=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. 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?("") end end #-------------------------------------------------------------------------- # ● Otherwise weapons and armours are not clickable - hopefully this won't # have any unforseen consequences. #-------------------------------------------------------------------------- def enable?(item) return true end end