------------------------------------------------------------
  def update_entry_selection
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      # Deactivate entry list and make command window active.
      @command_window.active = @command_window.visible = true
      @entry_lists[@index].active = @entry_lists[@index].visible = false
      @journal_window.visible = false
    elsif Input.trigger?(Input::C)
      @journal_window.visible = true
      $game_system.se_play($data_system.decision_se)
      type = Journal::LIST_ORDER[@index]
      # Set the type and id variables for the journal window and refresh.
      @journal_window.type = type
      @journal_window.id = $game_system.journal[type][@entry_lists[@index].index]
    end
  end
end



KK20

*puts script in code tags*

In that case, you're better off making the window transparent and drawing the image behind the window. Due to the way RMXP draws its windows, drawing a picture IN IT won't work out to your liking.

I can probably whip something up quick by tomorrow.

Other Projects
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ihojin no yaiba

October 26, 2016, 07:27:45 pm #2 Last Edit: October 26, 2016, 07:31:40 pm by ihojin no yaiba
To be honest, I dont want a windowskin to be shown. I want to use a picture instead of a windowskin which will be displayed. In my testproject I made the windowskin transparent by setting the opacity to 0 since I dont know how to erase the windowskin. Im not a scripter T_T. And this was my first edit.
I used
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture("70")

to make display a picture instead of a window. That one picture acts as the display for the whole journal. And thats the way I want it. But my edit was coded in a very noobie way.
I only took the default script from him not to confuse people.

Could you also make it possible for me to choose a picture instead of a windowskin?
Because my edit is so pretty much noobie, Im not even going to post it...

KK20

So I'm just trying to understand everything here.

You want the right window to not show any windowskin at all.
In this case, are all pictures going to be this big? Or do you just want a background image?

Can you give me a dirty Microsoft Paint (or whatever art program) mock-up of what an entry looks like?

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

ihojin no yaiba

October 27, 2016, 05:47:46 am #4 Last Edit: October 27, 2016, 05:56:35 am by ihojin no yaiba
Yes. I want to use a background picture instead of the windowskin. But:
The red square I was talking about was not the background image. It was about the pictures that can be set for each entry. Like for the entry Aluxes it would be a picture of him. But sadly I want the image to cover the whole area which is currently not possible.

I've two images below.
One is the standard menu and a entry. And the second is the display picture for the entry aluxes which doesnt cover the whole area. My actual problem.

http://www.directupload.net][/URL]


KK20

Well that didn't really answer my question entirely.
So all I did was just made the journal window's back_opacity zero and created a Sprite object behind it. In its current state, this assumes all your images are the same size as the entry window.

#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
# Journal
# Author: ForeverZer0
# Version: 2.4
# Data: 12.30.2010
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
#
# Introduction:
#   I wrote this script after seeing a request here on CP for something similar.
#   It basically just allows the player to view a Journal that show the player
#   information about people they have encountered and places they have visited.
#   Can also log weapons, armors, and items.
#   
# Features:
#   - Easy to use/configure
#   - Nice simple interface
#   - Will log people, places, weapons, armors, and items seperately
#   - Configurable what type of entries you would like to log.
#   - Configurable layout
#   - Option to use pictures
#   - Fully compatible "stats" you want the system to display.
#
# Instructions:
#   - Place script in the usual place.
#   - All configuration is below, and explained in each section.
#   - All pictures must be in folder labeled "Journal" within your game's
#     Picture folder.
#   - All you have to do is assign arbitrary "ids" to each person and location
#     respectively. After you have completed configuration, when you want the
#     person/place to be added to the Journal, use these script calls:
#
#       Journal.add_character(ID)
#       Journal.add_location(ID)
#       Journal.add_weapon(ID)
#       Journal.add_armor(ID)
#       Journal.add_item(ID)
#
#       You can also delete entries in the same way:
#
#       Journal.delete_character(id)
#       Journal.delete_location(id)
#       Journal.delete_weapon(id)
#       Journal.delete_armor(id)
#       Journal.delete_item(id)
#
#     Where the "ID" is the number you assigned to each.
#   - To call the scene, use this script call:
#
#       $scene = Scene_Journal.new
#
#   - The script comes with a fix for those who like to use smaller text sizes
#     (like myself), which will allow for more information to be displayed on
#     the screen at once.
#   - If you would like to change the look up a little bit, just change around
#     the X and Y values in Window_Journal.
#
# Credits/Thanks:
#   - ForeverZer0, for the script.
#
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                           BEGIN CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

module Journal
 
  # If true, a line height of 20 pixels will be used, which looks better with
  # smaller font sizes.
  SMALL_TEXT = false
  # The width of the entry list used for Scene_Journal. The other windows will
  # automatically adjust to this width.
  LIST_WIDTH = 192
 
  # Define what aspects of the journal you would like to use. Choose from the
  # values listed below and add them to the array. DO NOT change the values.
  # Omit values for types you do not want to use.
  #        'People' - 'Places' - 'Weapons' - 'Armors' - 'Items'
  LIST_ORDER = ['People', 'Places', 'Weapons', 'Armors', 'Items']
 
  # Configure if you would like for items, weapons, and armors to be unlocked
  # automatically when they are first aquired by the player. If using this
  # options, IDs MUST match the IDs used in the Database. You will also need to
  # manually add anything the player begins with at game start.
  AUTO_WEAPONS = true
  AUTO_ARMORS = true
  AUTO_ITEMS = true
 
#-------------------------------------------------------------------------------
  CHARACTER_STATS = ['Name:', 'Race:', 'Age:', 'Height:', 'Weight:']
 
  # Configure the values used for the above array for each character. Just make
  # sure the value that corresponds to each stat is at the same index in the [].
  # Just make sure that the first stat is the name, it will be used on the menu
  # to select which character/location will be viewed.
  def self.character_info(id)
    info = case id
    when 1 then ['Aluxes', 'Human', '19', '5\'10"', '165 lbs.']
    when 2 then ['Hilda', 'Human', '20', '5\'5"', '113']
    when 3 then ['Basil', 'Human', '24', '6\'0"', '187 lbs.']
    end
    return info != nil ? info : []
  end
 
  # Short paragraph/description of character. Uses Blizzard's slice_text method
  # to automatically break to next line when needed, so do not concern yourself
  # with that.
  def self.character_bio(id)
    text = case id
    when 1
      'Our everyday hero, that seems to make an appearance in every demo.'
    when 2
      'Random witch girl.'
    when 3
      'Another RPGXP character.'
    end
    return text != nil ? text : ''
  end
#-------------------------------------------------------------------------------
  LOCATION_STATS = ['Name:', 'Country:']
 
  # Configure the values used for the above array for each location. Just make
  # sure the value that corresponds to each stat is at the same index in the [].
  # Just make sure that the first stat is the name, it will be used on the menu
  # to select which character/location will be viewed.
  def self.location_info(id)
    info = case id
    when 1 then ['New York', 'USA']
    when 2 then ['Ohio', 'USA']
    when 3 then ['Iowa', 'Who cares...']
    end
    return info != nil ? info : []
  end
 
  # Short paragraph/description of location. Uses Blizzard's slice_text method
  # to automatically break to next line when needed, so do not concern yourself
  # with that.
  def self.location_bio(id)
    return case id
    when 1
      'The state north of Pennsylvania.'
    when 2
      'The state west of Pennsylvania.'
    when 3
      'A boring state.'
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  WEAPON_STATS = ['Name:', 'Origin:']
   
  def self.weapon_info(id)
    text = case id
    when 1 then ['Bronze Sword', 'Everywhere.']
    when 2 then ['Iron Sword', 'Right here.']
    when 3 then ['Mythril Sword', 'Blah blah.']
    end
  end
 
  def self.weapon_bio(id)
    return case id
    when 1
      'Simple sword. Seems to be the standard that all RPG games have the hero start with.'
    when 2
      'Slighly better than the Bronze sword.'
    when 3
      'Yet another sword that is in almost every RPG.'
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  ARMOR_STATS = ['Name:', 'Origin:']
   
  def self.armor_info(id)
    text = case id
    when 1 then ['', '']
    when 2 then ['', '']
    when 3 then ['', '']
    end
  end
 
  def self.armor_bio(id)
    return case id
    when 1
      ''
    when 2
      ''
    when 3
      ''
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  ITEM_STATS = ['Name:', 'Origin:']
 
  def self.item_info(id)
    text = case id
    when 1 then ['', '']
    when 2 then ['', '']
    when 3 then ['', '']
    end
  end
 
  def self.item_bio(id)
    return case id
    when 1
      ''
    when 2
      ''
    when 3
      ''
    else
      ''
    end
  end
#-------------------------------------------------------------------------------

  # Set the following to true if you would loke pictures to be displayed for
  # the respective type of Journal entries. They will be defined below.
  CHARACTER_PIC = true
  LOCATION_PIC = true
  WEAPON_PIC = true
  ARMOR_PIC = true
  ITEM_PIC = true
 
  # Filenames of character pictures.
  def self.character_pic(id)
    file = case id
    when 1 then 'Aluxes'
    when 2 then 'Hilda'
    when 3 then 'Basil'
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
 
  # Filenames of location pictures.
  def self.location_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end   
 
  # Filename of weapon pictures.
  def self.weapon_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
 
  # Filename of weapon pictures.
  def self.armor_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end

  # Filenames of item pictures.
  def self.item_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end

#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                           END CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

  def self.add_character(id)
    unless $game_system.journal['People'].include?(id)
      $game_system.journal['People'].push(id)
      $game_system.journal['People'].sort!
    end
  end
 
  def self.add_location(id)
    unless $game_system.journal['Places'].include?(id)
      $game_system.journal['Places'].push(id)
      $game_system.journal['Places'].sort!
    end
  end
 
  def self.add_weapon(id)
    unless $game_system.journal['Weapons'].include?(id)
      $game_system.journal['Weapons'].push(id)
      $game_system.journal['Weapons'].sort!
    end
  end
 
  def self.add_armor(id)
    unless $game_system.journal['Armors'].include?(id)
      $game_system.journal['Armors'].push(id)
      $game_system.journal['Armors'].sort!
    end
  end
 
  def self.add_item(id)
    unless $game_system.journal['Items'].include?(id)
      $game_system.journal['Items'].push(id)
      $game_system.journal['Items'].sort!
    end
  end

  def self.delete_character(id)
    $game_system.journal['People'].delete(id)
    $game_system.journal['People'].sort!
  end
 
  def self.delete_location(id)
    $game_system.journal['Places'].delete(id)
    $game_system.journal['Places'].sort!
  end
 
  def self.delete_weapon(id)
    $game_system.journal['Weapons'].delete(id)
    $game_system.journal['Weapons'].sort!
  end
 
  def self.delete_armor(id)
    $game_system.journal['Armors'].delete(id)
    $game_system.journal['Armors'].sort!
  end
 
  def self.delete_item(id)
    $game_system.journal['Items'].delete(id)
    $game_system.journal['Items'].sort!
  end
end

