[spoiler]#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ? Item Categorization - KGC_CategorizeItem ? VX ?
#_/ ? Last update : 2008/04/10 ?
#_/ ? Translated by Mr. Anonymous ?
#_/ ? http://ytomy.sakura.ne.jp/ ?
#_/-----------------------------------------------------------------------------
#_/ 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 = false
# ? 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 = [
"Rations", # Consumable items (potion)
"Tools", # Battle-only items (fire bomb)
"Weapons", # Weapons
"Armors", # Shields
"Info", # Head Gear / Helmets
"Sentimentals",
"Master", # Body Gear / Armor
"Rares", # Accessories / Rings, Necklaces, etc
"All",# All Items
]
# ? Default Catagory Display ?
# Not hard to figure this one out.
ITEM_DEFAULT_CATEGORY = "All"
# ? 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 = [
"Rations",
"Tools",
"Weapons", # Weapons
"Armors", # Shields
"Info", # Head Gear
"Sentimentals", # Body Gear
"Master", # Accessories
"Rares",
"All",
]
# ? Descriptive Text ?
# Must be arranged in the same order as CATAGORY_IDENTIFIER
CATEGORY_DESCRIPTION = [
"Viewing Rations.",
"Viewing Tools.",
"Viewing Weapons.",
"Viewing Armors.",
"Viewing Info.",
"Viewing Sentimentals.",
"Viewing Master.",
"Viewing Rares.",
"Viewing All Items.",
]
# ? Coordinates of item description window. [ x, y ]
CATEGORY_WINDOW_POSITION = [1, 48]
# ? Number of rows in the item description window.
CATEGORY_WINDOW_COLUMNS = 9
# ? Item description window column line width.
CATEGORY_WINDOW_COL_WIDTH = 50
# ? 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 = {
"All Items" => CATEGORY_IDENTIFIER.index("All Items"),
"Valuables" => CATEGORY_IDENTIFIER.index("Valuables"),
"Weapons" => CATEGORY_IDENTIFIER.index("Weapons"),
"Gear" => CATEGORY_IDENTIFIER.index("Gear"),
"Shields" => CATEGORY_IDENTIFIER.index("Shields"),
"Helmets" => CATEGORY_IDENTIFIER.index("Helmets"),
"Armor" => CATEGORY_IDENTIFIER.index("Armor"),
"Accessories" => CATEGORY_IDENTIFIER.index("Accessories")
}
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
# 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::B)
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::B)
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
#==================================End Class===================================#
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/item&tech=categorize_item
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_[/spoiler]
The above Script is KGC's Categorize Items. I need to know a how to implement a script call, opening the screen directly to the Scene_Item, and to a direct category, in this case, that which is labeled 'Sentimentals'.
*modification*
I've tried several ways. But I always have problems figuring out a script call, if one is not provided. This script assumes that the items scene will always open from the menu. I know how to make the call, $scene = Scene_Item.new But not how to open the scene with the 'index' already pointing to 'sentimentals' or the 5th category.
In my case, it 're-opens' after a player has viewed an item via Common Event. This is because all the items from this category are viewable cards, and the player should be able to return to the list of viewable cards when finished instead of being booted out to the map or the menu, or even having to scroll back through the categories of the items.
Upon use of item from said category:
Call Common Event X
View Card
Wait for input
When player removes text portion of card, card is removed from screen
SCRIPT CALL: Return player to Item/Category scene