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There's a way to call any arbitrary scene (menu) via the Advanced -> Script option inside an event, IE Sir/Madam NPC. In your case:But if I could make a request, would it be possible to open up the Socketing menu through an event command, and remove it from the main-menu entirely? I want to have a hub area the player can do to reinforce their weapons instead of doing at any time.
SceneManager.push(Scene_SocketEx);You can do that for any number of things, including the socket menu, save prompts, equip screens, anything that's a scene. Yanfly's Main Menu Manager, and similar scripts, are useful for gaining full control over the menu and omitting/suppressing things like these. The script call list should give you some ideas on what kind of freedom you have.
@Bobstah: Related, since I happen to be using that exact call:
In the very specific situation where I add a party member to the party and do not do anything to load the character's face into memory before calling the scene, their face won't appear in the line with their equipment on the first (and only the first) load. When I flip socket inventories from Weapon to Armor, it magically draws on the new/subsequent inventories, and if there is a map transition between these two actions, it loads on the first try. When entered from the proper menu, this could never happen because faces are (normally) drawn there, so is something not happening when the scene is drawn?
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