#===============================================================================
# ** Game_System
#===============================================================================

class Game_System
 
  attr_accessor :journal
 
  alias zer0_journal_init initialize
  def initialize
    zer0_journal_init
    @journal = {}
    Journal::LIST_ORDER.each {|key| @journal[key] = [] }
  end
 
  def journal_entries(type)
    entries = []
    case type
    when 'People'
      @journal[type].each {|id| entries.push(Journal.character_info(id)[0]) }
    when 'Places'
      @journal[type].each {|id| entries.push(Journal.location_info(id)[0]) }
    when 'Weapons'
      @journal[type].each {|id| entries.push(Journal.weapon_info(id)[0]) }
    when 'Armors'
      @journal[type].each {|id| entries.push(Journal.armor_info(id)[0]) }
    when 'Items'
      @journal[type].each {|id| entries.push(Journal.item_info(id)[0]) }
    end
    return entries.empty? ? ['None'] : entries
  end
end

#===============================================================================
# ** Game_Party
#===============================================================================

class Game_Party
 
  alias zer0_auto_add_weapon gain_weapon
  def gain_weapon(weapon_id, n)
    # Unlock weapon ID if recieved.
    if Journal::AUTO_WEAPONS& ![nil, 0].include?(weapon_id)
      Journal.add_weapon(weapon_id)
    end
    zer0_auto_add_weapon(weapon_id, n)
  end

  alias zer0_auto_add_armor gain_armor
  def gain_armor(armor_id, n)
    # Unlock armor ID if recieved.
    if Journal::AUTO_ARMORS && ![nil, 0].include?(armor_id)
      Journal.add_armor(armor_id)
    end
    zer0_auto_add_armor(armor_id, n)
  end
 
  alias zer0_auto_add_item gain_item
  def gain_item(item_id, n)
    # Unlock item ID if recieved.
     if Journal::AUTO_ITEMS && ![nil, 0].include?(item_id)
      Journal.add_item(item_id)
    end
    zer0_auto_add_item(item_id, n)
  end
end

#===============================================================================
# ** Bitmap (slice_text method by Blizzard)
#===============================================================================

class Bitmap
 
  def slice_text(text, width)
    words = text.split(' ')
    return words if words.size == 1
    result, current_text = [], words.shift
    words.each_index {|i|
    if self.text_size("#{current_text} #{words[i]}").width > width
      result.push(current_text)
      current_text = words[i]
    else
      current_text = "#{current_text} #{words[i]}"
    end
    result.push(current_text) if i >= words.size - 1}
    return result
  end
end

#===============================================================================
# ** Window_Journal
#===============================================================================

class Window_Journal < Window_Base
 
  attr_accessor :type
 
  def initialize
    super(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    self.back_opacity = 0
    @type = ''
    @journal_pic = Sprite.new
    @journal_pic.z = self.z - 100
    @journal_pic.x, @journal_pic.y = self.x, self.y
  end
 
  def id=(id)
    @id = id
    refresh
  end
 
  alias dispose_picture dispose
  def dispose
    @journal_pic.bitmap.dispose if @journal_pic.bitmap
    @journal_pic.dispose
    dispose_picture
  end
 
  def refresh
    self.contents.clear
    return if @id == nil
    # Set local variables, branching by what type is being viewed.
    case @type
    when 'People'
      stats = Journal::CHARACTER_STATS
      info = Journal.character_info(@id)
      bio = Journal.character_bio(@id)
      pic = Journal::CHARACTER_PIC ? Journal.character_pic(@id) : nil
    when 'Places'
      stats = Journal::LOCATION_STATS
      info = Journal.location_info(@id)
      bio = Journal.location_bio(@id)
      pic = Journal::LOCATION_PIC ? Journal.location_pic(@id) : nil
    when 'Weapons'
      stats = Journal::WEAPON_STATS
      info = Journal.weapon_info(@id)
      bio = Journal.weapon_bio(@id)
      pic = Journal::WEAPON_PIC ? Journal.weapon_pic(@id) : nil
    when 'Armors'
      stats = Journal::ARMOR_STATS
      info = Journal.armor_info(@id)
      bio = Journal.armor_bio(@id)
      pic = Journal::ARMOR_PIC ? Journal.armor_pic(@id) : nil
    when 'Items'
      stats = Journal::ITEM_STATS
      info = Journal.item_info(@id)
      bio = Journal.item_bio(@id)
      pic = Journal::ITEM_PIC ? Journal.item_pic(@id) : nil
    end
    width = 640 - Journal::LIST_WIDTH - 40
    bio = self.contents.slice_text(bio, width)
    @journal_pic.bitmap = nil
    if pic != nil
      @journal_pic.bitmap = pic
    end
    # Draw the values on the window's bitmap.
    self.contents.font.color = system_color
    y = Journal::SMALL_TEXT ? 20 : 32
    stats.each_index {|i| self.contents.draw_text(0, i*(y*2), 128, y, stats[i])}
    self.contents.draw_text(0, 320, 128, y, 'Description:')
    self.contents.font.color = normal_color
    info.each_index {|i| self.contents.draw_text(8, y+i*(y*2), 128, y, info[i])}
    bio.each_index {|i| self.contents.draw_text(8, (320+y)+i*y, width, y, bio[i])} 
  end
end

#===============================================================================
# ** Scene_Journal
#===============================================================================

class Scene_Journal
#-------------------------------------------------------------------------------
  def main
    # Create lists of the entries for each Journal content type.
    @entry_lists, @index = [], 0
    # Create list of entry titles.
    Journal::LIST_ORDER.each {|key|
      next unless $game_system.journal.has_key?(key)
      window = Window_Command.new(Journal::LIST_WIDTH, $game_system.journal_entries(key))
      window.visible = window.active = false
      window.height = 480
      @entry_lists.push(window)
    }
    # Create main command window.
    @command_window = Window_Command.new(Journal::LIST_WIDTH, Journal::LIST_ORDER)
    @command_window.height = 480
    # Create main window for viewing information and dummy window.
    @dummy_window = Window_Base.new(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480)
    @journal_window = Window_Journal.new
    @windows = @entry_lists + [@journal_window, @command_window, @dummy_window]
    # Transition and start main loop for the scene.
    Graphics.transition
    loop {Graphics.update; Input.update; update; break if $scene != self}
    # Dispose all windows and prepare for transition.
    Graphics.freeze
    @windows.each {|window| window.dispose}
  end
#-------------------------------------------------------------------------------
  def update
    # Update all the windows.
    @windows.each {|window| window.update }
    # Branch update method depending on what window is active.
    @command_window.active ? update_command : update_entry_selection
  end
#-------------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      # Deactivate command window and make selected entry list active.
      @index = @command_window.index
      @command_window.active = @command_window.visible = false
      @entry_lists[@index].active = @entry_lists[@index].visible = true
    end
  end
#-------------------------------------------------------------------------------
  def update_entry_selection
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      # Deactivate entry list and make command window active.
      @command_window.active = @command_window.visible = true
      @entry_lists[@index].active = @entry_lists[@index].visible = false
      @journal_window.visible = false
      @dummy_window.visible = true
    elsif Input.trigger?(Input::C)
      @dummy_window.visible = false
      @journal_window.visible = true
      $game_system.se_play($data_system.decision_se)
      type = Journal::LIST_ORDER[@index]
      # Set the type and id variables for the journal window and refresh.
      @journal_window.type = type
      @journal_window.id = $game_system.journal[type][@entry_lists[@index].index]
    end
  end
end

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ihojin no yaiba

October 28, 2016, 07:02:21 am #6 Last Edit: October 28, 2016, 07:50:52 am by ihojin no yaiba
Well that was everything I asked for. Thanks.
Theres only one issue that im facing. If I select on a entry and go back to select a "none" entry I get the image of the entry which I viewed last.
Also, for some reasons, Items wont show up on the journal even when I use commands like Journal.add_item(1)

KK20


#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
# Journal
# Author: ForeverZer0
# Version: 2.4
# Data: 12.30.2010
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
#
# Introduction:
#   I wrote this script after seeing a request here on CP for something similar.
#   It basically just allows the player to view a Journal that show the player
#   information about people they have encountered and places they have visited.
#   Can also log weapons, armors, and items.
#   
# Features:
#   - Easy to use/configure
#   - Nice simple interface
#   - Will log people, places, weapons, armors, and items seperately
#   - Configurable what type of entries you would like to log.
#   - Configurable layout
#   - Option to use pictures
#   - Fully compatible "stats" you want the system to display.
#
# Instructions:
#   - Place script in the usual place.
#   - All configuration is below, and explained in each section.
#   - All pictures must be in folder labeled "Journal" within your game's
#     Picture folder.
#   - All you have to do is assign arbitrary "ids" to each person and location
#     respectively. After you have completed configuration, when you want the
#     person/place to be added to the Journal, use these script calls:
#
#       Journal.add_character(ID)
#       Journal.add_location(ID)
#       Journal.add_weapon(ID)
#       Journal.add_armor(ID)
#       Journal.add_item(ID)
#
#       You can also delete entries in the same way:
#
#       Journal.delete_character(id)
#       Journal.delete_location(id)
#       Journal.delete_weapon(id)
#       Journal.delete_armor(id)
#       Journal.delete_item(id)
#
#     Where the "ID" is the number you assigned to each.
#   - To call the scene, use this script call:
#
#       $scene = Scene_Journal.new
#
#   - The script comes with a fix for those who like to use smaller text sizes
#     (like myself), which will allow for more information to be displayed on
#     the screen at once.
#   - If you would like to change the look up a little bit, just change around
#     the X and Y values in Window_Journal.
#
# Credits/Thanks:
#   - ForeverZer0, for the script.
#
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                           BEGIN CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

module Journal
 
  # If true, a line height of 20 pixels will be used, which looks better with
  # smaller font sizes.
  SMALL_TEXT = false
  # The width of the entry list used for Scene_Journal. The other windows will
  # automatically adjust to this width.
  LIST_WIDTH = 192
 
  # Define what aspects of the journal you would like to use. Choose from the
  # values listed below and add them to the array. DO NOT change the values.
  # Omit values for types you do not want to use.
  #        'People' - 'Places' - 'Weapons' - 'Armors' - 'Items'
  LIST_ORDER = ['People', 'Places', 'Weapons', 'Armors', 'Items']
 
  # Configure if you would like for items, weapons, and armors to be unlocked
  # automatically when they are first aquired by the player. If using this
  # options, IDs MUST match the IDs used in the Database. You will also need to
  # manually add anything the player begins with at game start.
  AUTO_WEAPONS = true
  AUTO_ARMORS = true
  AUTO_ITEMS = true
 
#-------------------------------------------------------------------------------
  CHARACTER_STATS = ['Name:', 'Race:', 'Age:', 'Height:', 'Weight:']
 
  # Configure the values used for the above array for each character. Just make
  # sure the value that corresponds to each stat is at the same index in the [].
  # Just make sure that the first stat is the name, it will be used on the menu
  # to select which character/location will be viewed.
  def self.character_info(id)
    info = case id
    when 1 then ['Aluxes', 'Human', '19', '5\'10"', '165 lbs.']
    when 2 then ['Hilda', 'Human', '20', '5\'5"', '113']
    when 3 then ['Basil', 'Human', '24', '6\'0"', '187 lbs.']
    end
    return info != nil ? info : []
  end
 
  # Short paragraph/description of character. Uses Blizzard's slice_text method
  # to automatically break to next line when needed, so do not concern yourself
  # with that.
  def self.character_bio(id)
    text = case id
    when 1
      'Our everyday hero, that seems to make an appearance in every demo.'
    when 2
      'Random witch girl.'
    when 3
      'Another RPGXP character.'
    end
    return text != nil ? text : ''
  end
#-------------------------------------------------------------------------------
  LOCATION_STATS = ['Name:', 'Country:']
 
