Made for a request here. Features: [1] Game starting by selecting a Chapter. [2] Unlock-able new chapters. [3] Each Chapter able to start with its own map & starting characters. [4] Inheritable save files for each chapter. [5] Can set up to 10 Chapters max. [6] Change-able Background/Text [7] Able to set whether or not to reset character's level Snap-Shot: How to Use: [1] Paste script below Material and above Main [2] Set up data accordingly in SETTINGS AREA in the script. [3] Use this script call at the end of each chapter to enable next chapter. chapter_clearedCompatibility: This script modifies the Title Scene's New Game Command, but the rest are properly aliased. You can safely put this script below other custom scripts without worrying much about conflicts. Terms of Use: Free for both Commercial and Non-Commercial. Script: Spoiler: Cleaned up script taken from the post at bottom of the page Code: #============================================================================== # ■ Meow Face Chapter Selection #------------------------------------------------------------------------------ # Select Chapter to Start Game #============================================================================== # How to Use: # [1] Put this script below Material and above Main # [2] Set up the required data in SETTINGS AREA below # [3] At the end of each chapter, use this script call to save file # chapter_cleared #============================================================================== module MF_CHAPTER #============================================================================== # SETTINGS AREA #============================================================================== #------------------------------------------------------------------------------ # How many chapters are there (1 to 10 MAX) #------------------------------------------------------------------------------ MAXCHAPTER = 10 #------------------------------------------------------------------------------ # Background picture (in Graphics\Titles1 folder) #------------------------------------------------------------------------------ BACKGROUND = "Fountain" #------------------------------------------------------------------------------ # Title #------------------------------------------------------------------------------ TITLE = "SELECT CHAPTER" #------------------------------------------------------------------------------ # Chapter's Name # Starting from top down, Chapter 1, Chapter 2, etc etc #------------------------------------------------------------------------------ NAME = [ "Chapter One", "Chapter Two", "Chapter Three", "Chapter Four", "Chapter Five", "Chapter Six", "Chapter Seven", "Chapter Eight", "Chapter Nine", "Chapter Ten", ] #Do Not Remove #------------------------------------------------------------------------------ # Chapter's Description # Starting from top down, Chapter 1, Chapter 2, etc etc #------------------------------------------------------------------------------ DESC = [ "Chapter 1 Descriptions", "Chapter 2 Descriptions", "Chapter 3 Descriptions", "Chapter 4 Descriptions", "Chapter 5 Descriptions", "Chapter 6 Descriptions", "Chapter 7 Descriptions", "Chapter 8 Descriptions", "Chapter 9 Descriptions", "Chapter 10 Descriptions", ] #Do Not Remove #------------------------------------------------------------------------------ # Starting Map for each Chapter # [MapID, StartX, StartY] # Starting top down from Chapter 1 to Chapter 10 #------------------------------------------------------------------------------ MAP = [ [1,1,1], [2,1,7], [3,12,16], [4,1,1], [5,1,1], [6,1,1], [7,1,1], [8,1,1], [9,1,1], [10,1,1], ] #Do Not Remove #------------------------------------------------------------------------------ # Starting Actors for each Chapter # Starting top down from Chapter 1 to Chapter 10 #------------------------------------------------------------------------------ ACTORS = [ [1,4,2,5], [1,2,3,4], [1,2,3], [2,3,4,5], [1,2,3,4], [1,2,3,4], [1,2,3,4], [1,2,3,4], [1,2,3,4], [1,2,3,4], ] #Do Not Remove #------------------------------------------------------------------------------ # Reset Actor's Level? true/false # Automatic set to true if previous chapter load file = nil #------------------------------------------------------------------------------ RESET = false #------------------------------------------------------------------------------ # Data Loading for each Chapter # This loads the data of the previous chapters during chapter