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	Posts: 35Threads: 15
 Joined: May 2009
 
	
	
		L's Simple Main Menu #2 - Retro-look 
  'Retro' I mean, it's intended to be a re-creation of RPG Tkool Dante98/PC main menu screen.  Of course, it's not completely same as original.  I just tried to make it similar.  Originally for personal use, but after some time, I posted it on rmxp.org.
 
	
	
	
		
	Posts: 35Threads: 15
 Joined: May 2009
 
	
	
		Script (Older) Code: #L's Custom Menu 2
 #==============================================================================
 # Window_Gold
 #==============================================================================
 class Window_Gold < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 super(439, 413, 200, 64)
 #Create Bitmap
 self.contents = Bitmap.new(width - 32, height - 32)
 #Z-Pos
 self.z = 100
 #Refresh and add the contents to window
 refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 #Advanced Gold Display mini-script by Dubealex.
 self.contents.clear
 case $game_party.gold
 when 0..9999
 gold = $game_party.gold
 when 10000..99999
 gold = $game_party.gold.to_s
 array = gold.split(//)
 gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s
 when 100000..999999
 gold = $game_party.gold.to_s
 array = gold.split(//)
 gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s
 when 1000000..9999999
 gold = $game_party.gold.to_s
 array = gold.split(//)
 gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s
 end
 
 self.contents.font.color = system_color
 gold_word = $data_system.words.gold.to_s + " /"
 cx = contents.text_size(gold_word).width
 cx2=contents.text_size(gold.to_s).width
 self.contents.draw_text(4, 0, 160-cx-2, 32, gold_word)
 self.contents.font.color = text_color(0)
 self.contents.draw_text(164-cx2+2, 0, cx2, 32, gold.to_s, 2)
 end
 end
 
 
 #==============================================================================
 # Window_PlayTime
 #==============================================================================
 class Window_PlayTime < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 super(239, 413, 200, 64)
 #Create Bitmap
 self.contents = Bitmap.new(width - 32, height - 32)
 #Z-Pos
 self.z = 100
 #Refresh and add the contents to window
 refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 #Clear Bitmap
 self.contents.clear
 self.contents.font.color = system_color
 self.contents.draw_text(4, 0, 120, 32, "Time")
 @total_sec = Graphics.frame_count / Graphics.frame_rate
 hour = @total_sec / 60 / 60
 min = @total_sec / 60 % 60
 sec = @total_sec % 60
 text = sprintf("%02d:%02d:%02d", hour, min, sec)
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 0, 160, 32, text, 2)
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
 super
 if Graphics.frame_count / Graphics.frame_rate != @total_sec
 refresh
 end
 end
 end
 
 
 #==============================================================================
 # ? Game_Map
 #==============================================================================
 class Game_Map
 def name
 $map_infos[@map_id]
 end
 end
 
 
 #========================================
 #? Scene_Title
 #--------------------------------------------------------------------------------
 # Setting functions for the Title
 #========================================
 class Scene_Title
 $map_infos = load_data("Data/MapInfos.rxdata")
 for key in $map_infos.keys
 $map_infos[key] = $map_infos[key].name
 end
 end
 
 #==============================================================================
 # Window_MapName
 #==============================================================================
 class Window_MapName < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 super(0, 413, 239, 64)
 #Create Bitmap
 self.contents = Bitmap.new(width - 32, height - 32)
 #Z-Pos
 self.z = 100
 #Refresh and add the contents to window
 refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 #Clear Bitmap
 self.contents.clear
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 0, 200, 32, $game_map.name.to_s, 1)
 end
 end
 
 
 #==============================================================================
 # Window_MenuStatus
 #==============================================================================
 class Window_MenuStatus < Window_Selectable
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 $game_party.actors.size < 4 ? i = 14 : i = 0
 $game_party.actors.size == 1 ? i = 24 : i = i
 super(177, 0, 462, ($game_party.actors.size * 72)+i)
 #Create Bitmap
 self.contents = Bitmap.new(width - 32, height - 32)
 #Z-Pos
 self.z = 100
 #Refresh and add the contents to window
 refresh
 self.active = false
 self.index = -1
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 #Clear Bitmap
 self.contents.clear
 @item_max = $game_party.actors.size
 for i in 0...$game_party.actors.size
 x = 16
 y = i*64
 actor = $game_party.actors[i]
 draw_actor_name(actor, x, y)
 draw_actor_class(actor, x + 144, y)
 draw_actor_state(actor, x + 260, y )
 draw_actor_level(actor, x, y + 32)
 draw_actor_hp(actor, x + 98, y + 32)
 draw_actor_sp(actor, x + 254, y + 32)
 end
 end
 #--------------------------------------------------------------------------
 # * Cursor Rectangle Update
 #--------------------------------------------------------------------------
 def update_cursor_rect
 if @index < 0
 self.cursor_rect.empty
 else
 self.cursor_rect.set(0, @index * 64, self.width - 32, 64)
 end
 end
 end
 