  # Configure the values used for the above array for each location. Just make
  # sure the value that corresponds to each stat is at the same index in the [].
  # Just make sure that the first stat is the name, it will be used on the menu
  # to select which character/location will be viewed.
  def self.location_info(id)
    info = case id
    when 1 then ['New York', 'USA']
    when 2 then ['Ohio', 'USA']
    when 3 then ['Iowa', 'Who cares...']
    end
    return info != nil ? info : []
  end
 
  # Short paragraph/description of location. Uses Blizzard's slice_text method
  # to automatically break to next line when needed, so do not concern yourself
  # with that.
  def self.location_bio(id)
    return case id
    when 1
      'The state north of Pennsylvania.'
    when 2
      'The state west of Pennsylvania.'
    when 3
      'A boring state.'
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  WEAPON_STATS = ['Name:', 'Origin:']
   
  def self.weapon_info(id)
    text = case id
    when 1 then ['Bronze Sword', 'Everywhere.']
    when 2 then ['Iron Sword', 'Right here.']
    when 3 then ['Mythril Sword', 'Blah blah.']
    end
  end
 
  def self.weapon_bio(id)
    return case id
    when 1
      'Simple sword. Seems to be the standard that all RPG games have the hero start with.'
    when 2
      'Slighly better than the Bronze sword.'
    when 3
      'Yet another sword that is in almost every RPG.'
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  ARMOR_STATS = ['Name:', 'Origin:']
   
  def self.armor_info(id)
    text = case id
    when 1 then ['', '']
    when 2 then ['', '']
    when 3 then ['', '']
    end
  end
 
  def self.armor_bio(id)
    return case id
    when 1
      ''
    when 2
      ''
    when 3
      ''
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  ITEM_STATS = ['Name:', 'Origin:']
 
  def self.item_info(id)
    text = case id
    when 1 then ['', '']
    when 2 then ['', '']
    when 3 then ['', '']
    end
  end
 
  def self.item_bio(id)
    return case id
    when 1
      ''
    when 2
      ''
    when 3
      ''
    else
      ''
    end
  end
#-------------------------------------------------------------------------------

  # Set the following to true if you would loke pictures to be displayed for
  # the respective type of Journal entries. They will be defined below.
  CHARACTER_PIC = true
  LOCATION_PIC = true
  WEAPON_PIC = true
  ARMOR_PIC = true
  ITEM_PIC = false
 
  # Filenames of character pictures.
  def self.character_pic(id)
    file = case id
    when 1 then 'Aluxes'
    when 2 then 'Hilda'
    when 3 then 'Basil'
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
 
  # Filenames of location pictures.
  def self.location_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end   
 
  # Filename of weapon pictures.
  def self.weapon_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
 
  # Filename of weapon pictures.
  def self.armor_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end

  # Filenames of item pictures.
  def self.item_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end

#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                           END CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

  def self.add_character(id)
    unless $game_system.journal['People'].include?(id)
      $game_system.journal['People'].push(id)
      $game_system.journal['People'].sort!
    end
  end
 
  def self.add_location(id)
    unless $game_system.journal['Places'].include?(id)
      $game_system.journal['Places'].push(id)
      $game_system.journal['Places'].sort!
    end
  end
 
  def self.add_weapon(id)
    unless $game_system.journal['Weapons'].include?(id)
      $game_system.journal['Weapons'].push(id)
      $game_system.journal['Weapons'].sort!
    end
  end
 
  def self.add_armor(id)
    unless $game_system.journal['Armors'].include?(id)
      $game_system.journal['Armors'].push(id)
      $game_system.journal['Armors'].sort!
    end
  end
 
  def self.add_item(id)
    unless $game_system.journal['Items'].include?(id)
      $game_system.journal['Items'].push(id)
      $game_system.journal['Items'].sort!
    end
  end

  def self.delete_character(id)
    $game_system.journal['People'].delete(id)
    $game_system.journal['People'].sort!
  end
 
  def self.delete_location(id)
    $game_system.journal['Places'].delete(id)
    $game_system.journal['Places'].sort!
  end
 
  def self.delete_weapon(id)
    $game_system.journal['Weapons'].delete(id)
    $game_system.journal['Weapons'].sort!
  end
 
  def self.delete_armor(id)
    $game_system.journal['Armors'].delete(id)
    $game_system.journal['Armors'].sort!
  end
 
  def self.delete_item(id)
    $game_system.journal['Items'].delete(id)
    $game_system.journal['Items'].sort!
  end
end

#===============================================================================
# ** Game_System
#===============================================================================

class Game_System
 
  attr_accessor :journal
 
  alias zer0_journal_init initialize
  def initialize
    zer0_journal_init
    @journal = {}
    Journal::LIST_ORDER.each {|key| @journal[key] = [] }
  end
 
  def journal_entries(type)
    entries = []
    case type
    when 'People'
      @journal[type].each {|id| entries.push(Journal.character_info(id)[0]) }
    when 'Places'
      @journal[type].each {|id| entries.push(Journal.location_info(id)[0]) }
    when 'Weapons'
      @journal[type].each {|id| entries.push(Journal.weapon_info(id)[0]) }
    when 'Armors'
      @journal[type].each {|id| entries.push(Journal.armor_info(id)[0]) }
    when 'Items'
      @journal[type].each {|id| entries.push(Journal.item_info(id)[0]) }
    end
    return entries.empty? ? ['None'] : entries
  end
end

#===============================================================================
# ** Game_Party
#===============================================================================

class Game_Party
 
  alias zer0_auto_add_weapon gain_weapon
  def gain_weapon(weapon_id, n)
    # Unlock weapon ID if recieved.
    if Journal::AUTO_WEAPONS& ![nil, 0].include?(weapon_id)
      Journal.add_weapon(weapon_id)
    end
    zer0_auto_add_weapon(weapon_id, n)
  end

  alias zer0_auto_add_armor gain_armor
  def gain_armor(armor_id, n)
    # Unlock armor ID if recieved.
    if Journal::AUTO_ARMORS && ![nil, 0].include?(armor_id)
      Journal.add_armor(armor_id)
    end
    zer0_auto_add_armor(armor_id, n)
  end
 
  alias zer0_auto_add_item gain_item
  def gain_item(item_id, n)
    # Unlock item ID if recieved.
     if Journal::AUTO_ITEMS && ![nil, 0].include?(item_id)
      Journal.add_item(item_id)
    end
    zer0_auto_add_item(item_id, n)
  end
end

#===============================================================================
# ** Bitmap (slice_text method by Blizzard)
#===============================================================================

class Bitmap
 
  def slice_text(text, width)
    words = text.split(' ')
    return words if words.size == 1
    result, current_text = [], words.shift
    words.each_index {|i|
    if self.text_size("#{current_text} #{words[i]}").width > width
      result.push(current_text)
      current_text = words[i]
    else
      current_text = "#{current_text} #{words[i]}"
    end
    result.push(current_text) if i >= words.size - 1}
    return result
  end
end

#===============================================================================
# ** Window_Journal
#===============================================================================

class Window_Journal < Window_Base
 
  attr_accessor :type
 
  def initialize
    super(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    self.back_opacity = 0
    @type = ''
    @journal_pic = Sprite.new
    @journal_pic.z = self.z - 100
    @journal_pic.x, @journal_pic.y = self.x, self.y
  end
 
  def id=(id)
    @id = id
    refresh
  end
 
  alias dispose_picture dispose
  def dispose
    @journal_pic.bitmap.dispose if @journal_pic.bitmap
    @journal_pic.dispose
    dispose_picture
  end
 
  def refresh
    self.contents.clear
    return if @id == nil
    # Set local variables, branching by what type is being viewed.
    case @type
    when 'People'
      stats = Journal::CHARACTER_STATS
      info = Journal.character_info(@id)
      bio = Journal.character_bio(@id)
      pic = Journal::CHARACTER_PIC ? Journal.character_pic(@id) : nil
    when 'Places'
      stats = Journal::LOCATION_STATS
      info = Journal.location_info(@id)
      bio = Journal.location_bio(@id)
      pic = Journal::LOCATION_PIC ? Journal.location_pic(@id) : nil
    when 'Weapons'
      stats = Journal::WEAPON_STATS
      info = Journal.weapon_info(@id)
      bio = Journal.weapon_bio(@id)
      pic = Journal::WEAPON_PIC ? Journal.weapon_pic(@id) : nil
    when 'Armors'
      stats = Journal::ARMOR_STATS
      info = Journal.armor_info(@id)
      bio = Journal.armor_bio(@id)
      pic = Journal::ARMOR_PIC ? Journal.armor_pic(@id) : nil
    when 'Items'
      stats = Journal::ITEM_STATS
      info = Journal.item_info(@id)
      bio = Journal.item_bio(@id)
      pic = Journal::ITEM_PIC ? Journal.item_pic(@id) : nil
    end
    width = 640 - Journal::LIST_WIDTH - 40
    bio = self.contents.slice_text(bio, width)
    @journal_pic.bitmap = nil
    if pic != nil
      @journal_pic.bitmap = pic
    end
    # Draw the values on the window's bitmap.
    self.contents.font.color = system_color
    y = Journal::SMALL_TEXT ? 20 : 32
    stats.each_index {|i| self.contents.draw_text(0, i*(y*2), 128, y, stats[i])}
    self.contents.draw_text(0, 320, 128, y, 'Description:')
    self.contents.font.color = normal_color
    info.each_index {|i| self.contents.draw_text(8, y+i*(y*2), 128, y, info[i])}
    bio.each_index {|i| self.contents.draw_text(8, (320+y)+i*y, width, y, bio[i])} 
  end
end

#===============================================================================
# ** Scene_Journal
#===============================================================================

class Scene_Journal
#-------------------------------------------------------------------------------
  def main
    # Create lists of the entries for each Journal content type.
    @entry_lists, @index = [], 0
    @no_entries = []
    # Create list of entry titles.
    Journal::LIST_ORDER.each {|key|
      next unless $game_system.journal.has_key?(key)
      window = Window_Command.new(Journal::LIST_WIDTH, $game_system.journal_entries(key))
      if $game_system.journal_entries(key) == ['None']
        @no_entries.push(key)
      end
      window.visible = window.active = false
      window.height = 480
      @entry_lists.push(window)
    }
    # Create main command window.
    @command_window = Window_Command.new(Journal::LIST_WIDTH, Journal::LIST_ORDER)
    @command_window.height = 480
    # Create main window for viewing information and dummy window.
    @dummy_window = Window_Base.new(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480)
    @journal_window = Window_Journal.new
    @windows = @entry_lists + [@journal_window, @command_window, @dummy_window]
    # Transition and start main loop for the scene.
    Graphics.transition
    loop {Graphics.update; Input.update; update; break if $scene != self}
    # Dispose all windows and prepare for transition.
    Graphics.freeze
    @windows.each {|window| window.dispose}
  end
#-------------------------------------------------------------------------------
  def update
    # Update all the windows.
    @windows.each {|window| window.update }
    # Branch update method depending on what window is active.
    @command_window.active ? update_command : update_entry_selection
  end
#-------------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      # Deactivate command window and make selected entry list active.
      $game_system.se_play($data_system.decision_se)
      @index = @command_window.index
      @command_window.active = @command_window.visible = false
      @entry_lists[@index].active = @entry_lists[@index].visible = true
    end
  end
#-------------------------------------------------------------------------------
  def update_entry_selection
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      # Deactivate entry list and make command window active.
      @command_window.active = @command_window.visible = true
      @entry_lists[@index].active = @entry_lists[@index].visible = false
      @journal_window.visible = false
      @dummy_window.visible = true
    elsif Input.trigger?(Input::C)
      if @no_entries.include?(Journal::LIST_ORDER[@index])
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      @dummy_window.visible = false
      @journal_window.visible = true
      $game_system.se_play($data_system.decision_se)
      type = Journal::LIST_ORDER[@index]
      # Set the type and id variables for the journal window and refresh.
      @journal_window.type = type
      @journal_window.id = $game_system.journal[type][@entry_lists[@index].index]
    end
  end
end

I don't see what's wrong with adding journal entries. Did you configure your entries correctly?

