SpuddyGoggles 0 Posted March 19 Once again I call upon the RPGMakerCentral forums for assistance in my (likely fruitless) endeavor to create a somewhat passable project. This time it concerns an aspect of the Item menu. I've already changed a few things to my liking, though now I still have the issue of the pesky category window which forces the user to redundantly press the action button twice. For clarity, I basically only have one item category with includes all item types (key items, weapons, armors, etc.) but it seems that the item list window and item scene are somewhat dependent on the category window's colon yellowtext variables (I have no clue what they're called) and I can't figure out how to tie the categories I already have to just the item list without the need of the category window output. (For context, this is what I put into Window_ItemList in case that is any help.) def include?(item) case @category when :item item.is_a?(RPG::Item) || item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon) else false end end Share this post Link to post Share on other sites
roninator2 256 Posted March 20 Use this 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.category = :item @item_window.help_window = @help_window @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:return_scene)) @item_window.activate @item_window.select_last end end class Window_ItemList < Window_Selectable def include?(item) return true end end and legue is spelled league. 1 Share this post Link to post Share on other sites
SpuddyGoggles 0 Posted March 20 Thanks! (Also crap, guess I'm not winning any spelling bees anytime soon.) Share this post Link to post Share on other sites