 
 #==============================================================================
 # Scene_Menu
 #==============================================================================
 class Scene_Menu
 def initialize(menu_index = 0)
 @menu_index = menu_index
 commands_init
 @changer = 0 #Change Party Order by Yargovish
 @where = 0 #
 @checker = 0  #
 end
 #--------------------------------------------------------------------------
 # * Set Commands
 #--------------------------------------------------------------------------
 def commands_init
 # MenuCommand
 @commands = []
 s1 = "Item"
 s2 = "Skill"
 s3 = "Equip"
 s4 = "Status"
 s5 = "Order"
 s6 = "System"
 @commands.push(s1, s2, s3, s4, s5, s6).flatten!
 
 @system_commands = []
 o1 = "Option"
 o2 = "Help"
 o3 = "Save"
 o4 = "Load"
 o5 = "Exit"
 @system_commands.push(o1, o2, o3, o4, o5).flatten!
 end
 #--------------------------------------------------------------------------
 # * Main - Handles drawing/disposing windows and the main loop
 #--------------------------------------------------------------------------
 def main
 #Draw Windows
 main_command_window
 system_command_window
 main_draw
 #Execute transition
 Graphics.transition
 #Main Loop
 loop do
 #Main Loop
 main_loop
 break if main_scenechange?
 end
 #Prepare for transition
 Graphics.freeze
 #Dispose Windows
 main_dispose
 end
 #--------------------------------------------------------------------------
 # * Main Draw - Handles drawing windows
 #--------------------------------------------------------------------------
 def main_draw
 #Draw Background
 @background = Spriteset_Map.new
 #Draw Windows
 @gold_window = Window_Gold.new
 @gold_window.x = 439
 @gold_window.y = 413
 @playtime_window = Window_PlayTime.new
 @playtime_window.x = 239
 @playtime_window.y = 413
 @map_window = Window_MapName.new
 @map_window.x = 0
 @map_window.y = 413
 @map_window.z = 100
 @status_window = Window_MenuStatus.new
 end
 #--------------------------------------------------------------------------
 # * Main Command Window
 #--------------------------------------------------------------------------
 def main_command_window
 @command_window = Window_Command.new(160, @commands)
 @command_window.index = @menu_index
 # If number of party members is 0
 if $game_party.actors.size == 0
 # Disable items, skills, equipment, and status
 @command_window.disable_item(0)
 @command_window.disable_item(1)
 @command_window.disable_item(2)
 @command_window.disable_item(3)
 end
 
 if $game_party.actors.size <= 1 #
 @command_window.disable_item(4)
 end
 end
 
 def system_command_window
 @load_enabled = false
 @sys_command_window = Window_Command.new(160, @system_commands)
 @sys_command_window.visible = false
 @sys_command_window.active = false
 @sys_command_window.x = 100
 @sys_command_window.y = 180
 @sys_command_window.z = 0
 if $game_system.save_disabled
 @sys_command_window.disable_item(2)
 end
 for i in 0..3
 if (FileTest.exist?("Save#{i+1}.rxdata"))
 @load_enabled = true
 end
 end
 if !@load_enabled
 @sys_command_window.disable_item(3)
 end
 end
 #--------------------------------------------------------------------------
 # * Main Scene Change
 #--------------------------------------------------------------------------
 def main_scenechange?
 # Abort loop if screen is changed
 if $scene != self
 return true
 end
 return false
 end
 #--------------------------------------------------------------------------
 # * Main Dispose
 #--------------------------------------------------------------------------
 def main_dispose
 #Dispose Background
 @background.dispose
 # Dispose All Windows
 @gold_window.dispose
 @playtime_window.dispose
 @map_window.dispose
 @status_window.dispose
 @command_window.dispose
 @sys_command_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Main Loop
 #--------------------------------------------------------------------------
 def main_loop
 # Update game screen
 Graphics.update
 # Update input information
 Input.update
 # Frame update
 update
 end
 #--------------------------------------------------------------------------
 # * Update
 #--------------------------------------------------------------------------
 def update
 # Update Windows
 update_windows
 #update_command if @command_window.active and @command_window.visible
 #update_sys_command if @sys_command_window.active and @sys_command_window.visible
 #update_status if @status_window.active
 
