I remember seeing someone ask for one just can't remember where. Anyways I found this one the only difference is it calls them relics but thats easy enough to change, well i've already done that. ^.^
Spoiler for :
#============================================================================== # Vampyr Relic Window ***Mod for Key Items #============================================================================== # To Create a Key Item, put on the notes of item, the comment: KI # To call the scene, use: $scene = Scene_Relic.new #------------------------------------------------------------------------------ Vampyr_Kernel.register("Vampyr Relic", 1.0, "09/01/2009") #------------------------------------------------------------------------------ class Window_Item < Window_Selectable def initialize(x, y, width, height, relic=false) @relic = relic super(x, y, width, height) @column_max = 2 self.index = 0 refresh end def item return @data[self.index] end def include?(item) return false if item == nil if $game_temp.in_battle return false unless item.is_a?(RPG::Item) end return true end def enable?(item) return $game_party.item_can_use?(item) end def refresh @data = [] for item in $game_party.items next unless include?(item) if @relic next unless item.note.include?("KI") else next if item.note.include?("KI") end @data.push(item) if item.is_a?(RPG::Item) and item.id == $game_party.last_item_id self.index = @data.size - 1 end end @data.push(nil) if include?(nil) @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) item = @data[index] if item != nil number = $game_party.item_number(item) enabled = enable?(item) rect.width -= 4 draw_item_name(item, rect.x, rect.y, enabled) self.contents.draw_text(rect, sprintf(":%2d", number), 2) unless @relic end end def update_help @help_window.set_text(item == nil ? "" : item.description) end end #------------------------------------------------------------------------------ class Scene_Relic < Scene_Base def start super create_menu_background @help_window = Window_Help.new @relic_window = Window_Item.new(0, 56, 544, 360, true) @relic_window.help_window = @help_window end def terminate super dispose_menu_background @help_window.dispose @relic_window.dispose end def update super update_menu_background @help_window.update @relic_window.update if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Menu.new(3) end end end
If you want the key items option in the menu then edit the Scene_Menu around line 55:
#-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end
And add it where you want it for example:
#-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = "Key Items" s7 = Vocab::game_end
You would then go down to around line 95:
Sound.play_decision case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 # End Game $scene = Scene_End.new end end end
And change it to this:
Sound.play_decision case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 # Key Items $scene = Scene_Relic.new when 6 # End Game $scene = Scene_End.new end end end
The original script can be found here:
http://vampyrcoders.net/ All credit goes to them.
Hope this helps ^.^