=begin
Improved Item Processing by Fomar0153 Version 1.0 ---------------------- Notes ---------------------- Allows you to define which items appear in the item processing window. ---------------------- Instructions ---------------------- Set VARIABLE_CAT to the id of the variable you wish to use to define what appears. By defualt: VARIABLE -> What appear 0 -> Normal Items 1 -> Weapons 2 -> Armours 3 -> Key Items 4 -> All Items 5+ will open up a custom selection window. You define the items to be included in it by note tagging. <itemp x> Where x is the value of the variable you want to use. ---------------------- Known bugs ---------------------- None =end class Window_KeyItem < Window_ItemList #-------------------------------------------------------------------------- # ● Change the number to the id of the variable you wish to use #-------------------------------------------------------------------------- VARIABLE_CAT = 2 #-------------------------------------------------------------------------- # ● Replaces the inherited method. #-------------------------------------------------------------------------- def include?(item) case $game_variables[VARIABLE_CAT] when 0 # Normal Items item.is_a?(RPG::Item) && !item.key_item? when 1 # Weapons item.is_a?(RPG::Weapon) when 2 # Armours item.is_a?(RPG::Armor) when 3 # Key Items item.is_a?(RPG::Item) && item.key_item? when 4 # All Items item.is_a?(RPG::Item) else item.is_a?(RPG::Item) && item.note.include?("<itemp " + $game_variables[VARIABLE_CAT].to_s + ">") end end #-------------------------------------------------------------------------- # ● Otherwise weapons and armours are not clickable - hopefully this won't # have any unforseen consequences. #-------------------------------------------------------------------------- def enable?(item) return true end end
일단 텍스트파일로도 첨부했습니다
이 스크립트는 199번 변수의값이 뭐냐에따라서 아이템의선택처리시 장비아이템,중요템,일반템,아머 등등을 보여주게할수있습니다. 제시도가능하구요
아무튼.. 제가 뭘 부탁드리고싶냐면요
이 스크립트에다가 카테고리를 넣고싶습니다
즉. 장비아이템,중요아이템 . 이렇게 분류탭을 넣고싶습니다.
그림으로도 첨부하겠습니다!