however i am trying:)
EDIT: That made no sense sorry lol... im just asking to fix this syntax errors and let me know how you did
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this is the start script one
#CONFIG PLACEMENT = ([230, 250]) # X Y BACKGROUND_IMAGE = "test" #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs menu screen processing. #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = "Continue" s2 = "Items" s3 = "End" s4 = "Options" @command_window = Window_Command.new(160, [s1, s2, s3, s4]) @command_window.index = @menu_index @command_window.x = PLACEMENT[0] @command_window.y = PLACEMENT[1] @back_sprite = Sprite.new(Viewport.new(0,0,640,480)) picname = BACKGROUND_IMAGE @back_sprite.bitmap = RPG::Cache.picture(picname) # Make map background @background = "test" # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @back_sprite.dispose @command_window.dispose #@background.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @back_sprite.update @command_window.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # resume # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new when 1 # items # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_Item.new when 2 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new when 3 # options # Play decision SE @game_system.se_play($data_system.decision_se) # Switch to options menu $scene = Scene_Options.new end return end end end
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basically idk what im doing wrong here this is the options one
#CONFIG PLACEMENT = ([230, 250]) # X Y BACKGROUND_IMAGE = "test" #============================================================================== # ** Scene_Options #------------------------------------------------------------------------------ # This class performs options screen processing. #============================================================================== class Scene_Options #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = "Go Back" s2 = "Cheats" s3 = "Credits" @command_window = Window_Command.new(160, [s1, s2, s3]) @command_window.index = @menu_index @command_window.x = PLACEMENT[0] @command_window.y = PLACEMENT[1] @back_sprite = Sprite.new(Viewport.new(0,0,640,480)) picname = BACKGROUND_IMAGE @back_sprite.bitmap = RPG::Cache.picture(picname) # Make map background @background = "test" # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @back_sprite.dispose @command_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @back_sprite.update @command_window.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to start screen $scene = Scene_Menu.new return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # go back # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to start screen $scene = Scene_Menu.new when 1 # cheats # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to cheats menu $scene = Scene_Cheats.new when 2 # credits # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to credits screen $scene = Scene_Credits.new end return end end end
I have no idea why, because both of these are exactly the same, but copy this
$game_system.se_play($data_system.decision_se)
and past it over line 91 and it'll work o.O
Oh, and, YOU CHEATER!!!
jks
EDIT:
Ahh, I just relised something...
There's no equipment menu!?!