Ignoring Actors when accessing Skills list

RazeyMclovin

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Hey folks. I am making a game on RPG Maker VX Ace which isn't too RPG-heavy, and as a result, most of the information and menus are useless. I only have one playable actor for the entire game. I was wondering if there is a way to bypass the actor selection when selecting 'Skills' from the pause menu? I want it so as soon as you press 'Skills' for it to load my skills list. On a side note, I have removed the 'Status' window because that's another window that I don't need. I have also removed the 'Equip' option.

Any help is appreciated.
 

Engr. Adiktuzmiko

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Go to scene menu, find the handler for the skill option, then re-route it to directly open the scene skill instead of activating the menu status window
 

RazeyMclovin

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My scripting abilities are quite poor. Bit more in-depth help please?
 

Engr. Adiktuzmiko

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well, you only originally asked if it's possible... XD...

I'm gonna patch up something, just wait

EDIT: try this one, put it above any script that might be aliasing command_personal,

Code:
  class Scene_Menu  def command_personal    if @command_window.current_symbol == :skill      $game_party.menu_actor=$game_actors[id_of_your_actor]      SceneManager.call(Scene_Skill)      return    end    @status_window.select_last    @status_window.activate    @status_window.set_handler(:ok,     method(:on_personal_ok))    @status_window.set_handler(:cancel, method(:on_personal_cancel))  endend
 
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RazeyMclovin

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I put the script under Materials and set the actor ID as 001. Is that the correct ID? Anyway, this is what I get. (Please see screenshot.)

Screenshot 2014-03-15 12.30.53.png
 

Engr. Adiktuzmiko

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it should just be 1, never ever put the starting 0s to something that asks for the ID...
 
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RazeyMclovin

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I changed it to just 1, same error message.  ;_;
 

Gambit

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Hmm... Try this:

Code:
class Scene_Menu < Scene_MenuBase  alias gam_req_razey_command_personal command_personal  def command_personal    if @command_window.current_symbol == :skill      $game_party.menu_actor = $game_party.members[0]      SceneManager.call(Scene_Skill)    else      gam_req_razey_command_personal    end  endend
 
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RazeyMclovin

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Hmm... Try this:

class Scene_Menu < Scene_MenuBase alias gam_req_razey_command_personal command_personal def command_personal if @command_window.current_symbol == :skill $game_party.menu_actor = $game_party.members[0] SceneManager.call(Scene_Skill) else gam_req_razey_command_personal end endend
That isn't working either. I get the exact same error message as before. I have attached a screenshot of what my pause menu looks like so you have an idea of the things I removed from it. Thanks for the help so far though, dudes.

Screenshot 2014-03-15 17.38.02.png
 
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Gambit

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If you're just using the default Scene_Menu with your modifications then I would recommend posting it so we can see what you did. The scripts work in a new project so it is likely a side effect of your changes. When you click Skills now what happens? Do you get the same issue?
 
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RazeyMclovin

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Here are three screenshots.

The first one shows exactly where I pasted your script. Also, as you can see, I am using other 3rd party scripts too which I failed to mention before, but really should've lol.

Screenshot 2014-03-15 17.50.17.png

The second two show where I have made edits in the main script.

Screenshot 2014-03-15 17.50.58.png

Screenshot 2014-03-15 17.53.29.png
 

Gambit

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So as expected I'm assuming you wanted to remove the status window since you only have one actor as mentioned above. Remove the '#' in front of create_status_window since this is causing the issue.

Then replace the other script I provided with this one which will hide the status window without breaking things:

Code:
class Scene_Menu < Scene_MenuBase  alias gam_req_razey_command_personal command_personal  def command_personal    if @command_window.current_symbol == :skill      $game_party.menu_actor = $game_party.members[0]      SceneManager.call(Scene_Skill)    else      gam_req_razey_command_personal    end  end    alias gam_req_razey_create_status_window create_status_window  def create_status_window    gam_req_razey_create_status_window    @status_window.hide  endend
 

RazeyMclovin

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Sorry for the late reply. I was out. Anyway, it's working now. Thanks for the help!  :D
 

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