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- =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
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