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May 5 2010, 04:05 AM
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#1
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![]() Cold Fire ![]() Type: Coder Alignment: Neutral Good |
Sky's Menu Edit Version 1.0 Created By Sky00Valentine Introduction Have some of you non scripters, or maybe even some scripters ever thought, *sigh* I don't feel like editting the menu I don't want to screw anything up. Well fear not this script will make it alot easier than before you only have to input limited information. Features CODE Features : Version 1.0 - - Edit Commands easily even if your a non scripter Updates None since posting Screenshots none needed How to use CODE Instructions & Installation # --------------------------- # -Plug and play # # -edit the @menu hash in the ways you want, here is an outline of # the defining properties of the @menu hash. # # @menu = { # # 'KEY' 'COMMAND' 'SCENE' 'CHARACTER' # | | | | # | | | | # V V V V # 0 => ["Item"], Scene_Item.new, false], # # Alright so the KEY is the place you want a COMMAND to show up in the menu # with 0 being the first position. # # so if the KEY was (3) and the COMMAND was (THIS COMMAND) # # Example 1 <-- 'Key' is 0 # Example 2 <-- 'Key' is 1 # Example 3 <-- 'Key' is 2 # THIS COMMAND <-- 'Key' is 3 # Example 5 <-- 'Key' is 4 # # SCENE is what scene the command will take you to. In the above example # the Item COMMAND will take you to Scene_Item. # # CHARACTER is whether it is required to bring out the character selection # screen when choosing a COMMAND. Kind of like when you want to view your # skills you would choose the Skill COMMAND and then the character selection # screen would pop up so you could choose which character's skills you # wanted to view. # # So if you understand the above all you would have to do is add in your # own things. I will give you an example. # # The default menu would be like this : # # @menu = { # 0 => ["Item",Scene_Item.new,false], # 1 => ["Skill",Scene_Skill.new(@index),true], # 2 => ["Equip",Scene_Equip.new(@index),true], # 3 => ["Status",Scene_Status.new(@index),true], # 4 => ["Save",Scene_File.new(true,false,false),false], # 5 => ["End",Scene_End.new,false], # } # # This is how it shows up in game. # # --------------- # | Item | # | Skill | # | Equip | # | Status | # | Save | # | End | # --------------- # # An example of an updated menu where someone has My Party Script # and My Achievements Script and they want them included in their # menu # # @menu = { # 0 => ["Item",Scene_Item.new,false], # 4 => ["Skill",Scene_Skill.new(@index),true], # 2 => ["Equip",Scene_Equip.new(@index),true], # 3 => ["Status",Scene_Status.new(@index),true], # 1 => ["Save",Scene_File.new(true,false,false),false], # 7 => ["End",Scene_End.new,false], # 5 => ["Party",Scene_Party.new,false], # 6 => ["Achievements",Scene_Achievements.new,false], # } # # This is how it would show up in game. # # --------------- # | Item | # | Save | # | Equip | # | Status | # | Skill | # | Party | # | Achievements | # | End | # --------------- # # -The COMMAND Save, and COMMAND End must be unchanged or an error may occur. # # -So good luck with this script Demo None Needed Script Spoiler: FAQ Will update as necessary Bugs & Compatability No known bugs atm please let me know. 100% compatible with all scripts Credit Sky00Valentine for making the script If using this script you don't have to include me but please include rpgmakervx.net in your credits -------------------- My Scripts and Snippets
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May 5 2010, 04:55 AM
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#2
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FRS_SgtMassacre ![]() Type: Designer Alignment: True Neutral |
nicked it lolz
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Flesh Render Studios Ltd. Commercial Game Design Company ~~ Sign up and be part of the innovation today ======================================================================= Forum under construction (17/07/2011 hopefully finished 17/07/2011) :p ![]() Post Count-O-Meter Spoiler: Projects I Support:- Click To View Spoiler: |
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May 5 2010, 05:41 AM
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#3
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![]() Cold Fire ![]() Type: Coder Alignment: Neutral Good |
nicked it lolz it can be found here http://www.rpgmakervx.net/index.php?showto...st&p=269729 And you can find more of my scripts here in the completed scripts forum. I should really add links to the in my sig. But As for hiring me. I may be interested lol, if you really want to do so, let me know and give me a tour of your team and what not. This post has been edited by Sky00Valentine: May 5 2010, 05:44 AM -------------------- My Scripts and Snippets
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May 5 2010, 05:59 AM
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#4
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![]() Type: Artist Alignment: Chaotic Evil |
Well this looks pretty simple. I would have used it if I weren't using Yanfly's Scene Menu Redux, which lets you customize the menu and even add common event to the menu, really useful.