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ihojin no yaiba

October 28, 2016, 08:03:22 pm #8 Last Edit: October 28, 2016, 08:18:53 pm by ihojin no yaiba
I didint change the configuration at all, I used the standard script, now Im using your edited code below. Even if I have items thru the command "Journal.add_item(1)" the names of the items wont show up. I think the script does display the items but I cant see their names. And I can select them. Also if I own 0 items,  the "noone" text doesnt show up like in the other sections.

Heres his original code:


#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
# Journal
# Author: ForeverZer0
# Version: 2.4
# Data: 12.30.2010
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
#
# Introduction:
#   I wrote this script after seeing a request here on CP for something similar.
#   It basically just allows the player to view a Journal that show the player
#   information about people they have encountered and places they have visited.
#   Can also log weapons, armors, and items.
#   
# Features:
#   - Easy to use/configure
#   - Nice simple interface
#   - Will log people, places, weapons, armors, and items seperately
#   - Configurable what type of entries you would like to log.
#   - Configurable layout
#   - Option to use pictures
#   - Fully compatible "stats" you want the system to display.
#
# Instructions:
#   - Place script in the usual place.
#   - All configuration is below, and explained in each section.
#   - All pictures must be in folder labeled "Journal" within your game's
#     Picture folder.
#   - All you have to do is assign arbitrary "ids" to each person and location
#     respectively. After you have completed configuration, when you want the
#     person/place to be added to the Journal, use these script calls:
#
#       Journal.add_character(ID)
#       Journal.add_location(ID)
#       Journal.add_weapon(ID)
#       Journal.add_armor(ID)
#       Journal.add_item(ID)
#
#       You can also delete entries in the same way:
#
#       Journal.delete_character(id)
#       Journal.delete_location(id)
#       Journal.delete_weapon(id)
#       Journal.delete_armor(id)
#       Journal.delete_item(id)
#
#     Where the "ID" is the number you assigned to each.
#   - To call the scene, use this script call:
#
#       $scene = Scene_Journal.new
#
#   - The script comes with a fix for those who like to use smaller text sizes
#     (like myself), which will allow for more information to be displayed on
#     the screen at once.
#   - If you would like to change the look up a little bit, just change around
#     the X and Y values in Window_Journal.
#
# Credits/Thanks:
#   - ForeverZer0, for the script.
#
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                           BEGIN CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

module Journal
 
  # If true, a line height of 20 pixels will be used, which looks better with
  # smaller font sizes.
  SMALL_TEXT = true
  # The width of the entry list used for Scene_Journal. The other windows will
  # automatically adjust to this width.
  LIST_WIDTH = 192
 
  # Define what aspects of the journal you would like to use. Choose from the
  # values listed below and add them to the array. DO NOT change the values.
  # Omit values for types you do not want to use.
  #        'People' - 'Places' - 'Weapons' - 'Armors' - 'Items'
  LIST_ORDER = ['People', 'Places', 'Weapons', 'Armors', 'Items']
 
  # Configure if you would like for items, weapons, and armors to be unlocked
  # automatically when they are first aquired by the player. If using this
  # options, IDs MUST match the IDs used in the Database. You will also need to
  # manually add anything the player begins with at game start.
  AUTO_WEAPONS = true
  AUTO_ARMORS = true
  AUTO_ITEMS = true
 
#-------------------------------------------------------------------------------
  CHARACTER_STATS = ['Name:', 'Race:', 'Age:', 'Height:', 'Weight:']
 
  # Configure the values used for the above array for each character. Just make
  # sure the value that corresponds to each stat is at the same index in the [].
  # Just make sure that the first stat is the name, it will be used on the menu
  # to select which character/location will be viewed.
  def self.character_info(id)
    info = case id
    when 1 then ['Aluxes', 'Human', '19', '5\'10"', '165 lbs.']
    when 2 then ['Hilda', 'Human', '20', '5\'5"', '113']
    when 3 then ['Basil', 'Human', '24', '6\'0"', '187 lbs.']
    end
    return info != nil ? info : []
  end
 
  # Short paragraph/description of character. Uses Blizzard's slice_text method
  # to automatically break to next line when needed, so do not concern yourself
  # with that.
  def self.character_bio(id)
    text = case id
    when 1
      'Our everyday hero, that seems to make an appearance in every demo.'
    when 2
      'Random witch girl.'
    when 3
      'Another RPGXP character.'
    end
    return text != nil ? text : ''
  end
#-------------------------------------------------------------------------------
  LOCATION_STATS = ['Name:', 'Country:']
 
  # Configure the values used for the above array for each location. Just make
  # sure the value that corresponds to each stat is at the same index in the [].
  # Just make sure that the first stat is the name, it will be used on the menu
  # to select which character/location will be viewed.
  def self.location_info(id)
    info = case id
    when 1 then ['New York', 'USA']
    when 2 then ['Ohio', 'USA']
    when 3 then ['Iowa', 'Who cares...']
    end
    return info != nil ? info : []
  end
 
  # Short paragraph/description of location. Uses Blizzard's slice_text method
  # to automatically break to next line when needed, so do not concern yourself
  # with that.
  def self.location_bio(id)
    return case id
    when 1
      'The state north of Pennsylvania.'
    when 2
      'The state west of Pennsylvania.'
    when 3
      'A boring state.'
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  WEAPON_STATS = ['Name:', 'Origin:']
   
  def self.weapon_info(id)
    text = case id
    when 1 then ['Bronze Sword', 'Everywhere.']
    when 2 then ['Iron Sword', 'Right here.']
    when 3 then ['Mythril Sword', 'Blah blah.']
    end
  end
 
  def self.weapon_bio(id)
    return case id
    when 1
      'Simple sword. Seems to be the standard that all RPG games have the hero start with.'
    when 2
      'Slighly better than the Bronze sword.'
    when 3
      'Yet another sword that is in almost every RPG.'
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  ARMOR_STATS = ['Name:', 'Origin:']
   
  def self.armor_info(id)
    text = case id
    when 1 then ['', '']
    when 2 then ['', '']
    when 3 then ['', '']
    end
  end
 
  def self.armor_bio(id)
    return case id
    when 1
      ''
    when 2
      ''
    when 3
      ''
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  ITEM_STATS = ['Name:', 'Origin:']
 
  def self.item_info(id)
    text = case id
    when 1 then ['', '']
    when 2 then ['', '']
    when 3 then ['', '']
    end
  end
 
  def self.item_bio(id)
    return case id
    when 1
      ''
    when 2
      ''
    when 3
      ''
    else
      ''
    end
  end
#-------------------------------------------------------------------------------

  # Set the following to true if you would loke pictures to be displayed for
  # the respective type of Journal entries. They will be defined below.
  CHARACTER_PIC = true
  LOCATION_PIC = true
  WEAPON_PIC = true
  ARMOR_PIC = true
  ITEM_PIC = true
 
  # Filenames of character pictures.
  def self.character_pic(id)
    file = case id
    when 1 then 'Aluxes'
    when 2 then 'Hilda'
    when 3 then 'Basil'
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
 
  # Filenames of location pictures.
  def self.location_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end   
 
  # Filename of weapon pictures.
  def self.weapon_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
 
  # Filename of weapon pictures.
  def self.armor_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end

  # Filenames of item pictures.
  def self.item_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end

#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                           END CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

  def self.add_character(id)
    unless $game_system.journal['People'].include?(id)
      $game_system.journal['People'].push(id)
      $game_system.journal['People'].sort!
    end
  end
 
  def self.add_location(id)
    unless $game_system.journal['Places'].include?(id)
      $game_system.journal['Places'].push(id)
      $game_system.journal['Places'].sort!
    end
  end
 
  def self.add_weapon(id)
    unless $game_system.journal['Weapons'].include?(id)
      $game_system.journal['Weapons'].push(id)
      $game_system.journal['Weapons'].sort!
    end
  end
 
  def self.add_armor(id)
    unless $game_system.journal['Armors'].include?(id)
      $game_system.journal['Armors'].push(id)
      $game_system.journal['Armors'].sort!
    end
  end
 
  def self.add_item(id)
    unless $game_system.journal['Items'].include?(id)
      $game_system.journal['Items'].push(id)
      $game_system.journal['Items'].sort!
    end
  end

  def self.delete_character(id)
    $game_system.journal['People'].delete(id)
    $game_system.journal['People'].sort!
  end
 
  def self.delete_location(id)
    $game_system.journal['Places'].delete(id)
    $game_system.journal['Places'].sort!
  end
 
  def self.delete_weapon(id)
    $game_system.journal['Weapons'].delete(id)
    $game_system.journal['Weapons'].sort!
  end
 
  def self.delete_armor(id)
    $game_system.journal['Armors'].delete(id)
    $game_system.journal['Armors'].sort!
  end
 
  def self.delete_item(id)
    $game_system.journal['Items'].delete(id)
    $game_system.journal['Items'].sort!
  end
end

#===============================================================================
# ** Game_System
#===============================================================================

class Game_System
 
  attr_accessor :journal
 
  alias zer0_journal_init initialize
  def initialize
    zer0_journal_init
    @journal = {}
    Journal::LIST_ORDER.each {|key| @journal[key] = [] }
  end
 
  def journal_entries(type)
    entries = []
    case type
    when 'People'
      @journal[type].each {|id| entries.push(Journal.character_info(id)[0]) }
    when 'Places'
      @journal[type].each {|id| entries.push(Journal.location_info(id)[0]) }
    when 'Weapons'
      @journal[type].each {|id| entries.push(Journal.weapon_info(id)[0]) }
    when 'Armors'
      @journal[type].each {|id| entries.push(Journal.armor_info(id)[0]) }
    when 'Items'
      @journal[type].each {|id| entries.push(Journal.item_info(id)[0]) }
    end
    return entries.empty? ? ['None'] : entries
  end
end

#===============================================================================
# ** Game_Party
#===============================================================================

class Game_Party
 
  alias zer0_auto_add_weapon gain_weapon
  def gain_weapon(weapon_id, n)
    # Unlock weapon ID if recieved.
    if Journal::AUTO_WEAPONS& ![nil, 0].include?(weapon_id)
      Journal.add_weapon(weapon_id)
    end
    zer0_auto_add_weapon(weapon_id, n)
  end

  alias zer0_auto_add_armor gain_armor
  def gain_armor(armor_id, n)
    # Unlock armor ID if recieved.
    if Journal::AUTO_ARMORS && ![nil, 0].include?(armor_id)
      Journal.add_armor(armor_id)
    end
    zer0_auto_add_armor(armor_id, n)
  end
 
  alias zer0_auto_add_item gain_item
  def gain_item(item_id, n)
    # Unlock item ID if recieved.
     if Journal::AUTO_ITEMS && ![nil, 0].include?(item_id)
      Journal.add_item(item_id)
    end
    zer0_auto_add_item(item_id, n)
  end
end

