Non-Combat Menu

Deathtroth

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create_var_hud_window if $game_switches[XAIL::VAR_HUD::VAR_HUD_SWITCH]
Works perfectly!!

Nice! Thank youuuuu!1! you are good at this XD
(I'll let ya know when it's finished or getting close, appreciate it mjshi!!!
 
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Miramise

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Hello!  First, wonderful script and just what I was looking for.  Instructions for adding custom commands were easy to follow.  I just have a question I couldn't figure out on my own (I did try, hit an error).  Would it be possible to have some sort of separator between commands?  That is I would like a space/line/etc between the save/load commands and everything else. or even one I can insert wherever I might need.  My first thought was an empty commands and function, but it coughed up an error.  It's just for aesthetics, and I can live without.  Just thought I'd ask first.
 

mjshi

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No problem, I'll just add a "none" keyword that can work as a spacer, then.


The script's pastebin has been updated to version 1.04.
 

Miramise

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Works perfectly!  Thanks so much, I really appreciate it!
 

Baumschinken

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Hi, I really like this non combat menu and I was wondering if there is a method to add a equip button to the simplified character stats screen? Adding commands to the menu screen itself works fine but adding buttons on other screens is too difficult for me and my minimalistic scripting knowledge:D
 
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mjshi

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No, there is no supported method currently for adding buttons to other screens. This script only changes the appearance of the menu.
 

Baumschinken

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Not supported in your script or is it not possible to add buttons to other screens in general?
 

mjshi

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The former. (Of course it's possible, everything is possible with code. You should be asking if it's feasible, considering the complexity and/or time required.)


The requested functionality is not currently supported in this script, and I feel that adding a button like that doesn't really have any widespread applications. It's not like there isn't an equip button, after all. If I added something like that to the script for you, it's likely that you're the only one who'd ever use it. Not only that, but coding a button onto the equip screen would require that I make a completely new window and a lot of other things that aren't exactly quick to do.


I'm also fairly busy as classes just started, but if I do find the time I'll let you know.
 

square357

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Anyone have actual .js file of this to download, any link would be really appreciated.


Save the txt and renaming as .js is not working for me.
 

bgillisp

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That's because this isn't a file for MV, its for ACE. ACE script files are not in .js format, and cannot be used in MV.
 
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mjshi

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Yeah, what bgillisp said.


The MV version can be found here:
 

bgillisp

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@square357: Check the post above yours though. The scripter wrote an MV version, so go to that thread to find it.
 
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mjshi

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@J_C Have you tried the method outlined in the first post? I took a quick look at Yanfly's script, and that follows the same general formula.


With Yanfly System Options, replace "SCENE" with "System".

How to add custom scenes/tabs to the menu:


Required Scripting Knowledge: Minimal


I get a lot of requests for these kinds of things, and every "compatibility addon" is pretty much the same. 


Look in the script that you want to add to the Non Combat Menu, and CTRL + F to find a part where it says "Scene_Quest" or "Scene_Achievements" or "Scene_NewWindowThing". That thing after the _ is going to be referred to hereafter as SCENE. Just replace SCENE with whatever NewWindowThing you found.


Then, add to the menu list:



['Custom Scene', :SCENE],


Then add a general compatibility script under the Non Combat Menu script:

Code:
class Scene_End
  def command_SCENE
    SceneManager.call(Scene_SCENE)
  end
end
This method works for 99% of scripts.


edit: whoops, forgot to offer my congratulations.


Congratulations, you did a code thing! ;D Isn't programming awesome?


If you don't feel confident that you did the code thing correctly, you can check your work with the below:

Code:
# on the NonCombatMenu menu list
['System Options or whatever', :System],

# Addon to the menu, inserted under it on the script list
class Scene_End
  def command_System
    SceneManager.call(Scene_System)
  end
end
 
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J_C

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@mjshiThanks, I will try it out once I get home.
 

Akatori

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Is there any way to change the commands names ?
 

mjshi

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@Akatori Yes--


MENU = [
#-----------------------------------------------------------------------------
# **CONFIGURATION**
#-----------------------------------------------------------------------------
# What should the actual menu show?
# Put a # in front of the ones you don't want to show, and you can reorder
# this list to change the order in the menu.
# **Don't remove the comma after each []!**
#
['CHANGE ME', :item],
['CHANGE ME', :status],
['CHANGE ME', :save],
['CHANGE ME', :shutdown],


Just change the first part of each line the menu list to what you want.
 

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