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//=============================================================================
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// Yanfly Engine Plugins - Item Core Extension - Item Menu Categories
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// YEP_X_ItemCategories.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_X_ItemCategories = true;
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var Yanfly = Yanfly || {};
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Yanfly.ItemCat = Yanfly.ItemCat || {};
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Yanfly.ItemCat.version = 1.01;
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//=============================================================================
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/*:
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* @plugindesc v1.01 (Requires YEP_ItemCore.js) Assign items to various
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* categories under the item menu.
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* @author Yanfly Engine Plugins + Sylvester Collaboration
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*
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* @param ---General---
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* @default
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*
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* @param Category Order
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* @parent ---General---
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* @desc Here is the order of all the categories shown in the item
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* menu. Look in the plugin's help file for more information.
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* @default Items, Weapons, Armors, KeyItems
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*
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* @param ---Naming---
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* @default
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*
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* @param Hidden Item A
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* @parent ---Naming---
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* @desc How this category is named in the Item Menu
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* @default Special Items
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*
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* @param Hidden Item B
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* @parent ---Naming---
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* @desc How this category is named in the Item Menu
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* @default Unique Items
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*
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* @param Consumable
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* @parent ---Naming---
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* @desc How this category is named in the Item Menu
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* @default Consumable
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*
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* @param Nonconsumable
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* @parent ---Naming---
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* @desc How this category is named in the Item Menu
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* @default Nonconsumable
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*
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* @param Always Usable
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* @parent ---Naming---
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* @desc How this category is named in the Item Menu
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* @default Usable
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*
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* @param Battle Usable
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* @parent ---Naming---
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* @desc How this category is named in the Item Menu
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* @default Battle
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*
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* @param Field Usable
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* @parent ---Naming---
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* @desc How this category is named in the Item Menu
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* @default Field
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*
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* @param Never Usable
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* @parent ---Naming---
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* @desc How this category is named in the Item Menu
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* @default Misc
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*
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* @help
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* This plugin requires YEP_ItemCore. Make sure this plugin is located under
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* YEP_ItemCore in the plugin list.
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*
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* In RPG Maker MV, there exists only four categories seen in the item menu:
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* Items, Weapons, Armors, and Key Items. Adding extra categories wouldn't be
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* possible without plugins. This plugin, through the help of Item Core, will
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* allow you to add in many more categories in addition to many premade ones
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* that are automatically added based on weapon types, armor types, equipment
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* types, item usage, and more!
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*
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* This is a collaboration plugin by Sylvester and Yanfly to ensure
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* compatibility with the Yanfly Engine Plugins library.
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*
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* ============================================================================
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* Instructions
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* ============================================================================
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*
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* To change the item categories that appear in the item menu, go to the plugin
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* parameters and alter the list. Separate each category with a comma (,). Each
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* category must be spelled correctly using the following formats:
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*
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* ----------------------- --------------------------------------------------
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* Plugin Parameter Syntax Description
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* ----------------------- --------------------------------------------------
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* Items Lists only Regular Item types
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* AllItems All items in the items database with Key Items
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*
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* RegularItems Lists only Regular Item types
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* KeyItems Lists only Key Item types
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* HiddenItemA Lists only Hidden Item A types
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* HiddenItemB Lists only Hidden Item B types
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* Consumable Lists only consumable items
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* Nonconsumable Lists only nonconsumeable items
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* AlwaysUsable Lists only always usable items
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* BattleUsable Lists only battle usable items
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* FieldUsable Lists only field usable items
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* NeverUsable Lists only never usable items
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*
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* Weapons Lists all weapons
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* WType:x Lists weapons of type x (replace x with ID)
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*
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* Armors Lists all armors
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* AType:x Lists armors of armor type x (replace x with ID)
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*
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* EType:x Lists items of equip type x (replace x with ID)
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*
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* Category:x Lists items of category x (replace x with text)
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*
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* An example of a list that would display something like:
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* Items
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* Key Items
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* Dagger
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* Sword
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* Bodygear
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* Accessory
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* Herbs
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*
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* Would look like this for the plugin parameters:
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*
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* Items, KeyItems, WType:1, WType2, AType1, AType2, Category:Herbs
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*
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* The categories go in the order they're listed so plan them out accordingly.
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*
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* ============================================================================
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* Notetags
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* ============================================================================
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*
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* To add custom categories to items, use the following notetag:
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*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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*
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* Item, Weapon, and Armor Notetags:
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*
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* <Menu Category: x>
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* <Menu Category: x, x, x>
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* - Replace 'x' with the category name you wish to give the item. Insert
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* multiples of this tag to insert more categories. These categories will be
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* used in combination with the Category:x plugin parameter syntax keyword.
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*
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* For Example:
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*
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* <Menu Category: Herbs>
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*
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* Would require this syntax keyword in the plugin parameters:
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*
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* Category:Herbs
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*
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* If you use the version of the notetag with multiple categories, it would
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* work something like this:
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*
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* <Menu Category: Herbs, Potions, Elixirs>
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*
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* Plugin Parameter:
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*
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* Category:Herbs, Category:Potions, Category:Elixirs
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*
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* **Note** The notetag does not apply for any of the pre-made categories.
