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?
- 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.
Unfortunately, this causes an issue with Scene_Combine script by confirming combine.
- 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?
- 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:


