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tizthewiz

Adding a button to the menu

Question

Just wanting to add a new button in the menu screen under 'status' called Tokens. Since I'm not a scripter I'm not sure how to do this.

Could someone help me out with this? I'd really appreciate it.

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4 answers to this question

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Assuming this Token script thing is a scene script:

First

  def main
   # Make command window
   s1 = $data_system.words.item
   s2 = $data_system.words.skill
   s3 = $data_system.words.equip
   s4 = "Status"
   s5 = "End Game"
   s6 = "Save"
   @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])

 

Between Status and End Game Do this.

Replace the above script with the bottom one.

  def main
   # Make command window
   s1 = $data_system.words.item
   s2 = $data_system.words.skill
   s3 = $data_system.words.equip
   s4 = "Status"
   s5 = "Token"
   s6 = "End Game"
   s7 = "Save"
   @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])

 

Second

 

  def update_command
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to map screen
     $scene = Scene_Map.new
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # If command other than save or end game, and party members = 0
     if $game_party.actors.size == 0 and @command_window.index < 4
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Branch by command window cursor position
     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
       # 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
     end
     return
   end
 end

 

This part requires me to know your the scene name. <_< may i see the script for a second whe you see this.

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Thanks for the code. I assume when you asked for scene name, I could just give you the name I want? If so Scene_Tokens would do fine.

What script would you like to see? I wasn't quite sure what script you wanted to look at on your last question.:sweatdrop:

Thanks again

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Thanks for the code. I assume when you asked for scene name, I could just give you the name I want? If so Scene_Tokens would do fine.

What script would you like to see? I wasn't quite sure what script you wanted to look at on your last question.:sweatdrop:

Thanks again

 

Well if that is what the scene is called then i won't need a script. :sweatdrop:


As i was saying before replace this script below:

 

  def update_command
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to map screen
     $scene = Scene_Map.new
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # If command other than save or end game, and party members = 0
     if $game_party.actors.size == 0 and @command_window.index < 4
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Branch by command window cursor position
     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
       # 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
     end
     return
   end
 end

 

 

with:

 

 

  def update_command
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to map screen
     $scene = Scene_Map.new
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # If command other than save or end game, and party members = 0
     if $game_party.actors.size == 0 and @command_window.index < 4
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Branch by command window cursor position
     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
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Token.new
     when 5
       # 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 6 # end game
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to end game screen
       $scene = Scene_End.new
     end
     return
   end
 end

 

 

There you go.

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