Nicke 151 Posted April 8, 2012 (edited) Icon Menu Version 1.0d IntroductionIn my script package there already exists a heavily customized version for Scene_Menu. However, I always wanted a Icon Menu as well so I created one for you with a few neat features. Hope you enjoy it! Features The option to change the window settings for the menu. As my previous menu it is easier to add new commands to it. (Adding icons in this case) A help window that will display a text and a description of the current selected command. Support for own background. Horizontal style for the menu icons. The ability to enable custom_menu which means you must add the menu items ingame. This can be useful if you wish to enable/disable certain commands for quest etc. Every added command can be enabled/disabled. See more in screenshots how it looks like when a command is disabled. Made for one character menu, i.e formation command wont work. And more! Screenshots How to UseInstructions how to use it can be find inside the script.To install this script, open up your script editor and copy/paste this script to an open slot below Materials but above Main. Remember to save.ScriptGet the script here.UpdatesVersion 1.0d released. Added support for showing max gold if XS - Hero Control is in use.CreditDo credit me, Nicke, if you are planing on using this script. Thanks.Can be use in a commercial project. Edited January 21, 2013 by Nicke 4 Share this post Link to post Share on other sites
Ventwig 26 Posted April 8, 2012 This is really cool, it's a nice, simple main menu Share this post Link to post Share on other sites
Nicke 151 Posted April 8, 2012 (edited) Released 1.0a, corrects a bug as well as optimize the code. See more at topic. Edited April 8, 2012 by Niclas Share this post Link to post Share on other sites
hugak 0 Posted April 8, 2012 I like the simpleness. Makes games look much more original, tired of seeing same old RMVX, or RMVXA menus! Share this post Link to post Share on other sites
EdgeWing 8 Posted April 12, 2012 Icon Menu Introduction In my script package there already exists a heavily customized version for Scene_Menu. However, I always wanted a Icon Menu as well so I created one for you with a few neat features. Hope you enjoy it!  Features The option to change the window settings for the menu. As my previous menu it is easier to add new commands to it. (Adding icons in this case) A help window that will display a text and a description of the current selected command. Support for own background. Horizontal style for the menu icons. The ability to enable custom_menu which means you must add the menu items ingame. This can be useful if you wish to enable/disable certain commands for quest etc. Every added command can be enabled/disabled. See more in screenshots how it looks like when a command is disabled. Made for one character menu, i.e formation command wont work. And more! Screenshots       How to Use Instructions how to use it can be find inside the script. To install this script, open up your script editor and copy/paste this script to an open slot below Materials but above Main. Remember to save.  Script  #============================================================================== # XaiL System - Icon Menu # Author: Nicke # Created: 07/04/2012 # Edited: 08/04/2012 # Version: 1.0a #============================================================================== # Instructions # ----------------------------------------------------------------------------- # To install this script, open up your script editor and copy/paste this script # to an open slot below â–¼ Materials but above â–¼ Main. Remember to save. # # A highly customized menu that displays icons as commands. # # *** Only for RPG Maker VX Ace. *** #============================================================================== ($imported ||= {})["XAIL-XS-ICON_MENU"] = true module XAIL module ICON_MENU #--------------------------------------------------------------------------# # * Settings #--------------------------------------------------------------------------# # MENU_FONT = [name, size, color, bold, shadow] MENU_FONT = [["Ankladaâ„¢", "Verdana"], 24, Color.new(255,255,25), true, true] # MENU_WINDOW [x, y, z, opacity] MENU_WINDOW = [0, 0, 200, 255] # Center the menu. # Note: If this is on the x and y coordinates is not available. # MENU_CENTER = true/false MENU_CENTER = true # The windowskin to use for the windows. # nil to disable. # MENU_SKIN = string MENU_SKIN = nil # Menu list - The icon_index (can be nil) and custom_scene