ok so im practicing scripting so i figured a good place was to start with CMS's. Right now im just tryin to remake the default menu, usually i can fix the problems but everytime i do the script i cant get it to show the item, skill, equip, status, save, and quit scenes. what am i doing wrong? PLEASE HELP
this is the script
# Menu Screen Tutorial
# By XXXArchXAngelXXX
#===============================================================================
class Scene_Menu
def initialize(menu_index = 0)
@menu_index=menu_index
end
def main
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
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
# Make the Play Time window.
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# Make the Steps window.
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# Make the Gold display window.
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# Make the Status window.
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
def update
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::B)
if game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($play_se.buzzer_se)
return
end
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
end
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($play_se.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($play_se.buzzer_se)
return
end
$game_system.se_play($play_se.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($play_se.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($play_se.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
Use code tags when dealing with scripting stuff.