Agrupando Itens [RPG Maker XP]

12 de maio de 2012

Um simples, porém eficiente script para o RPG Maker XP que, ao adicionado no seu game/projeto, modifica levemente o menu padrão deste maker de forma a agrupar os itens que o herói possui, de acordo com a natureza destes.

Ele pode ser customizado, procurando estas linhas no script:

#------------------------------------------------------------------------
  KIND_NAMES = ["Items", "Armas", "Eqp de Defesa"]
#------------------------------------------------------------------------

Definição dos nomes dos comandos de menu.

#------------------------------------------------------------------------
KIND_KINDS = [0, 1, 2]
#------------------------------------------------------------------------

Define a ordem das funções.
0 = ITEM.
1 = ARMAS.
2 = Equipamentos de defesa.

#------------------------------------------------------------------------
@help_window.set_text(KIND_NAMES[self.index] + " - Selecione o item desejado.")
#------------------------------------------------------------------------

Nesta linha, você pode modificar o texto que irá aparecer na ajuda da janela.

Para instalar o script, basta instalar o código dele acima do Main.

######################################################################
############################ XRXS ####################################
######################################################################
#Script permite organizar os itens pelas suas características de
#funções.
######################################################################

module XRXS_MP2_Fixed_Variable
  #Definição dos nomes dos comandos de menu.
  KIND_NAMES = ["Itens", "Armas", "Eqp de Defesa"]
  #Ordem das funções.
  #0 = ITEM.
  #1 = ARMAS.
  #2 = Equipamentos de defesa.
  KIND_KINDS = [0, 1, 2]
end
######################################################################
class Window_Item < Window_Selectable
  include XRXS_MP2_Fixed_Variable
  alias xrxs_mp2_initialize initialize
  def initialize
    xrxs_mp2_initialize
    if not $scene.is_a?(Scene_Battle)
      self.y += 64
      self.height -= 64
    end
    @itemkind = KIND_KINDS[0]
    refresh
  end
  alias xrxs_mp2_refresh refresh
  def refresh
    if @itemkind == nil
      xrxs_mp2_refresh
      return
    end
      if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    @item_max = data_sdgs(@itemkind)
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def set_itemkind_index(itemkind_index)
    @itemkind = KIND_KINDS[itemkind_index]
    refresh
  end
  def data_sdgs(itemkind)
    @data = []
    if $scene.is_a?(Scene_Battle)
      get_data(0, false)
    elsif itemkind.is_a?(Numeric) or itemkind.nil?
      get_data(itemkind, false)
    elsif itemkind.is_a?(Array)
      for i in 0...itemkind.size
        get_data(itemkind[i], false)
      end
    end
    return @data.size
  end
  def get_data(itemkind, refresh = false)
    case itemkind
    when nil
      set_own_item_data
      set_own_weapon_data
      set_own_armor_data
    when 0
      set_own_item_data
    when 1
      set_own_weapon_data
    when 2
      set_own_armor_data
    when 11
      set_own_throw_weapons_data
    when 20
      set_own_armor_shield_data
    when 21
      set_own_armor_helm_data
    when 22
      set_own_armor_mail_data
    when 23
      set_own_armor_accessory_data
    when 31
      set_own_item_noscope_data
    when 32
      set_own_item_battleonly_data
    when 33
      set_own_item_menuonly_data
    when 34
      set_own_item_unusable_data
    when 35
      set_own_item_commonevent_data
    when 36
      set_own_item_zeroprice_data
    when 37
      set_own_item_parameterup_data
    when 38
      set_own_item_recovers_data
    when 39
      set_own_item_elements_data
    when -20
      last_data = @data.dup
      @data.clear
      set_own_armor_shield_data
      @data = last_data - @data
    when -21
      last_data = @data.dup
      @data.clear
      set_own_armor_helm_data
      @data = last_data - @data
    when -22
      last_data = @data.dup
      @data.clear
      set_own_armor_mail_data
      @data = last_data - @data
    when -23
      last_data = @data.dup
      @data.clear
      set_own_armor_accessory_data
      @data = last_data - @data
    when -31
      last_data = @data.dup
      @data.clear
      set_own_item_noscope_data
      @data = last_data - @data
    when -32
      last_data = @data.dup
      @data.clear
      set_own_item_battleonly_data
      @data = last_data - @data
    when -33
      last_data = @data.dup
      @data.clear
      set_own_item_menuonly_data
      @data = last_data - @data
    when -34
      last_data = @data.dup
      @data.clear
      set_own_item_unusable_data
      @data = last_data - @data
    when -35
      last_data = @data.dup
      @data.clear
      set_own_item_commonevent_data
      @data = last_data - @data
    when -36
      last_data = @data.dup
      @data.clear
      set_own_item_zeroprice_data
      @data = last_data - @data
    when -37
      last_data = @data.dup
      @data.clear
      set_own_item_parameterup_data
      @data = last_data - @data
    when -38
      last_data = @data.dup
      @data.clear
      set_own_item_recovers_data
      @data = last_data - @data
    when -39
      last_data = @data.dup
      @data.clear
      set_own_item_elements_data
      @data = last_data - @data
    else
      if refresh
      xrxs_mp2_refresh
      else
        @data = []
      end
    end
    return
  end
  def set_own_item_data
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      end
    end
  end
  def set_own_weapon_data
    for i in 1...$data_weapons.size
      if $game_party.weapon_number(i) > 0
        @data.push($data_weapons[i])
      end
    end
  end
  def set_own_armor_data
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0
        @data.push($data_armors[i])
      end
    end
  end
  def set_own_armor_shield_data
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0
        if $data_armors[i].kind == 0 and !@data.include?($data_armors[i])
