Hello Jaberwocky, nice to hear from you. Many people have heard of your script now.
I was wondering what is causing this error
Can you please help me.
I was wondering what is causing this error
This is line 26:Script 'Quest Log (Optional)' line 26:Syntax error occured.
Code:
s4 = "Status"
Code:
#-------------------------------------------------------------------------------
# This rewrite of Scene_Main just adds the Quests option into the menu, and it
# makes the number of menu features longer.
#
# I did not edit any other window in the system, so you will see the QUIT option
# print overtop of the Game Time window in the screen. I merely wanted to show
# how to call the Quest Window from a menu or script.
#-------------------------------------------------------------------------------
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill"
s3 = $data_system.words.equip
s4 = "Status"
# Changed the s5 from Save to Quests, added an s7 to make the list longer
s5 = "Quests"
s6 = "Save"
s7 = "End Game"
# Added the s7 to the command window
@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)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# Make steps window
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
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
# Changed #4 to the Quest menu (instead of save)
when 4 # quest
# This is for quests now:
$scene = Scene_Quests.new
# Changed 5 on down to keep save and quit in the menu...
when 5 # save
# 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
end
[/SPOILER]