Vai al contenuto

Rilevato Ad-Blocker. Per favore disabilita il tuo adblocker quando navighi su makerando.com - Non c'è nessun annuncio invasivo.

  • Chatbox

    You don't have permission to chat.
    Load More
  • Contenuti simili

    • Da Sparvy
      //potete copiare e salvare tutto con estensione .js (javascript) e metterlo nella cartella plugin
      //del vostro progetto
       
      //=====================================================================
      // SelectItemWeaponArmors (For RPG Maker MV)
      //=====================================================================
       
      /*:
       * @plugindesc modify the select_item command of rpg maker to get
       * selectable also weapons and armors
       * @author Francesco Sammaritano  *
       * @param variabile 
       * @desc  ID of variable where to store the number (1, 2 or 3) for select 
       * different tipe of items (items, weapons, armors).
       * @default 6
       *
       *
       * @help This plugin does not provide plugin commands.
       *
       * This plugin modify the select item command, but you have to give to
       * "itemcategory" variable a value, of:
       * 1 if you wanna show the normal select items;
       * 2 if you wanna show a selection of weapons;
       * 3 if you wanna show a selection of armors.
       * and this variable ha to be set before that the command choose item is
       * called, so it'll will run in function of it. 
       * 
       * Example: i wanna show to my player the standard select item window, so
       * i'll give (in the way you want) to my "itemcategory" variable the value
       * 1 and i'll insert after this line the command "select item" (you can set
       * all this thing only using "control variable" and "Select Item" commands 
       * in rpg maker MV
       */
       
       
       
       
      //-----------------------------------------------------------------------------
        (function() {
       
        var parameters = PluginManager.parameters('SelectWeaponcommand');
        var variabile = Number(parameters['variabile']) != 0;
        
       
       
       
       
        
      // LAVORO MIO MESSO AL SICURO!!! DA NON TOCCARE PERCHE' FUNZIONA!!!
       
        function Window_EventItem() {      
          this.initialize.apply(this, arguments);
        }
       
        Window_EventItem.prototype = Object.create(Window_ItemList.prototype);
        Window_EventItem.prototype.constructor = Window_EventItem;
       
        Window_EventItem.prototype.initialize = function(messageWindow) {
          this._messageWindow = messageWindow;
          var width = Graphics.boxWidth;
          var height = this.windowHeight();
          Window_ItemList.prototype.initialize.call(this, 0, 0, width, height);
          this.openness = 0;
          this.deactivate();
          this.setHandler('ok',     this.onOk.bind(this));
          this.setHandler('cancel', this.onCancel.bind(this));
        };
       
        Window_EventItem.prototype.windowHeight = function() {
          return this.fittingHeight(this.numVisibleRows());
        };
       
        Window_EventItem.prototype.numVisibleRows = function() {
          return 4;
        };
       
        Window_EventItem.prototype.start = function() {
          this.refresh();
          this.updatePlacement();
          this.select(0);
          this.open();
          this.activate();
        };
       
        Window_EventItem.prototype.updatePlacement = function() {
          if (this._messageWindow.y >= Graphics.boxHeight / 2) {
              this.y = 0;
          } else {
              this.y = Graphics.boxHeight - this.height;
          }
        };
       
        Window_EventItem.prototype.includes = function(item) {     // Francesco, l'ho modificata per poter selezionare più tipi di oggetti. 
          var itypeId = $gameMessage.itemChoiceItypeId();
          if ($gameVariables.value(variabile) == 2) {
          return DataManager.isWeapon(item) /*&& item.itypeId === itypeId;*/  // francesco, prima era DataManager.isItem se non si toglie quel pezzo parte non spuntano armi!!!
          };
          if ($gameVariables.value(variabile) == 1) {
          return DataManager.isItem(item) && item.itypeId === itypeId;  
          };
          if ($gameVariables.value(variabile) == 3) {
          return DataManager.isArmor(item) /*&& item.itypeId === itypeId;*/  // francesco, prima era DataManager.isItem se non si toglie quel pezzo parte non spuntano armi!!!
          };
        };
       
        Window_EventItem.prototype.isEnabled = function(item) {
          return true;
        };
       
        Window_EventItem.prototype.onOk = function() {
          var item = this.item();  
          var itemId = item ? item.id : 0;
          $gameVariables.setValue($gameMessage.itemChoiceVariableId(), itemId);
          this._messageWindow.terminateMessage();
          this.close();
        };
       
        Window_EventItem.prototype.onCancel = function() {
          $gameVariables.setValue($gameMessage.itemChoiceVariableId(), 0);
          this._messageWindow.terminateMessage();
          this.close();
        };
       
       
       
      })();
×