Wow! Very Nice! I always wondered of how i will add menu items for script-users without conflict. There are alot of scripts that add to the menu, but some of their overrides are incompatible with each other. Most of these scripts are only concerned with the scene itself, and just wants to add something to the menu.
I hope this script becomes conventional for all scene_menu additions, so no-one will have any conflicts with another adds-something-to-the-menu script again.
@ to some guys above: The problem with other scripts is that they already did their overrides of the menu, so even simply installing the script and then adding the menu item might not work, probably because of incompatability with that script's override and this patch's override. You may find the thing that edits the menu, Delete that, then use this. If you dont know how to do that, you may probably contact those scripters about this script. Im sure they themselves will like this.
EDIT: I havent tried the script yet, but i read it and noticed this at the update command selection:
CODE
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Correct me if im wrong but..
I think that if you are going to insert something in the middle of the script, in an index less than 4, wouldnt that move the save menu item's index?
That means the new item positioned at index 4 will probably be disabled when save is disabled, and the save menu item wouldnt be disabled.
My Suggestion is that maybe instead of the boolean hideBool, you can replace that with, probably disableCondition or something like that (which is also evaluated with eval)
Something like
CODE
[Vocab::save, "$scene = Scene_File.new(true, false, false)", "$game_system.save_disabled", nil]
Might also be quite useful for scripts that use flags to determine if it is disabled.
But that is only a suggestion though, Up to you if you like that