Quest item category not working?

EternalShadow

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#~ #===============================================================#==================== CATEGORIZE ITEM SCENE v1.0 ===============#===============================================================#= Ported from RMVX to RMVXAce#= Author: Seiryuki#= Date: 2012-Jan-02#= Type: VXA/RGSS3#= Additions: a few more customisation options#---------------------------------------------------------------#= RMVX Title: KGC's Categorize Item Script#= Author: KGC#= Date: 2008-Apr-10#= Translated by: Mr. Anonymous#= The original untranslated version of the VX script can be found here:#= http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/item&tech=categorize_item#===============================================================#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# DESCRIPTION:# While RMVXAce already categorises the items in the items scene# into Items, Weapons, Armor, and Key Items this script allows# you to create your own categories and assign items, weapons, # and armor to any of them using notebox tags.# # This script also allows you to customise the size and location# of the help, category, and item windows.# See the Custom Layout Section for more information.#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# COMPATIBILITY:# May not be compatible with scripts that redo the item scene.# May be compatible with scripts that modify the item categories# for shops.#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# INSTRUCTIONS:# Place this script above Main and below Materials.# # To assign an item to a category, place <category IDENTIFIER> tag# in the item's (or weapon, or armor) notebox where IDENTIFIER# is the label listed in the CATEGORY_IDENTIFIER array in the# Customisation Section below.# You can add to or remove from the CATEGORY_IDENTIFIER list.## NOTE: The following symbols are reserved and MUST NOT be used in#    the CATEGORY_IDENTIFIER list:#       :item, :weapon, :armor, :key_item, :all_item## You can assign an item to multiple categories by simply placing# more <category IDENTIFIER> tags in the item's notebox.# NOTE: When doing that, make sure that ALLOW_DUPLICATE is set to# true (see Customisation Section) or else only the last tag in# the notebox will be used as the category for the item.#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#===============================================================   $data_system = load_data("Data/System.rvdata2") if $data_system == nil module ICAT#=============================================================================## CUSTOMISATION SECTION - Do not make changes unless you understand completely# what you are doing. Read and follow the below instructions very carefully.#=============================================================================##-----------------------------------------------------------------------------# #>> CATEGORY_IDENTIFIER - Create your categories here.#   You can add or remove categories from this list.#   On the left is the symbol used to identify the category.#   On the right is the category label that will be used when setting#   the e.g. <category Potions> tag in the notebox, where Potions is#   the label.##   IMPORTANT - You cannot use the following as symbols as they are#   reserved:#       :item, :weapon, :armor, :key_item, :all_item  CATEGORY_IDENTIFIER = {    :questnote => "Quests", #example tag: <category QuestNote>#   :ammunition => "Ammunition", #example tag: <category Ammunition>    } #>> VISIBLE_CATEGORY_INDEX - Set the categories that would be visible#     in the item category window.#   On the left is identifying symbol from the CATEGORY_IDENTIFIER list#   above. It must be a symbol present in that list above, OR, one of the#   reserved symbols stated above. Make sure spelling is correct!#   On the right is the text to display, and can be any text desired.#   (see below customisation section for RESERVED_CATEGORY_INDEX list).##   Only what is present in the VISIBLE_CATEGORY_INDEX will be shown in the#   item category window (so you can remove any from the list).#   This list can be arranged in any order desired.  VISIBLE_CATEGORY_INDEX = {    :item => "Items", #reserved symbol, but can be removed.    :weapon => "Weapons", #reserved symbol, but can be removed.    :armor => "Armor", #reserved symbol, but can be removed.    :key_item => "Key Items", #reserved symbol, but can be removed.#    :all_item => "*ALL*", #reserved symbol, but can be removed.    :questnote => "Quests",#    :ammunition => "Ammo",    } #>> CATEGORY_DESCRIPTION - Simple. The list below creates descriptions#     that will be shown in the help window. BUT! Number of items in the#     this list MUST match the number of items in the VISIBLE_CATEGORY_INDEX#     list above.....and the arranged order too.  CATEGORY_DESCRIPTION = [    "Viewing basic items.",    "Viewing attack-type items for use in battles.",    "Viewing head, body, arm and leg equipment.",    "Viewing important items.",#    "Viewing all items.",    "Viewing quest notes.",#    "Viewing ammunition.",  ]  #>> I'm not sure how important setting this is.  