Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

The script that applies the selected item is mev_pause_items_use_actually_use, in that you'd want to remove this code at the end which destroys the current menu and the preceding one (the "use/throw away/hold" menu):

instance_destroy(daddy)
instance_destroy()

I don't see the buggy behavior in the engine source file (ggui_menu_handle also has a check that only runs the left/right handler if you've allocated a menu that's 2 at least slots wide so it shouldn't even attempt to move the cursor in the monster menu which is fully vertical) so it might be something you've changed?

(+1)

Tried the original and you will only hear the sound of the scrolling left or right. To do go on item, then use, with the monster you use it on make sure to be holder left or right and and at too. The sound will stop if you let go of left or right.

OK, I can see it now... seems to be a lot of weird things going on, a dialogue box gets created below the other menu and that's what's responding to the button presses (or rather it also affects the inventory menu so there's two active menus at once?)

Okay, I figured it out! The problem is the order mev_pause_items_use_actually_use does things (looks like something has changed in how Game Maker processes the Create event so the dialogue box taking top priority doesn't work now), rearranging it so we destroy the daddy menus before we spawn the dialogue box fixes the glitch:

(for this to work we need to get a reference to daddy.daddy first before we destroy this menu and its parent, otherwise we can't refer to it later - this is what new variable dd is for)