SceneManager.call Directly to Items

Raikuden

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I am using events to create a custom menu for Items, Save, and End Game as the player does not need to see the character's HP, status, etc.

Menu.PNG


Common Event.PNG

I use the script call, SceneManager.call(Scene_Item) to bring up the Items menu. Since I do not need the Weapons, Armors, or Key Items categories, I have removed those. However, the player still needs to press an extra confirm button in the Item Categories menu to start browsing the actual items. This is redundant, as one confirm button from the original evented menu should be enough to start browsing their items.

Items.PNG

So I am asking if there is a SceneManager.Call or equivalent that brings the player directly to browsing their collection of items. I suppose the next step would be figuring out a way for the player to not need to press the cancel button twice to get out of the menu.


Thanks for any help and insight on this topic!
 
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Victor Sant

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There is no such call. The SceneManager.call just open the scene. If you want the menu to go direct to the items, you have to edit the scripts to remove the category window and make the scene skip it.
 

Raikuden

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I appreciate it. I was thinking as much, so I'll look into that.
 

J_C

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I appreciate it. I was thinking as much, so I'll look into that.
If you can figure this out, would you post it in this thread? I'm having the exact same problem with my game. 
 

Raikuden

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Credit goes to Tsukihime for this script.

Code:
class Window_ItemList < Window_Selectable
  
  def initialize(x, y, width, height)
    super
    @category = :none
    @data = []
    refresh
    self.oy = 0
  end
  
  def include?(item)
    return true if item
  end
end

class Scene_Item < Scene_ItemBase
  def start
    super
    create_help_window
    create_item_window
  end
  
  def create_item_window
    wy = @help_window.y + @help_window.height
    wh = Graphics.height - wy
    @item_window = Window_ItemList.new(0, wy, Graphics.width, wh)
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.set_handler(:ok,     method(:on_item_ok))
    @item_window.set_handler(:cancel, method(:on_item_cancel))
    @item_window.select_last
    @item_window.activate
  end
  
  def on_item_cancel
    return_scene
  end
end
 
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J_C

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Credit goes to Tsukihime for this script.

Code:
class Window_ItemList < Window_Selectable
  
  def initialize(x, y, width, height)
    super
    @category = :none
    @data = []
    refresh
    self.oy = 0
  end
  
  def include?(item)
    return true if item
  end
end

class Scene_Item < Scene_ItemBase
  def start
    super
    create_help_window
    create_item_window
  end
  
  def create_item_window
    wy = @help_window.y + @help_window.height
    wh = Graphics.height - wy
    @item_window = Window_ItemList.new(0, wy, Graphics.width, wh)
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.set_handler(:ok,     method(:on_item_ok))
    @item_window.set_handler(:cancel, method(:on_item_cancel))
    @item_window.select_last
    @item_window.activate
  end
  
  def on_item_cancel
    return_scene
  end
end
It works like a charm. //rmwforums.s3.amazonaws.com/emoticons/default_biggrin.gif Thanks everyone.
 

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