Here I am with another problem =)
Use this script to classify and divide the Item, Weapons, etc ...
[spoiler]#Adds a function to the Items screen which allows the player to display
#items by catagory.
#To assign a category to an item, you must add <category IDENTIFIER> to the
#notes on the specified item.
#EX. A Potion would be listed as <category Goods> and a Sword would be
#listed as <category Weapons>, provided you use the default terminology.
$data_system = load_data("Data/System.rvdata") if $data_system == nil
#==============================================================================#
# ? Customization ? #
#==============================================================================#
module KGC
module CategorizeItem
# ? Automatically Catagorize Items ?
ENABLE_AUTO_CATEGORIZE = true
# ? Duplicate Category Entries. ?
# Set to false, items can have multiple categories.
# Set to true, items will be classified under the last tag (In the item
# database "Notes")
NOT_ALLOW_DUPLICATE = true
# ? Category Identifier ?
# Arrange names in order to identify a category with the category identifier.
# These are the default item catagories translated for future reference.
# "Goods", "Combat", "Weapons", "Shields", "Helmets", "Armor",
# "Accessories", "Valuables", "Special Items", "All Items"
CATEGORY_IDENTIFIER = [
"Cibo", # Consumable items (potion)
"Battaglia", # Battle-only items (fire bomb)
"Armi", # Weapons
"Vestiti", # Shields
"Access.1", # Head Gear / Helmets
"Scarpe", # Body Gear / Armor
"Access.2", # Accessories / Rings, Necklaces, etc
"Speciali", # AKA Plot Devices. Special keys, etc.
"Tutto", # All Items
]
# ? Default Catagory Display ?
# Not hard to figure this one out.
ITEM_DEFAULT_CATEGORY = "Cibo"
# ? Item Screen Category Name ?
# Shows what current category is selected in the item description window.
# Must be arranged in the same order as CATAGORY_IDENTIFIER.
CATEGORY_NAME = [
"Cibo",
"Battaglia",
Vocab.weapon, # Weapons
Vocab.armor1, # Shields
"#{Vocab.armor2}", # Head Gear
"#{Vocab.armor3}", # Body Gear
Vocab.armor4, # Accessories
"Speciali",
"Tutto",
]
# ? Descriptive Text ?
# Must be arranged in the same order as CATAGORY_IDENTIFIER
CATEGORY_DESCRIPTION = [
"Tutto ciò che aiuta a recupare HP e MP",
"Questi oggetti puoi usarli solo in battaglia",
"Lista delle #{Vocab.weapon}.",
"Lista dei #{Vocab.armor1}.",
"Prima lista di accessori .",
"Lista delle #{Vocab.armor3}.",
"Seconda lista di accessori .",
"Oggetti chiave .",
"Tutto ciò che ho",
]
# ? Coordinates of item description window. [ x, y ]
CATEGORY_WINDOW_POSITION = [1, 360]
# ? Number of rows in the item description window.
CATEGORY_WINDOW_COLUMNS = 9
# ? Item description window column line width.
CATEGORY_WINDOW_COL_WIDTH = 56
# ? item description window column spacer width.
CATEGORY_WINDOW_COL_SPACE = 1
end
end
#------------------------------------------------------------------------------#
$imported = {} if $imported == nil
$imported["CategorizeItem"] = true
module KGC::CategorizeItem
# ? Item Index ?
ITEM_DEFAULT_CATEGORY_INDEX = CATEGORY_IDENTIFIER.index(ITEM_DEFAULT_CATEGORY)
# ? Reserved Category Index ?
# To be honest I'm not entirely sure what this affects.
RESERVED_CATEGORY_INDEX = {
"Cibo" => CATEGORY_IDENTIFIER.index("Cibo"),
"Battaglia" => CATEGORY_IDENTIFIER.index("Battaglia"),
"Armi" => CATEGORY_IDENTIFIER.index("Armi"),
"Vestiti" => CATEGORY_IDENTIFIER.index("Vestiti"),
"Access.1" => CATEGORY_IDENTIFIER.index("Access.1"),
"Scarpe" => CATEGORY_IDENTIFIER.index("Scarpe"),
"Access.2" => CATEGORY_IDENTIFIER.index("Access.2"),
"Speciali" => CATEGORY_IDENTIFIER.index("Speciali"),
}
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
# Unless you know what you're doing, it's best not to alter anything beyond #
# this point, as this only affects the tags used for "Notes" in database. #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
# Whatever word(s) are after the separator ( | ) in the following lines are
# what are used to determine what is searched for in the "Notes" section.
# Regular Expression Definition
module Regexp
# Base Item Module
module BaseItem
# Category tag string
CATEGORY = /^<(?:CATEGORY|classification|category?)[ ]*(.*)>/i
end
end
end
#==============================================================================
# ? RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def create_categorize_item_cache
if @__item_category == nil || !KGC::CategorizeItem::ENABLE_AUTO_CATEGORIZE
@__item_category = []
else
@__item_category.compact!
end
self.note.split(/[\r\n]+/).each { |line|
if line =~ KGC::CategorizeItem::Regexp::BaseItem::CATEGORY
# ????
c = KGC::CategorizeItem::CATEGORY_IDENTIFIER.index($1)
@__item_category << c if c != nil
end
}
if @__item_category.empty?
