Very Simple Item Menu

lemongreen

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Simple Item Menu ver. 1.0
by lemongreen



Introduction
Just a very simple edit to the item menu so it only shows Items and Key Items; also the number total now only shows for regular items. It also gets rid of the help box. I made it based on the item menu from Mad Father due to liking the style and figuring it would work in a short game I'm working on.

Screenshots

Here's what it looks like:



And here's what it's based off of:



(I know it doesn't actually look close to the same at all, but it's what I could manage...)

How to Use
Just paste it in above Main and it'll work. (Chances are high that it won't work with other scripts that change the items menu; I haven't really tested it in such a way, anyways)

Script
Here's a Dropbox link for people who would prefer that still.

Code:
=begin
#--------------------------------------------------------------------------
#Very Simple Item Menu Edit
#Version 1,0
#June 6, 2014
#By smallhobbit (or lemongreen)
#--------------------------------------------------------------------------
A simple edit to the item menu so it only shows Items and Key Items as well as
gets rid of the Help Text; also, only regular Items have numbers. Supposed to
emulate the item menu from "Mad Father"

Just paste it in above Main and it'll work. (though probably not with other
Item menu changing scripts)
=end


class Window_ItemCategory < Window_HorzCommand
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    Graphics.width/2
  end
  #--------------------------------------------------------------------------
  # * Get Digit Count (changed number)
  #--------------------------------------------------------------------------
  def col_max
    return 2
  end
  #--------------------------------------------------------------------------
  # * Create Command List (Items & Key Items only)
  #--------------------------------------------------------------------------
  def make_command_list
    add_command(Vocab::item,     :item)
    add_command(Vocab::key_item, :key_item)
  end
end

class Window_ItemList < Window_Selectable
  #--------------------------------------------------------------------------
  # * Get Digit Count (changed number)
  #--------------------------------------------------------------------------
  def col_max
    return 1
  end
  #--------------------------------------------------------------------------
  # * Include in Item List? (removed weapons and armor)
  #--------------------------------------------------------------------------
  def include?(item)
    case @category
    when :item
      item.is_a?(RPG::Item) && !item.key_item?
    when :key_item
      item.is_a?(RPG::Item) && item.key_item?
    else
      false
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item (changed draw_item_number)
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
      rect = item_rect(index)
      rect.width -= 4
      draw_item_name(item, rect.x, rect.y, enable?(item))
     if item.is_a?(RPG::Item) && !item.key_item?
      draw_item_number(rect, item)
    else
      false
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Number of Items
  #--------------------------------------------------------------------------
  def draw_item_number(rect, item)
    draw_text(rect, sprintf(":%2d", $game_party.item_number(item)), 2)
  end
end

class Scene_Item < Scene_ItemBase
  #--------------------------------------------------------------------------
  # * Start Processing (removed help window
  #--------------------------------------------------------------------------
  def start
    super
    create_category_window
    create_item_window
  end
  #--------------------------------------------------------------------------
  # * Create Category Window
  #--------------------------------------------------------------------------
  def create_category_window
    @category_window = Window_ItemCategory.new
    @category_window.viewport = @viewport
    @category_window.y = 20
    @category_window.set_handler(:ok,     method(:on_category_ok))
    @category_window.set_handler(:cancel, method(:return_scene))
  end
  #--------------------------------------------------------------------------
  # * Create Item Window
  #--------------------------------------------------------------------------
  def create_item_window
    wy = @category_window.y + @category_window.height
    wh = Graphics.height - 150
    @item_window = Window_ItemList.new(0, wy, Graphics.width/2, wh)
    @item_window.viewport = @viewport
    @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
Just so people know, I'm fine with either being credited as lemongreen or smallhobbit (I have both in the script header; though if this is confusing then just go with lemongreen) Also, I don't really care how you use this as long as credit is given.

Thanks
The general community here (surprisingly I think I've gotten more work done on games since I stopped lurking around on here)

Author's Notes
Even though there's really not much to this script, I'll probably come back to it later to make it better... somehow. Also, I don't know how well I'd be able to do compatibility work (though there shouldn't be much in the way of that)
 
Last edited:

Panda P.I.

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Awesome! This is exactly what I was looking for and it works like a charm!
 

moonrabbit

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Thank you so much! This is also exactly what I wanted. :3
 
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This is perfect for the game I'm working on, though I wonder if there is a way to center it (horizontally at least)? It would look more beautiful that way in my game

Thanks!
 