selection # So set up the file for each chapter accordingly # Starting top down from Chapter 1 to Chapter 10 # nil = No load file #------------------------------------------------------------------------------ LOAD_FILE = [ nil, "Chapter1_Cleared.rvdata2", "Chapter2_Cleared.rvdata2", "Chapter3_Cleared.rvdata2", "Chapter4_Cleared.rvdata2", "Chapter5_Cleared.rvdata2", "Chapter6_Cleared.rvdata2", "Chapter7_Cleared.rvdata2", "Chapter8_Cleared.rvdata2", "Chapter9_Cleared.rvdata2", ] #Do Not Remove #------------------------------------------------------------------------------ # Save Data's Name #------------------------------------------------------------------------------ SAVE_FILE = [ "Chapter1_Cleared.rvdata2", "Chapter2_Cleared.rvdata2", "Chapter3_Cleared.rvdata2", "Chapter4_Cleared.rvdata2", "Chapter5_Cleared.rvdata2", "Chapter6_Cleared.rvdata2", "Chapter7_Cleared.rvdata2", "Chapter8_Cleared.rvdata2", "Chapter9_Cleared.rvdata2", "Chapter10_Cleared.rvdata2", ] #Do Not Remove #============================================================================== # END OF SETTINGS AREA # !!EDIT BEYOND THIS LINE AT YOUR OWN RISK!! #============================================================================== end module DataManager class <<self alias meow_god create_game_objects alias meow_load extract_save_contents alias meow_save make_save_contents end def self.make_save_contents meowdata = meow_save meowdata[:chapter] = $game_chapter meowdata end def self.extract_save_contents(contents) meow_load(contents) $game_chapter = contents[:chapter] end def self.make_save_party contents = {} contents[:actors] = $game_actors contents[:party] = $game_party contents[:player] = $game_player contents end def self.extract_party(contents) $game_actors =contents[:actors] $game_party = contents[:party] $game_player = contents[:player] end def self.save_chapter(chapter) filename = MF_CHAPTER::SAVE_FILE[chapter] File.open(filename, "wb") do |file| $game_system.on_before_save Marshal.dump(make_save_party, file) end return true end def self.load_chapter(chapter) filename = MF_CHAPTER::LOAD_FILE[chapter] File.open(filename, "rb") do |file| extract_party(Marshal.load(file)) end return true end def self.create_game_objects meow_god $game_chapter = Game_Chapter.new end def self.setup_chapter chapter = $game_chapter.id load_chapter(chapter) if MF_CHAPTER::LOAD_FILE[chapter] != nil $game_party.setup_members(chapter) $game_map.setup(MF_CHAPTER::MAP[chapter][0]) $game_player.moveto(MF_CHAPTER::MAP[chapter][1], MF_CHAPTER::MAP[chapter][2]) $game_player.refresh Graphics.frame_count = 0 end end class Game_Party < Game_Unit def setup_members(n) if MF_CHAPTER::LOAD_FILE[$game_chapter.id] != nil @actors.each do |m| $game_actors[m].setup(m) if MF_CHAPTER::RESET == true $game_actors[m].hp = $game_actors[m].mhp $game_actors[m].mp = $game_actors[m].mmp end end @actors = [] @meowparty = MF_CHAPTER::ACTORS[n] @meowparty.each do |meow| $game_party.add_actor(meow) end end end class Game_Chapter attr_accessor :id def initialize @id = 0 end def set(n) @id = n end end class Game_Interpreter def chapter_cleared DataManager.save_chapter($game_chapter.id) end end class Window_Chapter < Window_Base def initialize super(0, 0, Graphics.width, Graphics.height) self.opacity = 0 draw_horz_line(Graphics.height - 100) draw_horz_line(Graphics.height - 36) draw_horz_line(68); draw_horz_line(69) draw_horz_line(8); draw_horz_line(7) draw_title end def window_width Graphics.width end def window_height Graphics.height end def draw_horz_line(y) line_y = y + line_height / 2 - 1 contents.fill_rect(0, line_y, contents_width, 2, line_color) end def line_color color = normal_color color.alpha = 48 color end def draw_title contents.font.size = 64 contents.font.bold = true draw_text((Graphics.width/2) - (320/2), 18, 320, 68, MF_CHAPTER::TITLE) contents.font.size = Font.default_size contents.font.bold = false end end class Window_ChapterSelect < Window_Command def initialize super(0,0) update_placement self.opacity = 0 create_help_window end def window_width return 180 end def window_height fitting_height(6) end def update_placement self.x = (Graphics.width - width) / 2 self.y = ((Graphics.height - height) / 2) - 12 end def create_help_window @help_window = Window_Help.new @help_window.y = Graphics.height - @help_window.height + 4 @help_window.opacity = 0 end def make_command_list add_command(MF_CHAPTER::NAME[0], :ch1) add_command(MF_CHAPTER::NAME[1], :ch2, File.exist?