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*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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*
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* ============================================================================
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* Changelog
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* ============================================================================
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*
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* Version 1.01:
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* - Updated for RPG Maker MV version 1.5.0.
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*
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* Version 1.00:
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* - Finished Plugin!
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*/
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//=============================================================================
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if (Imported.YEP_ItemCore) {
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//=============================================================================
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// Parameter Variables
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//=============================================================================
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Yanfly.Parameters = PluginManager.parameters("YEP_X_ItemCategories");
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.SetupParameters = function () {
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Yanfly.Param.ItemCatOrder = String(Yanfly.Parameters["Category Order"]);
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Yanfly.Param.ItemCatOrder = Yanfly.Param.ItemCatOrder.split(",");
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//---
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var length = Yanfly.Param.ItemCatOrder.length;
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for (var i = 0; i < 0; i++) {
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Yanfly.Param.ItemCatOrder[i] = Yanfly.Param.ItemCatOrder[i].trim();
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}
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Yanfly.Param.ItemCatNames = {
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HiddenItemA: String(Yanfly.Parameters["Hidden Item A"]),
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HiddenItemB: String(Yanfly.Parameters["Hidden Item B"]),
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Consumable: String(Yanfly.Parameters["Consumable"]),
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Nonconsumable: String(Yanfly.Parameters["Nonconsumable"]),
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AlwaysUsable: String(Yanfly.Parameters["Always Usable"]),
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BattleUsable: String(Yanfly.Parameters["Battle Usable"]),
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FieldUsable: String(Yanfly.Parameters["Field Usable"]),
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NeverUsable: String(Yanfly.Parameters["Never Usable"]),
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};
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};
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Yanfly.SetupParameters();
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//=============================================================================
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// DataManager
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// ----------------------------------------------------------------------------
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// Notetags added by Yanfly
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//=============================================================================
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Yanfly.ItemCat.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function () {
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if (!Yanfly.ItemCat.DataManager_isDatabaseLoaded.call(this)) return false;
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if (!Yanfly._loaded_YEP_X_ItemCategories) {
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this.processItemCategoriesNotetags1($dataItems);
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this.processItemCategoriesNotetags1($dataWeapons);
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this.processItemCategoriesNotetags1($dataArmors);
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Yanfly._loaded_YEP_X_ItemCategories = true;
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}
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return true;
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};
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DataManager.processItemCategoriesNotetags1 = function (group) {
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for (var n = 1; n < group.length; n++) {
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var obj = group[n];
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var notedata = obj.note.split(/[\r\n]+/);
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obj.itemCategory = [];
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for (var i = 0; i < notedata.length; i++) {
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var line = notedata[i];
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if (line.match(/<MENU[ ](?:CATEGORY|CATEGORIES):[ ](.*)>/i)) {
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var str = String(RegExp.$1).split(",");
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var length = str.length;
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for (var s = 0; s < length; s++) {
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obj.itemCategory.push(str[s].trim());
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}
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}
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}
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}
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};
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//=============================================================================
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// Window_ItemCategory
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//=============================================================================
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Yanfly.ItemCat.Window_ItemCategory_update = Window_ItemCategory.prototype.update;
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Window_ItemCategory.prototype.update = function () {
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Yanfly.ItemCat.Window_ItemCategory_update.call(this);
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if (this._itemWindow) {
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this._itemWindow.setExt(this.currentExt());
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}
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};
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Window_ItemCategory.prototype.makeCommandList = function () {
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var data = Yanfly.Param.ItemCatOrder;
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var length = data.length;
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for (var i = 0; i < length; i++) {
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var category = data[i].trim();
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this.addItemCategory(category);
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}
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};
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Window_ItemCategory.prototype.addItemCategory = function (category) {
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var text = Yanfly.Param.ItemCatNames[category];
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if (category.match(/Category:(.*)/i)) {
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var type = String(RegExp.$1);
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return this.addCommand(type, "Category", true, type);
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}
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if (category.match(/AllItems/i)) {
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return this.addCommand(TextManager.item, "AllItems");
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}
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if (category.match(/RegularItems/i)) {