Moonport

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Hi! I know this is kind of an old post, but I'd really like to use your script. Unfortunately, the Dropbox link is down. Could you please re-upload it again? Thank you!!
 

lemongreen

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Edited the main post to fix the Dropbox link and also add the code directly (the site's changed a lot since I first posted this)
 

Moonport

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Thank you so much :)
This works out perfectly!!
 

ToonRudy

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I love this script, but the only bad thing is that it's too much at the left. I tryied adding @category_windows.x = 20 on
# * Create Category Window
and it worked, but I don't know how to make it for
# * Create Item Window...

 

Lemori

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Love this script, its what I've been looking for. But is there a way I can add the help window. I want the items to show simple information
when its selected/highlighted. I can't figure out how to alter it...
 

Amaia Ruiz

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RMVXA
Simple Item Menu ver. 1.0
by lemongreen



Introduction
Just a very simple edit to the item menu so it only shows Items and Key Items; also the number total now only shows for regular items. It also gets rid of the help box. I made it based on the item menu from Mad Father due to liking the style and figuring it would work in a short game I'm working on.

Screenshots

Here's what it looks like:



And here's what it's based off of:



(I know it doesn't actually look close to the same at all, but it's what I could manage...)

How to Use
Just paste it in above Main and it'll work. (Chances are high that it won't work with other scripts that change the items menu; I haven't really tested it in such a way, anyways)

Script
Here's a Dropbox link for people who would prefer that still.

Code:
=begin
#--------------------------------------------------------------------------
#Very Simple Item Menu Edit
#Version 1,0
#June 6, 2014
#By smallhobbit (or lemongreen)
#--------------------------------------------------------------------------
A simple edit to the item menu so it only shows Items and Key Items as well as
gets rid of the Help Text; also, only regular Items have numbers. Supposed to
emulate the item menu from "Mad Father"

Just paste it in above Main and it'll work. (though probably not with other
Item menu changing scripts)
=end


class Window_ItemCategory < Window_HorzCommand
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    Graphics.width/2
  end
  #--------------------------------------------------------------------------
  # * Get Digit Count (changed number)
  #--------------------------------------------------------------------------
  def col_max
    return 2
  end
  #--------------------------------------------------------------------------
  # * Create Command List (Items & Key Items only)
  #--------------------------------------------------------------------------
  def make_command_list
    add_command(Vocab::item,     :item)
    add_command(Vocab::key_item, :key_item)
  end
end

class Window_ItemList < Window_Selectable
  #--------------------------------------------------------------------------
  # * Get Digit Count (changed number)
  #--------------------------------------------------------------------------
  def col_max
    return 1
  end
  #--------------------------------------------------------------------------
  # * Include in Item List? (removed weapons and armor)
  #--------------------------------------------------------------------------
  def include?(item)
    case @category
    when :item
      item.is_a?(RPG::Item) && !item.key_item?
    when :key_item
      item.is_a?(RPG::Item) && item.key_item?
    else
      false
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item (changed draw_item_number)
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
      rect = item_rect(index)
      rect.width -= 4
      draw_item_name(item, rect.x, rect.y, enable?(item))
     if item.is_a?(RPG::Item) && !item.key_item?
      draw_item_number(rect, item)
    else
      false
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Number of Items
  #--------------------------------------------------------------------------
  def draw_item_number(rect, item)
    draw_text(rect, sprintf(":%2d", $game_party.item_number(item)), 2)
  end
end

class Scene_Item < Scene_ItemBase
  #--------------------------------------------------------------------------
  # * Start Processing (removed help window
  #--------------------------------------------------------------------------
  def start
    super
    create_category_window
    create_item_window
  end
  #--------------------------------------------------------------------------
  # * Create Category Window
  #--------------------------------------------------------------------------
  def create_category_window
    @category_window = Window_ItemCategory.new
    @category_window.viewport = @viewport
    @category_window.y = 20
    @category_window.set_handler(:ok,     method(:on_category_ok))
    @category_window.set_handler(:cancel, method(:return_scene))
  end
  #--------------------------------------------------------------------------
  # * Create Item Window
  #--------------------------------------------------------------------------
  def create_item_window
    wy = @category_window.y + @category_window.height
    wh = Graphics.height - 150
    @item_window = Window_ItemList.new(0, wy, Graphics.width/2, wh)
    @item_window.viewport = @viewport
    @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
Just so people know, I'm fine with either being credited as lemongreen or smallhobbit (I have both in the script header; though if this is confusing then just go with lemongreen) Also, I don't really care how you use this as long as credit is given.

