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Nome Script: EK Items Menu
Versione: 1.4b
Autore/i: Equilibrium Keeper

Informazioni:
Lo script permette di avere a disposizione gli oggetti divisi, vale a dire che gli oggetti verranno divisi tra quelli che si possono usare in battaglia, sul Menù etc...

Istruzioni:
Inserite lo script sopra Main.
Istruzioni all'interno dello script ;)

Script:

#==============================================================================
# EK Items Menu v.1.4b
#------------------------------------------------------------------------------
# Created by: Equilibrium Keeper [[email protected]]
# Created on: 26.05.2008 18:57:18
# Special thanks: Рольф, ANNxiousity, insider
# Also thanks to: rpgmaker.sk6.ru, rpg-maker.info, rpgmakervx.net
#==============================================================================
# Description: The Script changes menu items structure adding filtration on
# different parametres
#------------------------------------------------------------------------------
# Requirements: Addon by Equilibrium Keeper v.1.00 or above
# Install: Make a new blank script page above main and copy this script.
#==============================================================================
# Instruction: Write the titles of desirable sections into the ITEMS_TYPE
# array (line 44). Write the selection parametres into the two-dimensional
# ITEMS_FILTRATION array (line 45) (choose parametres from the following list
# or assign yours). NOTE: One-dimensional arrays (selection parametres) in the
# ITEM_FILTRATION  array should be followed in the same order as categories
# corresponding to them in ITEMS_TYPE!
#------------------------------------------------------------------------------
# Standard selection parametres list (all the items are shown on default) :
# "Usable" - Items can be used either in menu or in battle, or both variants possible
# "Usable!" - Items can't be used ever.
# "Equipment" - Equipment items: either weapmon or armor (or both o.O)
# "Equipment!" - Non-equipment items
# "InMenu" - Items can be used in menu
# "InMenu!" - Items can't ever be used in menu.
# "InBattle" - In-battle usage possible
# "InBattle!" - In-battle usage impossible
#------------------------------------------------------------------------------
# To make your own selection parametre follow the steps listed below:
# 1) Write new category title into the ITEMS_TYPE array as a new value or
# by replacing the existing one.
# 2) Declare tag (e.g. "alch") and write it into the "Note" field of a weapon,
# armor or item you decided to refer to the new category.
# 3) Write this tag (after changing '' to '') into the ITEMS_FILTRATION
# array as a new condition or by replacing the existing one.
# 4) Add to the GetItemType block at the and of Case the code block similar to
# the lines 152..179 by changing "alch" and "alch!" to your tag and
# denying one.
#==============================================================================
module EKScripts
  ITEMS_TYPE = ["Usable", "Battle Only", "Equipment", "Other", "Alchemistry"]
  ITEMS_FILTRARION = [
    ["InMenu", "Equipment!", "alch!"],   # Usable
    ["InBattle", "InMenu!", "Equipment!"], # Battle Only
    ["Equipment"],                         # Equipment
    ["Usable!", "Equipment!", "alch!"],  # Other
    ["alch"]                             # For example: Alchemistry
  ] # ← Do not delete
end
class Window_Item < Window_Selectable
  #--------------------------------------------------------------------------
  attr_writer :type
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x      : window x-coordinate
  #     y      : window y-coordinate
  #     width  : window width
  #     height : window height
  #     type   : item type
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height, type = -1)
    super(x, y, width, height)
    @items_notes = []
    for i in 1..$data_items.size - 1
      @items_notes[i] = $data_items[i].note
    end
    @weapons_notes = []
    for i in 1..$data_weapons.size - 1
      @weapons_notes[i] = $data_weapons[i].note
    end
    @armors_notes = []
    for i in 1..$data_armors.size - 1
      @armors_notes[i] = $data_armors[i].note
    end
    @type = type
    @items_filtrarion = EKScripts::ITEMS_FILTRARION
    @column_max = 2
    self.index = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Whether or not to include in item list
  #     item : item
  #--------------------------------------------------------------------------
  def include?(item)
    return false if item == nil
    if $game_temp.in_battle
      return false unless item.is_a?(RPG::Item)
    else      
      return false if GetItemType(item) == false
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Whether or not to include in valid items list
  #     item : item
  #--------------------------------------------------------------------------
  def GetItemType(item)
    @item = item
    @return = true
    for i in 0..@items_filtrarion[@type].size - 1
      if @return == true
        case @items_filtrarion[@type][i]
          when "Usable"
            if !(item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon))
              unless $data_items[item.id].menu_ok? || $data_items[item.id].battle_ok?