is optional. # MENU_LIST: # ID = ['Title', description, :symbol, :command, icon_index, active, custom ] MENU_LIST = [] MENU_LIST[0] = ["Item", "Browse through your acquired items.", :item, :command_item, 264, true] MENU_LIST[1] = ["Skills", "Manage your available skills.", :skill, :command_skill, 112, true] MENU_LIST[2] = ["Equip", "Change your equipment.", :equip, :command_equip, 170, true] MENU_LIST[3] = ["Status", "See the current status of the hero.", :status, :command_status, 122, true] MENU_LIST[4] = ["Save", "Record your progress.", :save, :command_save, 233, true] MENU_LIST[5] = ["Quit", "Exit the program.", :game_end, :command_game_end, 1, true] # Custom command: MENU_LIST[6] = ["Title", "Return to title.", :title, :command_custom, 12, true, Scene_Title] # If MENU_CUSTOM is true you will have to add the commands yourself # ingame, which can be useful for certain quest related stuff or if you # want to disable commands temporarly. # To add/delete a command ingame follow these instructions: # # In a Call Script do like this: # menu_scene(2,:add) # To add id 2 to menu list. # menu_scene(3,:del) # To remove id 3 from menu list. # # In a conditional branch do like this to check if a id is active: # menu_active?(5) # Returns true if id 5 is enabled. # # To set a id to be enabled do like this: # menu_active(1, true) # Set id 1 to be enabled. # # To add/delete every menu item to the list use this method: # menu_scene_all(type = :add/:del) # # MENU_CUSTOM = true/false MENU_CUSTOM = true # The text to be displayed if no menu items is available. # MENU_EMPTY = "" MENU_EMPTY = "Menu not available at this point." # Animate timer for the help window. 0 = no animation. # Only occurs when menu command has changed. # ANIMATE_TIMER = number ANIMATE_TIMER = 20 # Help window. # HELP = [x, y, z, opacity, enabled] HELP = [0, 0, 200, 255, true] # Gold window. # nil to disable the icon(s). # GOLD = [x, y, z, opacity, icon_index, enabled] GOLD = [0, 368, 200, 255, 361, true] # Transition, nil to use default. # TRANSITION [speed, transition, opacity] # TRANSITION = [40, "Graphics/Transitions/4", 50] TRANSITION = nil # Menu background image (System folder) # Note: You might want to decrease the opacity as well as arrange # the windows so that you can properly see the background. # Set to nil to use default. BACK = nil # Note: Not active if menu background is in use. # Background type: # 0 = normal blur (default) # 1 = radial blur # 2 = hue change # 3 = custom color # 4 = custom gradient # BACK_TYPE = [type, opacity, enabled] BACK_TYPE = [1, 200, true] # BACK_RADIAL_BLUR = 0-360, 2-100 BACK_RADIAL_BLUR = [10, 10] # BACK_HUE = 0-360 BACK_HUE = 15 # BACK_COLOR = 0-255 (Red, Green, Blue, Alpha) BACK_COLOR = Color.new(255,0,255,128) # BACK_GRADIENT = [ Color1, Color2, Vertical ] BACK_GRADIENT = [Color.new(0,0,250,128), Color.new(255,0,0,128), true] end end # *** Don't edit below unless you know what you are doing. *** #==============================================================================# # ** Game_System #==============================================================================# class Game_System attr_accessor :menu_list alias xail_icon_menu_sys_initialize initialize unless $@ def initialize(*args, &block) xail_icon_menu_sys_initialize(*args, &block) @menu_list = [] end end #==============================================================================# # ** Game_Interpreter #==============================================================================# class Game_Interpreter def menu_scene(id, type) # // Method to add a item to the list. case type when :add # // Add menu id. unless $game_system.menu_list.include?(XAIL::ICON_MENU::MENU_LIST[id]) $game_system.menu_list.push(XAIL::ICON_MENU::MENU_LIST[id]) end unless XAIL::ICON_MENU::MENU_LIST[id].nil? when :del # // Remove menu id. unless XAIL::ICON_MENU::MENU_LIST[id].nil? $game_system.menu_list.delete(XAIL::ICON_MENU::MENU_LIST[id]) end end end def menu_active?