@__item_category << KGC::CategorizeItem::ITEM_DEFAULT_CATEGORY_INDEX
elsif KGC::CategorizeItem::NOT_ALLOW_DUPLICATE
# ??????????????
@__item_category = [@__item_category.pop]
end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def item_category
create_categorize_item_cache if @__item_category == nil
return @__item_category
end
end
#==================================End Class===================================#
#==============================================================================
# ? RPG::UsableItem
#==============================================================================
class RPG::UsableItem < RPG::BaseItem
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def create_categorize_item_cache
@__item_category = []
if self.price == 0
@__item_category << KGC::CategorizeItem::RESERVED_CATEGORY_INDEX["Valuables"]
end
super
end
end
#==================================End Class===================================#
#==============================================================================
# ? RPG::Weapon
#==============================================================================
class RPG::Weapon < RPG::BaseItem
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def create_categorize_item_cache
@__item_category = []
@__item_category << KGC::CategorizeItem::RESERVED_CATEGORY_INDEX["Weapon"]
super
end
end
#==================================End Class===================================#
#==============================================================================
# ? RPG::Armor
#==============================================================================
class RPG::Armor < RPG::BaseItem
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def create_categorize_item_cache
@__item_category = []
@__item_category << KGC::CategorizeItem::RESERVED_CATEGORY_INDEX["Armor"]
type = nil
case self.kind
when 0
type = "Shields"
when 1
type = "Head Gear"
when 2
type = "Body Gear"
when 3
type = "Accessories"
end
if type != nil
@__item_category << KGC::CategorizeItem::RESERVED_CATEGORY_INDEX[type]
end
super
end
end
#==================================End Class===================================#
#==============================================================================
# ? Window_Item
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader :category # ????
#--------------------------------------------------------------------------
# ? ?????????
# x : ?????? X ??
# y : ?????? Y ??
# width : ???????
# height : ????????
#--------------------------------------------------------------------------
alias initialize_KGC_CategorizeItem initialize
def initialize(x, y, width, height)
@category = 0
initialize_KGC_CategorizeItem(x, y, width, height)
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def category=(value)
@category = value
refresh
end
#--------------------------------------------------------------------------
# ? ????????????????
# item : ????
#--------------------------------------------------------------------------
alias include_KGC_CategorizeItem? include?
def include?(item)
return false if item == nil
# ?????????????
if @category == KGC::CategorizeItem::RESERVED_CATEGORY_INDEX["All Items"]
return true
end
result = include_KGC_CategorizeItem?(item)
unless result
# ?????????????
if $imported["UsableEquipment"] && $game_party.item_can_use?(item)
result = true
end
end
# ?????????????
unless $game_temp.in_battle
result &= (item.item_category.include?(@category))
end
return result
end
end
#==================================End Class===================================#
#==============================================================================
# ? Window_ItemCategory
#------------------------------------------------------------------------------
# ?????????????????????????
#==============================================================================
class Window_ItemCategory < Window_Command
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
cols = KGC::CategorizeItem::CATEGORY_WINDOW_COLUMNS
width = KGC::CategorizeItem::CATEGORY_WINDOW_COL_WIDTH * cols + 32
width += (cols - 1) * KGC::CategorizeItem::CATEGORY_WINDOW_COL_SPACE
commands = KGC::CategorizeItem::CATEGORY_NAME
super(width, commands, cols, 0,
KGC::CategorizeItem::CATEGORY_WINDOW_COL_SPACE)
self.x = KGC::CategorizeItem::CATEGORY_WINDOW_POSITION[0]
self.y = KGC::CategorizeItem::CATEGORY_WINDOW_POSITION[1]
self.z = 1000
self.index = 0
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(KGC::CategorizeItem::CATEGORY_DESCRIPTION[self.index])
end
end
#==================================End Class===================================#
#==============================================================================
# ? Scene_Item
#==============================================================================
class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
alias start_KGC_CategorizeItem start
def start
start_KGC_CategorizeItem
@category_window = Window_ItemCategory.new
@category_window.help_window = @help_window
show_category_window
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
alias terminate_KGC_CategorizeItem terminate
def terminate
terminate_KGC_CategorizeItem
@category_window.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias update_KGC_CategorizeItem update
def update
@category_window.update
update_KGC_CategorizeItem
if @category_window.active
update_category_selection
end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_category_selection
unless @category_activated
@category_activated = true
return
end
# ?????????
if @last_category_index != @category_window.index
@item_window.category = @category_window.index
@item_window.refresh
@last_category_index = @category_window.index
end
if Input.trigger?(Input::
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
Sound.play_decision
hide_category_window
end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias update_item_selection_KGC_CategorizeItem update_item_selection
def update_item_selection
if Input.trigger?(Input::
Sound.play_cancel
show_category_window
return
end
update_item_selection_KGC_CategorizeItem
end
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
def show_category_window
@category_window.open
@category_window.active = true
@item_window.active = false
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
def hide_category_window
@category_activated = false
@category_window.close
@category_window.active = false
@item_window.active = true
# ???????????????????
if @item_window.index >= @item_window.item_max
@item_window.index = [@item_window.item_max - 1, 0].max
end
end
end[/spoiler]
but I would like these are differentiated by different colors, such as:
Item = Green
Shield= Yellow
Thanks for support :P
Well, you could use this script: Color Coded Items (http://rmrk.net/index.php/topic,31979.0.html), however it would require you to do each item individually. It would mostly be copy paste, but it may be a bit of a pain.
Global Text Codes (http://rmrk.net/index.php/topic,36393.0.html) could do it too, but it would also require you to set each individually. It might be preferable if you wanted to color code other aspects of the system as well though.
Thanks modern =)