Quote from: KK20 on December 09, 2013, 04:36:18 pm
Honestly, at this point, you really are better off just requesting a custom item scene. This is getting obscenely messy and confusing. I had to read your last post more than twice to understand it.
I'm sorry. Sometimes I ramble a bit.
Put simply, when you use an item from the inventory (The one the game comes with) and it displays which character you wish to use the item on (Depending on the Scope you chose),
is there a way to bypass this and have it automatically use the item on the main character instead of asking you who to use the item on (I have tried every scope and none of them automatically use the item). Doesn't matter what the item is or does (Could be a healing item for all I care).
With leaving Scope blank, I will not be able to assign it a "State Change" therefore not allowing my variable within my common event to know which item I am trying to use since the inventory menu has closed (Unless of course I make a common event for every item in the game).
If a custom item scene is what I need to request, I may just do that. But thank you for all your help!
Looks like the issue may be fixed in here,
# 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
But I don't know if it would be wise for me to go editing this without someones help...lol. I did set
@target_window.visible = true to
false so the window will not pop up but I still have to hit enter again to use the item.