 if @sys_command_window.active
 @sys_command_window.z = +500
 end
 
 # If command window is active: call update_command
 if @command_window.active
 update_command
 return
 end
 # If system window is active: call update_sys_command
 if @sys_command_window.active
 update_sys_command
 return
 end
 # If status window is active: call update_status
 if @status_window.active
 update_status
 return
 end
 end
 #--------------------------------------------------------------------------
 # * Window Update
 #--------------------------------------------------------------------------
 def update_windows
 @command_window.update if @command_window.visible
 @sys_command_window.update if @sys_command_window.visible
 @gold_window.update
 @playtime_window.update
 @map_window.update
 @status_window.update
 end
 #--------------------------------------------------------------------------
 # * Update Command Window
 #--------------------------------------------------------------------------
 def update_command
 # 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)
 # If command other than save or end game, and party members = 0
 if $game_party.actors.size == 0 and @command_window.index < 4
 # Play buzzer SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # Branch by command window cursor position
 case @command_window.index
 when 0 # Item
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to item screen
 $scene = Scene_Item.new
 when 1 # Skill
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Make status window active
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 2 # Equip
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Make status window active
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 3 # Status
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Make status window active
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 4 # Order
 #Change Party Order by Yargovish
 $game_system.se_play($data_system.decision_se)
 @checker = 0
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 5 # System
 $game_system.se_play($data_system.decision_se)
 @sys_command_window.active = true
 @sys_command_window.visible = true
 @command_window.active = false
 end
 end
 end
 #--------------------------------------------------------------------------
 # * Update SysCommand Window
 #--------------------------------------------------------------------------
 def update_sys_command
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @command_window.active = true
 @sys_command_window.active = false
 @sys_command_window.visible = false
 @sys_command_window.index = 0
 @sys_command_window.z = 0
 return
 end
 
 if Input.trigger?(Input::C)
 case @sys_command_window.index
 when 0
 $game_system.se_play($data_system.decision_se)
 $scene = Scene_Option.new
 when 1
 # Play decision SE
 #$game_system.se_play($data_system.decision_se)
 #$scene = Scene_HelpScreen.new
 when 2
 # # If saving is forbidden
 if $game_system.save_disabled
 # Play buzzer SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to save screen
 $scene = Scene_Save.new
 when 3
 if !@load_enabled
 # Play buzzer SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to load screen
 $scene = Scene_Load.new
 when 4
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to end game screen
 $scene = Scene_End.new
 end
 return
 end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when status window is active)
 #--------------------------------------------------------------------------
 def update_status
 # If B button was pressed
 if Input.trigger?(Input::B)
 # Play cancel SE
 $game_system.se_play($data_system.cancel_se)
 # Make command window active
 @command_window.active = true
 @status_window.active = false
 @status_window.index = -1
 return
 end
 # If C button was pressed
 if Input.trigger?(Input::C)
 # Branch by command window cursor position
 case @command_window.index
 when 1  # skill
 # If this actor's action limit is 2 or more
 if $game_party.actors[@status_window.index].restriction >= 2
 # Play buzzer SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to skill screen
 $scene = Scene_Skill.new(@status_window.index)
 when 2  # equipment
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to equipment screen
 $scene = Scene_Equip.new(@status_window.index)
 when 3  # status
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to status screen
 $scene = Scene_Status.new(@status_window.index)
 when 4
 #Change Party Order by Yargovish
 $game_system.se_play($data_system.decision_se)
 if @checker == 0
 @changer = $game_party.actors[@status_window.index]
 @where = @status_window.index
 @checker = 1
 else
 $game_party.actors[@where] = $game_party.actors[@status_window.index]
 $game_party.actors[@status_window.index] = @changer
 @checker = 0
 @status_window.refresh
 $game_player.refresh #
 end
 end
 return
 end
 end
 end
 
 
 class Scene_Load < Scene_File
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias load_initialize initialize
 alias load_on_cancel on_cancel
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 @scene = $scene
 load_initialize
 end
 #--------------------------------------------------------------------------
 # * Cancel Processing
 #--------------------------------------------------------------------------
 def on_cancel
 load_on_cancel
 $scene = @scene
 end
 end
 