ITEM_DEFAULT_CATEGORY = :item #default= :item  ITEM_DEFAULT_CATEGORY_INDEX = CATEGORY_IDENTIFIER.index(ITEM_DEFAULT_CATEGORY)  #>> AUTOFIT_CATEGORY_COLUMNS - Set to true if you want all the#     categories to autofit in the width of the item category window.#     Set to false if you only want CATEGORY_WINDOW_MAX_COLUMNS number#     of categories visible in the window width. If there are more#     categories than CATEGORY_WINDOW_MAX_COLUMNS, the rest will still be#     accessible to the right of the last category.  AUTOFIT_CATEGORY_COLUMNS = true #default=true  CATEGORY_WINDOW_MAX_COLUMNS = 5 #If autofit=false, this number is used.  #>> ALLOW_DUPLICATE - This is for when items have multiple tags#     in the notebox. #   Set to true if you want to allow an item in other categories.#   Setting to false will only choose the last category tag from the#   item's notebox as the item's category.  ALLOW_DUPLICATE = false #default=true  #>> CATEGORY_WINDOW_COL_WIDTH - Specify the width of the column to#     be used for each category. The category's text is auto-squished#     to fit.  CATEGORY_WINDOW_COL_WIDTH = 50 #default=50 #>> CATEGORY_WINDOW_COL_SPACE - The amount of space-padding to be#     used on either end of the column.  CATEGORY_WINDOW_COL_SPACE = 2 #default=2  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~##>> DEFAULT_SCENE_ITEM_LAYOUT - If you want the normal item scene#     layout where the help window is on top, categories in the#     middle, and item list below set this to TRUE.#     If you wish to move and resize the windows yourself, set to#     FALSE and modify the CUSTOM LAYOUT SECTION below.  DEFAULT_SCENE_ITEM_LAYOUT = true #default=true #>> CUSTOM LAYOUT SECTION:#     The default settings below recreate the layout as if#     DEFAULT_SCENE_ITEM_LAYOUT was set to true above.#-----------# DEFAULTS:#-----------#  HELP_WINDOW_POSITION      = [0, 0]#  HELP_WINDOW_WIDTH         = Graphics.width #or enter your own number#  HELP_WINDOW_NUM_OF_LINES  = 2#  CATEGORY_WINDOW_POSITION  = [0, 72]#  CATEGORY_WINDOW_WIDTH     = Graphics.width #or enter your own number#  ITEMLIST_WINDOW_POSITION  = [0, 120]#  ITEMLIST_WINDOW_HEIGHT    = 296   HELP_WINDOW_POSITION      = [0, 0]  HELP_WINDOW_WIDTH         = Graphics.width #or enter your own number  HELP_WINDOW_NUM_OF_LINES  = 2  CATEGORY_WINDOW_POSITION  = [0, 72]  CATEGORY_WINDOW_WIDTH     = nil #or enter your own number  ITEMLIST_WINDOW_POSITION  = [0, 120]  ITEMLIST_WINDOW_HEIGHT    = 296#>> END OF LAYOUT SECTION#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# #-----------------------------------------------------------------------------##=============================================================================## END OF CUSTOMISATION SECTION#=============================================================================##-----------------------------------------------------------------------------## DO NOT MODIFY ANYTHING BELOW HERE UNLESS YOU ARE SURE OF WHAT YOU'RE DOING! ##-----------------------------------------------------------------------------##=============================================================================##=============================================================================#       RESERVED_CATEGORY_INDEX = {    "All Items" => CATEGORY_IDENTIFIER.index:)all_item),    "Key Items" => CATEGORY_IDENTIFIER.index:)key_item),    "Weapons" => CATEGORY_IDENTIFIER.index:)weapon),    "Armor" => CATEGORY_IDENTIFIER.index:)armor),    "Items" => CATEGORY_IDENTIFIER.index:)item),  }   module Regexp    module BaseItem      # Category tag string      CATEGORY = /^<(?:CATEGORY|classification|category?)[ ]*(.*)>/i    end  end end # END OF module: ICAT   #=============================================================================## Creates the item category window from VISIBLE_CATEGORY_INDEX hash above.#=============================================================================#class ICAT_WindowItemCategory < Window_ItemCategory    def initialize    super    self.z = 1000    self.index = 0  end    def update_help    #I'm too lazy to find a way to identify description by symbol.    @help_window.set_text(ICAT::CATEGORY_DESCRIPTION[self.index])  end    alias icat_make_command_list make_command_list  def make_command_list    ICAT::VISIBLE_CATEGORY_INDEX.each { |symbol, label|      add_command(label, symbol)    }  end    def col_max    if ICAT::AUTOFIT_CATEGORY_COLUMNS      cols = ICAT::VISIBLE_CATEGORY_INDEX.length    else      cols = ICAT::CATEGORY_WINDOW_MAX_COLUMNS    end    return cols  end    def window_width    if ICAT::CATEGORY_WINDOW_WIDTH == nil      return Graphics.width    else      return ICAT::CATEGORY_WINDOW_WIDTH    end  end    def spacing    return ICAT::CATEGORY_WINDOW_COL_SPACE  end  end #class   #=============================================================================## Creates category array from BASEITEM database.#=============================================================================#class RPG::BaseItem  attr_reader :icat    def create_categorize_item_cache    if @icat == nil      @icat = []    else      @icat.compact!    end    self.note.split(/[\r\n]+/).each { |line|      if line =~ ICAT::Regexp::BaseItem::CATEGORY        c = ICAT::CATEGORY_IDENTIFIER.key($1)        @icat << c if c != nil      end    }    if @icat.empty?      @icat << ICAT::ITEM_DEFAULT_CATEGORY_INDEX    elsif !ICAT::ALLOW_DUPLICATE      @icat = [@icat.pop]    end  end    def item_category    create_categorize_item_cache if @icat == nil    return @icat  end  end #class   #=============================================================================## Creates category array from USABLEITEM database.#=============================================================================#class RPG::UsableItem < RPG::BaseItem    def create_categorize_item_cache    @icat = []    if key_item?      @icat << ICAT::RESERVED_CATEGORY_INDEX.key("Key Items")    elsif !key_item?      @icat << ICAT::RESERVED_CATEGORY_INDEX.key("Items")    end    super  end  end #class   #=============================================================================## Creates category array from WEAPON database.#=============================================================================#class RPG::Weapon < RPG::EquipItem    def create_categorize_item_cache    @icat = []    @icat << ICAT::RESERVED_CATEGORY_INDEX.key("Weapons")    super  end  end #class   #=============================================================================## Creates category array from ARMOR database.#=============================================================================#class RPG::Armor < RPG::EquipItem    def create_categorize_item_cache    @icat = []    @icat << ICAT::RESERVED_CATEGORY_INDEX.key("Armor")    super  end  end #class   #=============================================================================## Creates item window, categorised by RESERVED_CATEGORY_INDEX and by your own# custom VISIBLE_CATEGORY_INDEX hash above.#=============================================================================#class Window_ItemList < Window_Selectable    alias icat_initialize initialize  def initialize(x, y, width, height)    icat_initialize(x, y, width, height)    @category = ICAT::VISIBLE_CATEGORY_INDEX  end    def include?(item)    return false if item == nil    case @category    when :item      item.is_a?(RPG::Item) && !item.key_item?    when :weapon      item.is_a?(RPG::Weapon)    when :armor      item.is_a?(RPG::Armor)    when :key_item      item.is_a?(RPG::Item) && item.key_item?    when :all_item      item.is_a?(RPG::Item) || item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon)    else      ###### NEED TO CHECK FOR CUSTOM CATEGORIES HERE AND      ###### DECIDE IF TO INCLUDE THE ITEM TO IT      @icategory = item.item_category      for i in @icategory do        if @category == i          return item.item_category.include?(@category)        end      end      return false    end #when  end #def  end #class   #=============================================================================## Allows for the customisation of the help window.#=============================================================================#class Window_Help < Window_Base    alias icat_help_initialize initialize  def initialize(line_number = 2)    if ICAT::DEFAULT_SCENE_ITEM_LAYOUT      super(0, 0, Graphics.width, fitting_height(line_number))    else      super(        ICAT::HELP_WINDOW_POSITION[0],        ICAT::HELP_WINDOW_POSITION[1],         ICAT::HELP_WINDOW_WIDTH,         fitting_height(ICAT::HELP_WINDOW_NUM_OF_LINES))    end  end  end #class   #=============================================================================## Creates the entire item scene: item window, item categories, help window.#=============================================================================#class Scene_Item < Scene_ItemBase    alias icat_create_category_window create_category_window  #Create the item category window.  def create_category_window    @category_window = ICAT_WindowItemCategory.new    @category_window.viewport = @viewport    @category_window.help_window = @help_window    @category_window.x = ICAT::CATEGORY_WINDOW_POSITION[0]    if ICAT::DEFAULT_SCENE_ITEM_LAYOUT #customise check      @category_window.y = @help_window.height    else      @category_window.y = ICAT::CATEGORY_WINDOW_POSITION[1]    end    @category_window.set_handler:)ok,     method:)on_category_ok))    @category_window.set_handler:)cancel, method:)return_scene))    @category_window.opacity = 250 #255=totally opaque#~     @category_window.back_opacity = 255 #255=totally opaque#~     @category_window.contents_opacity = 255 #255=totally opaque  end    #Create the item list window.  alias icat_create_item_window create_item_window  def create_item_window    if ICAT::DEFAULT_SCENE_ITEM_LAYOUT #customise check      wy = @category_window.y + @category_window.height      wh = Graphics.height - wy    else      wy = ICAT::ITEMLIST_WINDOW_POSITION[1]      wh = ICAT::ITEMLIST_WINDOW_HEIGHT    end    @item_window = Window_ItemList.new(0, wy, Graphics.width, wh)    @item_window.viewport = @viewport    @item_window.help_window = @help_window    @item_window.set_handler:)ok,     method:)on_item_ok))    @item_window.set_handler:)cancel, method:)on_item_cancel))    @category_window.item_window = @item_window  end  end #class #=============================================================================## -------------------------------END OF SCRIPT------------------------------- ##=============================================================================#




Nothing happens with the quest category, but the items are meant to be listed in that category :/
 
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Iavra

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Try

<category Quests> ;)
 

Iavra

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Hmm, could you try removing the comma after "Quests". According to the comments above that constant, the value (right part) is what you put in your notetags.

Code:
  CATEGORY_IDENTIFIER = {    :questnote => "Quests", #example tag: <category QuestNote>#   :ammunition => "Ammunition", #example tag: <category Ammunition>    }
 

EternalShadow

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Hmm, could you try removing the comma after "Quests". According to the comments above that constant, the value (right part) is what you put in your notetags.

  CATEGORY_IDENTIFIER = {    :questnote => "Quests", #example tag: <category QuestNote>#   :ammunition => "Ammunition", #example tag: <category Ammunition>    }
No effect.
 
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Iavra

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You deleted the hashtag (#), not the comma (,) :D

This is the clean version of the constant

Code:
CATEGORY_IDENTIFIER = {    :questnote => "Quests"}
 

EternalShadow

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You deleted the hashtag (#), not the comma (,) :D

This is the clean version of the constant

CATEGORY_IDENTIFIER = {    :questnote => "Quests"}
Lol yeah, deleted the comma instead of the hashtag, edited the post above :p
 

Iavra

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Hmm, i just copied the script exactly as you posted it above, put

<category Quests>in the notetag of an item and it appeared in the menu.

