I am stumped, or maybe just not thinking clearly. I cannot seem to make an item that when used runs a content script. I want my player to pull out an item, use it, (a flag flips, something dramatic happens), the world changes in response. I can make them talk to someone else to do it, but self-reliance, and having the player control when and where these effects initiate, would be nifty.
PS--I want to say thanks for all the previous help too.
Thanks, i got my menu to show up but when i choose the options, the flags do not flip, or they flip, but the event pages don't initiate. So i figured that maybe duplicating an event to interact with might work, but alas, the event does not appear. I'm guessing the pages don't flip on my target events because they need another content script to run. My o button script doesn't initiate effective content scripts (for this purpose at least), either.
To condense... I want an item that when activated flips my event pages and makes them do what i want them to do.
Like a firework the player can set off where and whenever they want that makes the light-fearing evil bad things run in fear (not in battle, this is for boss type events)
I had a similar problem with my game. In a dungeon, I had invisible bridges that could only be crossed by utilizing a "Float Ring" item. I set the bridges as 2 page events, one with no model and another with an invisible block and set the 2nd page condition as a flag. When I used the item, the page wouldn't flip until I activated another content script or opened the debug menu. I was confused because in another dungeon, I had a similar scenario, except the flag was triggered by a switch event.
For some reason, page flips only occur after content scripts activated by an event. You might be better off not using pages, but rather conditions in the event's action script. Try something like this in the movement slot of your "evil bad things" event.
Evil Script Move: To leader(or whatever was set before) Repeat: Flag[Firework]=Off SB:End Move: Leave leader
This should eliminate the need for a second event page and save a little memory. Basically what it does is make the event move towards the party as long as the flag is off by repeating a blank line of script, then when the flag turns on, the second movement command is executed.
Also, only events that are placed on the map can be duplicated. That might be why it doesn't show up. If you do have the event placed, keep in mind that the coordinates of the duplicate are relative to the event, not the party.