(id) # // Method to check if id is eanbled. return if $game_system.menu_list[id].nil? return $game_system.menu_list[id][5] end def menu_active(id, enabled) # // Method to enable id. $game_system.menu_list[id][5] = enabled end def menu_scene_all(type = :add) # // Method to add or delete all of the id's to the menu list. id = 0 while id < XAIL::ICON_MENU::MENU_LIST.size case type when :add menu_scene(id, :add) else menu_scene(id, :del) end id += 1 end end end #============================================================================== # ** Window_MenuCommand #============================================================================== class Window_MenuCommand < Window_Command alias xail_icon_menu_window_width_cmd window_width def window_width(*args, &block) # // Method to return the width. xail_icon_menu_window_width_cmd(*args, &block) return 48 if get_menu.size == 1 return 74 if get_menu.size == 2 return 32 * get_menu.size end alias xail_icon_menu_window_height_cmd window_height def window_height(*args, &block) # // Method to return the height. xail_icon_menu_window_height_cmd(*args, &block) return fitting_height(1) end alias xail_icon_menu_col_max_cmd col_max def col_max(*args, &block) # // Method to determine col max. xail_icon_menu_col_max_cmd(*args, &block) return get_menu.size end alias xail_icon_menu_item_max_cmd item_max def item_max(*args, &block) xail_icon_menu_item_max_cmd(*args, &block) return get_menu.size end alias xail_icon_menu_spacing_cmd spacing def spacing(*args, &block) # // Method to determine spacing. xail_icon_menu_spacing_cmd(*args, &block) return 0 end alias xail_icon_menu_contents_width_cmd contents_width def contents_width(*args, &block) # // Method to determine contents width. xail_icon_menu_contents_width_cmd(*args, &block) (item_width + spacing) * item_max - spacing end alias xail_icon_menu_contents_height_cmd contents_height def contents_height(*args, &block) # // Method to determine contents height. xail_icon_menu_contents_height_cmd(*args, &block) item_height end def get_menu # // Method to get the menu list. if XAIL::ICON_MENU::MENU_CUSTOM return @menu_list = $game_system.menu_list else return @menu_list = XAIL::ICON_MENU::MENU_LIST end end def draw_menu_icon(icon_index, x, y, enabled = true) # // Method to draw icon. bitmap = Cache.system("Iconset") rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) contents.blt(x, y, bitmap, rect, enabled ? 255 : 20) end def draw_item(index) # // Method override to draw the command item. x = (get_menu.size < 5) ? 0 : 2 for i in get_menu icon = i[4] unless i[4].nil? draw_menu_icon(icon, x, 0, i[5]) x += item_width end end def make_command_list # // Method override to add the commands. for i in get_menu case i[2] when :save add_command(i[0], i[2], save_enabled, i[6]) else add_command(i[0], i[2], i[5], i[6]) end end end end #==============================================================================# # ** Window_Gold #==============================================================================# class Window_Gold < Window_Base alias xail_icon_menu_wingold_refresh refresh def refresh(*args, &block) contents.clear # // Refresh method override, draw a icon and the value. unless XAIL::ICON_MENU::GOLD[4].nil? draw_icon(XAIL::ICON_MENU::GOLD[4], 116, -2) draw_currency_value(value, currency_unit, -10, 0, contents.width - 8) else xail_icon_menu_wingold_refresh(*args, &block) end end end #==============================================================================# # ** Window_Help #==============================================================================# class Window_Icon_Help < Window_Help attr_accessor :index alias xail_icon_menu_winhelp_init initialize def initialize(*args, &block) xail_icon_menu_winhelp_init(*args, &block) @menu_list = get_menu @index = nil end def get_menu # // Method to get the menu list. if XAIL::ICON_MENU::MENU_CUSTOM @menu_list = $game_system.menu_list else @menu_list = XAIL::ICON_MENU::MENU_LIST end end alias xail_icon_menu_winhelp_set_text set_text def set_text(text, enabled) # // Method to set a new the tp text to the window. xail_icon_menu_winhelp_set_text(text) if text != @text menu_color(XAIL::ICON_MENU::MENU_FONT[2], enabled) @text = text refresh end end def refresh # // Refresh help contents. contents.clear draw_help_text end def draw_help_text # // Method to draw the help text. contents.font.name = XAIL::ICON_MENU::MENU_FONT[0] contents.font.size = XAIL::ICON_MENU::MENU_FONT[1] menu_color(XAIL::ICON_MENU::MENU_FONT[2], menu_enabled?(@index)) contents.font.bold = XAIL::ICON_MENU::MENU_FONT[3] contents.font.shadow = XAIL::ICON_MENU::MENU_FONT[4] # // Draw title and description for the menu. draw_help_ex(0, -4, @text) reset_font_settings end def draw_help_ex(x, y, text) # // Special method to draw a text. text = convert_escape_characters(text) pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)} process_character(text.slice!(0, 1), text, pos) until text.empty? end def menu_enabled?