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simple item winow(that doesn't link to menu)

Hi i looking for a script that just shows your items and alows you to use them. I don't want it to link back to the menu when you hit insert, i want it to close and return to the map. Hopefuly it can be only open by a call script placed in an event. Can some one make it for me.....

ty cat
 
Raziel said:
Do you want to remove the item command from the menu or have another seperate one?

seperate one, beacsue i'm using a different battle system, and i don't want them to beable to change there armor in boss battles. So i want a different one that only shows the items and alows you to use them on your party, but when you hit insert it take you back to the map and can only be called by a call script.
 
Put this above main:
Code:
#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
#  This class performs item screen processing.
#==============================================================================

class Scene_NewItem
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make help window, item window
    @help_window = Window_Help.new
    @item_window = Window_NewItem.new
    # Associate help window
    @item_window.help_window = @help_window
    # Make target window (set to invisible / inactive)
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @help_window.update
    @item_window.update
    @target_window.update
    # If item window is active: call update_item
    if @item_window.active
      update_item
      return
    end
    # If target window is active: call update_target
    if @target_window.active
      update_target
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @item_window.item
      # If not a use item
      unless @item.is_a?(RPG::Item)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If it can't be used
      unless $game_party.item_can_use?(@item.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # If effect scope is an ally
      if @item.scope >= 3
        # Activate target window
        @item_window.active = false
        @target_window.x = (@item_window.index + 1) % 2 * 304
        @target_window.visible = true
        @target_window.active = true
        # Set cursor position to effect scope (single / all)
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      # If effect scope is other than an ally
      else
        # If command event ID is valid
        if @item.common_event_id > 0
          # Command event call reservation
          $game_temp.common_event_id = @item.common_event_id
          # Play item use SE
          $game_system.se_play(@item.menu_se)
          # If consumable
          if @item.consumable
            # Decrease used items by 1
            $game_party.lose_item(@item.id, 1)
            # Draw item window item
            @item_window.draw_item(@item_window.index)
          end
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when target window is active)
  #--------------------------------------------------------------------------
  def update_target
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # If unable to use because items ran out
      unless $game_party.item_can_use?(@item.id)
        # Remake item window contents
        @item_window.refresh
      end
      # Erase target window
      @item_window.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If items are used up
      if $game_party.item_number(@item.id) == 0
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If target is all
      if @target_window.index == -1
        # Apply item effects to entire party
        used = false
        for i in $game_party.actors
          used |= i.item_effect(@item)
        end
      end
      # If single target
      if @target_window.index >= 0
        # Apply item use effects to target actor
        target = $game_party.actors[@target_window.index]
        used = target.item_effect(@item)
      end
      # If an item was used
      if used
        # Play item use SE
        $game_system.se_play(@item.menu_se)
        # If consumable
        if @item.consumable
          # Decrease used items by 1
          $game_party.lose_item(@item.id, 1)
          # Redraw item window item
          @item_window.draw_item(@item_window.index)
        end
        # Remake target window contents
        @target_window.refresh
        # If all party members are dead
        if $game_party.all_dead?
          # Switch to game over screen
          $scene = Scene_Gameover.new
          return
        end
        # If common event ID is valid
        if @item.common_event_id > 0
          # Common event call reservation
          $game_temp.common_event_id = @item.common_event_id
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      # If item wasn't used
      unless used
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
end

#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
#  This window displays items in possession on the item and battle screens.
#==============================================================================

class Window_NewItem < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 64, 640, 416)
    @column_max = 2
    refresh
    self.index = 0
    # If in battle, move window to center of screen
    # and make it semi-transparent
  end
  #--------------------------------------------------------------------------
  # * Get Item
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add item
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      end
    end
    # If item count is not 0, make a bit map and draw all items
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
      end
    if item.is_a?(RPG::Item) and
       $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

To call it use $scene = Scene_NewItem.new in a call script command.
 

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