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Script call for KGC Categorize Item (updated)

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Code: [Select]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/    ?            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
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

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,
Code: [Select]
$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

« Last Edit: January 07, 2012, 08:46:17 AM by IXFURU »