(MF_CHAPTER::SAVE_FILE[0]))if MF_CHAPTER::MAXCHAPTER >= 2 add_command(MF_CHAPTER::NAME[2], :ch3, File.exist?(MF_CHAPTER::SAVE_FILE[1])) if MF_CHAPTER::MAXCHAPTER >= 3 add_command(MF_CHAPTER::NAME[3], :ch4, File.exist?(MF_CHAPTER::SAVE_FILE[2])) if MF_CHAPTER::MAXCHAPTER >= 4 add_command(MF_CHAPTER::NAME[4], :ch5, File.exist?(MF_CHAPTER::SAVE_FILE[3])) if MF_CHAPTER::MAXCHAPTER >= 5 add_command(MF_CHAPTER::NAME[5], :ch6, File.exist?(MF_CHAPTER::SAVE_FILE[4])) if MF_CHAPTER::MAXCHAPTER >= 6 add_command(MF_CHAPTER::NAME[6], :ch7, File.exist?(MF_CHAPTER::SAVE_FILE[5])) if MF_CHAPTER::MAXCHAPTER >= 7 add_command(MF_CHAPTER::NAME[7], :ch8, File.exist?(MF_CHAPTER::SAVE_FILE[6])) if MF_CHAPTER::MAXCHAPTER >= 8 add_command(MF_CHAPTER::NAME[8], :ch9, File.exist?(MF_CHAPTER::SAVE_FILE[7])) if MF_CHAPTER::MAXCHAPTER >= 9 add_command(MF_CHAPTER::NAME[9], :ch10, File.exist?(MF_CHAPTER::SAVE_FILE[8])) if MF_CHAPTER::MAXCHAPTER >= 10 end def process_cursor_move super if @index <= 1 @help_window.set_text(MF_CHAPTER::DESC[@index]) else if File.exist?(MF_CHAPTER::SAVE_FILE[@index-1]) text = MF_CHAPTER::DESC[@index] else text = "???" end @help_window.set_text(text) end end end class Scene_Title < Scene_Base def command_new_game SceneManager.call(Scene_Chapter) end end class Scene_Chapter < Scene_Base def start super create_background2 create_back_window create_command_window end def create_background2 @spritech = Sprite.new @spritech.bitmap = Cache.title1(MF_CHAPTER::BACKGROUND) @spritech.tone.set(0, 0, 0, 180) end def terminate super @spritech.bitmap.dispose if @spritech @spritech.dispose if @spritech end def create_back_window @back_window = Window_Chapter.new end def create_command_window @command_window = Window_ChapterSelect.new @command_window.set_handler(:ch1, method(:chapter)) @command_window.set_handler(:ch2, method(:chapter)) @command_window.set_handler(:ch3, method(:chapter)) @command_window.set_handler(:ch4, method(:chapter)) @command_window.set_handler(:ch5, method(:chapter)) @command_window.set_handler(:ch6, method(:chapter)) @command_window.set_handler(:ch7, method(:chapter)) @command_window.set_handler(:ch8, method(:chapter)) @command_window.set_handler(:ch9, method(:chapter)) @command_window.set_handler(:ch10, method(:chapter)) @command_window.set_handler(:cancel, method(:return_scene)) end def chapter DataManager.create_game_objects case @command_window.current_symbol when :ch1; $game_chapter.set(0) when :ch2; $game_chapter.set(1) when :ch3; $game_chapter.set(2) when :ch4; $game_chapter.set(3) when :ch5; $game_chapter.set(4) when :ch6; $game_chapter.set(5) when :ch7; $game_chapter.set(6) when :ch8; $game_chapter.set(7) when :ch9; $game_chapter.set(8) when :ch10; $game_chapter.set(9) end DataManager.setup_chapter fadeout_all $game_map.autoplay SceneManager.goto(Scene_Map) end end Final Update: All cleaned up and aliased The only overwrite method is the Title Scene's New Game Command. You can now safely put this script below all other scripts without having to worry much about conflicts.
I love this script but i'd prefer it to not change where you spawn in each chapter. Is there a way to change that?
You can simply set all the starting map area to be the same if you don't want a new starting point for each chapter.
Simply use this script call at the end of a chapter to save a file for the next chapter. chapter_clearedThen proceed to ending and return to title screen. Depending on how you build your game, each chapter can act as a stand alone game itself and sharing the map resources among all the games.
What error are you getting? If possible try snap shot it. This script is using mostly new methods so the chances of conflict is quite low, but still, not 100%
http://forums.rpgmakerweb.com/index.php?/gallery/image/856-error/ no matter what i do it says uninitialized constant
Seems like you either did something wrong with the script call or there's another script conflicting with this script's interpreter procedure. Make sure you use the script call as shown in the picture below: Try this script on a new project and see if you are still getting that error. If you are not getting error in a new project with this script, try adding back your other custom script one by one until that error shows up. Like said in the post above, this script only modifies the title command new game method, the rest are actually new or aliased. So putting this script below all other custom script should work unless a script modifies an important feature this script needed.