I think you should add the option to change icons for the scenes, to customize it further |
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May 5 2010, 07:11 AM
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#5
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![]() Cold Fire ![]() Type: Coder Alignment: Neutral Good |
Well this looks pretty simple. I would have used it if I weren't using Yanfly's Scene Menu Redux, which lets you customize the menu and even add common event to the menu, really useful. I think you should add the option to change icons for the scenes, to customize it further Oh yeah Yanfly does have something similar but I couldn't remember if you had to go in and edit in many different places to add items. Oh and yeah after I finish some of my more complicated scripts I will consider that. -------------------- My Scripts and Snippets
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Jul 6 2010, 06:56 AM
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#6
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![]() Type: Designer Alignment: True Neutral |
i added a load selection in the menu; my problem is when i selected the "load" and pressed "x" button it will not go back to the menu it will return to the map (it's like i pressed the"x" button twice) and when i selected the "end" and pressed "x", it will point in the "load" (do you know what i mean? if not just tell me) i want it to point itself
here is the one i edited the one with the load selection Spoiler: -------------------- If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig!!
Please Support Spoiler: Open This Spoiler: I Support Spoiler: ![]() |
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Jul 6 2010, 07:34 PM
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#7
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![]() Penguin ![]() Type: Artist Alignment: Lawful Neutral |
Thank you for making this, I really needed an easy to learn script like this. I tried menu rearranging scripts before and for some reason I just couldn't get things like how I wanted, or they added something that clashed with other scripts I was using.
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Jul 6 2010, 09:31 PM
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#8
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![]() Cold Fire ![]() Type: Coder Alignment: Neutral Good |
i added a load selection in the menu; my problem is when i selected the "load" and pressed "x" button it will not go back to the menu it will return to the map (it's like i pressed the"x" button twice) and when i selected the "end" and pressed "x", it will point in the "load" (do you know what i mean? if not just tell me) i want it to point itself here is the one i edited the one with the load selection Spoiler: If I am understanding your problem it isn't my script thats the problem. Its the load scene. If you need help figuring that out pm me. @downr thanks. I am glad you like it. This script is made to avoid conflict with other script and because you don't need alot of knowledge of how scripts work. This post has been edited by Sky00Valentine: Jul 6 2010, 09:34 PM -------------------- My Scripts and Snippets
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Aug 15 2011, 10:57 AM
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#9
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![]() Type: Undisclosed |
Hi
I have problem with the script when i add your achievement menu he work but when i leave the achievement menu i have an error ![]() CODE def create_command_window @commands = [] for i in 0...menu.size <---------- line 175 @commands.push(menu[i][0]) end @command_window = Window_Command.new(160, @commands) @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 for i in 0...menu.size if not menu[i][0] == GAME_END @command_window.draw_item(i, false) # Disable most of the menu end end end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(@command_window.commands.index(GAME_SAVE), false)# Disable save end end All CODE #===========================================================================
# # Sky's Scene Menu Edit # Version 1.0 # May 4, 2010 Started and completed # # #=========================================================================== # # Features : # Version 1.0 - # - Edit Commands easily even if your a non scripter # #=========================================================================== # # Credit # Sky00Valentine :creator and editor # #=========================================================================== # # Terms of Use # ------------ # # Crediting Rpgmakervx.net is the only thing I ask. # However feel free to credit Sky00Valentine if you # see fit. # #=========================================================================== # # Future improvement # ------------------ # # - None come to mind, but maybe new menu layouts would probably be good. # #=========================================================================== # # Instructions & Installation # --------------------------- # -Plug and play # # -edit the @menu hash in the ways you want, here is an outline of # the defining properties of the @menu hash. # # @menu = { # # 'KEY' 'COMMAND' 'SCENE' 'CHARACTER' # | | | | # | | | | # V V V V # 0 => ["Item"], Scene_Item.new, false], # # Alright so the KEY is the place you want a COMMAND to show up in the menu # with 0 being the first position. # # so if the KEY was (3) and the COMMAND was (THIS COMMAND) # # Example 1 <-- 'Key' is 0 # Example 2 <-- 'Key' is 1 # Example 3 <-- 'Key' is 2 # THIS COMMAND <-- 'Key' is 3 # Example 5 <-- 'Key' is 4 # # SCENE is what scene the command will take you to. In the above example # the Item COMMAND will take you to Scene_Item. # # CHARACTER is whether it is required to bring out the character selection # screen when choosing a COMMAND. Kind of like when you want to view your # skills you would choose the Skill COMMAND and then the character selection # screen would pop up so you could choose which character's skills you # wanted to view. # # So if you understand the above all you would have to do is add in your # own things. I will give you an example. # # The default menu would be like this : # # @menu = { # 0 => ["Item",Scene_Item.new,false], # 1 => ["Skill",Scene_Skill.new(@index),true], # 2 => ["Equip",Scene_Equip.new(@index),true], # 3 => ["Status",Scene_Status.new(@index),true], # 4 => ["Save",Scene_File.new(true,false,false),false], # 5 => ["End",Scene_End.new,false], # } # # This is how it shows up in game. # # --------------- # | Item | # | Skill | # | Equip | # | Status | # | Save | # | End | # --------------- # # An example of an updated menu where someone has My Party Script # and My Achievements Script and they want them included in their # menu # # @menu = { # 0 => ["Item",Scene_Item.new,false], # 4 => ["Skill",Scene_Skill.new(@index),true], # 2 => ["Equip",Scene_Equip.new(@index),true], # 3 => ["Status",Scene_Status.new(@index),true], # 1 => ["Save",Scene_File.new(true,false,false),false], # 7 => ["End",Scene_End.new,false], # 5 => ["Party",Scene_Party.new,false], # 6 => ["Achievements",Scene_Achievements.new,false], # } # # This is how it would show up in game. # # --------------- # | Item | # | Save | # | Equip | # | Status | # | Skill | # | Party | # | Achievements | # | End | # --------------- # # -The COMMAND Save, and COMMAND End must be unchanged or an error may occur. # # -So good luck with this script #=========================================================================== module Sky module Menu_Items def index(num) @index = num end GAME_SAVE = "Sauvegarder" #What you want the Save Command to say GAME_END = "Retour Windows" #What you want the exit menu Command to say. def create @menu = { 0 => ["Objets",Scene_Item.new,false], 1 => ["Compétences",Scene_Skill.new(@index),true], 2 => ["Equipements",Scene_Equip.new(@index),true], 3 => ["Etats",Scene_Status.new(@index),true], 4 => [GAME_SAVE,Scene_File.new(true,false,false),false], 6 => [GAME_END,Scene_End.new,false], 5 => ["Succes",Scene_Achievements.new,false], } end def menu return @menu end end end class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- include Sky include Menu_Items def initialize(menu_index = 0) @menu_index = menu_index index(0) create end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @commands = [] for i in 0...menu.size @commands.push(menu[i][0]) end @command_window = Window_Command.new(160, @commands) @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 for i in 0...menu.size if not menu[i][0] == GAME_END @command_window.draw_item(i, false) # Disable most of the menu end end end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(@command_window.commands.index(GAME_SAVE), false)# Disable save end end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input:: Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when @command_window.index if menu[@command_window.index][2] start_actor_selection else $scene = menu[@command_window.index][1] end end end end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input:: Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision index(@status_window.index) create case @command_window.index when @command_window.index $scene = menu[@command_window.index][1] end end end end |
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Aug 17 2011, 03:09 PM
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#10
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![]() Cold Fire ![]() Type: Coder Alignment: Neutral Good |
