[RMVX ACE] [SCRIPTING] REMOVE CHARACTER SELECT WHEN USING ITEMS?
Posts
Pages:
1
Hello! ^ ^
I'm making a game that won't have multiple playable actors. Only one character will be the playable actor for the entire game, so I was wondering if I could remove the character select window when trying to use a consumable item, and automatically make the item be consumed by the main actor.
Thanks! ^w^
I'm making a game that won't have multiple playable actors. Only one character will be the playable actor for the entire game, so I was wondering if I could remove the character select window when trying to use a consumable item, and automatically make the item be consumed by the main actor.
Thanks! ^w^
On today's episode of Marrend Gets Curious, we get into a lot of interesting situations, hellacious amounts of bugs, and come out with...

...this. Now, I'm going to take a huge my guess on my part, and say that you probably only need the part about using items out-of-battle. If you want to see the rest anyway, I can provide that, of course. Mostly, I just wanted to see what had to be done for in-battle usage, as battles use separate functions.
As a side-note, this should work when the scope of the target is "Single Ally", "The User", and maybe "All Allies" outside of battle. In-battle, as far as the scope is concerned, neither "The User" nor "All Allies" brings up a targeting menu to begin with, and targets as per normal. There might be a workaround for turning "The User" into "Party Leader", but that was not the purpose of this exercise.
*Edit: Actually, looking at the code, I didn't actually do anything to Scene_Battle.on_item_ok. Oh well. It was there for reference purposes!

...this. Now, I'm going to take a huge my guess on my part, and say that you probably only need the part about using items out-of-battle. If you want to see the rest anyway, I can provide that, of course. Mostly, I just wanted to see what had to be done for in-battle usage, as battles use separate functions.
As a side-note, this should work when the scope of the target is "Single Ally", "The User", and maybe "All Allies" outside of battle. In-battle, as far as the scope is concerned, neither "The User" nor "All Allies" brings up a targeting menu to begin with, and targets as per normal. There might be a workaround for turning "The User" into "Party Leader", but that was not the purpose of this exercise.
*Edit: Actually, looking at the code, I didn't actually do anything to Scene_Battle.on_item_ok. Oh well. It was there for reference purposes!
Oh, hello again! x3
Yeah, you're right... I guess I should've specified that. Sorry. > <
There will be no items usable while in battle, so I just need it for on the field. :3
*Edit: Just tested it out and it works like an absolute charm!
Thank you very much! ^a^
author=Marrend
Now, I'm going to take a huge my guess on my part, and say that you probably only need the part about using items out-of-battle.
Yeah, you're right... I guess I should've specified that. Sorry. > <
There will be no items usable while in battle, so I just need it for on the field. :3
*Edit: Just tested it out and it works like an absolute charm!
Thank you very much! ^a^
Pages:
1














