For a veteran scripter this is probably an easy task, but I am left stupified by the question...
I have bestiary and quest log scripts and I'd really like them to be accessible from the menu. On the other hand, I don't need the save option since I use save points. How could I remove and add these commands to the menu? Is it an easy process or does it require a lot of scripting here and there?
I've already added the "beastiary" command into the list (you can add more by adding s8 and the name) so now the command should be there (you will also notice that the save command is there too, all you have to do is remove it from the window_command.new list and probably have to change up the format a bit)... now all you have to do is define what the command "beastiary" should do. find this part of the script and add your code for it:
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
when 6 # beastiary
# enter your code here (like the scene call or something)
end
Let me know how this works out (the editing out of save might cause problems)
It works, but looks a bit silly because the Bestiary option is after End Game and overlaps with the playing time window below. I'm not sure how to make it look more aesthetically pleasing...
It works, but looks a bit silly because the Bestiary option is after End Game and overlaps with the playing time window below. I'm not sure how to make it look more aesthetically pleasing...
I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
Yay, now back in action Happy Christmas time, coming back!
Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.