Hi I have problem with the script when i add your achievement menu he work but when i leave the achievement menu i have an error ![]() CODE def create_command_window @commands = [] for i in 0...menu.size <---------- line 175 @commands.push(menu[i][0]) end @command_window = Window_Command.new(160, @commands) @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 for i in 0...menu.size if not menu[i][0] == GAME_END @command_window.draw_item(i, false) # Disable most of the menu end end end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(@command_window.commands.index(GAME_SAVE), false)# Disable save end end All CODE #=========================================================================== # # Sky's Scene Menu Edit # Version 1.0 # May 4, 2010 Started and completed # # #=========================================================================== # # Features : # Version 1.0 - # - Edit Commands easily even if your a non scripter # #=========================================================================== # # Credit # Sky00Valentine :creator and editor # #=========================================================================== # # Terms of Use # ------------ # # Crediting Rpgmakervx.net is the only thing I ask. # However feel free to credit Sky00Valentine if you # see fit. # #=========================================================================== # # Future improvement # ------------------ # # - None come to mind, but maybe new menu layouts would probably be good. # #=========================================================================== # # Instructions & Installation # --------------------------- # -Plug and play # # -edit the @menu hash in the ways you want, here is an outline of # the defining properties of the @menu hash. # # @menu = { # # 'KEY' 'COMMAND' 'SCENE' 'CHARACTER' # | | | | # | | | | # V V V V # 0 => ["Item"], Scene_Item.new, false], # # Alright so the KEY is the place you want a COMMAND to show up in the menu # with 0 being the first position. # # so if the KEY was (3) and the COMMAND was (THIS COMMAND) # # Example 1 <-- 'Key' is 0 # Example 2 <-- 'Key' is 1 # Example 3 <-- 'Key' is 2 # THIS COMMAND <-- 'Key' is 3 # Example 5 <-- 'Key' is 4 # # SCENE is what scene the command will take you to. In the above example # the Item COMMAND will take you to Scene_Item. # # CHARACTER is whether it is required to bring out the character selection # screen when choosing a COMMAND. Kind of like when you want to view your # skills you would choose the Skill COMMAND and then the character selection # screen would pop up so you could choose which character's skills you # wanted to view. # # So if you understand the above all you would have to do is add in your # own things. I will give you an example. # # The default menu would be like this : # # @menu = { # 0 => ["Item",Scene_Item.new,false], # 1 => ["Skill",Scene_Skill.new(@index),true], # 2 => ["Equip",Scene_Equip.new(@index),true], # 3 => ["Status",Scene_Status.new(@index),true], # 4 => ["Save",Scene_File.new(true,false,false),false], # 5 => ["End",Scene_End.new,false], # } # # This is how it shows up in game. # # --------------- # | Item | # | Skill | # | Equip | # | Status | # | Save | # | End | # --------------- # # An example of an updated menu where someone has My Party Script # and My Achievements Script and they want them included in their # menu # # @menu = { # 0 => ["Item",Scene_Item.new,false], # 4 => ["Skill",Scene_Skill.new(@index),true], # 2 => ["Equip",Scene_Equip.new(@index),true], # 3 => ["Status",Scene_Status.new(@index),true], # 1 => ["Save",Scene_File.new(true,false,false),false], # 7 => ["End",Scene_End.new,false], # 5 => ["Party",Scene_Party.new,false], # 6 => ["Achievements",Scene_Achievements.new,false], # } # # This is how it would show up in game. # # --------------- # | Item | # | Save | # | Equip | # | Status | # | Skill | # | Party | # | Achievements | # | End | # --------------- # # -The COMMAND Save, and COMMAND End must be unchanged or an error may occur. # # -So good luck with this script #=========================================================================== module Sky module Menu_Items def index(num) @index = num end GAME_SAVE = "Sauvegarder" #What you want the Save Command to say GAME_END = "Retour Windows" #What you want the exit menu Command to say. def create @menu = { 0 => ["Objets",Scene_Item.new,false], 1 => ["Compétences",Scene_Skill.new(@index),true], 2 => ["Equipements",Scene_Equip.new(@index),true], 3 => ["Etats",Scene_Status.new(@index),true], 4 => [GAME_SAVE,Scene_File.new(true,false,false),false], 6 => [GAME_END,Scene_End.new,false], 5 => ["Succes",Scene_Achievements.new,false], } end def menu return @menu end end end class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- include Sky include Menu_Items def initialize(menu_index = 0) @menu_index = menu_index index(0) create end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @commands = [] for i in 0...menu.size @commands.push(menu[i][0]) end @command_window = Window_Command.new(160, @commands) @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 for i in 0...menu.size if not menu[i][0] == GAME_END @command_window.draw_item(i, false) # Disable most of the menu end end end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(@command_window.commands.index(GAME_SAVE), false)# Disable save end end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input:: Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when @command_window.index if menu[@command_window.index][2] start_actor_selection else $scene = menu[@command_window.index][1] end end end end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input:: Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision index(@status_window.index) create case @command_window.index when @command_window.index $scene = menu[@command_window.index][1] end end end end I cannot recreate the error. It has to be a script clashing with it or something. -------------------- My Scripts and Snippets
