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tale

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1. I'm using mjshi's Non-Combat Menu with efeberk's Scene Combine script
- In Non-Combat Menu script, I did change line 239: SceneManager.call(Scene_Item) to SceneManager.call(Scene_Combine)

2. I did correct the crash from Scene Combine by replacing that line with this. [mentioned by Rikifive]
https://www.rpgmakercentral.com/topic/20235-scene-combine/?page=2&tab=comments#comment-288834

3. Is there a way to remove category window while keeping Combine function intact?

MeRoKmi.png


- After confirming with Combine, goes straight to selecting an item- not through category window.

Edit: I'm looking for an edit that overwrites/ remove Scene Combine 'item category window'

Almost there with using Sixth's method.
Code:
class Scene_Combine < Scene_ItemBase

def create_category_window
# Removed!
end

def create_item_window
x = 0
y = @help_window.height
w = Graphics.width
h = Graphics.height - y
@item_window = Window_ItemList.new(x,y,w,h)
@item_window.set_handler(:ok, method(:on_item_ok))
@item_window.set_handler(:cancel, method(:on_item_cancel))
@item_window.help_window = @help_window # Marked line 1! o.o
@item_window.category = :item # Marked line 2! - Can be :key_item if needed.
@item_window.viewport = @viewport
@item_window.activate
@item_window.select_last
@description.refresh(@item_window.item) if @description
end

def on_item_cancel
return_scene
end

end

Unfortunately, this causes an issue with Scene_Combine script by confirming combine.
 
Last edited:

Roninator2

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Code:
class Scene_Combine < Scene_ItemBase

  def create_category_window
  # Removed!
  end

  def create_item_window
    x = 0
    y = @help_window.height + @options_window.height
    w = Graphics.width
    h = Graphics.height - y
    @item_window = Window_ItemListe.new(x,y,w,h)
    @item_window.set_handler(:ok, method(:on_item_ok))
    @item_window.set_handler(:cancel, method(:on_item_cancel))
    @item_window.help_window = @help_window # Marked line 1! o.o
    @item_window.category = :item # Marked line 2! - Can be :key_item if needed.
    @item_window.viewport = @viewport
    @item_window.activate
    @item_window.select_last
    @description.refresh(@item_window.item) if @description
    @item_window.deactivate.unselect
  end

  def on_item_cancel
    return_scene
  end
 
  def combine_ok
    @item_window.combining = true
    @combine = true
    @options_window.deactivate.unselect
    @item_window.activate.select(0)
  end
 
  def use_ok
    @item_window.combining = false
    @options_window.deactivate.unselect
    @item_window.activate.select(0)
  end

end
Code:
class Scene_Combine < Scene_ItemBase

  def create_category_window
  # Removed!
  end

  def create_options_window
  # Removed!
  end

  def create_item_window
    x = 0
    y = @help_window.height
    w = Graphics.width
    h = Graphics.height - y
    @item_window = Window_ItemListe.new(x,y,w,h)
    @item_window.set_handler(:ok, method(:on_item_ok))
    @item_window.set_handler(:cancel, method(:on_item_cancel))
    @item_window.help_window = @help_window # Marked line 1! o.o
    @item_window.category = :item # Marked line 2! - Can be :key_item if needed.
    @item_window.viewport = @viewport
    @description.refresh(@item_window.item) if @description
    combine_ok
  end

  def on_item_cancel
    return_scene
  end
 
  def combine_ok
    @item_window.combining = true
    @combine = true
    @item_window.activate.select(0)
  end
 
  def use_ok
    @item_window.combining = false
    @item_window.activate.select(0)
  end

end
 
Last edited:

tale

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@Roninator2 Thank you! with option combine screen is exactly what I'm looking for.
 

bgillisp

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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