#===============================================================================
#
# Cozziekuns Simple Sort Inventory
# Last Date Updated: 09/06/10
#
# Like in Tales of Phantasia, this inventory allows you to sort your items in
# the categories: All, Items, Weapons and Armours.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 06/01/10 - Created Script.
# o 06/01/10 - Updated with Modern Algebra's recommendations.
# o 06/01/10 - Once again updated with Modern Algebra's recommendations.
# o 08/27/10 - Updated with Scrolling support. Thanks kawagiri for the idea, and
# Modern Algebra for some help.
# o 09/06/10 - Updated with some bugfixing. Thanks Fizzly for finding that out.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Nothing! Suggest something.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# Change the modules to your liking. The "hard" parts have instructions of their
# own.
#===============================================================================
$imported = {} if $imported == nil
$imported["CozSimplSortInvent"] = true
module COZZIEKUNS
module SSI
CATEGORY_TEXT = "Category:"
#===============================================================================
# Extra Item Categories (Inspired by Modern Algebra)
# ------------------------------------------------------------------------------
# How should I go about explaining something like this? Well, basically, each
# item in the hash represents a certain category. For example, the first hash we
# see here is:
#
# 0 => [144, "All", false]
#
# The syntax of this is:
#
# Category ID => [Icon Number, Text, Prime]
#
# Probably the most important part, the category ID is the number you want to
# put into the notebox that the item contains. For example, if you wanted to
# make the item "World Map" into a key item, simply add the text:
#
# \item_category[4]
#
# into the notebox. Note that numbers 0, 1, 2, and 3 are special. They're prime
# categories. Sound special right? Not really, this just means you have to have
# them in the inventory for this script to work. I could've gotten rid of them,
# but that would've just given more work on your part (and mine), so bear with
# them, please. Icon Numbers and Text are pretty self explanatory.
#
# Last, but not least, is the "Prime" function (inspired by Kyraiki). Setting
# this to "true" means that anything in the prime category will not show up in
# the item, weapon or armour categories. You can set if you want it to show up
# in all.
#===============================================================================
MOD_ALG_ITEM_CATEGORIES = {
0 => [144, "All", false],
1 => [64, "Items", false],
2 => [26, "Weapons", false],
3 => [40, "Armours", false],
4 => [80, "Key Items", true],
5 => [90, "Filler", false],
6 => [92, "Scrolling", false],
7 => [32, "Scrolling", false],
}
MOD_ALG_ITEM_CATEGORY_WIDTH = 220 # How wide you want your text window.
KYRIAKI_ALL_CATEOGRY_PRIME = false # If you want prime key items to show up in the all window.
MAX_NUMBER = (544 - MOD_ALG_ITEM_CATEGORY_WIDTH) / 54 # The maximum number of icons that will fit.
RIGHT_BUTTON = Input::Y
LEFT_BUTTON = Input::X
end
end
#==============================================================================
# ** RPG::BaseItem
#------------------------------------------------------------------------------
# The superclass of all states.
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# * Cozziekuns Category Index
#--------------------------------------------------------------------------
def coz_modalg_category_index
@coz_modalg_category_index = 0
if self.note[/\\item_category\[(\d+)]/i] != nil
@coz_modalg_category_index = $1.to_i
end
return @coz_modalg_category_index
end
end
#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
# This window displays a list of inventory items for the item screen, etc.
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
alias coz_modalg_ssi_refresh refresh
def refresh(sort_index = 0)
@sort_index = sort_index
coz_modalg_ssi_refresh
end
#--------------------------------------------------------------------------
# * Whether or not to include in item list
# item : item
#--------------------------------------------------------------------------
alias coz_modalg_ssi_include? include?
def include?(item)
val = coz_modalg_ssi_include?(item)
return false if !val
return case @sort_index
when 0
unless COZZIEKUNS::SSI::KYRIAKI_ALL_CATEOGRY_PRIME
if COZZIEKUNS::SSI::MOD_ALG_ITEM_CATEGORIES[item.coz_modalg_category_index][2]
return false
else
return true
end
else
return true
end
when 1
if COZZIEKUNS::SSI::MOD_ALG_ITEM_CATEGORIES[item.coz_modalg_category_index][2]
return false
else
return item.is_a?(RPG::Item)
end
when 2
if COZZIEKUNS::SSI::MOD_ALG_ITEM_CATEGORIES[item.coz_modalg_category_index][2]
return false
else
return item.is_a?(RPG::Weapon)
end
when 3
if COZZIEKUNS::SSI::MOD_ALG_ITEM_CATEGORIES[item.coz_modalg_category_index][2]
return false
else
return item.is_a?(RPG::Armor)
