let's see if i can explain this in another way:
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])
@command_window.index = @menu_index
LINE BY LINE:
1. don't care for this one
2. ---||---
3. this is the first option. what is happening here is the following: "s1" is a variable. the word you define in your database for "item" is assigned to the variable "s1". (variables can contain more than just numbers)
4. second option. same thing as above
5. third option.
6. fourth option.
7. ---||---
8.---||---
Add a new option here: write
(or exchange "info" with wahtever you like)
9. exchange that line with this: @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
10. don't care about this.
# 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 # 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 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
go straight down to line 52.
between "$scene = Scene_End.new" and "end" create some new lines, no matter how many. add the following in these lines:
when 6
$scene = Scene_Info.new
exchange Scene_info with whatever you called the scene.
maybe you would like it to show a list of the actors first so that the player can choose what actor he wants to check out. like "status" "equip" and "skill".
if that is what you want, tell me, i can show you how tomorow.