here is what you need to do for each command you want to add to the menu
FIRST
find the load_scene_menu method
inside it near the top of the method find these lines
@command_window = Window_HCommand_WI.new(192, [[RyexCFG::MENU_ICONS[1],
$data_system.words.item], [RyexCFG::MENU_ICONS[2], $data_system.words.skill],
[RyexCFG::MENU_ICONS[3], $data_system.words.equip],[RyexCFG::MENU_ICONS[4], "Status"],
[RyexCFG::MENU_ICONS[5], "Save"], [RyexCFG::MENU_ICONS[6],"Options"], [RyexCFG::MENU_ICONS[7],"Exit"]
])
this is the array that holds the menu commands
it works like this
@command_window = Window_HCommand_WI.new(192,
starts the creation of the command window but there is still a parameter missing so the rest of the line and the following lines hold the menu commands and it works like this
[[<string for the first menu command's Icon name>, <string for the first menu command>], [<Next menu command's icon>, <next menu command>], ect. ]
to add a new command simply add a new array at the end of the main array that looks like [<icon string>, <command>]
but simply doing this only adds the option's text and icon it dose not make it do any thing so here's how you do that
find the update_command method
note these lines
# 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
@intro = 0
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@actor_window.active = true
@actor_window.visible = true
@actor_window.index = 0
@actor_select_intro = false
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@actor_window.active = true
@actor_window.visible = true
@actor_window.index = 0
@actor_select_intro = false
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@actor_window.active = true
@actor_window.visible = true
@actor_window.index = 0
@actor_select_intro = false
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
if RyexCFG::CUSTOM_SAVE_SCENE != nil
RyexCFG::CUSTOM_SAVE_SCENE.call
end
@intro = 4
when 5 # Option
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
if RyexCFG::CUSTOM_OPTION_SCENE != nil
RyexCFG::CUSTOM_OPTION_SCENE.call
end
@intro = 5
when 6 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
if RyexCFG::CUSTOM_EXIT_SCENE != nil
RyexCFG::CUSTOM_EXIT_SCENE.call
end
@intro = 6
end
this is the basic set up for how to add what to do when a command is selected
right before the last end in those lind add a line like this
where x is the position of your command in the previous array - 1
so for the first command you add x will be 7, the second 8, and the third 9 ect. note that those numbers are entirely dependent on the fact that you did add the options at the END of at array in the command to create the commands window.
now here is where it can get complicated if you want the menu to animate closed before switching scenes. (not recommended for noobs at scripting)
if you DON'T it is really simple (recommended for scripting noobs, also a lot faster)
just add a line like so (use only one of these lines for now dependent of which option you added first to the array
for Class Change script
$scene = Class_Change_Scene.new
for Easy Party Switcher
$scene = Scene_PartySwitcher.new(<add extra options here according to Blizz's instructions>)
then add another when x line for your next option and add the other line above that your didn't add before
NOTE: be sure you added all the lined befor the last "end" in the code exert form the method
if you DO wan the menu to animate closed PM me but make sure your ready for a bit of work because it could take a while to make the necessary modifications.