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nerdmor

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I am trying to build something which requires one menu to call another - much like the main menu calls the items menu, for example.

I have tried several things, all which end in one of the following: RGSS crashes or I have several copies of the same menu running (requiring the user to press ESC several times to exit the menu).

In short: what is the correct way for a menu to call one menu from another?

Thank you very much
 

nerdmor

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CP Command Config has examples.
I know that, but I'm trying to use the templates used in Scene Maker

Currently I have in a module:

COMMANDS[:VGM_debugMenu_command] = { :regions => "Regions", :projects => "Projects", :team => "Team", :games => "Games", :research => "Research", :marketing => "Marketing", :competitors => "Competitors", :cancel => "Exit"}HANDLERS[:VGM_debugMenu_command] = { :regions => :VGM_debugMenu_command_cmd_regions, :cancel => :VGM_debugMenu_command_on_cancel}however, I have no idea what to put inside the function "VGM_debugMenu_command_cmd_regions" to call another scene which will not "erase" the current menu.
 

Archeia

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Scenes would erase other scenes when triggered unless they're an extension of that scene or written that way. Scene Maker isn't enough to do what you want. You need to modify it from a base level.
 
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nerdmor

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VGM is simply the abreviation of the game's name. I use it before any script that I write as not to confuse them with scripts that came from Luna or otherwise. So when creating the menus I simply call them VGM_mainMenu or VGM_debugMenu
 
 

nerdmor

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I found a solution that, while does not do what I wanted, does emulate the behaviour:

Whenever you are calling a new menu, clear the scene first, then call the next menu:
 

def menu_action return_scene $game_temp.set_custom_scene:)other_menu) SceneManager.call(Scene_NewBase)endIf you do this with the last action on a menu, ESC defaults do it. So, by planning your menu tree carefully, you can work as if previous menus had never been unloaded.
 

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