#=============================================================================== #Scirpt Name : Dark's Item Menu #Author : Dark Sky #Forum : TaoTroChoi.com #Version : 2.1 #Release Date : 28 June 2014 #Credit : Dark Sky #Term of use : Free to use in every project! #=============================================================================== # *Change logs # - Version 1.0 : Release! # - Version 2.0 : Make it compatible with Theo's Limited Inventory! # - Version 2.1 : Add rank system for items/weapons/armors! #------------------------------------------------------------------------------- # - Script call : # change_item_rank(type, item, rank) # + type = 1 for items | type = 2 for weapons | type = 3 for armors # + item for items/weapons/weapons id # + rank = 1 for bronze | rank = 2 for silver | rank = 3 for gold # rank = 4 for diamond # - Notetag : # : where n is an integer (n = 1->4) #=============================================================================== $imported = {} if $imported.nil? $imported["Dark's Item Menu"] = true #=============================================================================== # -EDITABLE REGION- #=============================================================================== # Window's Text module DarkSky Help_Text = "Help : " Status_Text = "Weapons/Armor's Parameters" ATK_Text = "ATK" DEF_Text = "DEF" MAT_Text = "MAT" MDEF_Text = "MDEF" AGI_Text = "AGI" LUK_Text = "LUK" MHP_Text = "MHP" MMP_Text = "MMP" #Font Setup = [Font Size, Font Bold, Font Italic, Font Name] Font = [ 18 , true , false , "Times New Roman"] Contents_WS_Y = 30 # Gauge Color Outline = Color.new(255,255,255) Outline_Width = 203 Orange = Color.new(255,137,0) Blue = Color.new(0,196,255) Violet = Color.new(213,0,255) Violet2 = Color.new(165,0,198) Green = Color.new(0,255,145) Green2 = Color.new(0,255,60) Cyan = Color.new(124,255,243) Cyan2 = Color.new(0,247,255) Yellow = Color.new(255,255,0) Yellow2 = Color.new(255,239,0) Red = Color.new(255,69,0) Red2 = Color.new(255,0,0) SkyBlue1 = Color.new(135,206,255) DeepSkyBlue1 = Color.new(0,191,255) Rank_Color = [ Color.new(185,100,58), #Bronze Color.new(174,174,174), #Silver Color.new(236,213,1), #Gold Color.new(0,222,255) #Diamond ] #=============================================================================== # -EDITABLE REGION- #=============================================================================== end #=============================================================================== # ** Scene_Item #------------------------------------------------------------------------------ # This class performs the item screen processing. #============================================================================== class Scene_Item < Scene_ItemBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- alias darksky_def_start start def start darksky_def_start create_item_status_window end #-------------------------------------------------------------------------- # * Create Item Status Window #-------------------------------------------------------------------------- def create_item_status_window wy = @help_window.y + @help_window.height wh = Graphics.height - wy - 48 ww = Graphics.width - @item_window.width wx = 0 @item_status = Window_ItemStatus.new(wx, wy, ww, wh) @item_status.viewport = @viewport end #-------------------------------------------------------------------------- # * Create Item Window #-------------------------------------------------------------------------- def create_item_window wy = @help_window.y + @help_window.height wh = Graphics.height - wy - 48 ww = Graphics.width/2 + 32 wx = Graphics.width - ww @item_window = Window_ItemList.new(wx, wy, ww, wh) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:on_item_cancel)) @category_window.item_window = @item_window end #-------------------------------------------------------------------------- # * Create Category Window #-------------------------------------------------------------------------- def create_category_window @category_window = Window_ItemCategory.new @category_window.width = Graphics.width @category_window.viewport = @viewport @category_window.help_window = @help_window @category_window.x = 0 @category_window.y = 296 + 72 @category_window.set_handler(:ok, method(:on_category_ok)) @category_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # * Overwrite Use Command Window #-------------------------------------------------------------------------- def create_usecommand_window @use_command = Window_ItemUseCommand.new @use_command.x = @item_window.x + 60 @use_command.y = @item_window.y + 70 @use_command.set_handler(:use, method(:use_command_ok)) @use_command.set_handler(:discard, method(:on_discard_ok)) @use_command.set_handler(:cancel, method(:on_usecmd_cancel)) @use_command.viewport = @viewport end #-------------------------------------------------------------------------- # * Overwrite Freeslot Window #-------------------------------------------------------------------------- def create_freeslot_window wy = @item_window.y + @item_window.height wh = Theo::LimInv::Display_ItemSize ? Graphics.width/2 : Graphics.width @freeslot = Window_FreeSlot.new(354,wy,wh) @freeslot.width = 190 @freeslot.viewport = @viewport end def create_itemsize_window return unless Theo::LimInv::Display_ItemSize wx = 240 wy = @freeslot.y ww = 114 @itemsize = Window_ItemSize.new(wx,wy,ww) @itemsize.viewport = @viewport @item_window.item_size_window = @itemsize end end #============================================================================== # ** Window_ItemList #------------------------------------------------------------------------------ # This window displays a list of party items on the item screen. #============================================================================== class Window_ItemList < Window_Selectable #-------------------------------------------------------------------------- # * Overwrite Def Col Max #-------------------------------------------------------------------------- def col_max return 1 end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] if item rect = item_rect(index) rect.width -= 4 draw_item_name(item, rect.x, rect.y, true)#enable?(item)) draw_item_number(rect, item) end end #-------------------------------------------------------------------------- # * Overwrite Def Draw Number of Items #-------------------------------------------------------------------------- def draw_item_number(rect, item) make_font_smaller color = Color.new(0, 255, 162) contents.font.color.set(color) draw_text(rect, sprintf("x %2d", $game_party.item_number(item)), 2) reset_font_settings end def draw_item_name(item, x, y, enabled = true, width = 174) return unless item draw_icon(item.icon_index, x, y, enabled) #---------Rank Color----------------------------------------------------- # Item Rank if item.is_a?(RPG::Item) if $data_items[item.id].rank == 0 change_color(normal_color, enabled) end if $data_items[item.id].rank == 1 change_color(DarkSky::Rank_Color[0], enabled) end if $data_items[item.id].rank == 2 change_color(DarkSky::Rank_Color[1], enabled) end if $data_items[item.id].rank == 3 change_color(DarkSky::Rank_Color[2], enabled) end if $data_items[item.id].rank == 4 change_color(DarkSky::Rank_Color[3], enabled) end end # Weapon Rank if item.is_a?(RPG::Weapon) if $data_weapons[item.id].rank == 0 change_color(normal_color, enabled) end if $data_weapons[item.id].rank == 1 change_color(DarkSky::Rank_Color[0], enabled) end if $data_weapons[item.id].rank == 2 change_color(DarkSky::Rank_Color[1], enabled) end if $data_weapons[item.id].rank == 3 change_color(DarkSky::Rank_Color[2], enabled) end if $data_weapons[item.id].rank == 4 change_color(DarkSky::Rank_Color[3], enabled) end end # Armor Rank if item.is_a?