Below is a my game's menu scene.
I am a noob at scripting and do not know how I would do this, so...
Can somebody edit this so that:
s2 = "Spellbook" - opens the scene_skills for character 1 only
s3 = "Equipment" - opens the equipment scene for character 1 only
I have no Window_Status, but I have no idea how to do the rest.
I am a noob at scripting and do not know how I would do this, so...
Can somebody edit this so that:
s2 = "Spellbook" - opens the scene_skills for character 1 only
s3 = "Equipment" - opens the equipment scene for character 1 only
I have no Window_Status, but I have no idea how to do the rest.
Code:
def update_command
# B
if Input.trigger?(Input::B)
# SE
$game_system.se_play($data_system.cancel_se)
# ----------
$scene = Scene_Map.new
return
end
# C
if Input.trigger?(Input::C)
# ----------
if $game_party.actors.size == 0 and @command_window.index < 4
# ----------
$game_system.se_play($data_system.buzzer_se)
return
end
# ----------
case @command_window.index
when 0 # ----------
# ----------
$game_system.se_play($data_system.decision_se)
# ----------
$scene = Scene_Item.new
when 1 # ----------
# ----------
$game_system.se_play($data_system.decision_se)
# ----------
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # ----------
# ----------
$game_system.se_play($data_system.decision_se)
# ----------
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # ----------
# ----------
$game_system.se_play($data_system.decision_se)
# ----------
$scene=Scene_Trade.new
when 4 # ----------
#Scene_SkillSystem
#By Dan Badger
$game_system.se_play($data_system.decision_se)
$scene = Scene_SkillSystem.new
when 5
# Opens the craft item window
# Added to the script by Dan Badger
# Craft system by Deke
$scene = Scene_Craft.new
when 6
#Opens the Guilds window
#Guilds window by Dan Badger
#Only for use in Lost Fantasy
$game_system.se_play($data_system.decision_se)
$scene = Scene_Guilds.new
when 7 # ----------
# ----------
$game_system.se_play($data_system.decision_se)
# ----------
$scene = Scene_End.new
end
return
end
end