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Menu Problems. (Option doesn't show)

Well I am using The Ultimate Quest Scene Script..
But I am having problems ^^

Everything works fine;
-I can give quests
-I can complete the steps
-I can complete the quests
-I can manually show the Quest Menu by the call script option..

I've installed the script as it was listed ^^

Things that don't work fine:
Showing the Quests option in the menu!
Could someone help me with it ^^?

Link to the script: http://www.rmxp.org/forums/showthread.php?t=6305
Try it out yourself so you'll understand me better ;)!


Ty ~DW ,The Newbie Scripter ^^ (well let's say I know the first few basics)
 
Well I am using no menu script..(Standard one)but I am using a little application, Aka the Ultimate Quest Scene, which shows Quests ^^
But I need to call this script to show it up..
And I want it in my menu..cause it's easier and fits better in the game.
So if you click on the quest tab in the menu..the scene shows up ^^.
 
Scene_Menu with 'Quests' option added...

Code:
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Quests"
    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
    # 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
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    @status_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  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
      when 4  # EDIT
        # This is for quests now:
        $scene = Scene_Quests.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
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # 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 skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end
 
Well you only changed the name of save..which i didn't intended.
What do I have to add when I just want a totally new option out there? I already tried to add some stuff..didn't work..
 

Aeis

Member

under Scene_Menu change this:
Code:
  def main
    # 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])
to this:
Code:
  def main
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Fish Equip"
    s5 = "Status"
    s6 = "Bestiary"
    s7 = "Quests"
    s8 = "Save"
    s9 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9]

if you dont want fish equip or bestiary in there then dont add em and fix the numbers

note: i am new to this, well very new so if im wrong well sorry >.>
 
Here's 'Quest' command added code(under 'Log' submenu):
Code:
#============================================================================
#L's Custom Menu - Simple DMS Edit 
#============================================================================

module MenuCommand
  Item     = 'Item'
  Skill    = 'Skill'
  Equip    = 'Equip'
  Status   = 'Status'
  Save     = 'Save'
  Load     = 'Load'
  End_Game = 'Exit'
    
  Order    = 'Order'
  Party    = 'Party'
  Option   = 'Option'
  Quest    = 'Quest'
  Log      = 'Log'
  Bestiary = 'Bestiary'
  System   = 'System'
end


#------------------------------------------------------------------------------
#  Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
#  Name
#------------------------------------------------------------------------------
  def name
    $map_infos[@map_id]
  end
end


#========================================
#â–  Scene_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end


class Window_Infos < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 130)
    self.contents = Bitmap.new(width - 32, height - 32)    
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    #---Show Time
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120, 32, text, 2)
    #---Show Steps
    self.contents.font.color = system_color
    self.contents.draw_text(4, 25, 120, 32, "Steps")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 42, 120, 32, $game_party.steps.to_s, 2)
    #---Show Money
    case $game_party.gold
      when 0..9999
        gold = $game_party.gold
      when 10000..99999
        gold = $game_party.gold.to_s
        array = gold.split(//)
        gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s
      when 100000..999999 
        gold = $game_party.gold.to_s
        array = gold.split(//)
        gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s
      when 1000000..9999999 
        gold = $game_party.gold.to_s
        array = gold.split(//)
        gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s
    end
    
    self.contents.font.color = normal_color     
    cx = contents.text_size($data_system.words.gold).width    
    self.contents.draw_text(4, 67, 120-cx-2, 32, gold.to_s, 2)
    self.contents.font.color = system_color 
    self.contents.draw_text(124-cx, 67, cx, 32, $data_system.words.gold, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end


class Window_MapName < Window_Base
 def initialize
   super(0, 0, 160, 96)
   self.contents = Bitmap.new(width - 32, height - 32)   
   refresh
 end
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 120, 32, "Location")
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 32, 120, 32, $game_map.name.to_s, 2)
 end
end


#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index    
    commands_init
    @changer = 0 #Change Party Order by Yargovish
    @where = 0 #
    @checker = 0  #
  end
  #--------------------------------------------------------------------------
  # * Set Commands
  #--------------------------------------------------------------------------
  def commands_init
    @commands = []
    s1 = MenuCommand::Item
    s2 = MenuCommand::Skill
    s3 = MenuCommand::Equip
    s4 = MenuCommand::Status
    s5 = MenuCommand::Order
    s6 = MenuCommand::Log
    s7 = MenuCommand::System
    @commands.push(s1, s2, s3, s4, s5, s6, s7).flatten!
    
    @log_commands = []
    l1 = MenuCommand::Quest
    l2 = MenuCommand::Bestiary
    @log_commands.push(l1, l2).flatten!
    
