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Icon Menu

Version 1.0d

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


xs-icon-menu.jpg

xs-icon-menu2.jpg



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
Get the script here.

Updates
Version 1.0d released. Added support for showing max gold if XS - Hero Control is in use.

Credit
Do credit me, Nicke, if you are planing on using this script. Thanks.
Can be use in a commercial project.

Edited by Nicke

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xs.png

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

 

 

xs-icon-menu.png

 

xs-icon-menu2.png

 

 

 

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???

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@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 by Niclas

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Thx for this script, it's exactly what i wanted.

 

One tiny question about it plz.

 

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 ^^".

 

Is it possible to have more than one command_custom?

 

thx

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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.

 

Thanks

Edited by linkdengc

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@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 by mopialdo

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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 :D

 

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 by Blood Knight

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I hate when my browser can't open the Show button.

 

Why does the script go across the script page when I copy paste?

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This is a nice menu. But there is slight mistake in line 467, not major and doesn't brake anything.

 

when 1 ; bitmap.radial_blur(XAIL::ICON_MENU::BACK_RADIAL_BLUR[0], XAIL::ICON_MENU::BACK_RADIAL_BLUR[0])

 

The second 0 should be 1.

Edited by talias

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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...

 

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?

 

I'd really appreciate your help :)

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@Kaia: Use the following code as the settings:

 

 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]

 

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.

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Thanks for the fast response.

And thats how I probably start to code my first own script... :)

 

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 by Kaia

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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?

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