Class: Scene_ItemBase

Scene_ItemBase

new Scene_ItemBase()

The superclass of Scene_Item and Scene_Skill.

Extends

Methods

activateItemWindow()

Activates the item window
Gets the actor object of the scene
Returns:
TypeDescription
Game_ActorThe scene's actor object
Gets the rectangle that represents the actor window's x/y/width/height
Returns:
TypeDescription
RectangleThe rectangle that represents the actor window
Adds a window to the scene's WindowLayer
NameTypeDescription
windowWindowThe window to add as a child
Applies the item to the targets

arePageButtonsEnabled()booleaninherited

Check if page buttons should be enabled
Returns:
TypeDescription
booleanTrue if page buttons should be enabled

buttonAreaBottom()numberinherited

Gets the bottom of the touch UI button area in the scene
Returns:
TypeDescription
numberY Pixel for the cottom coordinate of the button area

buttonAreaHeight()numberinherited

Gets the height of the touch UI button area
Returns:
TypeDescription
numberHeight in pixels of the button area

buttonAreaTop()numberinherited

Gets the top of the touch UI button area in the scene
Returns:
TypeDescription
numberY Pixel for the top coordinate of the button area
Gets the Y pixel of the buttons
Returns:
TypeDescription
numberY Pixel for the top coordinate of the buttons

calcWindowHeight(numLines, selectable)numberinherited

Calculates how many pixels tall a window is
NameTypeDescription
numLinesnumberAmount of text lines in the window
selectablebooleanIf the window is selectable (or inherits from Window_Selectable) or not
Returns:
TypeDescription
numberAmount of pixels tall the window is

canUse()boolean

Check if the current item is usable
Returns:
TypeDescription
booleanTrue if the item can be used

centerSprite(sprite)inherited

Centers a given sprite within the game window
NameTypeDescription
spriteSpriteThe sprite to center

checkCommonEvent()

Check if there is a common event reserved. If so it will go to the map scene.
Check if there is a gameover, and go to Scene_Gameover if so
Creates the scene

createActorWindow()

Creates the actor window
Create the background image for the scene
Creates the Touch UI buttons

createCancelButton()inherited

Creates the cancel button

createColorFilter()inherited

Creates the scene's ColorFilter
Create the scene's help window
Creates the page up/down buttons

createWindowLayer()inherited

Create the scene's WindowLayer
Destroys the stage

determineItem()

Handles the item if it is for a friend or not
Try to autosave the game
Fades out the scene and audio
Default speed for a normal fade
Returns:
TypeDescription
numberAmount of frames to fade

helpAreaBottom()numberinherited

Gets the bottom of the help area
Returns:
TypeDescription
numberY Pixel for the bottom coordinate of the help area

helpAreaHeight()numberinherited

Gets the height needed for the help area
Returns:
TypeDescription
numberNumber of pixels tall the help area is
Gets the top of the help area
Returns:
TypeDescription
numberY Pixel for the top coordinate of the help area
Get the Rectangle object that provides the help window's x/y/width/height
Returns:
TypeDescription
RectangleThe rectangle representing the help window

hideActorWindow()

Hides the actor window
Initializes the scene

isActive()booleaninherited

Check if scene is active
Returns:
TypeDescription
booleanTrue if the scene is active

isActorWindowActive()boolean

Check if the actor window is active
Returns:
TypeDescription
booleanTrue if the actor window is active

isAutosaveEnabled()booleaninherited

Check if autosaving is enabled
Returns:
TypeDescription
booleanTrue if the game can autosave

isBottomButtonMode()booleaninherited

Check if touch UI buttons appear on bottom
Returns:
TypeDescription
booleanTrue if bottom button mode is enabled

isBottomHelpMode()booleaninherited

Check if the help window appears on bottom
Returns:
TypeDescription
booleanTrue if bottom help mode is enabled
Check if scene is busy
Returns:
TypeDescription
booleanTrue if the scene is busy

isCursorLeft()boolean

Check if the cursor is on the left
Returns:
TypeDescription
booleanTrue if the cursor is on the left
Check if scene is currently fading the screen
Returns:
TypeDescription
booleanTrue if the scene is fading

isItemEffectsValid()boolean

Check if the current item has valid effects
Returns:
TypeDescription
booleanTrue if the item has valid effects
Check if scene is ready
Returns:
TypeDescription
booleanTrue if the scene is ready

isRightInputMode()booleaninherited

Check if right input mode is enabled
Returns:
TypeDescription
booleanTrue if right input mode is enabled

isStarted()booleaninherited

Check if scene is started
Returns:
TypeDescription
booleanTrue if the scene is started
Gets the currently select item
Returns:
TypeDescription
ObjectThe currently selected item

itemTargetActors()Array

Gets the targets of the item
Returns:
TypeDescription
ArrayArray of Game_Actors to target with the item

mainAreaBottom()numberinherited

Gets the bottom of the main area
Returns:
TypeDescription
numberY Pixel for the bottom coordinate of the main area

mainAreaHeight()numberinherited

Gets the total height of the main area in pixels
Returns:
TypeDescription
numberTotal height of the main area
Gets the top of the main area
Returns:
TypeDescription
numberY Pixel for the top coordinate of the main area

mainCommandWidth()numberinherited

Get the main command width
Returns:
TypeDescription
numberWidth of a main command

needsCancelButton()booleaninherited

Check if the scene should create the cancel button
Returns:
TypeDescription
booleanTrue if there should be a cancel button in the scene

needsPageButtons()booleaninherited

Check if the scene should create the page buttons
Returns:
TypeDescription
booleanTrue if there should be page buttons in the scene
Cycle to the next actor in the menu

onActorCancel()

Handling for cancel input on the actor window
Processing for when the scene's actor changes
Handling for ok input on the actor window

onAutosaveFailure()inherited

Processing for when an autosave attempt failed

onAutosaveSuccess()inherited

Processing for when an autosave attempt was successful
Pops the scene to return to the previous scene
Cycle to the previous actor in the menu
Requests an autosave

scaleSprite(sprite)inherited

Scales a given sprite to fit in the game window
NameTypeDescription
spriteSpriteThe sprite to scale

setBackgroundOpacity(opacity)inherited

Set the background image opacity
NameTypeDescription
opacitynumberThe opacity to set the background image to

showActorWindow()

Shows the actor window

slowFadeSpeed()numberinherited

Default speed for a slow fade
Returns:
TypeDescription
numberAmount of frames to fade
Starts the scene

startFadeIn(duration, white)inherited

Start to fade the scene in
NameTypeDescription
durationnumberFrames to fade in the scene
whitebooleanIf the fade color is white or not

startFadeOut(duration, white)inherited

Start to fade the scene out
NameTypeDescription
durationnumberFrames to fade out the scene
whitebooleanIf the fade color is white or not
Stops the scene
Terminates the scene
Updates the scene
Sets the actor object of the scene
Updates the scene's children

updateColorFilter()inherited

Updates the scene's ColorFilter
Updates the scene's fade
Updates the page up / down buttons visibility
Uses the current item
Gets the user of the item
Returns:
TypeDescription
Game_Actor|nullThe user of the item, or null when called from Scene_ItemBase