          @data.push($data_armors[i])
        end
      end
    end
  end
  def set_own_armor_helm_data
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0
        if $data_armors[i].kind == 1 and !@data.include?($data_armors[i])
          @data.push($data_armors[i])
        end
      end
    end
  end
  def set_own_armor_mail_data
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0
        if $data_armors[i].kind == 2 and !@data.include?($data_armors[i])
          @data.push($data_armors[i])
        end
      end
    end
  end
  def set_own_armor_accessory_data
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0
        if $data_armors[i].kind == 3 and !@data.include?($data_armors[i])
          @data.push($data_armors[i])
        end
      end
    end
  end
  def set_own_item_noscope_data
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        if $data_items[i].scope == 0 and !@data.include?($data_items[i])
          @data.push($data_items[i])
        end
      end
    end
  end
  def set_own_item_battleonly_data
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        if $data_items[i].occasion == 1 and !@data.include?($data_items[i])
          @data.push($data_items[i])
        end
      end
    end
  end
  def set_own_item_menuonly_data
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        if $data_items[i].occasion == 2 and !@data.include?($data_items[i])
          @data.push($data_items[i])
        end
      end
    end
  end
  def set_own_item_unusable_data
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        if $data_items[i].occasion == 3 and !@data.include?($data_items[i])
          @data.push($data_items[i])
        end
      end
    end
  end
  def set_own_item_commonevent_data
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        if $data_items[i].common_event_id > 0 and 
!@data.include?($data_items[i])
          @data.push($data_items[i])
        end
      end
    end
  end
  def set_own_item_zeroprice_data
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        if $data_items[i].price == 0 and !@data.include?($data_items[i])
          @data.push($data_items[i])
        end
      end
    end
  end
  def set_own_item_parameterup_data
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        if $data_items[i].parameter_type > 0 and 
!@data.include?($data_items[i])
          @data.push($data_items[i])
        end
      end
    end
  end
  def set_own_item_recovers_data
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        if ($data_items[i].recover_hp_rate > 0 or
            $data_items[i].recover_hp > 0 or
            $data_items[i].recover_sp_rate > 0 or
            $data_items[i].recover_sp > 0 or
            $data_items[i].minus_state_set.size > 0) and
          !@data.include?($data_items[i])
          @data.push($data_items[i])
        end
      end
    end
  end
  def set_own_item_elements_data
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        if $data_items[i].element_set.size > 0 and 
!@data.include?($data_items[i])
          @data.push($data_items[i])
        end
      end
    end
  end
end
class Window_Itemkind < Window_Selectable
  include XRXS_MP2_Fixed_Variable
  def initialize
    super(0, 64, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    @commands = KIND_NAMES
    @item_max = KIND_NAMES.size
    @column_max = KIND_NAMES.size
    @disabled = []
    for i in 0...@item_max
      @disabled[i] = false
    end
    self.active = true
    self.index = 0
    refresh
  end
  def disable(index)
    @disabled[index] = true
    refresh
  end
  def disabled?(index)
    return @disabled[index]
  end
  def refresh
    self.contents.clear
    for i in 0...KIND_NAMES.size
      draw_item(i, (@disabled[i] ? disabled_color : normal_color))
    end
  end
  def draw_item(index, color)
    self.contents.font.color = color
    x = 304 + (index - KIND_NAMES.size/2.0) * 600/KIND_NAMES.size
    rect = Rect.new(x, 0, 600/KIND_NAMES.size, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index], 1)
  end
  def update_cursor_rect
    if index != -1
      return unless self.active
      x = 304 + (index - KIND_NAMES.size/2.0) * 600/KIND_NAMES.size
      self.cursor_rect.set(x, 0, 600/KIND_NAMES.size, 32)
      update_help
    end
  end
  def update_help
    return if @help_window.nil?
    @help_window.set_text(KIND_NAMES[self.index] + " - Selecione o item 
desejado.")
  end
end
class Scene_Item
  include XRXS_MP2_Fixed_Variable
  def main
    @help_window = Window_Help.new
    @item_window = Window_Item.new
    @kind_window = Window_Itemkind.new
    @item_window.help_window = @help_window
    @kind_window.help_window = @help_window
    for i in 0...KIND_NAMES.size
      @kind_window.disable(i) if @item_window.data_sdgs(KIND_KINDS[i]) == 0
    end
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    @kind_window.active = true
    @item_window.active = false
    @item_window.index = -1
    @now_itemkind = nil
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
    @kind_window.dispose
  end
  alias xrxs_mp2_update update
  def update
    xrxs_mp2_update
    if @now_itemkind != @kind_window.index
      @item_window.set_itemkind_index(@kind_window.index)
      @now_itemkind = @kind_window.index
    end
    @kind_window.update
    if @kind_window.active
      update_kind
      return
    end
  end
  alias xrxs_mp2_update_item update_item
  def update_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @kind_window.active = true
      @item_window.active = false
      @item_window.index = -1
      Input.update
      return
    end
    xrxs_mp2_update_item
  end
  def update_kind
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(0)
      return
    end
    if Input.trigger?(Input::C)
      if @kind_window.disabled?(@kind_window.index)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @item_window.active = true
      @item_window.index = 0
      @kind_window.active = false
      return
    end
  end
end

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