                @return = false
              end
            end
          when "Usable!"
            if !(item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon))
              if $data_items[item.id].menu_ok? || $data_items[item.id].battle_ok?
                @return = false
              end
            end
          when "InMenu"
            if !(item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon))
              unless $data_items[item.id].menu_ok?
                @return = false
              end
            end
          when "InMenu!"
            if !(item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon))
              if $data_items[item.id].menu_ok?
                @return = false
              end
            end
          when "InBattle"
            if !(item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon))
              unless $data_items[item.id].battle_ok?
                @return = false
              end
            end
          when "InBattle!"
            if !(item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon))
              if $data_items[item.id].battle_ok?
                @return = false
              end
            end
          when "Equipment"
            unless item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon)
              @return = false
            end
          when "Equipment!"
            if item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon)
              @return = false
            end
          when "IsWeapon"
            unless item.is_a?(RPG::Weapon)
              @return = false
            end
          when "IsWeapon!"
            if item.is_a?(RPG::Weapon)
              @return = false
            end
          when "IsArmor"
            unless item.is_a?(RPG::Armor)
              @return = false
            end
          when "IsArmor!"
            if item.is_a?(RPG::Armor)
              @return = false
            end
          when "alch"
            if item.is_a?(RPG::Weapon)
              if @weapons_notes[item.id].index("alch") == nil
                @return = false
              end
            elsif item.is_a?(RPG::Armor)
              if @armors_notes[item.id].index("alch") == nil
                @return = false
              end
            else
              if @items_notes[item.id].index("alch") == nil
                @return = false
              end
            end
          when "alch!"
            if item.is_a?(RPG::Weapon)
              if @weapons_notes[item.id].index("alch") != nil
                @return = false
              end
            elsif item.is_a?(RPG::Armor)
              if @armors_notes[item.id].index("alch") != nil
                @return = false
              end
            else
              if @items_notes[item.id].index("alch") != nil
                @return = false
              end
            end
        end
      end
    end
    return @return
  end
end

class Scene_Item < Scene_Base
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @items_type = EKScripts::ITEMS_TYPE
    @spacing = 32 - (@items_type.size - 4) * 8
    if @spacing <= 0
      @spacing = 8
    end
    @command_window = Window_Command.new(544, @items_type, @items_type.size, 0, @spacing, 1)
    @command_window.index = 0
    @viewport = Viewport.new(0, 0, 544, 416)
    @help_window = Window_Help.new (0, 56)
    @help_window.viewport = @viewport
    @item_window = Window_Item.new(0, 112, 544, 304, 0)
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.active = false
    @target_window = Window_MenuStatus.new(0, 0)
    hide_target_window
    @command_window.active = true
    @item_window.active = false
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @viewport.dispose
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Frame
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @help_window.update
    @item_window.update
    @target_window.update
    if @command_window.active
      update_command_selection
    elsif @item_window.active
      update_item_selection
    elsif @target_window.active
      update_target_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      @command_window.active = false
      @item_window.active = true
    elsif Input.trigger?(Input::RIGHT) || Input.trigger?(Input::LEFT)
      @item_window.type = @command_window.index
      @item_window.refresh
      @item_window.update_help
    end
  end
  #--------------------------------------------------------------------------
  # * Update Item Selection
  #--------------------------------------------------------------------------
  def update_item_selection
    if Input.trigger?(Input::
