Easy question about built in functions about SceneManager.call

wuggles57

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Hey everybody I'm on rpg maker vx ace and I'm adding the Materia system from final fantasy 7 I think which allows basically slots for enchantments on items which can be linked or separate.

It is super cool and I really recommend it and ill post the link to the YouTube video showing off the custom interface here:

(This would be viktor's script)

http://www.youtube.com/watch?v=6KgCXjPcJlw

But, that's not the point!

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

But I only have one tiny little problem once you enter the custom interface the scripter has drew with the function

SceneManager.call(Scene_MateriaEquip)

Everything works fine but it always defaults to who ever is first in your formation, I was wondering if I could add something in that lets me select a character first. I can do this also by hitting q-w (LEFT-RIGHT) and switching that way but it seems like whenever you wanna play with one person enchantments you should just be able to select who you want.

What i am talking about is similar when you go in and hit skills it will ask you whose skills you would like to view and from there You can also shift from character to character with LEFT-RIGHT buttons.

def command_MateriaEquip

   *this is the area where I would put code if I wanted to select which character I wanted to Customize*
   SceneManager.call(Scene_MateriaEquip)
  end


Above is what I have so far with a space for that simple little tid-bit I'm missing! Can somebody be a dear and fill me in really quick? I used Yanfly Menu script to add this in but It shouldn't matter because the character selection screen is part of the options EQUIPMENT and SKILLS and STATUS so the code I need comes the original Rpg Maker vx ace base scripts I just don't know where to look.
 
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Victor Sant

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The selected actor on the menu is stored on the method $game_party.menu_actor and the class Scene_MenuBase store this actor on the instance variable @actor. So, if you class is a child class of Scene_MenuBase (as most actor menus are), you can access the selected actor on the meny via the @actor variable.

if you want somehow select the actor in a arbitrary way (like forcing to open the window for a specific actor), you can use $game_party.menu_actor = $game_actors[id] (or any other value that returns a valid actor, like $game_party.members[index] or $game_party.leader) before the SceneManager.call.
 

wuggles57

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The selected actor on the menu is stored on the method $game_party.menu_actor and the class Scene_MenuBase store this actor on the instance variable @actor. So, if you class is a child class of Scene_MenuBase (as most actor menus are), you can access the selected actor on the menu via the @actor variable.

if you want somehow select the actor in a arbitrary way (like forcing to open the window for a specific actor), you can use $game_party.menu_actor = $game_actors[id] (or any other value that returns a valid actor, like $game_party.members[index] or $game_party.leader) before the SceneManager.call.
Ok that did help a lot, I can interpret the ladder half of you advice better than the former because my knowledge of script is very limited. I tried playing with $game_party.menu_actor =$game_party.leader and using the id and the party.leader is the best for sure on what im going for. but im having trouble on how to call the window that lets me select which actor I want with a Scene_MenuBase piece of code. I tried pluggin this in the space I said was blank above

$game_party.menu_actor=@actor

 SceneManager.call(Scene_MenuBase)

(Im sure there is some glaring error but I'm still pretty novice at scripting so stop face palming :p ) this is just a fuzz grey screen, which I am sure is what you ment but I don't know what to do with it :( but this

$game_party.menu_actor =$game_party.leader

piece of code is a good improvement on what I already had when I say this

def command_MateriaEquip

  $game_party.menu_actor =$game_party.leader

   SceneManager.call(Scene_MateriaEquip)

  end

(I also love your work)
 

wuggles57

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If you end up coming back I also have another quick question that im having trouble with I tried your example materia flame and when I equip it and use autobattle the character will occasionally use it but the magic category won't show up while I have the rune equip like in the video so the player can't use it got any hints :) other than adding magic as a perm category to the class? or I should I reread the header in the script because I missed something?
 

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