I have a complicated question
Ok so I have found and am using a script from a nother site that i post in.
this script (see below) allows you to alter the menu so you have more then what you originally see. because of the way the menu is designed scripters have issues inserting more then what is allowed into the menu...so study this script and get ready cause the question is below the script
#-------------------------------------------------------------------------------
# This is the new $game_menu array that holds the text and commands for menu
# items.
#-------------------------------------------------------------------------------
class Scene_Title < Scene_Base
alias oldCreateGameObjectsSMPATCH create_game_objects
def create_game_objects
oldCreateGameObjectsSMPATCH
$game_menu =[
#menu item 0
[Vocab::item, "$scene = Scene_Item.new",
true, nil],
#menu item 1
[Vocab::skill, "start_actor_selection",
true,"$scene = Scene_Skill.new(@status_window.index)"],
#menu item 2
[Vocab::equip, "start_actor_selection",
true, "$scene = Scene_Equip.new(@status_window.index)"],
#menu item 3
[Vocab::status, "start_actor_selection",
true,"$scene = Scene_Status.new(@status_window.index)"],
#Menu Item 5
[Vocab::crafting, "$scene = Scene_Crafting.new", true, nil],
#Menu Item 6
[Vocab::classes, "start_actor_selection", true,
"$scene = Scene_Class_Switch.new(@status_window.index)"],
#menu item 4
[Vocab::save, "$scene = Scene_File.new(true, false, false)",
false, nil],
#menu item 5
[Vocab::game_end, "$scene = Scene_End.new",
false, nil]
]
end
end
#==============================================================================
# ** Scene_Menu (patched by cmpsr2000 June 18, 2008)
#
# This patch allows scripters to add to the menu using normal array
# commands. Each menu item is an array of the following elements:
#
# menuText: The text to be displayed in the menu. needs to be a string.
# command: The code to execute when the menu item is selected. IT MUST
# BE A STRING! (the script uses eval to run it)
# hideBool: Whether or not to disable this menu item when the party is
# empty. Boolean (true, false).
# actSelCode: If you used "start_actor_selection" to specify an actor, put
# the subsequent code here. IT MUST BE A STRING! (the script
# uses eval to run it).
#
# Check the existing $game_menu above for examples.
#
# TO ADD TO THE END OF THE MENU:
# menuItem = [menuText, command, hideBool, actSelCode]
# $game_menu.push(menuItem)
#
# TO INSERT AT A SPECIFIC POSITION IN THE MENU:
# INDEX = #position where you want to insert (don't forget its 0-based!)
# menuItem = [menuText, command, hideBool, actSelCode]
# $game_menu.insert(INDEX, menuItem)
#
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
menuItems = []
requiresPartyMembers = []
for menuItem in $game_menu
menuItems.push(menuItem[0])
requiresPartyMembers.push(menuItem[2])
end
@command_window = Window_Command.new(160, menuItems)
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
for i in 0..requiresPartyMembers.length - 1
if requiresPartyMembers[i]
@command_window.draw_item(i, false) # Disable item
end
end
end
if $game_system.save_disabled # If save is forbidden
# Disable save
saveIndex = menuItems.index(Vocab::save)
@command_window.draw_item(saveIndex, false) unless saveIndex == nil
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
action = @command_window.index
eval($game_menu[action][1])
end
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
action = @command_window.index
eval($game_menu[action][3])
end
end
end
Using this script and your script I have come up with this:
#Menu Item
[Vocab::quest, "$scene = Scene_Quest.new", false, nil]
But I get the follwoing error with each of the following:
"Quest, Quests, quest, quests."
The $scene = Scene_Quest.new is correct because if I replace say Quest with "crafting" i can access the quest menu in the menu its self.
I need to know what to put after Vocab.
the error I get is:
"Undefined Method 'quest' for Vocab module'
Your help in solving this vast issue would be the best thing ever....