Title basically. I've already got the actor menu figured out but I'd like to know how I can make the items/skills/save/whatever menus not take over the screen when they open? Kind of like Undertale I guess. Here's a mockup I made if it helps
First of all, you would have to copy the menu window's script calls found in Scene_Menu and paste them on each menu you mentioned. It would be better to alias their start methods accordingly. At least that is what we would normally recommend BUT you also need to alter the original width of the preexisting windows there... I guess that you would to rewrite the methods that create the windows, either the entire start method or the windows' initialize methods.
Since I am on my phone right now I can't tell you right now which option is the best here...
Okay I did that but now there's a bug where on the menu item, when trying to select an item and using the arrow keys, you can still access the actor menu (like going up and down the items/save/end list). How do I fix it? Thanks again
The concept art for the sprite of Senary, a major character in my upcoming (as-of-yet-unnamed) project. She is known as the Timelord because she can "stop time" by making eye contact with a person; Paralyzing them for a short period of time through a type of hypnosis. Tell me what you think about her. I'm thinking of changing the color of her coat.