Removing and adding menu commands

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Casia

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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?
 

Aeri_Sicher

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Try looking at the Scene_Menu part of your script editor and find this part of the code:

    # Make command window

    s1 = $data_system.words.item

    s2 = $data_system.words.skill

    s3 = $data_system.words.equip

    s4 = "Status"

    s5 = "Save"

    s6 = "End Game"

    s7 = "Beastiary"

    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])

 
 

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)
 
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Casia

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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...
 

Dark_Metamorphosis

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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 guess you could just change the order of them? Just change End Game with Beastiery etc, or wherever you want it to appear in the list.
 

Casia

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Ah, a few tries and I got it to work. Thank you for your help!
 

Shaz

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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.
 
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