Hey, I'm using some scripts like Victor Sant's Materia System and Modern Algebra's Monster Journal. I'd like to hide these from the menu until you get taught to use them or obtain an item. Is there a script command for hiding Menu Options that I can include in the Game Start Event, and then reverse later? Thanks,
Temporarily Hiding Menu Commands
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If such a script command exists, it has to be inside the script themselves - no default script can change anything added by custom scripts.
Give us links to those scripts and we can help you check. -
I suggest you get Yanfly's Menu Script, you could add these commands in there and specify there when these custom commands need to be shown
It might also be worth looking into the scripts themselves as they might have provisions for deciding when to show them. -
I've looked inside the scripts already. The Quest Journal had provisions for doing so, which is why I didn't mention that one, but neither of those two do that I can see. Unfortunately Yanfly and Victor scripts usually have compatibility issues (there's no up-to-date patch available), so I'm reluctant to take the Menu option. It's telling me the post is too long when I tried to post the scripts, so here's a link to Materia:
https://drive.google.com/folderview?id=0B5uvwXLAev89ZTVQRTd2T0EwQlk&usp=sharing (second script under M I believe)
And Monster Journal:
http://rmrk.net/index.php?topic=45009.0
Many thanks, -
Well, when we ask for scripts, always just put a link to the script's thread (if it has one) instead of pasting it, coz that is just not right. :)
Then that means we would need to add the capability to those scripts -
Yes. I don't know if that's easily done or difficult, but I am completely unable to do it myself, so if anybody is prepared to help me I would greatly appreciate it. :D
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It should be easy enough, we could make it use a switch for example to make things easier. or we can make it in such a way that you set the condition.
like for the journal
class Window_MenuCommand alias maic_mkcmmndl_6yd2 make_command_listdef make_command_list(*args, &block)maic_mkcmmndl_6yd2(*args, &block) # Run Original Method# Insert new commandsreturn unless $game_switches[id]$game_system.maic_inserted_menu_commands.each { |sym| maic_insert_command(sym) }end endjust change id in here:
return unless $game_switches[id]
into the game switch that you would use to determine if the command will be added or not.
Place that below the journal script, or just go to the journal script and find those lines and add the return unless $game_switches[id] line in that same position and edit the ID to whatever switch ID that you want to use -
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The menu command manager allows you to specify conditions for hiding or disabling commands.
You would need to define a command class for those custom commands and then define the enabled? or usable? methods for your needs.
This is not a plug-and-play tool if you are trying to add support for custom commands.
It is meant for developers that want a framework to create complex commands easily rather than trying to write the code to accomplish it themselves.
If you want something simple it looks like Theo's script would work since it's just binding them to switches. -
Thank you all for your help. Several good options here but Theo's did exactly what I wanted to within a minute of me copying the script. :D Amazing!