I just tried that and it worked in a new project but when i tried in mine it didn't. i even tried removing all my other scripts. it didnt work
I can't do much here unless you are able to reproduce it 100% in a new project. One of your custom script may have modified an important method this script needs. eg, how files or paths are being saved by the default DataManager. So unless you can find that conflicting script, i can't do anything to help since this script isn't causing the problem by itself.
It has to be in multiple lines. The issue is that administrators are updating the forum system to the latest version, and that included the feature to put codes, so that's why when you copy the script and paste it, it has one line only, because they are still working on the forum, and the scripts don't appear correctly, so you cannot copy them correctly either. So, it's better to wait until they're done adding these changes to the forum =)
The codes are currently messed up due to the recent forum upgrade. They are working to fix the code and I was told that the codes will revert after the patch if i change them now. So unless you need it urgently, please wait a few days and check again to see if they are fixed. You can also check this issue report tread for any new updates on the messed up codes.
The script in the top post is being messed up due to the recent V3 to V4 migration, it should fix itself when the RM web staff got the patch from the software provider. In the meantime, please use this alternative version: Code: #============================================================================== # ■ Meow Face Chapter Selection #------------------------------------------------------------------------------ # Select Chapter to Start Game #============================================================================== # How to Use: # [1] Put this script below Material and above Main # [2] Set up the required data in SETTINGS AREA below # [3] At the end of each chapter, use this script call to save file # chapter_cleared #============================================================================== module MF_CHAPTER #============================================================================== # SETTINGS AREA #============================================================================== #------------------------------------------------------------------------------ # How many chapters are there (1 to 10 MAX) #------------------------------------------------------------------------------ MAXCHAPTER = 10 #------------------------------------------------------------------------------ # Background picture (in Graphics\Titles1 folder) #------------------------------------------------------------------------------ BACKGROUND = "Fountain" #------------------------------------------------------------------------------ # Title #------------------------------------------------------------------------------ TITLE = "SELECT CHAPTER" #------------------------------------------------------------------------------ # Chapter's Name # Starting from top down, Chapter 1, Chapter 2, etc etc #------------------------------------------------------------------------------ NAME = [ "Chapter One", "Chapter Two", "Chapter Three", "Chapter Four", "Chapter Five", "Chapter Six", "Chapter Seven", "Chapter Eight", "Chapter Nine", "Chapter Ten", ] #Do Not Remove #------------------------------------------------------------------------------ # Chapter's Description # Starting from top down, Chapter 1, Chapter 2, etc etc #------------------------------------------------------------------------------ DESC = [ "Chapter 1 Descriptions", "Chapter 2 Descriptions", "Chapter 3 Descriptions", "Chapter 4 Descriptions", "Chapter 5 Descriptions", "Chapter 6 Descriptions", "Chapter 7 Descriptions", "Chapter 8 Descriptions", "Chapter 9 Descriptions", "Chapter 10 Descriptions", ] #Do Not Remove #------------------------------------------------------------------------------ # Starting Map for each Chapter # [MapID, StartX, StartY] # Starting top down from Chapter 1 to Chapter 10 #------------------------------------------------------------------------------ MAP = [ [1,1,1], [2,1,7], [3,12,16], [4,1,1], [5,1,1], [6,1,1], [7,1,1], [8,1,1], [9,1,1], [10,1,1], ] #Do