I will try to help you the best that I can.
You need to start at the top, with the Window_CMSCommand...
#==============================================================================
# Window_CMSCommand
#==============================================================================
class Window_CMSCommand < Window_Command
attr_reader :continue
def initialize(index, continue)
@background = 'CMSCommand'
commands = (([$data_system.words.item, 'Equipment', $data_system.words.equip,
$data_system.words.skill, 'Status', 'Options', 'Tutorials', 'Save', 'Load', 'Exit']))
super(180, commands)
@continue, self.index, self.x, self.y, self.z = continue, index, 972, 0, 999
end
def draw_item(i, color)
self.contents.fill_rect(0, i*32, 148, 32, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon("CMS/commandmenu#{i}")
opacity = (color == normal_color ? 255 : 128)
self.contents.blt(4, 4 + i*32, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.font.color = color
self.contents.draw_text(32, i*32, 148, 32, @commands[i])
end
end
What I have in dual parenthesis is your 1st concern. **Note that those parenthesis are NOT part of the script.
You can find this section in his script "around" lines 850-880 somewhere.
After you have configured this section to your specifics needs, then you need to scroll down to the bottom of the script. Line 1805 is roughly where you should be looking now...You want to find the (Scene Menu) section.
LOOK FOR THISdef update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.actors.size == 0 && @command_window.index < 5
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
@item_choose_window = Window_CMSChooseItem.new
@items_window1 = Window_NormalItem.new
@items_window2 = Window_QuestItem.new
@items_window1.help_window = @items_window2.help_window = @help_window
@command_window.active = false
@help_window.x, @help_window.y = 0, -576
@help_window.set_text('')
@help_window.visible = false
items_refresh
when 1..4
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_windows.each {|win| win.active = true}
@actor_index = 0
when 5
$game_system.se_play($data_system.decision_se)
@options_window = Window_CMSOptions.new
@command_window.active = false
when 6
$game_system.se_play($data_system.decision_se)
@scene = Scene_Blakestutorials.new
when 7
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
@scene = Scene_CMSSave.new
Graphics.transition(0)
end
when 8
if @command_window.continue
$game_system.se_play($data_system.decision_se)
@scene = Scene_CMSLoad.new
Graphics.transition(0)
else
$game_system.se_play($data_system.buzzer_se)
end
when 9
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@end_window = Window_CMSEndCommand.new
end
end
end
This is where you set what happens when you select your command from the main menu.
You should be able to figure it out from there. If you have more questions...please ask.
P.S.If you are changing the location of the save and load options in your menu, make sure you find these lines of code in the Scene_Menu section(mentioned earlier) and change them accordingly. They are located just several lines away from the top of the Scene_Menu section's beginning...
@command_window.disable_item(7) if $game_system.save_disabled
@command_window.disable_item(8) unless @command_window.continue
Here is a screenshot of my menu...
You will notice that each line of code correlates with my custom menu.OFF TOPICThis however, is not the final version of "my" edit to Blizzard's CMS...The following changes still have yet to be made:
- Custom Windowskin
- Font change
- Bookbag, Options, Tutorials, Save, Load, and Exit icons will be changed...