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KGC Categorize item + guia de uso
RPG maker VX :: Scripts ::
Página 1 de 1.
KGC Categorize item + guia de uso
Buenos Dias,tardes o noches, compañeros de la comunidad.
Viendo en los discos de respaldo de mi computadora, me encontre con este Script, y por lo visto de que no encontre en el foro mucho Scripts de KGC lo publico, para aquellos que aun trabaan con el RPG mker VX (lamentablemente no funciona en ACE)
Les dejo una imagen ilustrativa para que vean como ven los comentarios en la base de daos, para el buen funcionamiento del Script.
[Tienes que estar registrado y conectado para ver esa imagen]
[Tienes que estar registrado y conectado para ver este vínculo]
NOTA:Tengo problemas para meter la imagen, asi que les dejo el link por cualquier cosa
[Tienes que estar registrado y conectado para ver esa imagen]
Viendo en los discos de respaldo de mi computadora, me encontre con este Script, y por lo visto de que no encontre en el foro mucho Scripts de KGC lo publico, para aquellos que aun trabaan con el RPG mker VX (lamentablemente no funciona en ACE)
- Código:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ◆ Item Categorization - KGC_CategorizeItem ◆ VX ◆
#_/ ◇ Last update : 2008/04/10 ◇
#_/ ◇ Translated by Mr. Anonymous ◇
#_/-----------------------------------------------------------------------------
#_/ 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 to the
#_/ notes on the specified item.
#_/ EX. A Potion would be listed as and a Sword would be
#_/ listed as , 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 = [
"Goods", # Consumable items (potion)
"Combat", # Battle-only items (fire bomb)
"Weapons", # Weapons
"Shields", # Shields
"Helmets", # Head Gear / Helmets
"Armor", # Body Gear / Armor
"Accessories", # Accessories / Rings, Necklaces, etc
"Valuables", # Treasures and the like
"Special Items", # AKA Plot Devices. Special keys, etc.
"All Items", # All Items
]
# ◆ Default Catagory Display ◆
# Not hard to figure this one out.
ITEM_DEFAULT_CATEGORY = "Goods"
# ◆ 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 = [
"Pociones",
"Combate",
Vocab.weapon, # Weapons
Vocab.armor1, # Shields
"#{Vocab.armor2}", # Head Gear
"#{Vocab.armor3}", # Body Gear
Vocab.armor4, # Accessories
"Tesoros",
"Importantesl",
"Todos",
]
# ◆ Descriptive Text ◆
# Must be arranged in the same order as CATAGORY_IDENTIFIER
CATEGORY_DESCRIPTION = [
#"Viewing #{Vocab.item}.",
"Ver Pociones Disponibles",
#"Viewing Combat #{Vocab.item}. For use during battle.",
"Ver Objetos de Combate(Utilizables solo en Batalla)",
#"Viewing #{Vocab.weapon}s.",
"Ver Armas Disponibles",
#"Viewing #{Vocab.armor1}s.",
"Ver Escudos Disponibles.",
#"Viewing #{Vocab.armor2}s.",
"Ver Cascos y Yelmos Disponibles.",
#"Viewing #{Vocab.armor3}s.",
"Ver Armaduras Disponibles.",
#"Viewing #{Vocab.armor4}.",
"Ver Accesorios Disponibles",
#"Viewing Valuables.",
"Ver Tesoros (Objetos Raros y/o Coleccionables)",
#"Viewing Special #{Vocab.item}. A.K.A. Plot Devices.",
"Ver Objetos importantes (Llaves entre otros).",
#"Viewing All #{Vocab.item}.",
"Ver todos los objetos Disponibles.",
]
# ◆ Coordinates of item description window. [ x, y ]
CATEGORY_WINDOW_POSITION = [1, 48]
# ◆ Number of rows in the item description window.
CATEGORY_WINDOW_COLUMNS = 10
# ◆ 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
#--------------------------------------------------------------------------
# ○ アイテム分類のキャッシュ生成
#--------------------------------------------------------------------------
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
# カテゴリ
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
# 最後に指定したカテゴリに配置
@__item_category = [@__item_category.pop]
end
end
#--------------------------------------------------------------------------
# ○ アイテムのカテゴリ
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ アイテム分類のキャッシュ生成
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ アイテム分類のキャッシュ生成
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ アイテム分類のキャッシュ生成
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :category # カテゴリ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# width : ウィンドウの幅
# height : ウィンドウの高さ
#--------------------------------------------------------------------------
alias initialize_KGC_CategorizeItem initialize
def initialize(x, y, width, height)
@category = 0
initialize_KGC_CategorizeItem(x, y, width, height)
end
#--------------------------------------------------------------------------
# ○ カテゴリ設定
#--------------------------------------------------------------------------
def category=(value)
@category = value
refresh
end
#--------------------------------------------------------------------------
# ● アイテムをリストに含めるかどうか
# item : アイテム
#--------------------------------------------------------------------------
alias include_KGC_CategorizeItem? include?
def include?(item)
return false if item == nil
# 「全種」なら無条件で含める
if @category == KGC::CategorizeItem::RESERVED_CATEGORY_INDEX["All Items"]
return true
end
result = include_KGC_CategorizeItem?(item)
unless result
# 使用可能なら追加候補とする
if $imported["UsableEquipment"] && $game_party.item_can_use?(item)
result = true
end
end
# 戦闘外ならカテゴリ一致判定
unless $game_temp.in_battle
result &= (item.item_category.include?(@category))
end
return result
end
end
#==================================End Class===================================#
#==============================================================================
# □ Window_ItemCategory
#------------------------------------------------------------------------------
# アイテム画面でカテゴリ選択を行うウィンドウです。
#==============================================================================
class Window_ItemCategory < Window_Command
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(KGC::CategorizeItem::CATEGORY_DESCRIPTION[self.index])
end
end
#==================================End Class===================================#
#==============================================================================
# ■ Scene_Item
#==============================================================================
class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 終了処理
#--------------------------------------------------------------------------
alias terminate_KGC_CategorizeItem terminate
def terminate
terminate_KGC_CategorizeItem
@category_window.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_KGC_CategorizeItem update
def update
@category_window.update
update_KGC_CategorizeItem
if @category_window.active
update_category_selection
end
end
#--------------------------------------------------------------------------
# ○ カテゴリ選択の更新
#--------------------------------------------------------------------------
def update_category_selection
unless @category_activated
@category_activated = true
return
end
# 選択カテゴリー変更
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
#--------------------------------------------------------------------------
# ● アイテム選択の更新
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ カテゴリウィンドウの表示
#--------------------------------------------------------------------------
def show_category_window
@category_window.open
@category_window.active = true
@item_window.active = false
end
#--------------------------------------------------------------------------
# ○ カテゴリウィンドウの非表示
#--------------------------------------------------------------------------
def hide_category_window
@category_activated = false
@category_window.close
@category_window.active = false
@item_window.active = true
# アイテムウィンドウのインデックスを調整
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
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
Les dejo una imagen ilustrativa para que vean como ven los comentarios en la base de daos, para el buen funcionamiento del Script.
[Tienes que estar registrado y conectado para ver esa imagen]
[Tienes que estar registrado y conectado para ver este vínculo]
NOTA:Tengo problemas para meter la imagen, asi que les dejo el link por cualquier cosa
[Tienes que estar registrado y conectado para ver esa imagen]
Última edición por Arquebuss el Sáb 19 Mayo 2012, 1:44 am, editado 2 veces (Razón : Problemas en la insercion de imagen)
Arquebuss- 130
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