Not Remove #------------------------------------------------------------------------------ # Starting Actors for each Chapter # Starting top down from Chapter 1 to Chapter 10 #------------------------------------------------------------------------------ ACTORS = [ [1,4,2,5], [1,2,3,4], [1,2,3], [2,3,4,5], [1,2,3,4], [1,2,3,4], [1,2,3,4], [1,2,3,4], [1,2,3,4], [1,2,3,4], ] #Do Not Remove #------------------------------------------------------------------------------ # Reset Actor's Level? true/false # Automatic set to true if previous chapter load file = nil #------------------------------------------------------------------------------ RESET = false #------------------------------------------------------------------------------ # Data Loading for each Chapter # This loads the data of the previous chapters during chapter selection # So set up the file for each chapter accordingly # Starting top down from Chapter 1 to Chapter 10 # nil = No load file #------------------------------------------------------------------------------ LOAD_FILE = [ nil, "Chapter1_Cleared.rvdata2", "Chapter2_Cleared.rvdata2", "Chapter3_Cleared.rvdata2", "Chapter4_Cleared.rvdata2", "Chapter5_Cleared.rvdata2", "Chapter6_Cleared.rvdata2", "Chapter7_Cleared.rvdata2", "Chapter8_Cleared.rvdata2", "Chapter9_Cleared.rvdata2", ] #Do Not Remove #------------------------------------------------------------------------------ # Save Data's Name #------------------------------------------------------------------------------ SAVE_FILE = [ "Chapter1_Cleared.rvdata2", "Chapter2_Cleared.rvdata2", "Chapter3_Cleared.rvdata2", "Chapter4_Cleared.rvdata2", "Chapter5_Cleared.rvdata2", "Chapter6_Cleared.rvdata2", "Chapter7_Cleared.rvdata2", "Chapter8_Cleared.rvdata2", "Chapter9_Cleared.rvdata2", "Chapter10_Cleared.rvdata2", ] #Do Not Remove #============================================================================== # END OF SETTINGS AREA # !!EDIT BEYOND THIS LINE AT YOUR OWN RISK!! #============================================================================== end module DataManager class <<self alias meow_god create_game_objects alias meow_load extract_save_contents alias meow_save make_save_contents end def self.make_save_contents meowdata = meow_save meowdata[:chapter] = $game_chapter meowdata end def self.extract_save_contents(contents) meow_load(contents) $game_chapter = contents[:chapter] end def self.make_save_party contents = {} contents[:actors] = $game_actors contents[:party] = $game_party contents[:player] = $game_player contents end def self.extract_party(contents) $game_actors =contents[:actors] $game_party = contents[:party] $game_player = contents[:player] end def self.save_chapter(chapter) filename = MF_CHAPTER::SAVE_FILE[chapter] File.open(filename, "wb") do |file| $game_system.on_before_save Marshal.dump(make_save_party, file) end return true end def self.load_chapter(chapter) filename = MF_CHAPTER::LOAD_FILE[chapter] File.open(filename, "rb") do |file| extract_party(Marshal.load(file)) end return true end def self.create_game_objects meow_god $game_chapter = Game_Chapter.new end def self.setup_chapter chapter = $game_chapter.id load_chapter(chapter) if MF_CHAPTER::LOAD_FILE[chapter] != nil $game_party.setup_members(chapter) $game_map.setup(MF_CHAPTER::MAP[chapter][0]) $game_player.moveto(MF_CHAPTER::MAP[chapter][1], MF_CHAPTER::MAP[chapter][2]) $game_player.refresh Graphics.frame_count = 0 end end class Game_Party < Game_Unit def setup_members(n) if MF_CHAPTER::LOAD_FILE[$game_chapter.id] != nil @actors.each do |m| $game_actors[m].setup(m) if MF_CHAPTER::RESET == true $game_actors[m].hp = $game_actors[m].mhp $game_actors[m].mp = $game_actors[m].mmp end end @actors = [] @meowparty = MF_CHAPTER::ACTORS[n] @meowparty.each do |meow| $game_party.add_actor(meow) end end end class Game_Chapter attr_accessor :id def initialize @id = 0 end def set(n) @id = n end end class Game_Interpreter def chapter_cleared DataManager.save_chapter($game_chapter.id) end end class Window_Chapter < Window_Base def initialize super(0, 0, Graphics.width, Graphics.height) self.opacity = 0 draw_horz_line(Graphics.height - 100) draw_horz_line(Graphics.height - 