end
when 4..999
return item.coz_modalg_category_index == @sort_index
end
end
end
#==============================================================================
# ** Window_ItemCategory
#------------------------------------------------------------------------------
# This window displays what type of item is being displayed.
#==============================================================================
class Window_ItemCategory < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y, width)
super(x, y, width, WLH + 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(sort_index = 0)
@sort_index = sort_index
@item_categories = COZZIEKUNS::SSI::MOD_ALG_ITEM_CATEGORIES
@item_categories_width = COZZIEKUNS::SSI::MOD_ALG_ITEM_CATEGORY_WIDTH
@category_string = COZZIEKUNS::SSI::CATEGORY_TEXT
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, @item_categories_width - 40, WLH, @category_string, 0)
self.contents.font.color = normal_color
for i in 0...@item_categories.size
if @sort_index == i
self.contents.draw_text(4, 0, @item_categories_width - 40, WLH, @item_categories[i][1], 2)
end
end
end
end
#==============================================================================
# ** Window_ItemSort
#------------------------------------------------------------------------------
# This window displays what type of item is being displayed.
#==============================================================================
class Window_ItemSort < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y, width)
super(x, y, width, WLH + 32)
@ox = 0
if COZZIEKUNS::SSI::MAX_NUMBER < COZZIEKUNS::SSI::MOD_ALG_ITEM_CATEGORIES.size
self.contents = Bitmap.new(self.width - 32 + ((COZZIEKUNS::SSI::MOD_ALG_ITEM_CATEGORIES.size - COZZIEKUNS::SSI::MAX_NUMBER) * 54), self.height - 32)
end
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(sort_index = 0)
@sort_index = sort_index
@item_categories = COZZIEKUNS::SSI::MOD_ALG_ITEM_CATEGORIES
@item_categories_width = COZZIEKUNS::SSI::MOD_ALG_ITEM_CATEGORY_WIDTH
self.contents.clear
for i in 0...@item_categories.size
@icon_x = 0 + (i * ((544 - @item_categories_width) / @item_categories.size))
if @item_categories.size < COZZIEKUNS::SSI::MAX_NUMBER
draw_item(i)
else
draw_items(i)
end
if @sort_index == i
if @item_categories.size < COZZIEKUNS::SSI::MAX_NUMBER
draw_icon(@item_categories[i][0], @icon_x, 0, true)
else
draw_icon(@item_categories[i][0], i * 54, 0, true)
end
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
icons_x = (544 - @item_categories_width) / @item_categories.size
draw_icon(@item_categories[index][0], index * icons_x, 0, false)
end
#--------------------------------------------------------------------------
# * Draw Items
# index : item number
#--------------------------------------------------------------------------
def draw_items(index)
draw_icon(@item_categories[index][0], index * 54, 0, false)
end
end
#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
# This class performs the item screen processing.
#==============================================================================
class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@viewport = Viewport.new(0, 0, 544, 416)
@help_window = Window_Help.new
@help_window.viewport = @viewport
@item_window = Window_Item.new(0, 112, 544, 304)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.active = false
@category_width = COZZIEKUNS::SSI::MOD_ALG_ITEM_CATEGORY_WIDTH
@category_window = Window_ItemCategory.new(544 - @category_width, 56, @category_width)
@sort_window = Window_ItemSort.new(0, 56, 544 - @category_width)
@target_window = Window_MenuStatus.new(0, 0)
@sort_index = 0
@item_categories = COZZIEKUNS::SSI::MOD_ALG_ITEM_CATEGORIES
hide_target_window
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
alias coz_ssi_terminate terminate
def terminate
super
coz_ssi_terminate
@sort_window.dispose
@category_window.dispose
end
#--------------------------------------------------------------------------
# * Update Frame
#--------------------------------------------------------------------------
alias coz_ssi_update update
def update
super
coz_ssi_update
@sort_window.update
@category_window.update
end
#--------------------------------------------------------------------------
# * Update Item Selection
#--------------------------------------------------------------------------
def update_item_selection
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
@item = @item_window.item
if @item != nil
$game_party.last_item_id = @item.id
end
if $game_party.item_can_use?(@item)
Sound.play_decision
determine_item
else
Sound.play_buzzer
end
elsif Input.trigger?(COZZIEKUNS::SSI::RIGHT_BUTTON)
@sort_index += 1
@sort_index %= @item_categories.size
if @sort_index != 0
if @item_categories.size > COZZIEKUNS::SSI::MAX_NUMBER and @sort_index > COZZIEKUNS::SSI::MAX_NUMBER - 1
@sort_window.ox += 54
end
else
@sort_window.ox = 0
end
@category_window.refresh(@sort_index)
@sort_window.refresh(@sort_index)
@item_window.refresh(@sort_index)
@item_window.index = 0
Sound.play_cursor
elsif Input.trigger?(COZZIEKUNS::SSI::LEFT_BUTTON)
@sort_index -= 1
@sort_index %= @item_categories.size
if @sort_index + 1 == @item_categories.size
@sort_window.ox += 54 * (@item_categories.size - COZZIEKUNS::SSI::MAX_NUMBER)
else
if @item_categories.size > COZZIEKUNS::SSI::MAX_NUMBER and @sort_index > COZZIEKUNS::SSI::MAX_NUMBER - 2
@sort_window.ox -= 54
end
end
@category_window.refresh(@sort_index)
@sort_window.refresh(@sort_index)
@item_window.refresh(@sort_index)
@item_window.index = 0
Sound.play_cursor
end
end
end
I've made very minor changes, check the end of the config section to see what I've done. Make sure you know what the buttons are, it's different to your keyboard. For your benefit, by default:
Space/Enter/Z = C
Esc/Num0/X = B
Shift = A
A = X
S = Y
D = Z
Q = L
W = R
C/V/B = -