Cool stuff. I think this more uniform way of using the bags is much better.
Did the spell index thing work out?
I'm 90% done with the items being used in battle. That is 9/10 items work as intended as far as I can tell!
(Updated March 31st, 8:15 EST)
Try it out!
Ethers don't work yet cause I need to make a new box for them. They'll behave like pures for now, if they work at all once selected (I haven't bothered trying.)
Ethers have their own extra menu to select the spell level. If you try to use an ether on a spell level that has no max MP, it will print "Nothing" and go back. Otherwise, it will try to work. There's some stack pushing/pulling shenanigans to make this all work, so if the game freezes... I gotta fix that immediately.
Messages for some items are wonky because I need to write some new messages for them. Smoke bombs say "Lev. up!" for instance; that's a placeholder.
If an item is ineffective, it will not play a sound, and will not use up an item, but it WILL still flash the target character's sprite.
Smoke bombs will put a living character into hiding, but not stoned or dead characters. They can also only be used in dungeons or towns (anywhere not the overworld), and turn off random battles for 50 steps. Its set in Constants somewhere--SMOKEBOMB_EFFECT--so it can be tweaked as preferred.
The Wakeup Bell will always use itself up, and will wake all party members.
Sleeping actually works to change their poses! It was... really not working before because I didn't understand what I was doing when I tried to make it, but now I do.
I don't know what bugs there might be anymore! Magic shops, weapon shops...? Menu stuff?
Oh yeah, don't touch the options menu!
I re-wrote how the options menu works, in the back end. In the end the only thing I really needed to do was set the scroll after updating the battle text speed number... oh well. It uses less variables now, so I should go and clean those up a bit... Otherwise, for the player, it works just the same as it did before! Left/right change options, A acts the same as pressing right, all that.
As for how items are used on dead players... You can target any dead or stoned player with any target-able item, not just Softs and Phoenix Downs. With the ability to now revive in battle (magic needs to be updated for that still though!), I think its a risky but acceptable strategy to have a character try to use a healing item on someone who is dead, and hope that someone using the Soft or Phoenix Down gets their turn first. So, you can TARGET them, but they need to be alive for the item to work.
Also, Phoenix Downs give them 25 HP instead of 1. I think 25 is the lowest base HP to start with... Soft only grants 25 HP if they have 0 to start with. I couldn't remember how being stoned by enemies works--if it freezes them or changes their HP or what.
If you're using Mesen, I figured out you can change RAM by clicking on a byte and just typing in new numbers. So to test items out, you can give yourself different ailments or play around with how much MP each character has...
Green: HP (current and max)
Red: Ailments (01, 02, 04, 08, 10, 20, 40 -- death, stone, poison, darkness, stun, sleep, mute)
Blue: MP (left half of each byet is current, right half is max)