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return this.addCommand(text, "item");
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}
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if (category.match(/KeyItems/i)) {
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return this.addCommand(TextManager.keyItem, "keyItem");
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}
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if (category.match(/HiddenItemA/i)) {
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return this.addCommand(text, "HiddenItemA");
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}
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if (category.match(/HiddenItemB/i)) {
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return this.addCommand(text, "HiddenItemB");
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}
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if (category.match(/Nonconsumable/i)) {
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return this.addCommand(text, "Nonconsumable");
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}
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if (category.match(/Consumable/i)) {
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return this.addCommand(text, "Consumable");
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}
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if (category.match(/AlwaysUsable/i)) {
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return this.addCommand(text, "AlwaysUsable");
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}
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if (category.match(/BattleUsable/i)) {
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return this.addCommand(text, "BattleUsable");
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}
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if (category.match(/FieldUsable/i)) {
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return this.addCommand(text, "FieldUsable");
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}
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if (category.match(/NeverUsable/i)) {
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return this.addCommand(text, "NeverUsable");
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}
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if (category.match(/Items/i)) {
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return this.addCommand(TextManager.item, "item");
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}
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if (category.match(/Weapons/i)) {
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return this.addCommand(TextManager.weapon, "weapon");
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}
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if (category.match(/WType:(\d+)/i)) {
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var id = parseInt(RegExp.$1);
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return this.addCommand($dataSystem.weaponTypes[id], "WType", true, id);
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}
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if (category.match(/Armors/i)) {
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return this.addCommand(TextManager.armor, "armor");
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}
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if (category.match(/AType:(\d+)/i)) {
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var id = parseInt(RegExp.$1);
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return this.addCommand($dataSystem.armorTypes[id], "AType", true, id);
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}
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if (category.match(/EType:(\d+)/i)) {
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var id = parseInt(RegExp.$1);
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return this.addCommand($dataSystem.equipTypes[id], "EType", true, id);
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}
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};
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//=============================================================================
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// Window_ItemList
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//=============================================================================
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Yanfly.ItemCat.Window_ItemList_initialize = Window_ItemList.prototype.initialize;
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Window_ItemList.prototype.initialize = function (x, y, width, height) {
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Yanfly.ItemCat.Window_ItemList_initialize.call(this, x, y, width, height);
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this._ext = "none";
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};
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Window_ItemList.prototype.setExt = function (ext) {
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if (this._ext !== ext) {
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this._ext = ext;
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this.refresh();
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this.resetScroll();
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}
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};
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Window_ItemList.prototype.includes = function (item) {
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switch (this._category) {
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case "AllItems":
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return DataManager.isItem(item);
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break;
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case "item":
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return DataManager.isItem(item) && item.itypeId === 1;
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break;
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case "RegularItems":
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return DataManager.isItem(item) && item.itypeId === 1;
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break;
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case "keyItem":
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return DataManager.isItem(item) && item.itypeId === 2;
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break;
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case "HiddenItemA":
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return DataManager.isItem(item) && item.itypeId === 3;
|
|
|
|
break;
|
|
|
|
case "HiddenItemB":
|
|
|
|
return DataManager.isItem(item) && item.itypeId === 4;
|
|
|
|
break;
|
|
|
|
case "Consumable":
|
|
|
|
return DataManager.isItem(item) && item.consumable;
|
|
|
|
break;
|
|
|
|
case "Nonconsumable":
|
|
|
|
return DataManager.isItem(item) && !item.consumable;
|
|
|
|
break;
|
|
|
|
case "AlwaysUsable":
|
|
|
|
return DataManager.isItem(item) && [0].contains(item.occasion);
|
|
|
|
break;
|
|
|
|
case "BattleUsable":
|
|
|
|
return DataManager.isItem(item) && [0, 1].contains(item.occasion);
|
|
|
|
break;
|
|
|
|
case "FieldUsable":
|
|
|
|
return DataManager.isItem(item) && [0, 2].contains(item.occasion);
|
|
|
|
break;
|
|
|
|
case "NeverUsable":
|
|
|
|
return DataManager.isItem(item) && [3].contains(item.occasion);
|
|
|
|
break;
|
|
|
|
case "weapon":
|
|
|
|
return DataManager.isWeapon(item);
|
|
|
|
break;
|
|
|
|
case "WType":
|
|
|
|
return DataManager.isWeapon(item) && item.wtypeId === this._ext;
|
|
|
|
break;
|
|
|
|
case "armor":
|
|
|
|
return DataManager.isArmor(item);
|
|
|
|
break;
|
|
|
|
case "AType":
|
|
|
|
return DataManager.isArmor(item) && item.atypeId === this._ext;
|
|
|
|
break;
|
|
|
|
case "EType":
|
|
|
|
return item && item.etypeId === this._ext;
|
|
|
|
break;
|
|
|
|
case "Category":
|
|
|
|
return item && item.itemCategory.contains(this._ext);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// End of File
|
|
|
|
//=============================================================================
|
|
|
|
} else {
|
|
|
|
var text = "================================================================\n";
|
|
|
|
text += "YEP_X_ItemCategories requires YEP_ItemCore and to be at the latest ";
|
|
|
|
text += "version to run properly. ";
|
|
|
|
text += "\n\nPlease go to www.yanfly.moe and update to the latest version for ";
|
|
|
|
text += "the YEP_ItemCore plugin.\n";
|
|
|
|
text += "================================================================\n";
|
|
|
|
console.log(text);
|
|
|
|
require("nw.gui").Window.get().showDevTools();
|
|
|
|
}
|