	
	
	
		
	Posts: 35Threads: 15
 Joined: May 2009
 
	
	
		Script (Revised) Code: #============================================================================#L's Custom Menu #2 - Retro-looking
 #============================================================================
 =begin
 This CMS is the result of attempted recreating RPG Tkool Dante98/DantePC Menu
 for RPG Maker XP.(except map name and time windows, and some commands;))  Map
 as Background, and the size-changing Window_MenuStatus is inspired by D2Win
 (MS Windows frontend for Dante98/98 II Games).
 =end
 #==============================================================================
 
 module MenuCommand
 Item     = 'Item'
 Skill    = 'Skill'
 Equip    = 'Equip'
 Status   = 'Status'
 Save     = 'Save'
 Load     = 'Load'
 End_Game = 'Exit'
 
 Help     = 'Help'
 Order    = 'Order'
 Party    = 'Party'
 Option   = 'Option'
 Quest    = 'Quest'
 System   = 'System'
 end
 
 
 #==============================================================================
 # Window_Gold
 #==============================================================================
 
 class Window_Gold < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 super(439, 413, 200, 64)
 #Create Bitmap
 self.contents = Bitmap.new(width - 32, height - 32)
 #Refresh and add the contents to window
 refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 #Advanced Gold Display mini-script by Dubealex.
 self.contents.clear
 case $game_party.gold
 when 0..9999
 gold = $game_party.gold
 when 10000..99999
 gold = $game_party.gold.to_s
 array = gold.split(//)
 gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s
 when 100000..999999
 gold = $game_party.gold.to_s
 array = gold.split(//)
 gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s
 when 1000000..9999999
 gold = $game_party.gold.to_s
 array = gold.split(//)
 gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s
 end
 
 self.contents.font.color = system_color
 gold_word = $data_system.words.gold.to_s + " /"
 cx = contents.text_size(gold_word).width
 cx2=contents.text_size(gold.to_s).width
 self.contents.draw_text(4, 0, 160-cx-2, 32, gold_word)
 self.contents.font.color = text_color(0)
 self.contents.draw_text(164-cx2+2, 0, cx2, 32, gold.to_s, 2)
 end
 end
 
 
 #==============================================================================
 # Window_PlayTime
 #==============================================================================
 
 class Window_PlayTime < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 super(239, 413, 200, 64)
 #Create Bitmap
 self.contents = Bitmap.new(width - 32, height - 32)
 #Refresh and add the contents to window
 refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 #Clear Bitmap
 self.contents.clear
 self.contents.font.color = system_color
 self.contents.draw_text(4, 0, 120, 32, "Time")
 @total_sec = Graphics.frame_count / Graphics.frame_rate
 hour = @total_sec / 60 / 60
 min = @total_sec / 60 % 60
 sec = @total_sec % 60
 text = sprintf("%02d:%02d:%02d", hour, min, sec)
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 0, 160, 32, text, 2)
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
 super
 if Graphics.frame_count / Graphics.frame_rate != @total_sec
 refresh
 end
 end
 end
 
 
 #------------------------------------------------------------------------------
 #  Game_Map
 #------------------------------------------------------------------------------
 class Game_Map
 #------------------------------------------------------------------------------
 #  Name
 #------------------------------------------------------------------------------
 def name
 $map_infos[@map_id]
 end
 end
 
 
 #========================================
 #? Scene_Title
 #--------------------------------------------------------------------------------
 # Setting functions for the Title
 #========================================
 class Scene_Title
 $map_infos = load_data("Data/MapInfos.rxdata")
 for key in $map_infos.keys
 $map_infos[key] = $map_infos[key].name
 end
 end
 
