I posted this on the Pockethouse Wiki but have no hope that anyone'll help over there. And I know you all have better things to do than help me with random RGSS2 problems, but this one has me stumped.
So this used to be my menu system (really-really basic simple stuff).
Spoiler for :
class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = "Quests" s6 = "Monster Book" s7 = "Party Setup" s8 = Vocab::save s9 = "Options" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9]) @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status @command_window.draw_item(4, false) # Disable quests @command_window.draw_item(5, false) # Disable monsterbook @command_Window.draw_item(6, false) # Disable party setup end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(7, false) # Disable save 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 case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Quests $scene = Scene_Quest.new when 5 # Monster Book $scene = Scene_Bestiary.new when 6 # Mutha' ****ing Party Setup $scene = Scene_PartyChanger.new when 7 # Save $scene = Scene_File.new(true, false, false) when 8 # End Game $scene = Scene_End.new end end end end
So then I was looking at the new Melody stuff and the Main Menu Melody/FF13 Menu scripts seemed adorable so I tried to implement them into my game.
Here's the script in question. So I changed the menu commands because I need... (Lines 74-82)
:items, # Default Item Menu :status, # Default Status Menu :skill, # Default Skill Menu :equip, # Default Equip menu :quests, # Quest Log :monster_book, # Monster Book :party_changer, # KGC's Large Party :save, # Default Save Menu :system, # Default Game End Menu
and (lines 162-164)
:quests => [ nil, nil, false, 99, "Quests", "Scene_Quest"], :monster_book => [nil, nil, false, 45, "Monster Book", "Scene_Bestiary"], :party_changer => [nil, nil, false, 46, "Party", "Scene_PartyChanger"],
Because the quest log is modern algebra's, the bestiary is the 2009 version of Yanfly's bestiary and the party changer is Dargor's from like, 2008.
Everything works perfectly except if you choose save and then close the save menu the game highlights "system" instead of save when the program closes Scene_save and opens Scene_menu. But that's mostly minor compared to Scene_PartyChanger and Scene_Bestiary that exit to the map instead of back to the menu. I have a feeling it's a simple fix (changing a line in save/bestiary/partychanger) but I can't figure it out.