[RMVX ACE] CLOSING A MENU AFTER A SCRIPT
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I'm pretty sure at this rate, every piece of my code will be up on these forums.
So, custom menu working out fine so far. Now we need to have them select a mission, and port them to that area. Sounds good right? Except...I can't seem to do that without locking the game up. I think I'm calling my menu closing wrong, but the method handler for close menu isn't working, and my custom calls aren't working either. Both times they leave me with a blurred/black background, and no change to the new location
I've looked at various other custom menu codes, and I believe I'm doing the same thing they do, but all I end up doing is locking the game up. Probably doing this horribly inefficiently as well, since the menus kinda cut apart when they're closed.
Edit: Solved. Totally didn't realize you could just call return_scene without the cancel method handler.
So, custom menu working out fine so far. Now we need to have them select a mission, and port them to that area. Sounds good right? Except...I can't seem to do that without locking the game up. I think I'm calling my menu closing wrong, but the method handler for close menu isn't working, and my custom calls aren't working either. Both times they leave me with a blurred/black background, and no change to the new location
class Scene_MissionSelect < Scene_MenuBase def start super @list_window = Window_MissionList.new(0, 0, 200) @list_window.set_handler(:cancel, method(:return_scene)) @list_window.set_handler(:ok, method(:select_mission)) @desc_window = Window_MissionDesc.new(@list_window, 200, 0, Graphics.width - 200, Graphics.height - 200) @desc_window.viewport = @viewport end def select_mission @list_window.item.goto @list_window.deactivate @list_window.close @desc_window.deactivate @desc_window.close dispose_background $game_temp.fade_type = 0 $game_player.reserve_transfer($game_variables[1], $game_variables[2], $game_variables[3], $game_variables[4]) Graphics.update end end
I've looked at various other custom menu codes, and I believe I'm doing the same thing they do, but all I end up doing is locking the game up. Probably doing this horribly inefficiently as well, since the menus kinda cut apart when they're closed.
Edit: Solved. Totally didn't realize you could just call return_scene without the cancel method handler.
Pages:
1