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Quick edit...

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.

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
 
Here ya go:

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)
        $scene = Scene_Skill.new
      when 2  # ----------
        # ----------
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new
      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

Just replace def update_command with that and it should work :)
 

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