Hi guys, Sorry for bothering you, I need your help for a script it's bothering me in the past months. I even tried do solve it on my own with the help of some guys from the forum. Here you can find the post I'm referring too: Spoiler http://forums.rpgmakerweb.com/index.php?/topic/43751-rgss3-help-skill-does-different-things-with-different-state/page-1 Basically this is the idea: I have this skill called "Help" which activates only in certain circumstances, with a limited amount of use per battle (achieved with Yanfly Skill Restrictions) and does different things: 1) If a character is trapped(paralysis in my game) or asleep an ally can help him(removing the state). 2) If a character is stunned, an ally using "Help" will defend and take any damage the stunned character would get. This is required since, in my game, "stun" makes unmovable a character for a couple of turns and lowers his defence by 50% leaving the stunned character open to at least one bad hit. 3) If a character is K.O.ed an ally can "revive" him (to 1 HP). 4) In any case, after using this help command, the script should automatically check the items for an administrable item(like a bottle of water) and use it on the "helped" character. This is extremely important since in my game poison doesn't remove after K.O. and reviving a character with 1 HP without healing the poison would mean losing him again. So the script should check if the target is poisoned and if the inventory contains an antidote it should use it. Also I should state that I'm looking towards a separate bag of items for every character so the script should check the skill-user bag instead of the general one. Why this script? Because in my game interactions between allies is very limited, it has a very realistic approach, so a character has to take care of himself whenever he can and the others should help him only when he can't move. Problems so far: The biggest issue is the scope of the skill. If you put "an ally" scope it won't target dead allies(preventing case 3). If you put "an ally(dead)" scope it will target only dead(preventing case 1 & 2). The best option would be to set a completely new scope like "an ally(unmovable)" but I wasn't able to achieve it so far. The other issue is about accessing the inventory and eventually use an item showing it's animation and text "A used B on C" in some efficient way. Thanks for patience and eventually answers guys. I really appreciate it. If you need further informations I suggest to check the post in spoiler, or to ask me directly.