So, it works for me. Did you maybe put a whitespace in front of the tag?
 

EternalShadow

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Hmm, i just copied the script exactly as you posted it above, put

<category Quests>in the notetag of an item and it appeared in the menu.

So, it works for me. Did you maybe put a whitespace in front of the tag?
I don't understand life xD

I rewrote it all, now it works :p

Out of interest, does the item also appear in "items"? Because I don't exactly want the item marked with the category in "items" as well as "quests" :S

(To clarify, my items appear in "items" and "quests")
 
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Iavra

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Yes, that's because the script automatically puts all RPG::Item in the :item category.

Funny enough some part of the script doesn't seem to work at all. It's quite a mess, if i may say so.
 

EternalShadow

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Yes, that's because the script automatically puts all RPG::Item in the :item category.

Funny enough some part of the script doesn't seem to work at all. It's quite a mess, if i may say so.
Would you be able to link me to a commercially-usable, more flexible and functionally better script that performs a similar task to this one?

Thanks!
 

Iavra

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I currently don't know one, but i can rewrite the script to be more easily readable and include more options. That might take some time, though.
 

EternalShadow

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I currently don't know one, but i can rewrite the script to be more easily readable and include more options. That might take some time, though.
Writing your own one similar to this one would be brilliant. I am in no great rush for it, as people seem to be able to play my game without constant reminders of what to do, but most of them played in sessions straight after the other - it's those that take long breaks in-between I'm a little worried about and hence basically what this is for if it is required. Other people may find it useful too! :D
 

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Here is a quick first version, that seems to be working fine:

module IAVRA    module ITEM_MENU            #==========================================================================        # Item categories. The first 4 entries are reserved and include all items,        # weapons, armors and key items, respectively. The values are built in the        # following format:        # - Notetag (nil for reserved categories)        # - Label in the menu screen        # - Description in the menu screen        #==========================================================================                CATEGORIES = {            :item => [nil, "Items", "Viewing basic items"],            :weapon => [nil, "Weapons", "Viewing weapons"],            :armor => [nil, "Armor", "Viewing armors"],            :key_item => [nil, "Key Items", "Viewing Key items"],                        :questnote => ["Quests", "Quest", "Viewing Quest items"]        }                #==========================================================================        # Set to true if you want all the categories to autofit in the width of the        # item category window. Set to false if you only want CATEGORY_WINDOW_MAX_COLUMNS        # number of categories visible in the window width. If there are more categories        # than CATEGORY_WINDOW_MAX_COLUMNS, the rest will still be accessible to the        # right of the last category.        #==========================================================================                AUTOFIT_CATEGORY_COLUMNS = true        CATEGORY_WINDOW_MAX_COLUMNS = 5                #==========================================================================        # Specify the width of the column to be used for each category. The category's        # text is auto-squished to fit.        #==========================================================================                CATEGORY_WINDOW_COL_WIDTH = 50                #==========================================================================        # The amount of space-padding to be used on either end of the column.        #==========================================================================                CATEGORY_WINDOW_COL_SPACE = 2                #==========================================================================        # Regex used for parsing notetags.        #==========================================================================                REGEX_NOTETAG = /^\s*<category\s+(\w+)>/i                #==========================================================================        # Notetag used to exclude this item from the default categories.        #==========================================================================                REGEX_NO_DEFAULT = /^\s*<no default>/i            endend#==========================================================================# ▼ IAVRA::ITEM_MENU::Window_ItemCategory#==========================================================================class Window_ItemCategory < Window_HorzCommand  def update_help        keys = IAVRA::ITEM_MENU::CATEGORIES.keys        @help_window.set_text(IAVRA::ITEM_MENU::CATEGORIES[keys[self.index]][2])  end   def make_command_list    IAVRA::ITEM_MENU::CATEGORIES.each {|symbol, data| add_command(data[1], symbol)}  end   def col_max        IAVRA::ITEM_MENU::AUTOFIT_CATEGORY_COLUMNS ?            IAVRA::ITEM_MENU::CATEGORIES.length :            IAVRA::ITEM_MENU::CATEGORY_WINDOW_MAX_COLUMNS  end   def window_width    Graphics.width  end   def spacing    return IAVRA::ITEM_MENU::CATEGORY_WINDOW_COL_SPACE  end end#==========================================================================# ▼ RPG::BaseItem#==========================================================================class RPG::BaseItem        def item_categories        iavra_item_menu_create_categories if @iavra_item_menu_categories.nil?        @iavra_item_menu_categories    end        def iavra_item_menu_create_categories        @iavra_item_menu_no_default = false        @iavra_item_menu_categories = []        self.note.split(/[\r\n]+/).each do |line|            if(line[IAVRA::ITEM_MENU::REGEX_NOTETAG])                cat = IAVRA::ITEM_MENU::CATEGORIES.map{|sym, data| data[0] == $1 ? sym : nil}.compact[0]                @iavra_item_menu_categories << cat unless cat.nil?            end            if(line[IAVRA::ITEM_MENU::REGEX_NO_DEFAULT])                @iavra_item_menu_no_default = true            end        end    end    end#==========================================================================# ▼ RPG::Item#==========================================================================class RPG::Item < RPG::UsableItem        def iavra_item_menu_create_categories        super        return if @iavra_item_menu_no_default        @iavra_item_menu_categories << :item unless key_item?        @iavra_item_menu_categories << :key_item if key_item?    end    end#==========================================================================# ▼ RPG::Weapon#==========================================================================class RPG::Weapon < RPG::EquipItem        def iavra_item_menu_create_categories        super        return if @iavra_item_menu_no_default        @iavra_item_menu_categories << :weapon    end    end#==========================================================================# ▼ RPG::Armor#==========================================================================class RPG::Weapon < RPG::EquipItem        def iavra_item_menu_create_categories        super        return if @iavra_item_menu_no_default        @iavra_item_menu_categories << :armor    end    end#==========================================================================# ▼ Window_ItemList#==========================================================================class Window_ItemList < Window_Selectable        alias :iavra_item_menu_initialize :initialize        def initialize(*args)        iavra_item_menu_initialize(*args)    end        def include?(item)        return false if item.nil?        item.item_categories.include?(@category)    end    end
It offers no option to change its appearance (so far). Everything it does is grouping items by categories.

An entry in CATEGORIES is build like this:

:questnote => ["Quests", "Quest", "Viewing Quest items"]:questnote is the key for the item category (only used internal). "Quests" is what should be used in the notetag. "Quest" is the name of the category in the menu and the last part is what's shown in the help window.

Notetags looks like this:

<category Quests>
Every item automatically receives the category :item, every key item is :key_item, every weapon is :weapon and every armor is :armor. This behaviour can be disabled on a per-item basis by adding the following notetag:

<no default>
See if it works for you and i can add further features if needed. Free to use commercially, but you can credit me if you want.
 

EternalShadow

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Very awesome. 

<category Quests>

<no default> 

 

The above works to essentially take items out of their default categories and put them into their own category. You may want to look into line 50 and 56, where there seem to be extra unneeded symbols around the tags.

 

Another suggestion: To hide the "item numbers" within the new categories, if wanted? (I.E: If this is used to hold "quest notes", then there will only ever be one of each)
 

Iavra

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By "unneeded symbols" i guess you mean the "\s*" in front of the tag? That basically means, that you can put any number of whitespaces in front of them. You probably don't need this, but it helps to prevent errors when you, say, copied the notetags from somewhere and accidently copied spaces with them.


/edit: I don't really intend to release this in an "official" version, so i won't create a new thread about this in RGSS3 Scripts or Scripts in Development, but a mod will probably close this thread shortly. If you want additional features (like hiding the item numbers for categories) you can PM me about it.
 
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