    @sys_commands = []
    o1 = MenuCommand::Option
    o2 = MenuCommand::Save
    o3 = MenuCommand::Load
    o4 = MenuCommand::End_Game
    @sys_commands.push(o1, o2, o3, o4).flatten!
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    #Draw Windows    
    main_window
    #Execute transition
    Graphics.transition
    #Main Loop
    loop do
      #Main Loop
      main_loop
      break if main_scenechange?
    end
    #Prepare for transition
    Graphics.freeze
    #Dispose Windows
    main_dispose
  end
  #--------------------------------------------------------------------------
  # * Main Draw - Handles drawing windows
  #--------------------------------------------------------------------------
  def main_window
    #Draw Windows
    main_command_window
    log_command_window
    system_command_window
    # Make Info Window
    @infos_window = Window_Infos.new
    @infos_window.x = 0
    @infos_window.y = 255
    # Make map name window
    @mapname_window = Window_MapName.new
    @mapname_window.x = 0
    @mapname_window.y = 384
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0     
    end
  #--------------------------------------------------------------------------
  # * Main Command Window
  #--------------------------------------------------------------------------
  def main_command_window 
    # Make command window    
    @command_window = Window_Command.new(160, @commands)
    @command_window.index = @menu_index
    if @command_window.height > 256
      @command_window.height = 256
    end
    # 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 $game_party.actors.size <= 1 #
      #Disable change party order
      @command_window.disable_item(4)
    end
  end
  #--------------------------------------------------------------------------
  # * Log Command Window
  #--------------------------------------------------------------------------
  def log_command_window
    @log_command_window = Window_Command.new(160, @log_commands)
    @log_command_window.visible = false
    @log_command_window.active = false
    @log_command_window.x = 100
    @log_command_window.y = 180
  end
  #--------------------------------------------------------------------------
  # * System Command Window
  #--------------------------------------------------------------------------
  def system_command_window
    @load_enabled = false
    @sys_command_window = Window_Command.new(128, @sys_commands)
    @sys_command_window.visible = false
    @sys_command_window.active = false
    @sys_command_window.x = 100
    @sys_command_window.y = 210
    check_save_available
    check_load_available
  end
  #-----------------
  def check_save_available
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @sys_command_window.disable_item(1)
    end
  end
  #-----------------
  def check_load_available
    #Check if saved file exists
    @load_enabled = false
    for i in 0..3
      if (FileTest.exist?("Save#{i+1}.rxdata"))        
        @load_enabled = true
      end
    end  
    if !@load_enabled
      #Put your @command_window.disable_item(index)
      @sys_command_window.disable_item(2)
    end
  end
  #--------------------------------------------------------------------------
  # * Main Scene Change 
  #--------------------------------------------------------------------------
  def main_scenechange?
    # Abort loop if screen is changed
    if $scene != self
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Main Dispose 
  #--------------------------------------------------------------------------
  def main_dispose
    # Dispose All Windows
    @command_window.dispose
    @log_command_window.dispose
    @sys_command_window.dispose
    @infos_window.dispose
    @mapname_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Main Loop 
  #--------------------------------------------------------------------------
  def main_loop
    # Update game screen
    Graphics.update
    # Update input information
    Input.update
    # Frame update
    update
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update Windows
    update_windows
    
    if @log_command_window.active
      @log_command_window.z = +500
    end
    if @sys_command_window.active
      @sys_command_window.z = +500
    end
    