#===============================================================================
# ** Bitmap (slice_text method by Blizzard)
#===============================================================================

class Bitmap
 
  def slice_text(text, width)
    words = text.split(' ')
    return words if words.size == 1
    result, current_text = [], words.shift
    words.each_index {|i|
    if self.text_size("#{current_text} #{words[i]}").width > width
      result.push(current_text)
      current_text = words[i]
    else
      current_text = "#{current_text} #{words[i]}"
    end
    result.push(current_text) if i >= words.size - 1}
    return result
  end
end

#===============================================================================
# ** Window_Journal
#===============================================================================

class Window_Journal < Window_Base
 
  attr_accessor :type
 
  def initialize
    super(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    @type = ''
  end
 
  def id=(id)
    @id = id
    refresh
  end
 
  def refresh
    self.contents.clear
    return if @id == nil
    # Set local variables, branching by what type is being viewed.
    case @type
    when 'People'
      stats = Journal::CHARACTER_STATS
      info = Journal.character_info(@id)
      bio = Journal.character_bio(@id)
      pic = Journal::CHARACTER_PIC ? Journal.character_pic(@id) : nil
    when 'Places'
      stats = Journal::LOCATION_STATS
      info = Journal.location_info(@id)
      bio = Journal.location_bio(@id)
      pic = Journal::LOCATION_PIC ? Journal.location_pic(@id) : nil
    when 'Weapons'
      stats = Journal::WEAPON_STATS
      info = Journal.weapon_info(@id)
      bio = Journal.weapon_bio(@id)
      pic = Journal::WEAPON_PIC ? Journal.weapon_pic(@id) : nil
    when 'Armors'
      stats = Journal::ARMOR_STATS
      info = Journal.armor_info(@id)
      bio = Journal.armor_bio(@id)
      pic = Journal::ARMOR_PIC ? Journal.armor_pic(@id) : nil
    when 'Items'
      stats = Journal::ITEM_STATS
      info = Journal.item_info(@id)
      bio = Journal.item_bio(@id)
      pic = Journal::ITEM_PIC ? Journal.item_pic(@id) : nil
    end
    width = 640 - Journal::LIST_WIDTH - 40
    bio = self.contents.slice_text(bio, width)
    if pic != nil
      rect = Rect.new(0, 0, pic.width, pic.height)
      self.contents.blt(self.width-pic.width-64, 32, pic, rect)
    end
    # Draw the values on the window's bitmap.
    self.contents.font.color = system_color
    y = Journal::SMALL_TEXT ? 20 : 32
    stats.each_index {|i| self.contents.draw_text(0, i*(y*2), 128, y, stats[i])}
    self.contents.draw_text(0, 320, 128, y, 'Description:')
    self.contents.font.color = normal_color
    info.each_index {|i| self.contents.draw_text(8, y+i*(y*2), 128, y, info[i])}
    bio.each_index {|i| self.contents.draw_text(8, (320+y)+i*y, width, y, bio[i])} 
  end
end

#===============================================================================
# ** Scene_Journal
#===============================================================================

class Scene_Journal
#-------------------------------------------------------------------------------
  def main
    # Create lists of the entries for each Journal content type.
    @entry_lists, @index = [], 0
    # Create list of entry titles.
    Journal::LIST_ORDER.each {|key|
      next unless $game_system.journal.has_key?(key)
      window = Window_Command.new(Journal::LIST_WIDTH, $game_system.journal_entries(key))
      window.visible = window.active = false
      window.height = 480
      @entry_lists.push(window)
    }
    # Create main command window.
    @command_window = Window_Command.new(Journal::LIST_WIDTH, Journal::LIST_ORDER)
    @command_window.height = 480
    # Create main window for viewing information and dummy window.
    @dummy_window = Window_Base.new(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480)
    @journal_window = Window_Journal.new
    @windows = @entry_lists + [@journal_window, @command_window, @dummy_window]
    # Transition and start main loop for the scene.
    Graphics.transition
    loop {Graphics.update; Input.update; update; break if $scene != self}
    # Dispose all windows and prepare for transition.
    Graphics.freeze
    @windows.each {|window| window.dispose}
  end
#-------------------------------------------------------------------------------
  def update
    # Update all the windows.
    @windows.each {|window| window.update }
    # Branch update method depending on what window is active.
    @command_window.active ? update_command : update_entry_selection
  end
#-------------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      # Deactivate command window and make selected entry list active.
      @index = @command_window.index
      @command_window.active = @command_window.visible = false
      @entry_lists[@index].active = @entry_lists[@index].visible = true
    end
  end
#-------------------------------------------------------------------------------
  def update_entry_selection
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      # Deactivate entry list and make command window active.
      @command_window.active = @command_window.visible = true
      @entry_lists[@index].active = @entry_lists[@index].visible = false
      @journal_window.visible = false
    elsif Input.trigger?(Input::C)
      @journal_window.visible = true
      $game_system.se_play($data_system.decision_se)
      type = Journal::LIST_ORDER[@index]
      # Set the type and id variables for the journal window and refresh.
      @journal_window.type = type
      @journal_window.id = $game_system.journal[type][@entry_lists[@index].index]
    end
  end
end

KK20

Your understanding of the script is completely off from what it does.

  def self.item_info(id)
    text = case id
    when 1 then ['', '']
    when 2 then ['', '']
    when 3 then ['', '']
    end
  end

For this, it's expected that you do something like

  def self.item_info(id)
    text = case id
    when 1 then ['Potion', 'Shop']
    when 2 then ['High Potion', 'Shop']
    when 3 then ['Full Potion', 'Shop']
    end
  end

You have to provide the information; it's not getting it from your database.

But I understand that this seems pretty tedious and pointless. This script can be heavily improved upon, but considering this was one of F0's first scripts, it's understandable why it is pretty rudimentary.

Other Projects
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LiTTleDRAgo

October 29, 2016, 01:30:02 am #10 Last Edit: October 29, 2016, 01:33:59 am by LiTTleDRAgo
I think that part could be simplified with this.
  def self.item_info(id)
    item = $data_items[id]
    return item.nil? ? [] :  [item.name, item.description]
  end


Same thing for self.weapon_info(id) and self.armor_info(id)
  def self.weapon_info(id)
    weapon = $data_weapons[id]
    return weapon.nil? ? [] : [weapon.name, weapon.description]
  end
  def self.armor_info(id)
    armor = $data_armors[id]
    return armor.nil? ?  [] :  [armor.name, armor.description]
  end


now those parts above will get the information from your database

KK20

Right. But just pointing it out that the second item, which you think is the "description", is actually the "origin".
I actually suggest doing this instead:

  def self.item_info(id)
    return case id
    when 1 then ['Another name for Potion', 'Some Dude in an Alley']
    when 2 then ['Second Item Name', 'Some Unique Place']
    else [$data_items[id].name, "Multiple Locations"]
    end
  end
 
  def self.item_bio(id)
    return case id
    when 1
      'A bottle containing blue liquid. Got it from some stranger I met in the city. Do you think it is even safe to drink this?'
    when 2
      'Some unique description'
    else
      $data_items[id].description
    end
  end

Allows for customization for certain things, but fail-safes on the default database.

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

ihojin no yaiba

October 29, 2016, 07:20:21 am #12 Last Edit: October 29, 2016, 07:24:57 am by ihojin no yaiba
Quote from: KK20 on October 28, 2016, 08:28:59 pm
Your understanding of the script is completely off from what it does.

  def self.item_info(id)
    text = case id
    when 1 then ['', '']
    when 2 then ['', '']
    when 3 then ['', '']
    end
  end

For this, it's expected that you do something like

  def self.item_info(id)
    text = case id
    when 1 then ['Potion', 'Shop']
    when 2 then ['High Potion', 'Shop']
    when 3 then ['Full Potion', 'Shop']
    end
  end

You have to provide the information; it's not getting it from your database.

But I understand that this seems pretty tedious and pointless. This script can be heavily improved upon, but considering this was one of F0's first scripts, it's understandable why it is pretty rudimentary.


Oh your right, that solved the item issue. I thought that the name of the items are borrowed form the database which is not true. Well, anyone would think so :)
Theres one question. In addition to your edits above I've changed the complete windowskin with a fixed background image since this was my ultimate goal anway. But by doing that, I get the old problem where the image of the entry still is visible even when Im not in the entry anymore. The images should close when I deselect the entry. I tried changing the .Z here and there but got no proper results.

Only thing I did was to create a new sprite and set every command opacity to 0. I marked them with #edit1
Changed Line 499 - 538:
#===============================================================================
# ** Scene_Journal
#===============================================================================

class Scene_Journal
#-------------------------------------------------------------------------------
  def main
    # Create lists of the entries for each Journal content type.
    @entry_lists, @index = [], 0
    # Create list of entry titles.
    Journal::LIST_ORDER.each {|key|
      next unless $game_system.journal.has_key?(key)
      window = Window_Command.new(Journal::LIST_WIDTH, $game_system.journal_entries(key))
      window.visible = window.active = false
      window.height = 480
      window.opacity = 0 #edit1
      @entry_lists.push(window)
    }
    # Create main command window.
    @command_window = Window_Command.new(Journal::LIST_WIDTH, Journal::LIST_ORDER)
    @command_window.height = 480
    @command_window.opacity = 0 #edit1
    # Create main window for viewing information and dummy window.
    @dummy_window = Window_Base.new(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480)
    @dummy_window.opacity = 0 #edit1
    @journal_window = Window_Journal.new
    @journal_window.opacity = 0 #edit1
    @windows = @entry_lists + [@journal_window, @command_window, @dummy_window]
    # Transition and start main loop for the scene.
    @sprite = Sprite.new #edit1
    @sprite.bitmap = RPG::Cache.picture("70") #edit1
    Graphics.transition
    loop {Graphics.update; Input.update; update; break if $scene != self}
    # Dispose all windows and prepare for transition.
    Graphics.freeze
    @sprite.bitmap.dispose  #edit1
    @sprite.dispose   #edit1
    #spriteset.dispose
    @windows.each {|window| window.dispose}
  end


And the complete script:


#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
# Journal
# Author: ForeverZer0
# Version: 2.4
# Data: 12.30.2010
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
#
# Introduction:
#   I wrote this script after seeing a request here on CP for something similar.
#   It basically just allows the player to view a Journal that show the player
#   information about people they have encountered and places they have visited.
#   Can also log weapons, armors, and items.
#   
# Features:
#   - Easy to use/configure
#   - Nice simple interface
#   - Will log people, places, weapons, armors, and items seperately
#   - Configurable what type of entries you would like to log.
#   - Configurable layout
#   - Option to use pictures
#   - Fully compatible "stats" you want the system to display.
#
# Instructions:
#   - Place script in the usual place.
#   - All configuration is below, and explained in each section.
#   - All pictures must be in folder labeled "Journal" within your game's
#     Picture folder.
#   - All you have to do is assign arbitrary "ids" to each person and location
#     respectively. After you have completed configuration, when you want the
#     person/place to be added to the Journal, use these script calls:
#
#       Journal.add_character(ID)
#       Journal.add_location(ID)
#       Journal.add_weapon(ID)
#       Journal.add_armor(ID)
#       Journal.add_item(ID)
#
#       You can also delete entries in the same way:
#
#       Journal.delete_character(id)
#       Journal.delete_location(id)
#       Journal.delete_weapon(id)
#       Journal.delete_armor(id)
#       Journal.delete_item(id)
#
#     Where the "ID" is the number you assigned to each.
#   - To call the scene, use this script call:
#
#       $scene = Scene_Journal.new
#
#   - The script comes with a fix for those who like to use smaller text sizes
#     (like myself), which will allow for more information to be displayed on
#     the screen at once.
#   - If you would like to change the look up a little bit, just change around
#     the X and Y values in Window_Journal.
#
# Credits/Thanks:
#   - ForeverZer0, for the script.
#
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                           BEGIN CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

module Journal
 
  # If true, a line height of 20 pixels will be used, which looks better with
  # smaller font sizes.
  SMALL_TEXT = false
  # The width of the entry list used for Scene_Journal. The other windows will
  # automatically adjust to this width.
  LIST_WIDTH = 192
 
  # Define what aspects of the journal you would like to use. Choose from the
  # values listed below and add them to the array. DO NOT change the values.
  # Omit values for types you do not want to use.
  #        'People' - 'Places' - 'Weapons' - 'Armors' - 'Items'
  LIST_ORDER = ['People', 'Places', 'Weapons', 'Armors', 'Items']
 
  # Configure if you would like for items, weapons, and armors to be unlocked
  # automatically when they are first aquired by the player. If using this
  # options, IDs MUST match the IDs used in the Database. You will also need to
  # manually add anything the player begins with at game start.
  AUTO_WEAPONS = true
  AUTO_ARMORS = true
  AUTO_ITEMS = true
 
#-------------------------------------------------------------------------------
  CHARACTER_STATS = ['Name:', 'Race:', 'Age:', 'Height:', 'Weight:']
 
  # Configure the values used for the above array for each character. Just make
  # sure the value that corresponds to each stat is at the same index in the [].
  # Just make sure that the first stat is the name, it will be used on the menu
  # to select which character/location will be viewed.
  def self.character_info(id)
    info = case id
    when 1 then ['Aluxes', 'Human', '19', '5\'10"', '165 lbs.']
    when 2 then ['Hilda', 'Human', '20', '5\'5"', '113']
    when 3 then ['Basil', 'Human', '24', '6\'0"', '187 lbs.']
    end
    return info != nil ? info : []
  end
 
  # Short paragraph/description of character. Uses Blizzard's slice_text method
  # to automatically break to next line when needed, so do not concern yourself
  # with that.
  def self.character_bio(id)
    text = case id
    when 1
      'Our everyday hero, that seems to make an appearance in every demo.'
    when 2
      'Random witch girl.'
    when 3
      'Another RPGXP character.'
    end
    return text != nil ? text : ''
  end
#-------------------------------------------------------------------------------
  LOCATION_STATS = ['Name:', 'Country:']
 
  # Configure the values used for the above array for each location. Just make
  # sure the value that corresponds to each stat is at the same index in the [].
  # Just make sure that the first stat is the name, it will be used on the menu
  # to select which character/location will be viewed.
  def self.location_info(id)
    info = case id
    when 1 then ['New York', 'USA']
    when 2 then ['Ohio', 'USA']
    when 3 then ['Iowa', 'Who cares...']
    end
    return info != nil ? info : []
  end
 
  # Short paragraph/description of location. Uses Blizzard's slice_text method
  # to automatically break to next line when needed, so do not concern yourself
  # with that.
  def self.location_bio(id)
    return case id
    when 1
      'The state north of Pennsylvania.'
    when 2
      'The state west of Pennsylvania.'
    when 3
      'A boring state.'
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  WEAPON_STATS = ['Name:', 'Origin:']
   
  def self.weapon_info(id)
    text = case id
    when 1 then ['Bronze Sword', 'Everywhere.']
    when 2 then ['Iron Sword', 'Right here.']
    when 3 then ['Mythril Sword', 'Blah blah.']
    end
  end
 
  def self.weapon_bio(id)
    return case id
    when 1
      'Simple sword. Seems to be the standard that all RPG games have the hero start with.'
    when 2
      'Slighly better than the Bronze sword.'
    when 3
      'Yet another sword that is in almost every RPG.'
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  ARMOR_STATS = ['Name:', 'Origin:']
   
  def self.armor_info(id)
    text = case id
    when 1 then ['', '']
    when 2 then ['', '']
    when 3 then ['', '']
    end
  end
 
  def self.armor_bio(id)
    return case id
    when 1
      ''
    when 2
      ''
    when 3
      ''
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  ITEM_STATS = ['Name:', 'Origin:']
 
  def self.item_info(id)
    text = case id
    when 1 then ['Potion', 'Shop']
    when 2 then ['High Potion', 'Shop']
    when 3 then ['Full Potion', 'Shop']
    end
  end
 
  def self.item_bio(id)
    return case id
    when 1
      ''
    when 2
      ''
    when 3
      ''
    else
      ''
    end
  end
#-------------------------------------------------------------------------------

  # Set the following to true if you would loke pictures to be displayed for
  # the respective type of Journal entries. They will be defined below.
  CHARACTER_PIC = true
  LOCATION_PIC = true
  WEAPON_PIC = true
  ARMOR_PIC = true
  ITEM_PIC = false
 
  # Filenames of character pictures.
  def self.character_pic(id)
    file = case id
    when 1 then 'Aluxes'
    when 2 then 'Hilda'
    when 3 then 'Basil'
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
 
  # Filenames of location pictures.
  def self.location_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end   
 
  # Filename of weapon pictures.
  def self.weapon_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
 
  # Filename of weapon pictures.
  def self.armor_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end

  # Filenames of item pictures.
  def self.item_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end

#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                           END CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

  def self.add_character(id)
    unless $game_system.journal['People'].include?(id)
      $game_system.journal['People'].push(id)
      $game_system.journal['People'].sort!
    end
  end
 
  def self.add_location(id)
    unless $game_system.journal['Places'].include?(id)
      $game_system.journal['Places'].push(id)
      $game_system.journal['Places'].sort!
    end
  end
 
  def self.add_weapon(id)
    unless $game_system.journal['Weapons'].include?(id)
      $game_system.journal['Weapons'].push(id)
      $game_system.journal['Weapons'].sort!
    end
  end
 
  def self.add_armor(id)
    unless $game_system.journal['Armors'].include?(id)
      $game_system.journal['Armors'].push(id)
      $game_system.journal['Armors'].sort!
    end
  end
 
  def self.add_item(id)
    unless $game_system.journal['Items'].include?(id)
      $game_system.journal['Items'].push(id)
      $game_system.journal['Items'].sort!
    end
  end

  def self.delete_character(id)
    $game_system.journal['People'].delete(id)
    $game_system.journal['People'].sort!
  end
 
  def self.delete_location(id)
    $game_system.journal['Places'].delete(id)
    $game_system.journal['Places'].sort!
  end
 
  def self.delete_weapon(id)
    $game_system.journal['Weapons'].delete(id)
    $game_system.journal['Weapons'].sort!
  end
 
  def self.delete_armor(id)
    $game_system.journal['Armors'].delete(id)
    $game_system.journal['Armors'].sort!
  end
 
  def self.delete_item(id)
    $game_system.journal['Items'].delete(id)
    $game_system.journal['Items'].sort!
  end
end

#===============================================================================
# ** Game_System
#===============================================================================

class Game_System
 
  attr_accessor :journal
 
  alias zer0_journal_init initialize
  def initialize
    zer0_journal_init
    @journal = {}
    Journal::LIST_ORDER.each {|key| @journal[key] = [] }
  end
 
  def journal_entries(type)
    entries = []
    case type
    when 'People'
      @journal[type].each {|id| entries.push(Journal.character_info(id)[0]) }
    when 'Places'
      @journal[type].each {|id| entries.push(Journal.location_info(id)[0]) }
    when 'Weapons'
      @journal[type].each {|id| entries.push(Journal.weapon_info(id)[0]) }
    when 'Armors'
      @journal[type].each {|id| entries.push(Journal.armor_info(id)[0]) }
    when 'Items'
      @journal[type].each {|id| entries.push(Journal.item_info(id)[0]) }
    end
    return entries.empty? ? ['None'] : entries
  end
end

#===============================================================================
# ** Game_Party
#===============================================================================

class Game_Party
 
  alias zer0_auto_add_weapon gain_weapon
  def gain_weapon(weapon_id, n)
    # Unlock weapon ID if recieved.
    if Journal::AUTO_WEAPONS& ![nil, 0].include?(weapon_id)
      Journal.add_weapon(weapon_id)
    end
    zer0_auto_add_weapon(weapon_id, n)
  end

  alias zer0_auto_add_armor gain_armor
  def gain_armor(armor_id, n)
    # Unlock armor ID if recieved.
    if Journal::AUTO_ARMORS && ![nil, 0].include?(armor_id)
      Journal.add_armor(armor_id)
    end
    zer0_auto_add_armor(armor_id, n)
  end
 
  alias zer0_auto_add_item gain_item
  def gain_item(item_id, n)
    # Unlock item ID if recieved.
     if Journal::AUTO_ITEMS && ![nil, 0].include?(item_id)
      Journal.add_item(item_id)
    end
    zer0_auto_add_item(item_id, n)
  end
end

#===============================================================================
# ** Bitmap (slice_text method by Blizzard)
#===============================================================================

class Bitmap
 
  def slice_text(text, width)
    words = text.split(' ')
    return words if words.size == 1
    result, current_text = [], words.shift
    words.each_index {|i|
    if self.text_size("#{current_text} #{words[i]}").width > width
      result.push(current_text)
      current_text = words[i]
    else
      current_text = "#{current_text} #{words[i]}"
    end
    result.push(current_text) if i >= words.size - 1}
    return result
  end
end