36) draw_horz_line(68); draw_horz_line(69) draw_horz_line(8); draw_horz_line(7) draw_title end def window_width Graphics.width end def window_height Graphics.height end def draw_horz_line(y) line_y = y + line_height / 2 - 1 contents.fill_rect(0, line_y, contents_width, 2, line_color) end def line_color color = normal_color color.alpha = 48 color end def draw_title contents.font.size = 64 contents.font.bold = true draw_text((Graphics.width/2) - (320/2), 18, 320, 68, MF_CHAPTER::TITLE) contents.font.size = Font.default_size contents.font.bold = false end end class Window_ChapterSelect < Window_Command def initialize super(0,0) update_placement self.opacity = 0 create_help_window end def window_width return 180 end def window_height fitting_height(6) end def update_placement self.x = (Graphics.width - width) / 2 self.y = ((Graphics.height - height) / 2) - 12 end def create_help_window @help_window = Window_Help.new @help_window.y = Graphics.height - @help_window.height + 4 @help_window.opacity = 0 end def make_command_list add_command(MF_CHAPTER::NAME[0], :ch1) add_command(MF_CHAPTER::NAME[1], :ch2, File.exist?(MF_CHAPTER::SAVE_FILE[0]))if MF_CHAPTER::MAXCHAPTER >= 2 add_command(MF_CHAPTER::NAME[2], :ch3, File.exist?(MF_CHAPTER::SAVE_FILE[1])) if MF_CHAPTER::MAXCHAPTER >= 3 add_command(MF_CHAPTER::NAME[3], :ch4, File.exist?(MF_CHAPTER::SAVE_FILE[2])) if MF_CHAPTER::MAXCHAPTER >= 4 add_command(MF_CHAPTER::NAME[4], :ch5, File.exist?(MF_CHAPTER::SAVE_FILE[3])) if MF_CHAPTER::MAXCHAPTER >= 5 add_command(MF_CHAPTER::NAME[5], :ch6, File.exist?(MF_CHAPTER::SAVE_FILE[4])) if MF_CHAPTER::MAXCHAPTER >= 6 add_command(MF_CHAPTER::NAME[6], :ch7, File.exist?(MF_CHAPTER::SAVE_FILE[5])) if MF_CHAPTER::MAXCHAPTER >= 7 add_command(MF_CHAPTER::NAME[7], :ch8, File.exist?(MF_CHAPTER::SAVE_FILE[6])) if MF_CHAPTER::MAXCHAPTER >= 8 add_command(MF_CHAPTER::NAME[8], :ch9, File.exist?(MF_CHAPTER::SAVE_FILE[7])) if MF_CHAPTER::MAXCHAPTER >= 9 add_command(MF_CHAPTER::NAME[9], :ch10, File.exist?(MF_CHAPTER::SAVE_FILE[8])) if MF_CHAPTER::MAXCHAPTER >= 10 end def process_cursor_move super if @index <= 1 @help_window.set_text(MF_CHAPTER::DESC[@index]) else if File.exist?(MF_CHAPTER::SAVE_FILE[@index-1]) text = MF_CHAPTER::DESC[@index] else text = "???" end @help_window.set_text(text) end end end class Scene_Title < Scene_Base def command_new_game SceneManager.call(Scene_Chapter) end end class Scene_Chapter < Scene_Base def start super create_background2 create_back_window create_command_window end def create_background2 @spritech = Sprite.new @spritech.bitmap = Cache.title1(MF_CHAPTER::BACKGROUND) @spritech.tone.set(0, 0, 0, 180) end def terminate super @spritech.bitmap.dispose if @spritech @spritech.dispose if @spritech end def create_back_window @back_window = Window_Chapter.new end def create_command_window @command_window = Window_ChapterSelect.new @command_window.set_handler(:ch1, method(:chapter)) @command_window.set_handler(:ch2, method(:chapter)) @command_window.set_handler(:ch3, method(:chapter)) @command_window.set_handler(:ch4, method(:chapter)) @command_window.set_handler(:ch5, method(:chapter)) @command_window.set_handler(:ch6, method(:chapter)) @command_window.set_handler(:ch7, method(:chapter)) @command_window.set_handler(:ch8, method(:chapter)) @command_window.set_handler(:ch9, method(:chapter)) @command_window.set_handler(:ch10, method(:chapter)) @command_window.set_handler(:cancel, method(:return_scene)) end def chapter DataManager.create_game_objects case @command_window.current_symbol when :ch1; $game_chapter.set(0) when :ch2; $game_chapter.set(1) when :ch3; $game_chapter.set(2) when :ch4; $game_chapter.set(3) when :ch5; $game_chapter.set(4) when :ch6; $game_chapter.set(5) when :ch7; $game_chapter.set(6) when :ch8; $game_chapter.set(7) when :ch9; $game_chapter.set(8) when :ch10; $game_chapter.set(9) end DataManager.setup_chapter fadeout_all $game_map.autoplay SceneManager.goto(Scene_Map) end end
Awesome ! Too bad you can't launch the chapter select with a event. I would need something like that for a game of mine with 13 actors, where you start with 14th one, who is there just for the tutorial... And, there isn't any way to have more than 10 chapter ? (Like 13 for example c: ) Except that, just awesome ! :3