In the item menu when i select an item/key i need the actor menu selecting to hide.

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Started by TheRamenGirl 4 posts View original ↗
  1. Hello everyone! i am new here this is the first time i making a post and i need help.. Also i am from Greece and English is not my first language so i'm sorry for my mistakes..

    A long time now i am working at making my first own game, i want to mention that i kinda know how to work with rpg maker vx ace and i was luckily enough to find some good scripts but nothing for the thing i want..
    I am not making a battle rpg game so i don't need some default things that the rpg maker have..
    One of that where i can't find nowhere solution is that when i open inside the game the item menu and i select an item or a key
    an actor menu pops up.. I don't need that.. Can i somehow when i selecting an item the item will "heal" for example automatically without having the actor menu to pop up?

    i have some pictures to explain better the problem.

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  2. I've moved this thread to Script Requests. Thank you.

  3. You could try this snippet:
    Spoiler
    Code:
    class Window_ItemList < Window_Selectable
    
      def process_ok
        if current_item_enabled?
          Input.update
          deactivate
          call_ok_handler
        else
          Sound.play_buzzer
        end
      end
    
    end
    
    class Window_SkillList < Window_Selectable
    
      def process_ok
        if current_item_enabled?
          Input.update
          deactivate
          call_ok_handler
        else
          Sound.play_buzzer
        end
      end
     
    end
    
    class Scene_ItemBase < Scene_MenuBase
    
      def determine_item
        if item_usable?
          use_item
        else
          Sound.play_buzzer
        end
        activate_item_window
      end
     
    end
    Put it right below the default scripts.

    This may or may not work with any other scripts modifying the item/skill menu. If it doesn't work, list the custom scripts you are using, so we can see which one may interfere.
    And this whole snippet assumes that your game will be a single actor "party" game. If there are more than 1 member in the party, weird things can happen.
  4. Sixth said:
    You could try this snippet:
    Spoiler
    Code:
    class Window_ItemList < Window_Selectable
    
      def process_ok
        if current_item_enabled?
          Input.update
          deactivate
          call_ok_handler
        else
          Sound.play_buzzer
        end
      end
    
    end
    
    class Window_SkillList < Window_Selectable
    
      def process_ok
        if current_item_enabled?
          Input.update
          deactivate
          call_ok_handler
        else
          Sound.play_buzzer
        end
      end
     
    end
    
    class Scene_ItemBase < Scene_MenuBase
    
      def determine_item
        if item_usable?
          use_item
        else
          Sound.play_buzzer
        end
        activate_item_window
      end
     
    end
    Put it right below the default scripts.

    This may or may not work with any other scripts modifying the item/skill menu. If it doesn't work, list the custom scripts you are using, so we can see which one may interfere.
    And this whole snippet assumes that your game will be a single actor "party" game. If there are more than 1 member in the party, weird things can happen.

    I can't find words to thank you enough!!! Thank you very very much!! it worked just like i wanted!