(RPG::Armor) if $data_armors[item.id].rank == 0 change_color(normal_color, enabled) end if $data_armors[item.id].rank == 1 change_color(DarkSky::Rank_Color[0], enabled) end if $data_armors[item.id].rank == 2 change_color(DarkSky::Rank_Color[1], enabled) end if $data_armors[item.id].rank == 3 change_color(DarkSky::Rank_Color[2], enabled) end if $data_armors[item.id].rank == 4 change_color(DarkSky::Rank_Color[3], enabled) end end #---------Text----------------------------------------------------- draw_text(x + 24, y, width, line_height, item.name) #a = item.name.size + width #change_color(DarkSky::Yellow, enabled) #draw_text(a, y, width - 100, line_height, $data_items[item.id].rank.to_s) #end end #-------------------------------------------------------------------------- # * Alias Def Update Help #-------------------------------------------------------------------------- alias dark_update_help update_help def update_help dark_update_help() #-ATK STAT---------------------------------------------------------------- if item.is_a?(RPG::Weapon) || item.is_a?(RPG::Armor) a = $data_weapons[item.id].params[2].to_s b = $data_armors[item.id].params[2].to_s else a = "0" b = "0" end $game_system.menu_atk_stat = a if item.is_a?(RPG::Weapon) $game_system.menu_atk_stat = b if item.is_a?(RPG::Armor) #------------------------------------------------------------------------- #-DEF STAT---------------------------------------------------------------- if item.is_a?(RPG::Weapon) or item.is_a?(RPG::Armor) a = $data_weapons[item.id].params[3].to_s b = $data_armors[item.id].params[3].to_s else a = "0" end $game_system.menu_def_stat = a if item.is_a?(RPG::Weapon) $game_system.menu_def_stat = b if item.is_a?(RPG::Armor) #------------------------------------------------------------------------- #-MAT STAT---------------------------------------------------------------- if item.is_a?(RPG::Weapon) or item.is_a?(RPG::Armor) a = $data_weapons[item.id].params[4].to_s b = $data_armors[item.id].params[4].to_s else a = "0" b = "0" end $game_system.menu_mat_stat = a if item.is_a?(RPG::Weapon) $game_system.menu_mat_stat = b if item.is_a?(RPG::Armor) #------------------------------------------------------------------------- #-MDEF STAT---------------------------------------------------------------- if item.is_a?(RPG::Weapon) or item.is_a?(RPG::Armor) a = $data_weapons[item.id].params[5].to_s b = $data_armors[item.id].params[5].to_s else a = "0" b = "0" end $game_system.menu_mdef_stat = a if item.is_a?(RPG::Weapon) $game_system.menu_mdef_stat = b if item.is_a?(RPG::Armor) #------------------------------------------------------------------------- #-AGI STAT---------------------------------------------------------------- if item.is_a?(RPG::Weapon) or item.is_a?(RPG::Armor) a = $data_weapons[item.id].params[6].to_s b = $data_armors[item.id].params[6].to_s else a = "0" b = "0" end $game_system.menu_agi_stat = a if item.is_a?(RPG::Weapon) $game_system.menu_agi_stat = b if item.is_a?(RPG::Armor) #------------------------------------------------------------------------- #-LUK STAT---------------------------------------------------------------- if item.is_a?(RPG::Weapon) or item.is_a?(RPG::Armor) a = $data_weapons[item.id].params[7].to_s b = $data_armors[item.id].params[7].to_s else a = "0" b = "0" end $game_system.menu_luk_stat = a if item.is_a?(RPG::Weapon) $game_system.menu_luk_stat = b if item.is_a?(RPG::Armor) #------------------------------------------------------------------------- #-MHP STAT---------------------------------------------------------------- if item.is_a?(RPG::Weapon) or item.is_a?(RPG::Armor) a = $data_weapons[item.id].params[0].to_s b = $data_armors[item.id].params[0].to_s else a = "0" b = "0" end $game_system.menu_mhp_stat = a if item.is_a?(RPG::Weapon) $game_system.menu_mhp_stat = b if item.is_a?(RPG::Armor) #------------------------------------------------------------------------- #-MMP STAT---------------------------------------------------------------- if item.is_a?(RPG::Weapon) or item.is_a?(RPG::Armor) a = $data_weapons[item.id].params[1].to_s b = $data_armors[item.id].params[1].to_s else a = "0" b = "0" end $game_system.menu_mmp_stat = a if item.is_a?