 
 #==============================================================================
 # Window_MapName
 #==============================================================================
 
 class Window_MapName < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 super(0, 413, 239, 64)
 #Create Bitmap
 self.contents = Bitmap.new(width - 32, height - 32)
 #Refresh and add the contents to window
 refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 #Clear Bitmap
 self.contents.clear
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 0, 200, 32, $game_map.name.to_s, 1)
 end
 end
 
 
 #==============================================================================
 # Window_MenuStatus
 #==============================================================================
 
 class Window_MenuStatus < Window_Selectable
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 $game_party.actors.size < 4 ? i = 14 : i = 0
 $game_party.actors.size == 1 ? i = 24 : i = i
 super(177, 0, 462, ($game_party.actors.size * 72)+i)
 #Create Bitmap
 self.contents = Bitmap.new(width - 32, height - 32)
 #Refresh and add the contents to window
 refresh
 self.active = false
 self.index = -1
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 #Clear Bitmap
 self.contents.clear
 @item_max = $game_party.actors.size
 for i in 0...$game_party.actors.size
 x = 16
 y = i*64
 actor = $game_party.actors[i]
 draw_actor_name(actor, x, y)
 draw_actor_class(actor, x + 144, y)
 draw_actor_state(actor, x + 260, y )
 draw_actor_level(actor, x, y + 32)
 draw_actor_hp(actor, x + 98, y + 32)
 draw_actor_sp(actor, x + 254, y + 32)
 end
 end
 #--------------------------------------------------------------------------
 # * Cursor Rectangle Update
 #--------------------------------------------------------------------------
 def update_cursor_rect
 if @index < 0
 self.cursor_rect.empty
 else
 self.cursor_rect.set(0, @index * 64, self.width - 32, 64)
 end
 end
 end
 
 
 #==============================================================================
 # Scene_Menu
 #==============================================================================
 class Scene_Menu
 def initialize(menu_index = 0)
 @menu_index = menu_index
 commands_init
 @changer = 0 #Change Party Order by Yargovish
 @where = 0 #
 @checker = 0  #
 end
 #--------------------------------------------------------------------------
 # * Set Commands
 #--------------------------------------------------------------------------
 def commands_init
 # MenuCommand
 @commands = []
 s1 = MenuCommand::Item
 s2 = MenuCommand::Skill
 s3 = MenuCommand::Equip
 s4 = MenuCommand::Status
 s5 = MenuCommand::Order
 s6 = MenuCommand::System
 @commands.push(s1, s2, s3, s4, s5, s6).flatten!
 
 @sys_commands = []
 o1 = MenuCommand::Option
 o2 = MenuCommand::Help
 o3 = MenuCommand::Save
 o4 = MenuCommand::Load
 o5 = MenuCommand::End_Game
 @sys_commands.push(o1, o2, o3, o4, o5).flatten!
 end
 #--------------------------------------------------------------------------
 # * Main - Handles drawing/disposing windows and the main loop
 #--------------------------------------------------------------------------
 def main
 #Draw Background
 @background = Spriteset_Map.new
 #Draw Windows
 main_window
 #Execute transition
 Graphics.transition
 #Main Loop
 loop do
 #Main Loop
 main_loop
 break if main_scenechange?
 end
 #Prepare for transition
 Graphics.freeze
 #Dispose Windows
 main_dispose
 end
 #--------------------------------------------------------------------------
 # * Main Draw - Handles drawing windows
 #--------------------------------------------------------------------------
 def main_window
 #Draw Windows
 main_command_window
 system_command_window
 @gold_window = Window_Gold.new
 @gold_window.x = 439
 @gold_window.y = 413
 @playtime_window = Window_PlayTime.new
 @playtime_window.x = 239
 @playtime_window.y = 413
 @map_window = Window_MapName.new
 @map_window.x = 0
 @map_window.y = 413
 @map_window.z = 100
 @status_window = Window_MenuStatus.new
 end
 #--------------------------------------------------------------------------
 # * Main Command Window
 #--------------------------------------------------------------------------
 def main_command_window
 @command_window = Window_Command.new(160, @commands)
 @command_window.index = @menu_index
 # If number of party members is 0
 if $game_party.actors.size == 0
 # Disable items, skills, equipment, and status
 @command_window.disable_item(0)
 @command_window.disable_item(1)
 @command_window.disable_item(2)
 @command_window.disable_item(3)
 end
 