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If log window is active: call update_log_command
    if @log_command_window.active
      update_log_command
      return
    end
    # If system window is active: call update_sys_command
    if @sys_command_window.active
      update_sys_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Window Update 
  #--------------------------------------------------------------------------
  def update_windows    
    @command_window.update if @command_window.visible
    @log_command_window.update if @log_command_window.visible
    @sys_command_window.update if @sys_command_window.visible
    @infos_window.update
    @status_window.update
    @mapname_window.update
  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)
      # Return if Disabled Command
      if disabled_main_command?
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      main_command_input
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Update LogCommand Window  
  #--------------------------------------------------------------------------
  def update_log_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @log_command_window.active = false
      @log_command_window.visible = false
      @log_command_window.index = 0
      @log_command_window.z = -500
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Return if Disabled Command
      if disabled_main_command?
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Command Input
      log_command_input
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Update SysCommand Window
  #--------------------------------------------------------------------------
  def update_sys_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @sys_command_window.active = false
      @sys_command_window.visible = false
      @sys_command_window.index = 0
      @sys_command_window.z = -500
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Return if Disabled Command
      if disabled_main_command?
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Command Input
      sys_command_input
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Return if Disabled Command
      if disabled_main_command?
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Command Input
      sub_command_input
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Disabled Main Command? Test
  #--------------------------------------------------------------------------
  def disabled_main_command?
    # Gets Current Command
    command = @commands[@command_window.index]
    sys_command = @sys_commands[@sys_command_window.index]
    # Gets SDK Scene_Menu Commands
    c = MenuCommand
    # If 0 Party Size
    if $game_party.actors.size == 0
      # If Item, Skill, Equip or Status Selected
      if [c::Item, c::Skill, c::Equip, c::Status].include?(command)
        return true
      end
    end
    if $game_party.actors.size <= 1
      if [c::Order].include?(command)
        return true
      end
    end
    # If Save Disabled && Command is Save
    return true if $game_system.save_disabled && sys_command == c::Save
    # If Load Disabled && Command is Load
    return true if !@load_enabled && sys_command == c::Load
    return false
  end
  #--------------------------------------------------------------------------
  # * Update Command Check
  #--------------------------------------------------------------------------
  def main_command_input
    # Loads Current Command
    command = @commands[@command_window.index]
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Checks Commands
    case command
    when MenuCommand::Item  #item
      command_item
    when MenuCommand::Skill #skill
      command_skill
    when MenuCommand::Equip #equip
      command_equip
    when MenuCommand::Status  #status
      command_status
    when MenuCommand::Order #order
      command_order
    when MenuCommand::System  #call system submenu
      $game_system.se_play($data_system.decision_se)
      @sys_command_window.active = true
      @sys_command_window.visible = true
      @command_window.active = false     
    end
  end
  #--------------------------------------------------------------------------
  # * Update Log Command Check
  #--------------------------------------------------------------------------
  def log_command_input
    # Loads Current Command
    log_command = @log_commands[@log_command_window.index]
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Checks Commands
    case log_command
    when MenuCommand::Quest
      command_quest
    when MenuCommand::Bestiary
      command_bestiary
    end
  end
  #--------------------------------------------------------------------------
  # * Update System Command Check
  #--------------------------------------------------------------------------
  def sys_command_input
    # Loads Current Command
    sys_command = @sys_commands[@sys_command_window.index]
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Checks Commands
    case sys_command
    when MenuCommand::Option  #option
      command_option
    when MenuCommand::Save  #save
      command_save
    when MenuCommand::Load  #load
      command_load
    when MenuCommand::End_Game  #exit
      command_endgame
    end
  end
  #--------------------------------------------------------------------------
  # * Disabled Sub Command? Test
  #--------------------------------------------------------------------------
  def disabled_sub_command?
    # Loads Current Command
    command = @commands[@command_window.index]
    # If Skill Selected
    if command == MenuCommand::Skill
      # If this actor's action limit is 2 or more
      if $game_party.actors[@status_window.index].restriction >= 2
        return true
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Update Status Check
  #--------------------------------------------------------------------------
  def sub_command_input
    # Loads Current Command
    command = @commands[@command_window.index]
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Checks Command By Name
    case command
    when MenuCommand::Skill
      command_skill
    when MenuCommand::Equip
      command_equip
    when MenuCommand::Status
      command_status
    when MenuCommand::Order
      command_order
    end
  end
  #--------------------------------------------------------------------------
  # * Command Item
  #--------------------------------------------------------------------------
  def command_item
    # Switch to item screen
    $scene = Scene_Item.new
  end
  #--------------------------------------------------------------------------
  # * Command Skill
  #--------------------------------------------------------------------------
  def command_skill
    # If Main Command Active
    if @command_window.active
      # Activate Status Window
      active_status_window
      return
    end
    # Switch to skill screen
    $scene = Scene_Skill.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command Equip
  #--------------------------------------------------------------------------
  def command_equip
    # If Main Command Active
    if @command_window.active
      # Activate Status Window
      active_status_window
      return
    end
    # Switch to equipment screen
    $scene = Scene_Equip.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command Status
  #--------------------------------------------------------------------------
  def command_status
    # If Main Command Active
    if @command_window.active
      # Activate Status Window
      active_status_window
      return
    end
    # Switch to status screen
    $scene = Scene_Status.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command Order
  #--------------------------------------------------------------------------
  def command_order
    # If Main Command Active
    if @command_window.active
      # Activate Status Window
      active_status_window
      @checker = 0
      return
    end
    #Change Party Order by Yargovish
    if @checker == 0
      @changer = $game_party.actors[@status_window.index]
      @where = @status_window.index
      @checker = 1
    else
      $game_party.actors[@where] = $game_party.actors[@status_window.index]
      $game_party.actors[@status_window.index] = @changer
      @checker = 0
      @status_window.refresh
      $game_player.refresh #
    end      
  end
  #--------------------------------------------------------------------------
  # * Command Party
  #--------------------------------------------------------------------------
  def command_party
    # Switch to party change screen
    #Put your Party Change Scene here
  end
  #--------------------------------------------------------------------------
  # * Command Option
  #--------------------------------------------------------------------------
  def command_option
    # Switch to option screen
    #Put your Option Scene here
  end
  #--------------------------------------------------------------------------
  # * Command Quest
  #--------------------------------------------------------------------------
  def command_quest
    # Switch to quest screen
    #Put your Quest Scene here
  end
  #--------------------------------------------------------------------------
  # * Command Bestiary
  #--------------------------------------------------------------------------
  def command_bestiary
    # Switch to beatiary screen
    #Put your Bestiary Scene here
  end
  #--------------------------------------------------------------------------
  # * Command Save
  #--------------------------------------------------------------------------
  def command_save
    # Switch to save screen
    $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Command Load
  #--------------------------------------------------------------------------
  def command_load
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command End Game
  #--------------------------------------------------------------------------
  def command_endgame
    # Switch to end game screen
    $scene = Scene_End.new
  end
  #--------------------------------------------------------------------------
  # * Activate Status Window
  #--------------------------------------------------------------------------
  def active_status_window
    # Make status window active
    @command_window.active = false
    @status_window.active = true
    @status_window.visible = true 
    @status_window.index = 0
  end
end
I can add extra menu command, but you have to edit it for calling quest script.
 

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