Skill usage confirmation in RPGMVXA + unwanted sound effect

CallMeKerrigan

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There is a feature I want in my game, and I'm not quite sure how to go about it. I've attempted looking up 'skill confirmation' via google, and even 'adding new windows to menu scene' with no luck.

My game is stamina based. Essentially, the point is to complete as many tasks as you can with your MP bar (representing sleep). There are no battles in my game, all of the skills are used only from the menu and effect the HP + MP bar.

What I want to do, is that the player will complete as many quests as they can and each quest little by little decreases the MP bar. After the bar is depleted, the user can do no more quests. The only way to replenish the bar is by using a skill called 'rest'. 'Rest' will fill up the MP bar, but all of the quests of that day that had gone unfinished, will disappear forever (therefore the quests will have needed to have been completed strategically).

The only thing is, is that I don't want the player to press the skill, not knowing what it does, and delete all of the quests. I know there is an option for a description, but I wanted a bit more. A box that will pop up, reminding player that all quests will be deleted and to press 'yes' if they want to continue. Is this something that can be done easily?

And my next issue is related to the skill menu. One of my skills used from the menu replenishes HP, and does so from the menu. However, it also plays an unwanted sound effect. I have tried assigning it an animation with no luck, and then an animation with only a sound effect, also no luck. I looked in the system and even the terms tab in the database, and there was nothing that changed the sound effect used on the skill. (I tried changing and playing every sound effect option available in the tab).

Edit: I feel silly. I solved my second issue with the unwanted sound effect- there was a 'skill' sound effect under 'system' in the database in the lower right corner I somehow missed. However, my first issue is still unresolved.
 
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Rinobi

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Having the skill call a common event is probably the 'easiest' way to go about it. You can have it warn the player, then control any restoration through eventing.
 

CallMeKerrigan

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Thank you. It worked awesomely. 
 

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