08-07-2017, 03:40 AM
Ah, that's the beauty of what I did.
In the main menu, ala Scene_Menu, it activates the Item menu with a call like $scene=Scene_Item.new. The rewrite/script allows that statement to still be used, though it would 'remove' all the special items you designate. But if you instead use $scene=Scene_Item.new(true), you only get the special items.
What I am assuming you want is to have 'two' Item menu options in the main menu. This requires that YOU add a new option for the special item menu.
FIRST.... look at the block in Scene_Menu within the main method which looks like this:
This makes the 6 items in your menu. Let's assume you are adding the 2nd item menu below the first item menu... change it to THIS
This increases the number of options from 6 options to 7
In the update command method, you normally have this:
You need to do some changes like this:
Note that I added a new ITEM option with the 'when 1' block, and changed the Skill to work for 'when 2'. Change all other 'when' values down one more value to match.
Now that you did that, go into the update_status methods and advance all the when values by one as well....
when 2 # Skill
when 3 # equipment
when 4 #status
Hopefully, you can follow this. If you need to add/remove menu options like adding other features like 'party order', 'crafting' or the like, you'd need to know about this. We learn by doing, so I suggest a little practice on a test project.
In the main menu, ala Scene_Menu, it activates the Item menu with a call like $scene=Scene_Item.new. The rewrite/script allows that statement to still be used, though it would 'remove' all the special items you designate. But if you instead use $scene=Scene_Item.new(true), you only get the special items.
What I am assuming you want is to have 'two' Item menu options in the main menu. This requires that YOU add a new option for the special item menu.
FIRST.... look at the block in Scene_Menu within the main method which looks like this:
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"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
This makes the 6 items in your menu. Let's assume you are adding the 2nd item menu below the first item menu... change it to THIS
Code:
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.item
s3 = $data_system.words.skill
s4 = $data_system.words.equip
s5 = "Status"
s6 = "Save"
s7 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
@command_window.disable_item(4)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(5)
end
In the update command method, you normally have this:
Code:
# 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
Code:
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 5
# 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 # THE SPECIAL ITEM!!!!
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new(true)
when 2 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
Note that I added a new ITEM option with the 'when 1' block, and changed the Skill to work for 'when 2'. Change all other 'when' values down one more value to match.
Now that you did that, go into the update_status methods and advance all the when values by one as well....
when 2 # Skill
when 3 # equipment
when 4 #status
Hopefully, you can follow this. If you need to add/remove menu options like adding other features like 'party order', 'crafting' or the like, you'd need to know about this. We learn by doing, so I suggest a little practice on a test project.