      Sound.play_decision
      @item_window.active = false
      @command_window.active = true
      Sound.play_cancel
    elsif Input.trigger?(Input::C)
      @item = @item_window.item
      if @item != nil
        $game_party.last_item_id = @item.id
      end
      if $game_party.item_can_use?(@item)
        Sound.play_decision
        determine_item
      else
        Sound.play_buzzer
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Show(Recreate) Target Window
  #     right : Right justification flag (if false, left justification)
  #--------------------------------------------------------------------------
  def show_target_window(right)
    @item_window.active = false
    @target_window.dispose
    @target_window = Window_MenuStatus.new(0, 0)
    width_remain = 544 - @target_window.width
    @target_window.x = right ? width_remain : 0
    @target_window.visible = true
    @target_window.active = true
    if right
      @viewport.rect.set(0, 0, width_remain, 416)
      @viewport.ox = 0
    else
      @viewport.rect.set(@target_window.width, 0, width_remain, 416)
      @viewport.ox = @target_window.width
    end
  end
end

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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the HP gauge # (Edit only if you know what you're doing) #-------------------------------------------------------------------------- def hp_gauge_color1 # HP Guage Color1 return Color.new(80 - 24 * @rate, 80 * @rate, 14 * @rate, 192) end def hp_gauge_color2 # HP Guage Color2 return Color.new(240 - 72 * @rate, 240 * @rate, 62 * @rate, 192) end #-------------------------------------------------------------------------- # * MP Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the MP gauge # (Edit only if you know what you're doing) #-------------------------------------------------------------------------- def mp_gauge_color1 # MP Guage Color1 return Color.new(14 * @rate, 80 - 24 * @rate, 80 * @rate, 192) end def mp_gauge_color2 # MP Guage Color2 return Color.new(62 * @rate, 240 - 72 * @rate, 240 * @rate, 192) end #-------------------------------------------------------------------------- # * TP Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the TP gauge # (Edit only if you know what you're doing) #-------------------------------------------------------------------------- def tp_gauge_color1 # TP Gauge Color1 return auto_color(Color.new(192,0,0,192), Color.new(255,110,0,192)) end def tp_gauge_color2 # TP Gauge Color2 return auto_color(Color.new(255,165,0,192), Color.new(255,220,0,192)) end #===================================================# # ** E N D C O N F I G U R A T I O N ** # #===================================================# #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :rate # Rate for Colour calculations #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias draw_actor_param_original draw_actor_param alias initialize_original initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) @rate = 1.0 initialize_original(x, y, width, height) end #-------------------------------------------------------------------------- # * Draw HP #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 124) @rate = [actor.hp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, hp_gauge_color1, hp_gauge_color2, HPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::hp_a) draw_current_and_max_values(x, y, width, actor.hp, actor.mhp, hp_color(actor), normal_color) end #-------------------------------------------------------------------------- # * Draw MP #-------------------------------------------------------------------------- def draw_actor_mp(actor, x, y, width = 124) @rate = [actor.mp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, mp_gauge_color1, mp_gauge_color2, MPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::mp_a) draw_current_and_max_values(x, y, width, actor.mp, actor.mmp, mp_color(actor), normal_color) end #-------------------------------------------------------------------------- # * Draw TP #-------------------------------------------------------------------------- def draw_actor_tp(actor, x, y, width = 124) @rate = [actor.tp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, tp_gauge_color1, tp_gauge_color2, TPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::tp_a) change_color(tp_color(actor)) draw_text(x + width - 42, y, 42, line_height, actor.tp.to_i, 2) end #-------------------------------------------------------------------------- # * Draw Parameters # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : Type of parameters (0-3) #-------------------------------------------------------------------------- def draw_actor_param(actor, x, y, param_id, width = 156) draw_syvkal_gauge(x, y, width, actor.params_rate(param_id), param_gauge_color1(param_id), param_gauge_color2(param_id), PARSTYLE) draw_actor_param_original(actor, x, y, param_id) end #-------------------------------------------------------------------------- # * Auto Generate Color # color1 : initial color # color2 : ending color # r : rate (full at 1.0) 1 -> color1, 0 -> color2 #-------------------------------------------------------------------------- def auto_color(color1, color2, r = @rate) a_color = Color.new a_color.red = (1-r)*color2.red + r*color1.red a_color.green = (1-r)*color2.green + r*color1.green a_color.blue = (1-r)*color2.blue + r*color1.blue a_color.alpha = (1-r)*color2.alpha + r*color1.alpha return a_color end #-------------------------------------------------------------------------- # * Draw Syvkal Style Gauge # rate : Rate (full at 1.0) # color1 : Left side color # color2 : Right side color # style : gauge draw style #-------------------------------------------------------------------------- def draw_syvkal_gauge(x, y, width, rate, color1, color2, style = '') fill_w = (width * rate).to_i gauge_y = y + line_height - 8 h = 6 style.slice!(/\s*/); style = style.split(/\s*/) if style.empty? or (style[0] == '|' && style[1] == '|') contents.fill_rect(x-2, gauge_y-2, width+4, 10, COLOR1) contents.fill_rect(x-1, gauge_y-1, width+2, 8, COLOR2) contents.gradient_fill_rect(x, gauge_y, width, 6, COLOR3, COLOR4) contents.gradient_fill_rect(x, gauge_y, fill_w, 6, color1, color2) else adj1 = style_adj_string(style[0]); adj2 = style_adj_string(style[1], true) h += 4 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[2]; a4 = adj2[4].nil? ? adj2[2] : adj2[4] contents.fill_rect(x-a3 +a1, gauge_y-2 + i, width+(a3+a4) - a1 - a2, 1, COLOR1) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[1]; a4 = adj2[3].nil? ? adj2[1] : adj2[3] contents.fill_rect(x-a3 +a1, gauge_y-1 + i, width+(a3+a4) - a1 - a2, 1, COLOR2) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, width - a1 - a2, 1, COLOR3, COLOR4) end for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, fill_w - a1 - a2, 1, color1, color2) end end end #-------------------------------------------------------------------------- # * Get Style Specific Adjustment Array # sym : edge style '(', ')', '<', '>', '|', '/' or '\' # edge : end of the gauge? # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Returns an array containing the following: # * a formular string to be evaluated # * adjustments to x and width values for Outer and Inner Borders #-------------------------------------------------------------------------- def style_adj_string(sym, edge = false) case sym when '/' SLANTDSIZE ? [(edge ? 'i+2' : '(h+1) - i'), 3, 5] : [(edge ? 'i' : '(h-1) - i'), 3, 5] when '\\' SLANTDSIZE ? [(edge ? '(h+1) - i' : 'i+2'), 3, 5] : [(edge ? '(h-1) - i' : 'i'), 3, 5] when '<' [(edge ? '(h/2)-((h/2) - i).abs' : '((h/2) - i).abs'), 2, 3] when '>' [(edge ? '((h/2) - i).abs' : '(h/2)-((h/2) - i).abs'), 2, 3] when '(' [(edge ? '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '(h-6) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4, 3, 5] when ')' [(edge ? '(h-3) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), 3, 5, THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4] else # eg. | or invalid sym ['0', 1, 2] end end #-------------------------------------------------------------------------- # * Draw Gauge #-------------------------------------------------------------------------- def draw_gauge(x, y, width, rate, color1, color2, style = '') r = [rate, 1.0].min draw_syvkal_gauge(x, y, width, r, color1, color2, style) endend#==============================================================================# ** Game_BattlerBase#------------------------------------------------------------------------------# Added specialised 'params_rate' function.#==============================================================================class Game_BattlerBase #-------------------------------------------------------------------------- # * Get Percentage of Paramaters #-------------------------------------------------------------------------- def params_rate(param_id) return [param(param_id).to_f / P_MAX, 1.0].min endend#==============================================================================# ** Script Import#============================================================================== $imported = {} if $imported == nil $imported["Syvkal's Menu Bars"] = true
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