[VX Ace] Opening the inventory from an event or menu

● ARCHIVED · READ-ONLY
Started by Tsa05 1 posts View original ↗
  1. Hi folks~ I'm new!!! And I've run myself aground on something a little tricky :(
     
    VX Ace: I'd like a greatly-simplified menu and inventory in my current project, which is story-intensive and has no battles. I have modified the item menu thus:


    (Pardon the random sword in the middle--playing with mouse controls)

    2 of those items are key items, one is a normal item.

    The tricky bit is that I'd like to add a behavior such that when the player collides with an interactive object requiring an item, the inventory opens automatically and requests the item to use.

    I'm not sure which way to go here--I could launch the inventory and try to modify it so that instead of using an item, the selected one is returned (did try, didn't seem to work), or I could launch the Select Key Items screen.

    The select key item screen works pretty much just the way I need, except for 2 things:

    1) In at least one case, I will want non-key items to appear there

    2) The formatting is all wrong. The quantities should not be there (one of each item) and there's no description window.

    I thought that modifying the key items window would be simple after getting the inventory screen looking right, but it seems that they work totally differently. (And there's a lot of googleable items menu mods, not finding key items ones)

    Does anyone have tips/thoughts/ideas on those 2 changes to the key items selection, or to other methods for pulling this off?