(index) # // Method to check if menu item is enabled. return get_menu[index][5] end def menu_color(color, enabled = true) # // Method to set the color and alpha if not enabled. contents.font.color.set(color) contents.font.color.alpha = 150 unless enabled end end #==============================================================================# # ** Scene_MenuBase #------------------------------------------------------------------------------ # New Scene :: Scene_MenuBase #==============================================================================# class Scene_MenuBase < Scene_Base alias xail_icon_menubase_start start def start(*args, &block) # // Method to start the scene xail_icon_menubase_start(*args, &block) @menu_list = get_menu end alias xail_icon_menubase_post_start post_start def post_start(*args, &block) # // Method to post_start the scene. xail_icon_menubase_post_start(*args, &block) perform_transition unless @menu_list.empty? end def get_menu # // Method to get the menu list. if XAIL::ICON_MENU::MENU_CUSTOM return @menu_list = $game_system.menu_list else return @menu_list = XAIL::ICON_MENU::MENU_LIST end end alias xail_icon_menubase_terminate terminate def terminate(*args, &block) # // Method to terminate the scene. xail_icon_menubase_terminate(*args, &block) dispose_help end def dispose_help # // Dispose help window. @help_window.dispose unless @help_window.nil? @help_window = nil end def create_background # // Method to create custom background. @background_sprite = Sprite.new if XAIL::ICON_MENU::BACK.nil? @background_sprite.bitmap = SceneManager.background_bitmap if XAIL::ICON_MENU::BACK_TYPE[2] source = SceneManager.background_bitmap bitmap = Bitmap.new(Graphics.width, Graphics.height) bitmap.stretch_blt(bitmap.rect, source, source.rect) unless SceneManager.scene_is?(Scene_Load) case XAIL::ICON_MENU::BACK_TYPE[0] when 0 ; bitmap.blur # // Default when 1 ; bitmap.radial_blur(XAIL::ICON_MENU::BACK_RADIAL_BLUR[0], XAIL::ICON_MENU::BACK_RADIAL_BLUR[0]) when 2 ; bitmap.hue_change(XAIL::ICON_MENU::BACK_HUE) when 3 ; bitmap.fill_rect(bitmap.rect, XAIL::ICON_MENU::BACK_COLOR) when 4 ; bitmap.gradient_fill_rect(bitmap.rect, XAIL::ICON_MENU::BACK_GRADIENT[0], XAIL::MENU::BACK_GRADIENT[1], XAIL::ICON_MENU::BACK_GRADIENT[2]) end @background_sprite.opacity = XAIL::ICON_MENU::BACK_TYPE[1] @background_sprite.bitmap = bitmap end else @background_sprite.bitmap = Cache.system(XAIL::ICON_MENU::BACK) end end alias xail_icon_menubase_transition perform_transition def perform_transition(*args, &block) # // Method to create the transition. if XAIL::ICON_MENU::TRANSITION.nil? xail_icon_menubase_transition(*args, &block) else Graphics.transition(XAIL::ICON_MENU::TRANSITION[0],XAIL::ICON_MENU::TRANSITION[1],XAIL::ICON_MENU::TRANSITION[2]) end end end #==============================================================================# # ** Scene_Menu #------------------------------------------------------------------------------ # New Scene :: Scene_Menu #==============================================================================# class Scene_Menu < Scene_MenuBase def start super # // Method to start the scene. @menu_list = get_menu return command_map if @menu_list.empty? @anim_timer = XAIL::ICON_MENU::ANIMATE_TIMER create_menu_command_window if XAIL::ICON_MENU::HELP[4] create_menu_help_window help_update(@command_window.index) end create_menu_gold_window if XAIL::ICON_MENU::GOLD[5] end def create_menu_command_window # // Method to create the command window. @command_window = Window_MenuCommand.new @command_window.windowskin = Cache.system(XAIL::ICON_MENU::MENU_SKIN) unless XAIL::ICON_MENU::MENU_SKIN.nil? if XAIL::ICON_MENU::MENU_CENTER @command_window.x = (Graphics.width - @command_window.width) / 2 @command_window.y = (Graphics.height - @command_window.height) / 2 else @command_window.x = XAIL::ICON_MENU::MENU_WINDOW[1] @command_window.y = XAIL::ICON_MENU::MENU_WINDOW[2] end @command_window.z = XAIL::ICON_MENU::MENU_WINDOW[2] @command_window.opacity = XAIL::ICON_MENU::MENU_WINDOW[3] for i in @menu_list @command_window.set_handler(i[2], method(i[3])) end @command_window.set_handler(:cancel, method(:return_scene)) end def create_menu_help_window # // Create the help window. @help_window = Window_Icon_Help.new(2) @help_window.viewport = @viewport @help_window.windowskin = Cache.system(XAIL::ICON_MENU::MENU_SKIN) unless XAIL::ICON_MENU::MENU_SKIN.nil? @help_window.index = @command_window.index @help_window.x = XAIL::ICON_MENU::HELP[0] @help_window.y = XAIL::ICON_MENU::HELP[1] @help_window.z = XAIL::ICON_MENU::HELP[2] @help_window.opacity = @help_window.contents_opacity = XAIL::ICON_MENU::HELP[3] end def create_menu_message_window # // Method to create the message window. @message_window = Window_Message.new end def create_menu_gold_window # // Method to create the gold window. @gold_window = Window_Gold.new @gold_window.windowskin = Cache.system(XAIL::ICON_MENU::MENU_SKIN) unless XAIL::ICON_MENU::MENU_SKIN.nil? @gold_window.x = XAIL::ICON_MENU::GOLD[0] @gold_window.y = XAIL::ICON_MENU::GOLD[1] @gold_window.z = XAIL::ICON_MENU::GOLD[2] @gold_window.opacity = XAIL::ICON_MENU::GOLD[3] end def get_menu # // Method to get the menu list. if XAIL::ICON_MENU::MENU_CUSTOM return @menu_list = $game_system.menu_list else return @menu_list = XAIL::ICON_MENU::MENU_LIST end end alias xail_upd_icon_menu_index_change update def update(*args, &block) # // Method for updating the scene. xail_upd_icon_menu_index_change(*args, &block) if XAIL::ICON_MENU::HELP[4] old_index = @help_window.index if old_index != @command_window.index # // Animate the help window. help_animate # // Update help window. help_update(@command_window.index) # // Reset animate for the help window. help_animate_reset end end end def help_animate # // Method to animate help window. for i in 1..@anim_timer update_basic @help_window.contents_opacity = 255 - i * (255 / @anim_timer * 2) end end def help_animate_reset # // Method to reset animation. for i in 1..@anim_timer update_basic @help_window.contents_opacity = i * (255 / @anim_timer * 2) end end def help_update(index) # // If index changes update help window text. icon = get_menu[index][4] title = '\i[' + icon.to_s + ']' + get_menu[index][0] desc = '\c[0]' + get_menu[index][1] text = "#{title}\n#{desc}" enabled = get_menu[index][5] @help_window.index = index @help_window.set_text(text, enabled) end def command_status # // command_status (Don't remove) SceneManager.call(Scene_Status) end def command_skill # // command_skill (Don't remove) SceneManager.call(Scene_Skill) end def command_equip # // command_equip (Don't remove) SceneManager.call(Scene_Equip) end def command_custom # // Method to call a custom command. SceneManager.call(@command_window.current_ext) end def command_map # // command_map (Don't remove) create_menu_message_window $game_message.texts << XAIL::ICON_MENU::MENU_EMPTY SceneManager.call(Scene_Map) end end # END OF FILE #=*==========================================================================*=# # ** END OF FILE #=*==========================================================================*=#   Updates Version 1.0a up. This corrects a few bug as well as optimatization in the code/comments. Adding a new animation feature too.  Credit Do credit me, Nicke, if you are planing on using this script. Thanks. Can be use in a commercial project.  When i open menu it say's Menu can't be accessed at this moment... something like that... How come??? Share this post Link to post Share on other sites
Nicke 151 Posted April 12, 2012 (edited) @Edgewing: If have MENU_CUSTOM = true in the settings you have to add the commands yourself via a script call before they can be displayed. I suggest you read more in the settings before asking why you get that type of message. Edited April 12, 2012 by Niclas Share this post Link to post Share on other sites
Nicke 151 Posted April 13, 2012 Version 1.0b up, see OP for more details. Share this post Link to post Share on other sites
wootch 3 Posted April 17, 2012 Thx for this script, it's exactly what i wanted. Â One tiny question about it plz. Â How do you call other script via this menu (for example a bestiary, encyclo, etc?)? I tried via custom_command but it seems it can't interpreted it, or i doing it wrong ^^". Â Is it possible to have more than one command_custom? Â thx Share this post Link to post Share on other sites
linkdengc 0 Posted April 17, 2012 (edited) Hi, thanks for the script, that's exactly what I was looking for but I have a little problem. I can't add a custom menu, I'm trying to add the quest journal but I get an error. Here's my line for the quest journal: MENU_LIST[8] = ["Quests", "Open the Quest Journal.", :quest, :command_custom, 500, true, Scene_Quest] And the error I get when I start the game is: uninitialized constant XAIL::ICON_MENU::Scene_Quest So I tried to delet the Scene_Quest at the end of the line and the game works but when I select the quest menu nothing happens. Â Thanks Edited April 17, 2012 by linkdengc Share this post Link to post Share on other sites
Nicke 151 Posted April 17, 2012 Make sure you place my script below any other scenes like Quests, Bestiary etc or else the script can't find the constant (i.e Scene_Quest) since it isn't declared. Share this post Link to post Share on other sites
