=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