Simple Item Menu Request

MuyHiram

MuyHiram
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I would like my menu to show this when I press X:



The main idea is to only have items, key items, and end game while also displaying the gold.

I Will give proper credit.

Thank You
 

MeowFace

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Give this script a try:

Code:
#==============================================================================# ■ Meow Face Item Only Menu#------------------------------------------------------------------------------# Menu with Items & Key Items only#==============================================================================# How to Use:# [1] Put this script below Material and above Main#==============================================================================class Window_ItemCategory < Window_HorzCommand  def make_command_list    add_command(Vocab::item,     :item)    add_command(Vocab::key_item, :key_item)    add_command(Vocab::game_end, :game_end)  end  def window_width    Graphics.width - 160  end  def col_max    return 3  endendclass Scene_Map < Scene_Base  def call_menu    Sound.play_ok    Input.update    SceneManager.call(Scene_Item)  endendclass Scene_Item < Scene_ItemBase  def start    super    create_help_window    create_category_window    create_item_window    create_gold_window  end  def create_gold_window    @gold_window = Window_Gold.new    @gold_window.x = Graphics.width - @gold_window.width    @gold_window.y = @help_window.height  end  def create_category_window    @category_window = Window_ItemCategory.new    @category_window.viewport = @viewport    @category_window.help_window = @help_window    @category_window.y = @help_window.height    @category_window.set_handler(:ok,     method(:on_category_ok))    @category_window.set_handler(:cancel, method(:return_scene))    @category_window.set_handler(:game_end,  method(:command_game_end))  end  def command_game_end    SceneManager.call(Scene_End)  endend
 
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MeowFace

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You're welcome
 

AllyJamy

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Managed to fix the code  that was broken due to the V3 to V4 migration. (with zero coding experience) Script belongs to MeowFace. 

Code:
#==============================================================================#
#¦ Meow Face Item Only Menu
#------------------------------------------------------------------------------#
#Menu with Items & Key Items only
#==============================================================================#
#How to Use# [1] Put this script below Material and above Main
#==============================================================================
class Window_ItemCategory < Window_HorzCommand
  def make_command_list
  add_command(Vocab::item,     :item)   
  add_command(Vocab::key_item, :key_item)   
  add_command(Vocab::game_end, :game_end)  
end
  
  def window_width    
  Graphics.width - 160  
  end
  
  def col_max    
  return 3  
 end
end
  
class Scene_Map < Scene_Base 
 
  def call_menu    
  Sound.play_ok    
  Input.update    
  SceneManager.call(Scene_Item)  
 end
end
  
class Scene_Item < Scene_ItemBase  
  
  def start    
    super    
  create_help_window    
  create_category_window    
  create_item_window    
  create_gold_window 
  end  
  
  def create_gold_window 
    
  @gold_window = Window_Gold.new    
  @gold_window.x = Graphics.width - @gold_window.width    
  @gold_window.y = @help_window.height  
  end  
  
  def create_category_window    
    
  @category_window = Window_ItemCategory.new    
  @category_window.viewport = @viewport
  @category_window.help_window = @help_window
  @category_window.y = @help_window.height 
  @category_window.set_handler(:ok,     method(:on_category_ok))    
  @category_window.set_handler(:cancel, method(:return_scene))  
  @category_window.set_handler(:game_end,  method(:command_game_end))  
  end  
  
  def command_game_end   
    
  SceneManager.call(Scene_End) 
  end
 end
 

goldfrappian

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Is it possible to use this script without the gold/currency window?
 

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