Jump to content
New account registrations are disabed. This website is now an archive. Read more here.
  • 0
Sign in to follow this  
Broken Messiah

I need a little help . . .

Question

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

6 answers to this question

Recommended Posts

  • 0

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

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

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

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

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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...