Hi, I am looking specifically of a way to ignore scenes or override the scene. What do I mean override the scene? For example, when I select Item from the Menu, the Scene_Menu terminates and directs me to Scene_Item. What I want is that when I select Item, the window appears but still, on the Scene_Menu. So it means that the Scene_Menu is still there, while I am working at the Item window. So when I cancel it, I will be redirected to Scene_Menu back again. Is this possible?
Override Scenes
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Well, you would need to redefine all scenes that you want to work this way.. As in instead of different scenes, you would need to merge them into one scene since scenemanger only works with 1 scene at a time.
Why would you want to do that anyways?
Also, when you exit from scene item, it returns you to scene menu so I don't get the last part
PS: if only want it as some kind of graphics, someone could probably make you a script that takes a new snapshot for background when you switch scenes from the menu... Though IMHO, it could look really messy if you do this. -
EDIT: accidental double post, sorry
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Hmm, as miko said and AFAIK, you can only have 1 scene at a time. Or what you mean probably is like when we are choosing item(Potion) to heal an actor, than when we selecting which actor to heal?(Same goes for healing skill). In this case the viewport play a big role in here. You can create it to like a two scene is present at a time, but actually only the active scene is there, the viewport is cut so the back scene viewport is visible, now this is just viewport trick(like layer that piling up another layer, but cutted out so the back layer is visible). Wew, I know you're confused, I don't blame you because actually it is me who confused how to explain this, I'm sorry :(
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@Bolu - You already do select an actor when you want to use an item right?
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@miko
Uh.. No, I mean you select the actor for whom the item supposed to be used, it is after you choose i.e Potion, then for whom? We selecting again right?
That's what I mean :) -
Just put all windows in one scene, and create the handlers for them, deactivate and set openness to zero for the ones which shouldnt be visible at the beginning and then when the item handler is called for example, just deactivate and close the scene_menu windows and open and activate the item windows, and so on...
Is not as hard as it maybe sounds. -
@Evgenji - yeah it's not hard, not unless you don't much about how to do it. Plus it can be problematic...
From what I understood, she wants them to be still open.just deactivate and close the scene_menu windows and open and activate the item windows, and so on...
Anyway, I'm still puzzled by her last line.. since quitting the other menus will bring you back to scene_menu by default, so I'm puzzled as to why she'd want a script to do that.. -
Hmmm well this is the script I am requesting :D Anyways, the last line meant that if I tap the option Item, it allows me to choose between Items, Weapons, Armors and Key Items, right? What I want is, if I cancel it, it goes back to Scene Menu. Normally, this is by default, however, it should honor the function I want that the Menu is still VISIBLE when I access the Menu, not disappear.
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So you really just want the menu to stay visible on the background. Then probably somebody can just reinvoke the snapshot for background method and use that as the background of Scene_Item...