This script displays a small window during Scene_Map which enables a quick peek at the party's most-used tools or items.
HOW TO USE
Copy the script below into your script editor, below materials and above main. You'll need to configure what items you want to show up in the window, by altering, adding or deleting values in the TOOLS array. Then, you'll want to locate the TOOLSWITCH and change the value to link it to an in game switch. This script will then be toggled by the TOOLBOX_INPUT constant, which you can also configure to your needs. Also, there are plenty of other customizations, but mainly they are cosmetic.
SCREENSHOTS
Spoiler
Above is the script in action. Note that items which are not possessed by the party are shown in their NO_TOOLS_COLOR!
THE SCRIPT
Spoiler Code:
################################################################################# IXFURU'S TOOLBOX# Written By: IXFURU# 8/11/12################################################################################################################################################################# This script allows you to add a 'callable' window through player# input which will show a quick window with icons of items and a value next# to it showing the amount of the item which is currently in possession.################################################################################################################################################################# Credit: IXFURU# Please give credit if you use, a link to the project would be thanks enough################################################################################################################################################################# CONFIGURATION SECTION################################################################################module ITBTOOLS = [3, 5, 8, 12, 21] #item ids of tools to displayTOOLSWITCH = 20 # Switch toggled to open/close window if above is trueTOOLSWITCH_INPUT = Input::R # This is the input key# used to open and close the toolbox window.TOOL_TEXT = "Tools" #Text displayed at top of toolbox windowTOOL_TEXT_COLOR = 29 # Text color for TOOL_TEXT. Integer 0-31TOOLBOX_X = 440 #X location of where the toolbox opensTOOLBOX_Y = 100 #Y location of where the toolbox opensNO_TOOLS_COLOR = 18 #Color of tool amount when zero are in possessionSOME_TOOLS_COLOR = 0 #Color of tool amount when one or more are in possessionTOOLBOX_WIDTH = 100 #width of the windowTOOLBOX_HEIGHT_MULTIPLIER = 38 #height of the window is based on amount of tools#multiplied by this valueend################################################################################# END CONFIGURATION SECTION################################################################################class Window_Toolbox < Window_Basedef initializesuper(ITB::TOOLBOX_X, ITB::TOOLBOX_Y, ITB::TOOLBOX_WIDTH, ITB::TOOLS.size * ITB::TOOLBOX_HEIGHT_MULTIPLIER)@x = ITB::TOOLBOX_X #set the x position of toolbox@y = ITB::TOOLBOX_Y #set teh y position of toolboxdraw_toolbox_text #call method to draw textenddef draw_toolbox_textself.contents.font.color = text_color(ITB::TOOL_TEXT_COLOR) #set color of textself.contents.draw_text((ITB::TOOLBOX_WIDTH-self.width)/2, 4, self.width, WLH, ITB::TOOL_TEXT) # draw the textenddef refreshcontents.cleardraw_toolbox_texttib = 0 # create the iteration variabletibsy = 30 #set iteration variable used for y positioningfor i in ITB::TOOLS # once for each item in the toolboxtool = $data_items[ITB::TOOLS[tib]]draw_icon(tool.icon_index, 4, tibsy, enabled = true)if $game_party.item_number($data_items[ITB::TOOLS[tib]]) == 0 # if party doesn't have this itemself.contents.font.color = text_color(ITB::NO_TOOLS_COLOR)elseself.contents.font.color = text_color(ITB::SOME_TOOLS_COLOR)endself.contents.draw_text(40, tibsy, self.width, WLH, $game_party.item_number($data_items[ITB::TOOLS[tib]]))tibsy += 24tib += 1endend #End of Methodend #End of Class############################################################################### Scene_Map##############################################################################class Scene_Map < Scene_Basedef close_toolboxSound.play_decision$game_switches[ITB::TOOLSWITCH] = false@tool_window.disposeenddef update_toolbox@tool_window.refreshenddef open_toolboxSound.play_decision$game_switches[ITB::TOOLSWITCH] = true@tool_window = Window_Toolbox.newenddef check_for_toolbox_inputif Input.trigger?(ITB::TOOLSWITCH_INPUT)if $game_switches[ITB::TOOLSWITCH] == falseopen_toolboxelseclose_toolboxendendendalias itb_sm_update updatedef updateitb_sm_updateif $game_switches[ITB::TOOLSWITCH] == trueupdate_toolboxcheck_for_toolbox_inputelsecheck_for_toolbox_inputendendalias itb_sm_call_battle call_battledef call_battleitb_sm_call_battle$game_switches[ITB::TOOLSWITCH] = falseendalias itb_sm_call_shop call_shopdef call_shopitb_sm_call_shop$game_switches[ITB::TOOLSWITCH] = falseendalias itb_sm_call_name call_namedef call_nameitb_sm_call_name$game_switches[ITB::TOOLSWITCH] = falseendalias itb_sm_call_menu call_menudef call_menuitb_sm_call_menu$game_switches[ITB::TOOLSWITCH] = falseendalias itb_sm_call_save call_savedef call_saveitb_sm_call_save$game_switches[ITB::TOOLSWITCH] = falseendalias itb_sm_call_debug call_debugdef call_debugitb_sm_call_debug$game_switches[ITB::TOOLSWITCH] = falseendalias itb_sm_call_gameover call_gameoverdef call_gameoveritb_sm_call_gameover$game_switches[ITB::TOOLSWITCH] = falseendalias itb_sm_call_title call_titledef call_titleitb_sm_call_title$game_switches[ITB::TOOLSWITCH] = falseendend
If you try the script, please let me know how you like it/hate it. And also, link me to your project if you use it. Other than that, feel free to use it, as long as you give me credit.