(RPG::Weapon) $game_system.menu_mmp_stat = b if item.is_a?(RPG::Armor) #------------------------------------------------------------------------- end #-------------------------------------------------------------------------- # * Overwrite Def process_handling #-------------------------------------------------------------------------- def process_handling return unless open? && active return process_ok if ok_enabled? && Input.trigger?(:C) return process_cancel && menu_stat_return_nil if cancel_enabled? && Input.trigger?(:B) return process_pagedown if handle?(:pagedown) && Input.trigger?(:R) return process_pageup if handle?(:pageup) && Input.trigger?(:L) end #-------------------------------------------------------------------------- # * Def menu_stat_return_nil #-------------------------------------------------------------------------- def menu_stat_return_nil $game_system.menu_atk_stat = nil # ATK Stat var return nil if Cancel $game_system.menu_def_stat = nil # DEF Stat var return nil if Cancel $game_system.menu_mat_stat = nil # MAT Stat var return nil if Cancel $game_system.menu_mdef_stat = nil # MDEF Stat var return nil if Cancel $game_system.menu_agi_stat = nil # AGI Stat var return nil if Cancel $game_system.menu_luk_stat = nil # LUK Stat var return nil if Cancel $game_system.menu_mhp_stat = nil # MHP Stat var return nil if Cancel $game_system.menu_mmp_stat = nil # MMP Stat var return nil if Cancel end end #============================================================================== # ** Window_Help #------------------------------------------------------------------------------ # This window shows skill and item explanations along with actor status. #============================================================================== class Window_Help < Window_Base #-------------------------------------------------------------------------- # * Set Item # item : Skills and items etc.-- #-------------------------------------------------------------------------- def set_item(item) if SceneManager.scene_is?(Scene_Item) set_text((item ? DarkSky::Help_Text : "") + (item ? item.description : "")+ (item ? " x " : "") + (item ? $game_party.item_number(item).to_s : "")) else set_text(item ? item.description : "") end # Condition end # Def end # Window_Help class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :menu_atk_stat attr_accessor :menu_def_stat attr_accessor :menu_mat_stat attr_accessor :menu_mdef_stat attr_accessor :menu_agi_stat attr_accessor :menu_luk_stat attr_accessor :menu_mhp_stat attr_accessor :menu_mmp_stat #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias dark_system_init initialize def initialize dark_system_init() @menu_atk_stat = nil @menu_def_stat = nil @menu_mat_stat = nil @menu_mdef_stat = nil @menu_agi_stat = nil @menu_luk_stat = nil @menu_mhp_stat = nil @menu_mmp_stat = nil end end #============================================================================== # ** Window_ItemStatus #------------------------------------------------------------------------------ # This window shows parameters of all weapons and armor you had in inventory! #============================================================================== class Window_ItemStatus < Window_Base #=============================================================================== # * Initialize #=============================================================================== def initialize(x, y, width, height) super(x, y, width, height) update end def update contents.clear reset_font_settings contents.font.size = DarkSky::Font[0] contents.font.bold = DarkSky::Font[1] contents.font.italic = DarkSky::Font[2] contents.font.name = DarkSky::Font[3] draw_text(0,0,300,line_height,DarkSky::Status_Text) #----------------------------------------------------------------------------- if $game_system.menu_atk_stat != nil contents.font.color.set(DarkSky::Orange) rate = $game_system.menu_atk_stat.to_f / 500 contents.fill_rect(0, DarkSky::Contents_WS_Y+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y, 