07-11-2017, 10:06 PM
(This post was last modified: 07-11-2017, 10:07 PM by DerVVulfman.)
Heyoo....
There are indeed some scripts that use 'special' items which bring up additional options in RPGMaker XP. An example would be a system I dubbed "Taryn's Weapon Ammunition System' which I had also integrated into my Lycan ABS. Weapon Clips are such special items in the system, and choosing them brings up an extra window where you choose what type of ammunition to load into the gun.
(Opening my old Taryn demo to.... oh, gawd. 2007?)
Not to go into DETAIL here, but in the ITEM menu try the following
Just the basics there. Try a couple practice runs to get used to it.
There are indeed some scripts that use 'special' items which bring up additional options in RPGMaker XP. An example would be a system I dubbed "Taryn's Weapon Ammunition System' which I had also integrated into my Lycan ABS. Weapon Clips are such special items in the system, and choosing them brings up an extra window where you choose what type of ammunition to load into the gun.
(Opening my old Taryn demo to.... oh, gawd. 2007?)
Not to go into DETAIL here, but in the ITEM menu try the following
- Make a new Window class. It should be something like Window_Item with the ( < Window_Selectable) at the end. That way, you can choose options.
- Add a new object (@window_specialitem) and mebby a related help window at the start of Scene_Item's main. And then add disposes to the end. This new window should neither be active or visible.
- In the update method, make it run a 'specialitem_update' method (your name of course) if the new window object is active.
- in the 'Update_Item' method, add a system at the beginning to see if you pressed (Input::C) and check if the clicked item is special. Iif it is, hide the item window and make the special window both active and visible.
- To control your new window, you do need to add a new method like 'specialitem_update' to control actions of your new custom items. Hitting escape should hide the window and re-enable and make visible the item_window of course/
Just the basics there. Try a couple practice runs to get used to it.