Broken Messiah 20 Report post Posted October 18, 2009 I'm not asking for a script, just a little help editing one, so don't kill me if this is in the wrong subforum. 1) I wanted to know how to add a nother command in the main menu,"Handbook", where it would link to another script in the database. For anyone who wants to help, could you explain to me in a tutorial like kinda thing. Thanks in advancefor even reading this post :) Share this post Link to post Share on other sites
0 Kiriashi 117 Report post Posted October 18, 2009 Handbook? You want to make another command like the "New Game" one? I can do that, but I don't know how to go to another scene with it. ;( I'm sure polraudio might be able to do this if he comes on. Share this post Link to post Share on other sites
0 Agckuu_Coceg 5 Report post Posted October 19, 2009 In the usual menu? Yes, it is very simple. Only that script which you wish to add to the menu is necessary. Share this post Link to post Share on other sites
0 Broken Messiah 20 Report post Posted October 20, 2009 Handbook? You want to make another command like the "New Game" one? I can do that, but I don't know how to go to another scene with it. ;( That was miscommunication on my part. I meant the menu in game, that has "EQUIP"ITEMS"SKILLS"etc. As for the other part I want it to resemble the handbook in Duel Masters for GBA, I'll post a screenshot later though. Share this post Link to post Share on other sites
0 Polraudio 122 Report post Posted October 20, 2009 If you provide the script and i will edit the menu for you. and if you have a custom menu please provide that also. Share this post Link to post Share on other sites
0 Broken Messiah 20 Report post Posted October 21, 2009 If you provide the script and i will edit the menu for you. and if you have a custom menu please provide that also. Is this it?(see attachment) and as for the Handbook, if you want, could you help me with that one? It would mainly be a list of chapter choices that show "show texts" about that subject. Anyway thanks in advance :) Oh yeah, its for XP Scene_menu.rtf Share this post Link to post Share on other sites
0 Agckuu_Coceg 5 Report post Posted October 21, 2009 In any case, we need the Handbook script itself. But this menu looks somehow like this... #============================================================================== # ■ Scene_Menu #------------------------------------------------------------------------------ # メニュー画面の処理を行うクラスです。 #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # ● オブジェクト初期化 # menu_index : コマンドのカーソル初期位置 #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # ● メイン処理 #-------------------------------------------------------------------------- def main # コマンドウィンドウを作成 s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Handbook" s5 = "Status" s6 = "Save Game" s7 = "Game End" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) @command_window.index = @menu_index # パーティ人数が 0 人の場合 if $game_party.actors.size == 0 # アイテム、スキル、装備、ステータスを無効化 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # セーブ禁止の場合 if $game_system.save_disabled # セーブを無効にする @command_window.disable_item(4) end # プレイ時間ウィンドウを作成 @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 256 # 歩数ウィンドウを作成 #@steps_window = Window_Steps.new #@steps_window.x = 0 #@steps_window.y = 344 # ゴールドウィンドウを作成 @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 440 # ステータスウィンドウを作成 @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 # トランジション実行 Graphics.transition # メインループ loop do # ゲーム画面を更新 Graphics.update # 入力情報を更新 Input.update # フレーム更新 update # 画面が切り替わったらループを中断 if $scene != self break end end # トランジション準備 Graphics.freeze # ウィンドウを解放 @command_window.dispose @playtime_window.dispose #@steps_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update # ウィンドウを更新 @command_window.update @playtime_window.update #@steps_window.update @gold_window.update @status_window.update # コマンドウィンドウがアクティブの場合: update_command を呼ぶ if @command_window.active update_command return end # ステータスウィンドウがアクティブの場合: update_status を呼ぶ if @status_window.active update_status return end end #-------------------------------------------------------------------------- # ● フレーム更新 (コマンドウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_command # B ボタンが押された場合 if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # マップ画面に切り替え $scene = Scene_Map.new return end # C ボタンが押された場合 if Input.trigger?(Input::C) # パーティ人数が 0 人で、セーブ、ゲーム終了以外のコマンドの場合 if $game_party.actors.size == 0 and @command_window.index < 4 # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # コマンドウィンドウのカーソル位置で分岐 case @command_window.index when 0 # アイテム # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # アイテム画面に切り替え $scene = Scene_Item.new when 1 # スキル # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ステータスウィンドウをアクティブにする @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # 装備 # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ステータスウィンドウをアクティブにする @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # ステータス # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ステータスウィンドウをアクティブにする @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # ゲーム終了 # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ゲーム終了画面に切り替え $scene = (HANDBOOK SCRIPT SCENE!) when 5 # セーブ # セーブ禁止の場合 if $game_system.save_disabled # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # セーブ画面に切り替え $scene = Scene_Save.new when 6 # ゲーム終了 # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ゲーム終了画面に切り替え $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # ● フレーム更新 (ステータスウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_status # B ボタンが押された場合 if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # コマンドウィンドウをアクティブにする @command_window.active = true @status_window.active = false @status_window.index = -1 return end # C ボタンが押された場合 if Input.trigger?(Input::C) # コマンドウィンドウのカーソル位置で分岐 case @command_window.index when 1 # スキル # このアクターの行動制限が 2 以上の場合 if $game_party.actors[@status_window.index].restriction >= 2 # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # スキル画面に切り替え $scene = Scene_Skill.new(@status_window.index) when 2 # 装備 # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # 装備画面に切り替え $scene = Scene_Equip.new(@status_window.index) when 3 # ステータス # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ステータス画面に切り替え $scene = Scene_Status.new(@status_window.index) end return end end end Share this post Link to post Share on other sites
I'm not asking for a script, just a little help editing one, so don't kill me if this is in the wrong subforum.
1) I wanted to know how to add a nother command in the main menu,"Handbook", where it would link to another script in the database.
For anyone who wants to help, could you explain to me in a tutorial like kinda thing.
Thanks in advancefor even reading this post :)
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