200, rate, hp_gauge_color1, hp_gauge_color2) draw_text(0,DarkSky::Contents_WS_Y-5,300,line_height, DarkSky::ATK_Text + " : " + $game_system.menu_atk_stat.to_s) else contents.font.color.set(DarkSky::Orange) rate = 0 contents.fill_rect(0, DarkSky::Contents_WS_Y+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y, 200, rate, hp_gauge_color1, hp_gauge_color2) draw_text(0,DarkSky::Contents_WS_Y-5,300,line_height, DarkSky::ATK_Text + " : " + "0") end #----------------------------------------------------------------------------- if $game_system.menu_def_stat != nil contents.font.color.set(DarkSky::Blue) rate1 = $game_system.menu_def_stat.to_f / 500 contents.fill_rect(0, DarkSky::Contents_WS_Y*2+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*2, 200, rate1, mp_gauge_color1, mp_gauge_color2) draw_text(0,DarkSky::Contents_WS_Y*2-5,300,line_height, DarkSky::DEF_Text + " : " + $game_system.menu_def_stat.to_s) else contents.font.color.set(DarkSky::Blue) rate1 = 0 contents.fill_rect(0, DarkSky::Contents_WS_Y*2+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*2, 200, rate1, mp_gauge_color1, mp_gauge_color2) draw_text(0,DarkSky::Contents_WS_Y*2-5,300,line_height, DarkSky::DEF_Text + " : " + "0") end #----------------------------------------------------------------------------- if $game_system.menu_mat_stat != nil contents.font.color.set(DarkSky::Violet) rate3 = $game_system.menu_mat_stat.to_f / 500 contents.fill_rect(0, DarkSky::Contents_WS_Y*3+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*3, 200, rate3, DarkSky::Violet, DarkSky::Violet2) draw_text(0,DarkSky::Contents_WS_Y*3-5,300,line_height, DarkSky::MAT_Text + " : " + $game_system.menu_mat_stat.to_s) else rate3 = 0 contents.fill_rect(0, DarkSky::Contents_WS_Y*3+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*3, 200, rate3, DarkSky::Violet, DarkSky::Violet2) contents.font.color.set(DarkSky::Violet) draw_text(0,DarkSky::Contents_WS_Y*3-5,300,line_height, DarkSky::MAT_Text + " : " + "0") end #----------------------------------------------------------------------------- if $game_system.menu_mdef_stat != nil contents.font.color.set(DarkSky::Green) rate4 = $game_system.menu_mdef_stat.to_f / 500 contents.fill_rect(0, DarkSky::Contents_WS_Y*4+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*4, 200, rate4, DarkSky::Green, DarkSky::Green2) draw_text(0,DarkSky::Contents_WS_Y*4-5,300,line_height, DarkSky::MDEF_Text + " : " + $game_system.menu_mdef_stat.to_s) else rate4 = 0 contents.fill_rect(0,DarkSky::Contents_WS_Y*4+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*4, 200, rate4, DarkSky::Green, DarkSky::Green2) contents.font.color.set(DarkSky::Green) draw_text(0,DarkSky::Contents_WS_Y*4-5,300,line_height, DarkSky::MDEF_Text + " : " + "0") end #----------------------------------------------------------------------------- if $game_system.menu_agi_stat != nil contents.font.color.set(DarkSky::Cyan) rate5 = $game_system.menu_agi_stat.to_f / 500 contents.fill_rect(0, DarkSky::Contents_WS_Y*5+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*5, 200, rate5, DarkSky::Cyan, DarkSky::Cyan2) draw_text(0,DarkSky::Contents_WS_Y*5-5,300,line_height, DarkSky::AGI_Text + " : " + $game_system.menu_agi_stat.to_s) else rate5 = 0 contents.fill_rect(0, DarkSky::Contents_WS_Y*5+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*5, 200, rate5, DarkSky::Cyan, DarkSky::Cyan2) contents.font.color.set(DarkSky::Cyan) draw_text(0,DarkSky::Contents_WS_Y*5-5,300,line_height, DarkSky::AGI_Text + " : " + "0") end #----------------------------------------------------------------------------- if $game_system.menu_luk_stat != nil contents.font.color.set(DarkSky::Yellow) rate6 = $game_system.menu_luk_stat.to_f / 500 contents.fill_rect(0, DarkSky::Contents_WS_Y*6+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*6, 200, rate6, DarkSky::Yellow, DarkSky::Yellow2) draw_text(0,DarkSky::Contents_WS_Y*6-5,300,line_height, DarkSky::LUK_Text + " : " + $game_system.menu_luk_stat.to_s) else rate6 = 0 contents.fill_rect(0, DarkSky::Contents_WS_Y*6+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*6, 200, rate6, DarkSky::Yellow, DarkSky::Yellow2) contents.font.color.set(DarkSky::Yellow) draw_text(0,DarkSky::Contents_WS_Y*6-5,300,line_height, DarkSky::LUK_Text + " : " + "0") end #----------------------------------------------------------------------------- if $game_system.menu_mhp_stat != nil contents.font.color.set(DarkSky::Red) rate7 = $game_system.menu_mhp_stat.to_f / 500 contents.fill_rect(0, DarkSky::Contents_WS_Y*7+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*7, 200, rate7, DarkSky::Red, DarkSky::Red2) draw_text(0,DarkSky::Contents_WS_Y*7-5,300,line_height, DarkSky::MHP_Text + " : " + $game_system.menu_mhp_stat.to_s) else rate7 = 0 contents.fill_rect(0, DarkSky::Contents_WS_Y*7+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*7, 200, rate7, DarkSky::Red, DarkSky::Red2) contents.font.color.set(DarkSky::Red) draw_text(0,DarkSky::Contents_WS_Y*7-5,300,line_height, DarkSky::MHP_Text + " : " + "0") end #----------------------------------------------------------------------------- if $game_system.menu_mmp_stat != nil contents.font.color.set(DarkSky::SkyBlue1) rate8 = $game_system.menu_mmp_stat.to_f / 500 contents.fill_rect(0, DarkSky::Contents_WS_Y*8+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*8, 200, rate8, DarkSky::SkyBlue1, DarkSky::DeepSkyBlue1) draw_text(0,DarkSky::Contents_WS_Y*8-5,300,line_height, DarkSky::MMP_Text + " : " + $game_system.menu_mmp_stat.to_s) else rate8 = 0 contents.fill_rect(0, DarkSky::Contents_WS_Y*8+15, DarkSky::Outline_Width, 8, DarkSky::Outline) draw_gauge(2, DarkSky::Contents_WS_Y*8, 200, rate8, DarkSky::SkyBlue1, DarkSky::DeepSkyBlue1) contents.font.color.set(DarkSky::SkyBlue1) draw_text(0,DarkSky::Contents_WS_Y*8-5,300,line_height, DarkSky::MMP_Text + " : " + "0") end end end class Window_Base < Window def draw_inv_slot(x,y,width = contents.width,align = 1) txt = sprintf(" %d/%d",$game_party.total_inv_size, $game_party.inv_max) color = Theo::LimInv::NearMaxed_Color if $game_party.near_maxed? change_color(text_color(color)) else change_color(normal_color) end draw_text(x,y,width,line_height,txt,align) change_color(normal_color) end end #------------------------------------------------------------------------------- # -Read Database Notetag- #------------------------------------------------------------------------------- class RPG::Item attr_accessor :rank def load_notetag @rank = 0 note.split(/[\r\n]+/).each do |line| if line =~ //i convert = $1.to_i if convert < 5 @rank = convert else @rank = 0 end end end end end class RPG::Weapon attr_accessor :rank def load_notetag @rank = 0 note.split(/[\r\n]+/).each do |line| if line =~ //i convert = $1.to_i if convert < 5 @rank = convert else @rank = 0 end end end end end class RPG::Armor attr_accessor :rank def load_notetag @rank = 0 note.split(/[\r\n]+/).each do |line| if line =~ //i convert = $1.to_i if convert < 5 @rank = convert else @rank = 0 end end end end end #------------------------------------------------------------------------------- # -Load Database Notetag- #------------------------------------------------------------------------------- class << DataManager alias aliased_load_db load_database def load_database aliased_load_db $data_items.compact.each do |item| item.load_notetag end $data_weapons.compact.each do |weapon| weapon.load_notetag end $data_armors.compact.each do |armor| armor.load_notetag end end end #------------------------------------------------------------------------------- class Game_Interpreter def change_item_rank(type, item, rank) if type = 1 $data_items[item].rank = rank end if type = 2 $data_weapons[item].rank = rank end if type = 3 $data_armors[item].rank = rank end end end #=============================================================================== # -END OF SCRIPT- #===============================================================================