RayChan 8 Posted October 6, 2021 i tried searching around but i couldnt find anything regarding it, but is there a script that can make it so when you click inventory you don't get the options to choose between "weapons" "items" and "key items" etc, its all just simply all in one tab Share this post Link to post Share on other sites
PhoenixSoul 1,404 Posted October 6, 2021 Yes. One can utilize Victor Sant's Item Command script (I don't have a link on hand), though it does require some tinkering with to have it so that all items appear as you wish them to (I have done this myself). I will note that they will appear by type groups (items/armors/weapons) if you use this script. I would actually recommend separating items from important items still. Share this post Link to post Share on other sites
RayChan 8 Posted October 6, 2021 10 hours ago, PhoenixSoul said: Yes. One can utilize Victor Sant's Item Command script (I don't have a link on hand), though it does require some tinkering with to have it so that all items appear as you wish them to (I have done this myself). I will note that they will appear by type groups (items/armors/weapons) if you use this script. I would actually recommend separating items from important items still. thank you , I will look into victors script. 1 Share this post Link to post Share on other sites
Kayzee 4,032 Posted October 6, 2021 (edited) Isn't that script for battles? It sounds like it. It isn't really that hard to do for the menu, though one big menu can be harder to search through! I personally use an "All" category and keep the others for quickly finding stuff in my game. If you can't use the item command script maybe I can help you out! Edited October 6, 2021 by Kayzee Share this post Link to post Share on other sites
PhoenixSoul 1,404 Posted October 7, 2021 14 hours ago, Kayzee said: Isn't that script for battles? It sounds like it. Spoiler #------------------------------------------------------------------------------ # Actors, Classes, Weapons, Armors and States note tags: # Tags to be used on Actors, Classes, Weapons, Armors and States note boxes. # # <usable item type: x> # <usable item type: x, x> # Setup a list of usable item type for the actor. # x : item type id # #------------------------------------------------------------------------------ Yes, one has to set up specific item types for use in battle. The script is not really plug and use, it requires configuration. Now, one can set it up so that all the items show up in one menu chunk but only certain items can be used in battle because items can be assigned multiple tags. Share this post Link to post Share on other sites
Kayzee 4,032 Posted October 7, 2021 So It does work with the item menu too? 1 Share this post Link to post Share on other sites
PhoenixSoul 1,404 Posted October 8, 2021 9 hours ago, Kayzee said: So It does work with the item menu too? Yeah; it'll create item categories based on the entries in VE_MENU_LIST Share this post Link to post Share on other sites
roninator2 257 Posted October 8, 2021 (edited) All items class Scene_Item < Scene_ItemBase def start super create_help_window create_item_window on_category_ok end def create_item_window wy = @help_window.y + @help_window.height wh = Graphics.height - wy @item_window = Window_ItemList.new(0, wy, Graphics.width, wh) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:on_item_cancel)) end def on_item_cancel return_scene end end class Window_ItemList < Window_Selectable def initialize(x, y, width, height) super @category = :item @data = [] refresh end def include?(item) return true end end Edited October 8, 2021 by roninator2 2 Share this post Link to post Share on other sites
RayChan 8 Posted October 9, 2021 On 10/8/2021 at 4:35 AM, roninator2 said: All items class Scene_Item < Scene_ItemBase def start super create_help_window create_item_window on_category_ok end def create_item_window wy = @help_window.y + @help_window.height wh = Graphics.height - wy @item_window = Window_ItemList.new(0, wy, Graphics.width, wh) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:on_item_cancel)) end def on_item_cancel return_scene end end class Window_ItemList < Window_Selectable def initialize(x, y, width, height) super @category = :item @data = [] refresh end def include?(item) return true end end woah thank you, i kinda had given up on it was having a hard time with the other way to do it lol really appreciate it 2 Share this post Link to post Share on other sites