Thanks
The general community here (surprisingly I think I've gotten more work done on games since I stopped lurking around on here)

Author's Notes
Even though there's really not much to this script, I'll probably come back to it later to make it better... somehow. Also, I don't know how well I'd be able to do compatibility work (though there shouldn't be much in the way of that)
Hello, could you make a script in which the menu has "item" and "exit" options only? And if possible I would want the items to be used on events or to show some descriptions but when selected I don´t want them to be given to a character (I don´t know if I am explaining this very well) sorry
 
Joined
Oct 21, 2014
Messages
30
Reaction score
8
First Language
English
Primarily Uses
RMVXA
Simple Item Menu ver. 1.0
by lemongreen



Introduction
Just a very simple edit to the item menu so it only shows Items and Key Items; also the number total now only shows for regular items. It also gets rid of the help box. I made it based on the item menu from Mad Father due to liking the style and figuring it would work in a short game I'm working on.

Screenshots

Here's what it looks like:



And here's what it's based off of:



(I know it doesn't actually look close to the same at all, but it's what I could manage...)

How to Use
Just paste it in above Main and it'll work. (Chances are high that it won't work with other scripts that change the items menu; I haven't really tested it in such a way, anyways)

Script
Here's a Dropbox link for people who would prefer that still.

Code:
=begin
#--------------------------------------------------------------------------
#Very Simple Item Menu Edit
#Version 1,0
#June 6, 2014
#By smallhobbit (or lemongreen)
#--------------------------------------------------------------------------
A simple edit to the item menu so it only shows Items and Key Items as well as
gets rid of the Help Text; also, only regular Items have numbers. Supposed to
emulate the item menu from "Mad Father"

Just paste it in above Main and it'll work. (though probably not with other
Item menu changing scripts)
=end


class Window_ItemCategory < Window_HorzCommand
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    Graphics.width/2
  end
  #--------------------------------------------------------------------------
  # * Get Digit Count (changed number)
  #--------------------------------------------------------------------------
  def col_max
    return 2
  end
  #--------------------------------------------------------------------------
  # * Create Command List (Items & Key Items only)
  #--------------------------------------------------------------------------
  def make_command_list
    add_command(Vocab::item,     :item)
    add_command(Vocab::key_item, :key_item)
  end
end

class Window_ItemList < Window_Selectable
  #--------------------------------------------------------------------------
  # * Get Digit Count (changed number)
  #--------------------------------------------------------------------------
  def col_max
    return 1
  end
  #--------------------------------------------------------------------------
  # * Include in Item List? (removed weapons and armor)
  #--------------------------------------------------------------------------
  def include?(item)
    case @category
    when :item
      item.is_a?(RPG::Item) && !item.key_item?
    when :key_item
      item.is_a?(RPG::Item) && item.key_item?
    else
      false
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item (changed draw_item_number)
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
      rect = item_rect(index)
      rect.width -= 4
      draw_item_name(item, rect.x, rect.y, enable?(item))
     if item.is_a?(RPG::Item) && !item.key_item?
      draw_item_number(rect, item)
    else
      false
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Number of Items
  #--------------------------------------------------------------------------
  def draw_item_number(rect, item)
    draw_text(rect, sprintf(":%2d", $game_party.item_number(item)), 2)
  end
end

class Scene_Item < Scene_ItemBase
  #--------------------------------------------------------------------------
  # * Start Processing (removed help window
  #--------------------------------------------------------------------------
  def start
    super
    create_category_window
    create_item_window
  end
  #--------------------------------------------------------------------------
  # * Create Category Window
  #--------------------------------------------------------------------------
  def create_category_window
    @category_window = Window_ItemCategory.new
    @category_window.viewport = @viewport
    @category_window.y = 20
    @category_window.set_handler(:ok,     method(:on_category_ok))
    @category_window.set_handler(:cancel, method(:return_scene))
  end
  #--------------------------------------------------------------------------
  # * Create Item Window
  #--------------------------------------------------------------------------
  def create_item_window
    wy = @category_window.y + @category_window.height
    wh = Graphics.height - 150
    @item_window = Window_ItemList.new(0, wy, Graphics.width/2, wh)
    @item_window.viewport = @viewport
    @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
Just so people know, I'm fine with either being credited as lemongreen or smallhobbit (I have both in the script header; though if this is confusing then just go with lemongreen) Also, I don't really care how you use this as long as credit is given.

Thanks
The general community here (surprisingly I think I've gotten more work done on games since I stopped lurking around on here)

Author's Notes
Even though there's really not much to this script, I'll probably come back to it later to make it better... somehow. Also, I don't know how well I'd be able to do compatibility work (though there shouldn't be much in the way of that)
This is what I am looking for, I just have to find a way to slightly edit it so I can have Non-Mind Items and Mind Evidence xD
 

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