#===============================================================================
# ** Window_Journal
#===============================================================================

class Window_Journal < Window_Base
 
  attr_accessor :type
 
  def initialize
    super(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    self.back_opacity = 0
    @type = ''
    @journal_pic = Sprite.new
    @journal_pic.z = self.z - 100
    @journal_pic.x, @journal_pic.y = self.x, self.y
  end
 
  def id=(id)
    @id = id
    refresh
  end
 
  alias dispose_picture dispose
  def dispose
    @journal_pic.bitmap.dispose if @journal_pic.bitmap
    @journal_pic.dispose
    dispose_picture
  end
 
  def refresh
    self.contents.clear
    return if @id == nil
    # Set local variables, branching by what type is being viewed.
    case @type
    when 'People'
      stats = Journal::CHARACTER_STATS
      info = Journal.character_info(@id)
      bio = Journal.character_bio(@id)
      pic = Journal::CHARACTER_PIC ? Journal.character_pic(@id) : nil
    when 'Places'
      stats = Journal::LOCATION_STATS
      info = Journal.location_info(@id)
      bio = Journal.location_bio(@id)
      pic = Journal::LOCATION_PIC ? Journal.location_pic(@id) : nil
    when 'Weapons'
      stats = Journal::WEAPON_STATS
      info = Journal.weapon_info(@id)
      bio = Journal.weapon_bio(@id)
      pic = Journal::WEAPON_PIC ? Journal.weapon_pic(@id) : nil
    when 'Armors'
      stats = Journal::ARMOR_STATS
      info = Journal.armor_info(@id)
      bio = Journal.armor_bio(@id)
      pic = Journal::ARMOR_PIC ? Journal.armor_pic(@id) : nil
    when 'Items'
      stats = Journal::ITEM_STATS
      info = Journal.item_info(@id)
      bio = Journal.item_bio(@id)
      pic = Journal::ITEM_PIC ? Journal.item_pic(@id) : nil
    end
    width = 640 - Journal::LIST_WIDTH - 40
    bio = self.contents.slice_text(bio, width)
    @journal_pic.bitmap = nil
    if pic != nil
      @journal_pic.bitmap = pic
    end
    # Draw the values on the window's bitmap.
    self.contents.font.color = system_color
    y = Journal::SMALL_TEXT ? 20 : 32
    stats.each_index {|i| self.contents.draw_text(0, i*(y*2), 128, y, stats[i])}
    self.contents.draw_text(0, 320, 128, y, 'Description:')
    self.contents.font.color = normal_color
    info.each_index {|i| self.contents.draw_text(8, y+i*(y*2), 128, y, info[i])}
    bio.each_index {|i| self.contents.draw_text(8, (320+y)+i*y, width, y, bio[i])} 
  end
end

#===============================================================================
# ** Scene_Journal
#===============================================================================

class Scene_Journal
#-------------------------------------------------------------------------------
  def main
    # Create lists of the entries for each Journal content type.
    @entry_lists, @index = [], 0
    @no_entries = []
    # Create list of entry titles.
    Journal::LIST_ORDER.each {|key|
      next unless $game_system.journal.has_key?(key)
      window = Window_Command.new(Journal::LIST_WIDTH, $game_system.journal_entries(key))
      if $game_system.journal_entries(key) == ['None']
        @no_entries.push(key)
      end
      window.visible = window.active = false
      window.height = 480
      window.opacity = 0 #edit1
      @entry_lists.push(window)
    }
    # Create main command window.
    @command_window = Window_Command.new(Journal::LIST_WIDTH, Journal::LIST_ORDER)
    @command_window.height = 480
    @command_window.opacity = 0 #edit1
    # Create main window for viewing information and dummy window.
    @dummy_window = Window_Base.new(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480)
    @dummy_window.opacity = 0 #edit1
    @journal_window = Window_Journal.new
    @journal_window.opacity = 0 #edit1
    @windows = @entry_lists + [@journal_window, @command_window, @dummy_window]
    @sprite = Sprite.new #edit1
    @sprite.bitmap = RPG::Cache.picture("70") #edit1
    @sprite.z = -1
    # Transition and start main loop for the scene.
    Graphics.transition
    loop {Graphics.update; Input.update; update; break if $scene != self}
    # Dispose all windows and prepare for transition.
    Graphics.freeze
    @sprite.bitmap.dispose  #edit1
    @sprite.dispose   #edit1
    @windows.each {|window| window.dispose}
  end
#-------------------------------------------------------------------------------
  def update
    # Update all the windows.
    @windows.each {|window| window.update }
    # Branch update method depending on what window is active.
    @command_window.active ? update_command : update_entry_selection
  end
#-------------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      # Deactivate command window and make selected entry list active.
      $game_system.se_play($data_system.decision_se)
      @index = @command_window.index
      @command_window.active = @command_window.visible = false
      @entry_lists[@index].active = @entry_lists[@index].visible = true
    end
  end
#-------------------------------------------------------------------------------
  def update_entry_selection
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      # Deactivate entry list and make command window active.
      @command_window.active = @command_window.visible = true
      @entry_lists[@index].active = @entry_lists[@index].visible = false
      @journal_window.visible = false
      @dummy_window.visible = true
    elsif Input.trigger?(Input::C)
      if @no_entries.include?(Journal::LIST_ORDER[@index])
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      @dummy_window.visible = false
      @journal_window.visible = true
      $game_system.se_play($data_system.decision_se)
      type = Journal::LIST_ORDER[@index]
      # Set the type and id variables for the journal window and refresh.
      @journal_window.type = type
      @journal_window.id = $game_system.journal[type][@entry_lists[@index].index]
    end
  end
end

KK20

Stick this method into class Window_Journal

  alias pic_visible visible=
  def visible=(bool)
    @journal_pic.visible = bool if @journal_pic
    pic_visible(bool)
  end

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ihojin no yaiba

Quote from: KK20 on October 29, 2016, 02:15:31 pm
Stick this method into class Window_Journal

  alias pic_visible visible=
  def visible=(bool)
    @journal_pic.visible = bool if @journal_pic
    pic_visible(bool)
  end


Sorry, for not letting you rest, but how do I create a new section aside from the caracters, location, weapon, armors items?
I want to create the section Mythology where some of the games mythlogy is explained. But since it isnt in the datebase of RPG XP, it is different I guess.

KK20

The simple answer is that you can't. The current state of the script does not allow for more entries in an easily-customizable manner. This would require a script request.

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

ihojin no yaiba

November 11, 2016, 10:54:07 pm #16 Last Edit: November 13, 2016, 07:35:07 am by ihojin no yaiba
Quote from: KK20 on November 11, 2016, 01:40:05 pm
The simple answer is that you can't. The current state of the script does not allow for more entries in an easily-customizable manner. This would require a script request.

Oh, damn, that script is very limited how it seems.
Btw. can you move this to script requests?

ihojin no yaiba

November 14, 2016, 03:12:26 pm #17 Last Edit: November 18, 2016, 06:57:42 pm by ihojin no yaiba
Sorry  for double post, can you move this to script request then if it requieres a script request? And heres my current code:



#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
# Journal
# Author: ForeverZer0
# Version: 2.4
# Data: 12.30.2010
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
#
# Introduction:
#   I wrote this script after seeing a request here on CP for something similar.
#   It basically just allows the player to view a Journal that show the player
#   information about people they have encountered and places they have visited.
#   Can also log weapons, armors, and items.
#   
# Features:
#   - Easy to use/configure
#   - Nice simple interface
#   - Will log people, places, weapons, armors, and items seperately
#   - Configurable what type of entries you would like to log.
#   - Configurable layout
#   - Option to use pictures
#   - Fully compatible "stats" you want the system to display.
#
# Instructions:
#   - Place script in the usual place.
#   - All configuration is below, and explained in each section.
#   - All pictures must be in folder labeled "Journal" within your game's
#     Picture folder.
#   - All you have to do is assign arbitrary "ids" to each person and location
#     respectively. After you have completed configuration, when you want the
#     person/place to be added to the Journal, use these script calls:
#
#       Journal.add_character(ID)
#       Journal.add_location(ID)
#       Journal.add_weapon(ID)
#       Journal.add_armor(ID)
#       Journal.add_item(ID)
#
#       You can also delete entries in the same way:
#
#       Journal.delete_character(id)
#       Journal.delete_location(id)
#       Journal.delete_weapon(id)
#       Journal.delete_armor(id)
#       Journal.delete_item(id)
#
#     Where the "ID" is the number you assigned to each.
#   - To call the scene, use this script call:
#
#       $scene = Scene_Journal.new
#
#   - The script comes with a fix for those who like to use smaller text sizes
#     (like myself), which will allow for more information to be displayed on
#     the screen at once.
#   - If you would like to change the look up a little bit, just change around
#     the X and Y values in Window_Journal.
#
# Credits/Thanks:
#   - ForeverZer0, for the script.
#
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                           BEGIN CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

module Journal
 
  # If true, a line height of 20 pixels will be used, which looks better with
  # smaller font sizes.
  SMALL_TEXT = false
  # The width of the entry list used for Scene_Journal. The other windows will
  # automatically adjust to this width.
  LIST_WIDTH = 192
 
  # Define what aspects of the journal you would like to use. Choose from the
  # values listed below and add them to the array. DO NOT change the values.
  # Omit values for types you do not want to use.
  #        'People' - 'Places' - 'Weapons' - 'Armors' - 'Items'
  LIST_ORDER = ['characters', 'places', 'Weapons', 'Armors', 'Items']
 
  # Configure if you would like for items, weapons, and armors to be unlocked
  # automatically when they are first aquired by the player. If using this
  # options, IDs MUST match the IDs used in the Database. You will also need to
  # manually add anything the player begins with at game start.
  AUTO_WEAPONS = false
  AUTO_ARMORS = false
  AUTO_ITEMS = false
 
#-------------------------------------------------------------------------------
  CHARACTER_STATS = ['Name:', 'Race:', 'Age:', 'Height:', 'Weight:']
 
  # Configure the values used for the above array for each character. Just make
  # sure the value that corresponds to each stat is at the same index in the [].
  # Just make sure that the first stat is the name, it will be used on the menu
  # to select which character/location will be viewed.
  def self.character_info(id)
    info = case id
    when 1 then ['Aluxes', 'Human', '19', '5\'10"', '165 lbs.']
    when 2 then ['Hilda', 'Human', '20', '5\'5"', '113']
    when 3 then ['Basil', 'Human', '24', '6\'0"', '187 lbs.']
    end
    return info != nil ? info : []
  end
 
  # Short paragraph/description of character. Uses Blizzard's slice_text method
  # to automatically break to next line when needed, so do not concern yourself
  # with that.
  def self.character_bio(id)
    text = case id
    when 1
      'Our everyday hero, that seems to make an appearance in every demo.'
    when 2
      'Random witch girl.'
    when 3
      'Another RPGXP character.'
    end
    return text != nil ? text : ''
  end
#-------------------------------------------------------------------------------
  LOCATION_STATS = ['Name:', 'Country:']
 
  # Configure the values used for the above array for each location. Just make
  # sure the value that corresponds to each stat is at the same index in the [].
  # Just make sure that the first stat is the name, it will be used on the menu
  # to select which character/location will be viewed.
  def self.location_info(id)
    info = case id
    when 1 then ['New York', 'USA']
    when 2 then ['Ohio', 'USA']
    end
    return info != nil ? info : []
  end
 
  # Short paragraph/description of location. Uses Blizzard's slice_text method
  # to automatically break to next line when needed, so do not concern yourself
  # with that.
  def self.location_bio(id)
    return case id
    when 1
      'The state north of Pennsylvania.'
    when 2
      'The state west of Pennsylvania.'
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  WEAPON_STATS = ['Name:', 'Origin:']
   
  def self.weapon_info(id)
    text = case id
    when 1 then ['Bronze Sword', 'Everywhere.']
    when 2 then ['Iron Sword', 'Right here.']
    when 3 then ['Mythril Sword', 'Blah blah.']
    end
  end
 
  def self.weapon_bio(id)
    return case id
    when 1
      'Simple sword. Seems to be the standard that all RPG games have the hero start with.'
    when 2
      'Slighly better than the Bronze sword.'
    when 3
      'Yet another sword that is in almost every RPG.'
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  ARMOR_STATS = ['Name:', 'Origin:']
   
  def self.armor_info(id)
    text = case id
    when 1 then ['', '']
    when 2 then ['', '']
    when 3 then ['', '']
    end
  end
 
  def self.armor_bio(id)
    return case id
    when 1
      ''
    when 2
      ''
    when 3
      ''
    else
      ''
    end
  end
#-------------------------------------------------------------------------------
  ITEM_STATS = ['Name:', 'Origin:']
 
  def self.item_info(id)
    text = case id
    when 1 then ['Potion', 'Shop']
    when 2 then ['High Potion', 'Shop']
    when 3 then ['Full Potion', 'Shop']
    end
  end
 
  def self.item_bio(id)
    return case id
    when 1
      ''
    when 2
      ''
    when 3
      ''
    else
      ''
    end
  end
#-------------------------------------------------------------------------------

