Change the Inventory?

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Voracious

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I have way too many unneeded features for the inventory. I'm looking for an inventory that is very simple, no skills or anything. Just the items, the player's health, the save function, and the exit function. Does anybody know how to get rid of these other features that are not useful to me? 

Also, everything in this game is a key item so I need to ask how do you also get rid of the sub tabs too? And possibly have the item list right there when you press the menu button for the sake of convenience?
 

Andar

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You're talking about the screens (menues, status screen and so on) in the game, not the game's inventory (=number of items the player has).


To change the screens, you'll need a script or script modifications.


There have been other developers who asked for similiar help - usually to remove a certain feature of the screens, not a general removal.


You could either search the forum to find those other script requests and see wether you can adapt them to your gaem, or you can make your own script trquest (in the script request forum). Or you can try to use one of the existing menu scripts, but those mostly only allow you to remove screens completely (by removing the menu entry), not change their display.


If you make your own script request, please attach a picture how you imagine the screens to look in your game as this will help the scripter to know what you want.
 

Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.

Yep - at least two people have asked for exactly this in the last month or so.

It's probably a bit hard to determine what keywords to use, since they all phrase it differently, but it's still worth doing a search first.

I don't know what you mean by "the player's health" - do you want the Status menu option, or just the default stuff that already appears on the main menu, showing player details?

Anyway, it seems this request, by derpderp (and almost similar to the one by SoulPour77), is pretty much exactly what you're after:

Menu

#==============================================================================# ** Window_MenuCommand#------------------------------------------------------------------------------# This command window appears on the menu screen.#==============================================================================class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list add_main_commands add_save_command add_game_end_command end #-------------------------------------------------------------------------- # * Add Main Commands to List #-------------------------------------------------------------------------- def add_main_commands add_command(Vocab::item, :item, main_commands_enabled) endend#==============================================================================# ** Scene_Menu#------------------------------------------------------------------------------# This class performs the menu screen processing.#==============================================================================class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_command_window end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_MenuCommand.new @command_window.set_handler:)item, method:)command_item)) @command_window.set_handler:)save, method:)command_save)) @command_window.set_handler:)game_end, method:)command_game_end)) @command_window.set_handler:)cancel, method:)return_scene)) @command_window.x = Graphics.width - @command_window.width @command_window.y = Graphics.height - @command_window.height endend
Items

Code:
#==============================================================================# ** Scene_Item#------------------------------------------------------------------------------#  This class performs the item screen processing.#==============================================================================class Scene_Item < Scene_ItemBase  #--------------------------------------------------------------------------  # * Start Processing  #--------------------------------------------------------------------------  def start    super    create_help_window    create_item_window  end  #--------------------------------------------------------------------------  # * Create Item Window  #--------------------------------------------------------------------------  def create_item_window    wy = @help_window.height    wh = Graphics.height - wy    @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(:return_scene))    @item_window.category = :key_item    @item_window.select_last    @item_window.activate  endend
 
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Voracious

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.

Yep - at least two people have asked for exactly this in the last month or so.

It's probably a bit hard to determine what keywords to use, since they all phrase it differently, but it's still worth doing a search first.

I don't know what you mean by "the player's health" - do you want the Status menu option, or just the default stuff that already appears on the main menu, showing player details?

Anyway, it seems this request, by derpderp (and almost similar to the one by SoulPour77), is pretty much exactly what you're after:

Menu

#==============================================================================# ** Window_MenuCommand#------------------------------------------------------------------------------# This command window appears on the menu screen.#==============================================================================class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list add_main_commands add_save_command add_game_end_command end #-------------------------------------------------------------------------- # * Add Main Commands to List #-------------------------------------------------------------------------- def add_main_commands add_command(Vocab::item, :item, main_commands_enabled) endend#==============================================================================# ** Scene_Menu#------------------------------------------------------------------------------# This class performs the menu screen processing.#==============================================================================class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_command_window end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_MenuCommand.new @command_window.set_handler:)item, method:)command_item)) @command_window.set_handler:)save, method:)command_save)) @command_window.set_handler:)game_end, method:)command_game_end)) @command_window.set_handler:)cancel, method:)return_scene)) @command_window.x = Graphics.width - @command_window.width @command_window.y = Graphics.height - @command_window.height endend
Items


#==============================================================================# ** Scene_Item#------------------------------------------------------------------------------# This class performs the item screen processing.#==============================================================================class Scene_Item < Scene_ItemBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_help_window create_item_window end #-------------------------------------------------------------------------- # * Create Item Window #-------------------------------------------------------------------------- def create_item_window wy = @help_window.height wh = Graphics.height - wy @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:)return_scene)) @item_window.category = :key_item @item_window.select_last @item_window.activate endend
Thanks.
 

Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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