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Aug 18 2011, 02:49 AM
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#11
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![]() Type: Undisclosed |
I find where the problem is, if i not have your Scene_Menu script in the sky's achievements demo, the achievement menu crash.
Scene_Menu Spoiler: But if I take the scene_menu script your Menu edit script doesn't work Spoiler: |
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Aug 26 2011, 04:41 AM
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#12
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![]() Cold Fire ![]() Type: Coder Alignment: Neutral Good |
Im getting confused. So the problem is it isn't saying what you want it to say?
-------------------- My Scripts and Snippets
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Sep 3 2011, 08:48 PM
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#13
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![]() Type: Writer Alignment: Chaotic Good |
I've had Rpg Maker VX for about a month now and would like to use your script in my first game. It looks like the simplest script i have seen so far but i have no idea how to script things. Any help, like a link to an instructional video or something?
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Sep 4 2011, 05:38 PM
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#14
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![]() Cold Fire ![]() Type: Coder Alignment: Neutral Good |
Well its all in the instructions. But PM me and I can help from there.
-------------------- My Scripts and Snippets
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Sep 13 2011, 12:53 AM
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#15
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![]() Master Eventer, Novice scripter, pathetic spriter ![]() Type: Designer Alignment: Chaotic Good |
Is there a way to make the new comands so they dont give you an actor prompt.
-------------------- Master eventer
Need an unusual event call me and i might be able to make it ex vehicle, pet search number I do take event requests search number 10519195120 Please don't put this number on any of your own posts or topics note: the search number will be on any post I make to aid in searching by author. If I forget to put it on a topic please notify me. I will try to check any posts/PMs around 7:30 AM, 3:00 PM, and after 6 PM most days (time in Pacific Time) The ultimate video game Spoiler: If you are a believer of Jesus Christ, believe he is the only way to heaven, and are 100% proud of it, put this in your sig. |
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Sep 13 2011, 01:45 AM
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#16
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![]() Cold Fire ![]() Type: Coder Alignment: Neutral Good |
Its in the instructions
CODE # 'KEY' 'COMMAND' 'SCENE' 'CHARACTER'
# | | | | # | | | | # V V V V # 0 => ["Item"], Scene_Item.new, false], leave the last part to false if you don't want to select characters -------------------- My Scripts and Snippets
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Sep 15 2011, 10:33 PM
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#17
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![]() Master Eventer, Novice scripter, pathetic spriter ![]() Type: Designer Alignment: Chaotic Good |
Its in the instructions CODE # 'KEY' 'COMMAND' 'SCENE' 'CHARACTER' # | | | | # | | | | # V V V V # 0 => ["Item"], Scene_Item.new, false], leave the last part to false if you don't want to select characters I tried that and it didnt work -------------------- Master eventer
Need an unusual event call me and i might be able to make it ex vehicle, pet search number I do take event requests search number 10519195120 Please don't put this number on any of your own posts or topics note: the search number will be on any post I make to aid in searching by author. If I forget to put it on a topic please notify me. I will try to check any posts/PMs around 7:30 AM, 3:00 PM, and after 6 PM most days (time in Pacific Time) The ultimate video game Spoiler: If you are a believer of Jesus Christ, believe he is the only way to heaven, and are 100% proud of it, put this in your sig. |
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Sep 16 2011, 03:19 AM
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#18
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![]() Cold Fire ![]() Type: Coder Alignment: Neutral Good |
can you post it?
-------------------- My Scripts and Snippets
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Sep 18 2011, 04:07 AM
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#19
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![]() Master Eventer, Novice scripter, pathetic spriter ![]() Type: Designer Alignment: Chaotic Good |
It is the links to to Jet's Note Input script, Jet's credits script, and Nicke's Simple Journal that still ask for an actor selection.
CODE @menu = {
0 => ["Item",Scene_Item.new,false], 1 => ["Skill",Scene_Skill.new(@index),true], 2 => ["Equip",Scene_Equip.new(@index),true], 3 => ["Status",Scene_Status.new(@index),true], 4 => ["NoteBook", $scene = Scene_NoteInput.new, (@index),false], 5 => ["QuestBook", $scene = Scene_Simple_Journal.new, (@index),false], 6 => [GAME_SAVE,Scene_File.new(true,false,false),false], 7 => ["Lode" ,$scene = Scene_File.new(false, false, false), false], 8 => [GAME_END,Scene_End.new,false], 9 => ["Credits", $scene = Scene_Credits.new("Scene_Map"), (@index),true], } -------------------- Master eventer
Need an unusual event call me and i might be able to make it ex vehicle, pet search number I do take event requests search number 10519195120 Please don't put this number on any of your own posts or topics note: the search number will be on any post I make to aid in searching by author. If I forget to put it on a topic please notify me. I will try to check any posts/PMs around 7:30 AM, 3:00 PM, and after 6 PM most days (time in Pacific Time) The ultimate video game Spoiler: If you are a believer of Jesus Christ, believe he is the only way to heaven, and are 100% proud of it, put this in your sig. |
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Sep 19 2011, 02:51 PM
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#20
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![]() Cold Fire ![]() Type: Coder Alignment: Neutral Good |
It is the links to to Jet's Note Input script, Jet's credits script, and Nicke's Simple Journal that still ask for an actor selection. CODE @menu = { 0 => ["Item",Scene_Item.new,false], 1 => ["Skill",Scene_Skill.new(@index),true], 2 => ["Equip",Scene_Equip.new(@index),true], 3 => ["Status",Scene_Status.new(@index),true], 4 => ["NoteBook", $scene = Scene_NoteInput.new, (@index),false], 5 => ["QuestBook", $scene = Scene_Simple_Journal.new, (@index),false], 6 => [GAME_SAVE,Scene_File.new(true,false,false),false], 7 => ["Lode" ,$scene = Scene_File.new(false, false, false), false], 8 => [GAME_END,Scene_End.new,false], 9 => ["Credits", $scene = Scene_Credits.new("Scene_Map"), (@index),true], } notice for each of those for some reason you have , (@index), true. I don't know what the (@index) is used for but you either take it out and/or remove the comma that comes before it. There should only be two commas in each one. Not three. And remember if you put false after the second comma the actor select screen won't pop up. One last thing I don't think you need the (@index) for those three scripts so take them out. -------------------- My Scripts and Snippets
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| Lo-Fi Version | Time is now: 20th May 2013 - 06:23 AM |
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