  # Set the following to true if you would loke pictures to be displayed for
  # the respective type of Journal entries. They will be defined below.
  CHARACTER_PIC = true
  LOCATION_PIC = true
  WEAPON_PIC = true
  ARMOR_PIC = true
  ITEM_PIC = false
 
  # Filenames of character pictures.
  def self.character_pic(id)
    file = case id
    when 1 then 'Aluxes'
    when 2 then 'Hilda'
    when 3 then 'Basil'
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
 
  # Filenames of location pictures.
  def self.location_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end   
 
  # Filename of weapon pictures.
  def self.weapon_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end
 
  # Filename of weapon pictures.
  def self.armor_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end

  # Filenames of item pictures.
  def self.item_pic(id)
    file = case id
    when 1 then ''
    when 2 then ''
    when 3 then ''
    end
    return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1)
  end

#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                           END CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

  def self.add_character(id)
    unless $game_system.journal['characters'].include?(id)
      $game_system.journal['characters'].push(id)
      $game_system.journal['characters'].sort!
    end
  end
 
  def self.add_location(id)
    unless $game_system.journal['places'].include?(id)
      $game_system.journal['places'].push(id)
      $game_system.journal['places'].sort!
    end
  end
 
  def self.add_weapon(id)
    unless $game_system.journal['Weapons'].include?(id)
      $game_system.journal['Weapons'].push(id)
      $game_system.journal['Weapons'].sort!
    end
  end
 
  def self.add_armor(id)
    unless $game_system.journal['Armors'].include?(id)
      $game_system.journal['Armors'].push(id)
      $game_system.journal['Armors'].sort!
    end
  end
 
  def self.add_item(id)
    unless $game_system.journal['Items'].include?(id)
      $game_system.journal['Items'].push(id)
      $game_system.journal['Items'].sort!
    end
  end

  def self.delete_character(id)
    $game_system.journal['characters'].delete(id)
    $game_system.journal['characterse'].sort!
  end
 
  def self.delete_location(id)
    $game_system.journal['places'].delete(id)
    $game_system.journal['places'].sort!
  end
 
  def self.delete_weapon(id)
    $game_system.journal['Weapons'].delete(id)
    $game_system.journal['Weapons'].sort!
  end
 
  def self.delete_armor(id)
    $game_system.journal['Armors'].delete(id)
    $game_system.journal['Armors'].sort!
  end
 
  def self.delete_item(id)
    $game_system.journal['Items'].delete(id)
    $game_system.journal['Items'].sort!
  end
end

#===============================================================================
# ** Game_System
#===============================================================================

class Game_System
 
  attr_accessor :journal
 
  alias zer0_journal_init initialize
  def initialize
    zer0_journal_init
    @journal = {}
    Journal::LIST_ORDER.each {|key| @journal[key] = [] }
  end
 
  def journal_entries(type)
    entries = []
    case type
    when 'characters'
      @journal[type].each {|id| entries.push(Journal.character_info(id)[0]) }
    when 'places'
      @journal[type].each {|id| entries.push(Journal.location_info(id)[0]) }
    when 'Weapons'
      @journal[type].each {|id| entries.push(Journal.weapon_info(id)[0]) }
    when 'Armors'
      @journal[type].each {|id| entries.push(Journal.armor_info(id)[0]) }
    when 'Items'
      @journal[type].each {|id| entries.push(Journal.item_info(id)[0]) }
    end
    return entries.empty? ? ['none'] : entries
  end
end

#===============================================================================
# ** Game_Party
#===============================================================================

class Game_Party
 
  alias zer0_auto_add_weapon gain_weapon
  def gain_weapon(weapon_id, n)
    # Unlock weapon ID if recieved.
    if Journal::AUTO_WEAPONS& ![nil, 0].include?(weapon_id)
      Journal.add_weapon(weapon_id)
    end
    zer0_auto_add_weapon(weapon_id, n)
  end

  alias zer0_auto_add_armor gain_armor
  def gain_armor(armor_id, n)
    # Unlock armor ID if recieved.
    if Journal::AUTO_ARMORS && ![nil, 0].include?(armor_id)
      Journal.add_armor(armor_id)
    end
    zer0_auto_add_armor(armor_id, n)
  end
 
  alias zer0_auto_add_item gain_item
  def gain_item(item_id, n)
    # Unlock item ID if recieved.
     if Journal::AUTO_ITEMS && ![nil, 0].include?(item_id)
      Journal.add_item(item_id)
    end
    zer0_auto_add_item(item_id, n)
  end
end

#===============================================================================
# ** Bitmap (slice_text method by Blizzard)
#===============================================================================

class Bitmap
 
  def slice_text(text, width)
    words = text.split(' ')
    return words if words.size == 1
    result, current_text = [], words.shift
    words.each_index {|i|
    if self.text_size("#{current_text} #{words[i]}").width > width
      result.push(current_text)
      current_text = words[i]
    else
      current_text = "#{current_text} #{words[i]}"
    end
    result.push(current_text) if i >= words.size - 1}
    return result
  end
end

#===============================================================================
# ** Window_Journal
#===============================================================================

class Window_Journal < Window_Base
 
  attr_accessor :type
 
  def initialize
    super(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    self.back_opacity = 0
    @type = ''
    @journal_pic = Sprite.new
    @journal_pic.z = 1000  #@journal_pic.z = self.z - 100
    @journal_pic.x, @journal_pic.y = self.x, self.y
  end
 
  def id=(id)
    @id = id
    refresh
  end
 
  alias dispose_picture dispose
  def dispose
    @journal_pic.bitmap.dispose if @journal_pic.bitmap
    @journal_pic.dispose
    dispose_picture
  end
   alias pic_visible visible=
  def visible=(bool)
    @journal_pic.visible = bool if @journal_pic
    pic_visible(bool)
  end
 
  def refresh
    self.contents.clear
    return if @id == nil
    # Set local variables, branching by what type is being viewed.
    case @type
    when 'characters'
      stats = Journal::CHARACTER_STATS
      info = Journal.character_info(@id)
      bio = Journal.character_bio(@id)
      pic = Journal::CHARACTER_PIC ? Journal.character_pic(@id) : nil
    when 'places'
      stats = Journal::LOCATION_STATS
      info = Journal.location_info(@id)
      bio = Journal.location_bio(@id)
      pic = Journal::LOCATION_PIC ? Journal.location_pic(@id) : nil
    when 'Weapons'
      stats = Journal::WEAPON_STATS
      info = Journal.weapon_info(@id)
      bio = Journal.weapon_bio(@id)
      pic = Journal::WEAPON_PIC ? Journal.weapon_pic(@id) : nil
    when 'Armors'
      stats = Journal::ARMOR_STATS
      info = Journal.armor_info(@id)
      bio = Journal.armor_bio(@id)
      pic = Journal::ARMOR_PIC ? Journal.armor_pic(@id) : nil
    when 'Items'
      stats = Journal::ITEM_STATS
      info = Journal.item_info(@id)
      bio = Journal.item_bio(@id)
      pic = Journal::ITEM_PIC ? Journal.item_pic(@id) : nil
    end
    width = 640 - Journal::LIST_WIDTH - 40
    bio = self.contents.slice_text(bio, width)
    @journal_pic.bitmap = nil
    if pic != nil
      @journal_pic.bitmap = pic
    end
    # Draw the values on the window's bitmap.
    self.contents.font.color = system_color
    y = Journal::SMALL_TEXT ? 20 : 32
    stats.each_index {|i| self.contents.draw_text(0, i*(y*2), 128, y, stats[i])}
    self.contents.draw_text(0, 320, 128, y, 'Description:')
    self.contents.font.color = normal_color
    info.each_index {|i| self.contents.draw_text(8, y+i*(y*2), 128, y, info[i])}
    bio.each_index {|i| self.contents.draw_text(8, (320+y)+i*y, width, y, bio[i])} 
  end
end

#===============================================================================
# ** Scene_Journal
#===============================================================================

class Scene_Journal
#-------------------------------------------------------------------------------
  def main
    # Create lists of the entries for each Journal content type.
    @entry_lists, @index = [], 0
    @no_entries = []
    # Create list of entry titles.
    Journal::LIST_ORDER.each {|key|
      next unless $game_system.journal.has_key?(key)
      window = Window_Command.new(Journal::LIST_WIDTH, $game_system.journal_entries(key))
      if $game_system.journal_entries(key) == ['none']
        @no_entries.push(key)
      end
      window.visible = window.active = false
      window.height = 480
      window.opacity = 0 #edit1
      @entry_lists.push(window)
    }
    # Create main command window.
    @command_window = Window_Command.new(Journal::LIST_WIDTH, Journal::LIST_ORDER)
    @command_window.height = 480
    @command_window.opacity = 0 #edit1
    # Create main window for viewing information and dummy window.
    @dummy_window = Window_Base.new(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480)
    @dummy_window.opacity = 0 #edit1
    @journal_window = Window_Journal.new
    @journal_window.opacity = 0 #edit1
    @windows = @entry_lists + [@journal_window, @command_window, @dummy_window]
    @sprite = Sprite.new #edit1
    @sprite.bitmap = RPG::Cache.picture("70") #edit1
    @sprite.z = -1
    # Transition and start main loop for the scene.
    Graphics.transition
    loop {Graphics.update; Input.update; update; break if $scene != self}
    # Dispose all windows and prepare for transition.
    Graphics.freeze
    @sprite.bitmap.dispose  #edit1
    @sprite.dispose   #edit1
    @windows.each {|window| window.dispose}
  end
#-------------------------------------------------------------------------------
  def update
    # Update all the windows.
    @windows.each {|window| window.update }
    # Branch update method depending on what window is active.
    @command_window.active ? update_command : update_entry_selection
  end
#-------------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      # Deactivate command window and make selected entry list active.
      $game_system.se_play($data_system.decision_se)
      @index = @command_window.index
      @command_window.active = @command_window.visible = false
      @entry_lists[@index].active = @entry_lists[@index].visible = true
    end
  end
#-------------------------------------------------------------------------------
  def update_entry_selection
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      # Deactivate entry list and make command window active.
      @command_window.active = @command_window.visible = true
      @entry_lists[@index].active = @entry_lists[@index].visible = false
      @journal_window.visible = false
      @dummy_window.visible = true
    elsif Input.trigger?(Input::C)
      if @no_entries.include?(Journal::LIST_ORDER[@index])
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      @dummy_window.visible = false
      @journal_window.visible = true
      $game_system.se_play($data_system.decision_se)
      type = Journal::LIST_ORDER[@index]
      # Set the type and id variables for the journal window and refresh.
      @journal_window.type = type
      @journal_window.id = $game_system.journal[type][@entry_lists[@index].index]
    end
  end
end