RPG Maker Forums

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)

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