Mouse Friendly Equipment Screen
Author: RPGManiac3030
Version: 1.0
Type: Custom Menu
Key Term: Custom Menu
IntroductionThis is a small edit of Scene_Equip that basically makes it more compatible with a mouse script.
If you're not using a mouse script in your game, this script also allows the player to quickly change a piece of equipment in the menu. If you equipped a sword, you can then quickly choose another sword instead of having to choose your already-equipped sword and going through the list again. See the demo to see this in action.
Features
- Makes the default equipment screen compatible with a mouse script (i.e. Blizzard's mouse controller) so that the equipment list menu doesn't disappear when the mouse isn't selecting a piece of equipment...see the screenshot to see what I'm talking about
- After equipping a weapon/armor, you can quickly select another piece.
ScreenshotsThis is before my edit is implemented:
This is after my edit is implemented:
DemoNote: The demo doesn't make use of a mouse input module. It will work, though
Script#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
# Mouse friendly Equip Screen
# By RPGManiac3030
# Version 1.0
# www.chaos-project.com
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
# Version History:
# v.1.0
# -Original Release
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
# Features:
# -Makes the Equipment screen more convenient to use with a mouse.
# -Doesn't return to character's equip list after equipping/removing
# a weapon/armor, allowing the player to quickly choose a different one.
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
# Instructions:
# -This script is designed to work with the default equipment menu, and is
# therefore plug-and-play. If you are using a custom equip screen, you
# will need to adapt this script to fit the Scene_Equip of whatever
# custom script you are using.
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
# Compatibility:
#
# -Created with Blizzard's Mouse Controller as a reference, but should work
# with any mouse script out there.
#
# -This CAN be used without a mouse script, but it was made to make
# the equipment screen compatable with a mouse.
#
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
# Author's notes:
# I edited 2 different things in this script for the purpose of making the
# equipment screen not glitch up with a mouse:
#
# 1)Adding an empty window to draw when the index = nil (If the mouse isn't over
# any of the currently equipped items).
#
# 2)Editing the input update for the list of equippable items so that it
# doesn't automatically return to the list of equipped items.
#
# If you have a custom equipment menu script, you should edit number 1
# ONLY.
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#Begin Edit
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs equipment screen processing.
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make windows
@help_window = Window_Help.new
@left_window = Window_EquipLeft.new(@actor)
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
@item_window6 = Window_EquipItem.new(@actor, 4)
# Associate help window
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
# Set cursor position
@right_window.index = @equip_index
refresh
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@item_window6.dispose
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Set item window to visible
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
# Get currently equipped item
item1 = @right_window.item
# Set current item window to @item_window
@item_window6.contents.dispose
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
else
@item_window = @item_window6
end
# If right window is active
if @right_window.active
# Erase parameters for after equipment change
@left_window.set_new_parameters(nil, nil, nil)
end
# If item window is active
if @item_window.active
# Get currently selected item
item2 = @item_window.item
# Change equipment
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
# Get parameters for after equipment change
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
# Return equipment
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
# Draw in left window
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Activate right window
@right_window.active = true
@item_window.active = false
@item_window.index = -1
# Remake right window and item window contents
@right_window.refresh
@item_window.refresh
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play equip SE
$game_system.se_play($data_system.equip_se)
# Get currently selected data on the item window
item = @item_window.item
# Change equipment
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
# Remake right window and item window contents
@right_window.refresh
@item_window.refresh
return
end
end
end
#End Edit
If you use Fyre's custom equipment screen, use this edit:
See instructions on how to install this!
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs equipment screen processing.
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
# equip_index : equipment index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make windows
@char_window = Window_CharInfo.new(@actor)
@help_window = Window_EquipHelp.new
@left_window = Window_EquipStat.new(@actor)
@right_window = Window_Equipment.new(@actor)
@item_window1 = Window_EquipmentHeld.new(@actor, 0)
@item_window2 = Window_EquipmentHeld.new(@actor, 1)
@item_window3 = Window_EquipmentHeld.new(@actor, 2)
@item_window4 = Window_EquipmentHeld.new(@actor, 3)
@item_window5 = Window_EquipmentHeld.new(@actor, 4)
@item_window6 = Window_EquipmentHeld.new(@actor, 4)
# Associate help window
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
# Set cursor position
@right_window.index = @equip_index
refresh
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@char_window.dispose
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@item_window6.dispose
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Set item window to visible
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
# Get currently equipped item
item1 = @right_window.item
@item_window6.contents.dispose
# Set current item window to @item_window
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
else
@item_window = @item_window6
end
# If right window is active
if @right_window.active
# Erase parameters for after equipment change
@left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
else
@item_window1.update
end
# If item window is active
if @item_window.active
# Get currently selected item
item2 = @item_window.item
# Change equipment
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
# Get parameters for after equipment change
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
new_str = @actor.str
new_dex = @actor.dex
new_agi = @actor.agi
new_int = @actor.int
# Return equipment
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
# Draw in left window
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@char_window.update
@left_window.update
@right_window.update
@item_window.update
refresh
# If right window is active: call update_right
if @right_window.active
update_right
return
end
# If item window is active: call update_item
if @item_window.active
update_item
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when right window is active)
#--------------------------------------------------------------------------
def update_right
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If equipment is fixed
if @actor.equip_fix?(@right_window.index)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Activate item window
@right_window.active = false
@item_window.active = true
@item_window.index = 0
return
end
# If R button was pressed
if Input.trigger?(Input::R)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To next actor
@actor_index += 1
@actor_index %= $game_party.actors.size
# Switch to different equipment screen
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
# If L button was pressed
if Input.trigger?(Input::L)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To previous actor
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# Switch to different equipment screen
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Activate right window
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play equip SE
$game_system.se_play($data_system.equip_se)
# Get currently selected data on the item window
item = @item_window.item
# Change equipment
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
# Remake right window and item window contents
@right_window.refresh
@item_window.refresh
return
end
end
end
InstructionsIf you are using the default equipment menu:
Put the script above main and below any mouse script.
If you are using Fyre's custom equipment menu:
Put the edit below Fyre's script.
If you are using a different custom equipment menu:
Place this below whatever you are using, and edit my script accordingly.
Do not make ANY edits to the frame update or else you will lose the ability to quickly change equipment in the menu.
Compatibility- Should be compatible with any mouse script out there, since I only edit Scene_Equip.
- Edited for the default equipment menu.
Credits and Thanks
Author's notesIf you use this in your game, please credit me
This is technically 2 scripts in 1, since I needed to use the quick equip feature to make the mouse compatibility better.
There were some issues when I tried testing the menu with other characters, all types of equipment, etc. and I fixed what I found. If you find any other errors like that, or any compatibility issues, please post it here!