linkdengc 0 Posted April 17, 2012 Oh...Well that was stupid of me, thanks for your help ! Everything is working. Share this post Link to post Share on other sites
mopialdo 3 Posted April 20, 2012 (edited) @Edgewing: If have MENU_CUSTOM = true in the settings you have to add the commands yourself via a script call before they can be displayed. I suggest you read more in the settings before asking why you get that type of message. It happened the same to me, for those who want to try it straight away, it could be turned the other side... To my point of view, the "twirl" should be an option only, other than that very good ! Edited April 20, 2012 by mopialdo Share this post Link to post Share on other sites
Blood Knight 0 Posted May 17, 2012 (edited) Hey I love this menu. Kept getting some error about the "To Title" one so I removed it haha but I don't really see the point in it when shutdown gives you the option to go to title or shutdown. EDIT: Replaced it with the options script by Yanfly  Anywho I have a question, How can I have it so it called the party window because when I go "Equip" I want to be able to customize my whole party, at the moment it only does it for my main character.... Edited May 17, 2012 by Blood Knight Share this post Link to post Share on other sites
Nicke 151 Posted May 17, 2012 @Blood Knight: At the moment this script is only for the main character I believe. Share this post Link to post Share on other sites
Blood Knight 0 Posted May 18, 2012 @Blood Knight: At the moment this script is only for the main character I believe. Â Is there any way to implement the character window? I tried mixing this script with your other one but to no avail. Share this post Link to post Share on other sites
Ben 1 Posted May 19, 2012 I hate when my browser can't open the Show button. Â Why does the script go across the script page when I copy paste? Share this post Link to post Share on other sites
talias 0 Posted July 28, 2012 (edited) This is a nice menu. But there is slight mistake in line 467, not major and doesn't brake anything. Â when 1 ; bitmap.radial_blur(XAIL::ICON_MENU::BACK_RADIAL_BLUR[0], XAIL::ICON_MENU::BACK_RADIAL_BLUR[0]) Â The second 0 should be 1. Edited July 28, 2012 by talias Share this post Link to post Share on other sites
Nicke 151 Posted August 1, 2012 Thank. I correct that. Share this post Link to post Share on other sites
Kaia 0 Posted October 30, 2012 First, thank you for this awesome script, I searched for something like this for SO long. But I need some help and I have the feeling that this is easy to solve but I can't seem to do it right... Â Explanation: I just want to have 3 Icons shown. Save, Load and the Keyitems. Of course I know how to add/delete Icons but is there a way to go directly to the keyitems without being able to switch to the other item pages? Â I'd really appreciate your help Share this post Link to post Share on other sites
Nicke 151 Posted October 30, 2012 @Kaia: Use the following code as the settings: Â MENU_LIST = [] MENU_LIST[0] = ["Save", "Record your progress.", :save, :command_save, 1, true] MENU_LIST[1] = ["Load", "Load your saved progress.", :load, :command_custom, 2, true, Scene_Load] MENU_LIST[2] = ["Inventory", "Browse through your acquired items.", :item, :command_item, 3, true] Â As for showing the item scene with only key items you need to make a script that will enable that since it isn't part of this script. Share this post Link to post Share on other sites
Kaia 0 Posted October 30, 2012 (edited) Thanks for the fast response. And thats how I probably start to code my first own script... Â Edit: Okay found a script to do it. Yay for being lazy! If someone else needs this, it was the "customizable item menu" by modern algebra. Edited October 30, 2012 by Kaia Share this post Link to post Share on other sites
Nicke 151 Posted November 3, 2012 Released 1.0d. See OP for more details. Share this post Link to post Share on other sites
numbuh1 0 Posted February 1, 2013 It seems that I couldn't make my custom menu (I'll get an error all the time when I set custom menu to true and open the menu in the game). Could you please make a demo so I can understand how to do it? Share this post Link to post Share on other sites
numbuh1 0 Posted February 2, 2013 (edited) Will you include the feature where you will activate a common event when choosing a command? Edited February 3, 2013 by numbuh1 Share this post Link to post Share on other sites