 if $game_party.actors.size <= 1 #
 #Disable change party order
 @command_window.disable_item(4)
 end
 end
 #--------------------------------------------------------------------------
 # * System Command Window
 #--------------------------------------------------------------------------
 def system_command_window
 @sys_command_window = Window_Command.new(160, @sys_commands)
 @sys_command_window.visible = false
 @sys_command_window.active = false
 @sys_command_window.x = 100
 @sys_command_window.y = 180
 @sys_command_window.z = 0
 check_save_available
 check_load_available
 end
 #-----------------
 def check_save_available
 if $game_system.save_disabled
 @sys_command_window.disable_item(2)
 end
 end
 #-----------------
 def check_load_available
 #Check if saved file exists
 @load_enabled = false
 for i in 0..3
 if (FileTest.exist?("Save#{i+1}.rxdata"))
 @load_enabled = true
 end
 end
 if !@load_enabled
 @sys_command_window.disable_item(3)
 end
 end
 #--------------------------------------------------------------------------
 # * Main Scene Change
 #--------------------------------------------------------------------------
 def main_scenechange?
 # Abort loop if screen is changed
 if $scene != self
 return true
 end
 return false
 end
 #--------------------------------------------------------------------------
 # * Main Dispose
 #--------------------------------------------------------------------------
 def main_dispose
 #Dispose Background
 @background.dispose
 # Dispose All Windows
 @gold_window.dispose
 @playtime_window.dispose
 @map_window.dispose
 @status_window.dispose
 @command_window.dispose
 @sys_command_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Main Loop
 #--------------------------------------------------------------------------
 def main_loop
 # Update game screen
 Graphics.update
 # Update input information
 Input.update
 # Frame update
 update
 end
 #--------------------------------------------------------------------------
 # * Update
 #--------------------------------------------------------------------------
 def update
 # Update Windows
 update_windows
 #update_command if @command_window.active and @command_window.visible
 #update_sys_command if @sys_command_window.active and @sys_command_window.visible
 #update_status if @status_window.active
 
 if @sys_command_window.active
 @sys_command_window.z = +500
 end
 
 # If command window is active: call update_command
 if @command_window.active
 update_command
 return
 end
 # If system window is active: call update_sys_command
 if @sys_command_window.active
 update_sys_command
 return
 end
 # If status window is active: call update_status
 if @status_window.active
 update_status
 return
 end
 end
 #--------------------------------------------------------------------------
 # * Window Update
 #--------------------------------------------------------------------------
 def update_windows
 @command_window.update if @command_window.visible
 @sys_command_window.update if @sys_command_window.visible
 @gold_window.update
 @playtime_window.update
 @map_window.update
 @status_window.update
 end
 #--------------------------------------------------------------------------
 # * Update Command Window
 #--------------------------------------------------------------------------
 def update_command
 # 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)
 # Return if Disabled Command
 if disabled_main_command?
 # Play buzzer SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 main_command_input
 return
 end
 end
 #--------------------------------------------------------------------------
 # * Update SysCommand Window
 #--------------------------------------------------------------------------
 def update_sys_command
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @command_window.active = true
 @sys_command_window.active = false
 @sys_command_window.visible = false
 @sys_command_window.index = 0
 @sys_command_window.z = -500
 return
 end
 # If C button was pressed
 if Input.trigger?(Input::C)
 # Return if Disabled Command
 if disabled_main_command?
 # Play buzzer SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # Command Input
 sys_command_input
 return
 end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when status window is active)
 #--------------------------------------------------------------------------
 def update_status
 # If B button was pressed
 if Input.trigger?(Input::B)
 # Play cancel SE
 $game_system.se_play($data_system.cancel_se)
 # Make command window active
 @command_window.active = true
 @status_window.active = false
 @status_window.index = -1
 return
 end
 # If C button was pressed
 if Input.trigger?(Input::C)
 # Return if Disabled Command
 if disabled_main_command?
 # Play buzzer SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # Command Input
 sub_command_input
 return
 end
 end
 #--------------------------------------------------------------------------
 # * Disabled Main Command? Test
 #--------------------------------------------------------------------------
 def disabled_main_command?
 # Gets Current Command
 command = @commands[@command_window.index]
 sys_command = @sys_commands[@sys_command_window.index]
 # Gets SDK Scene_Menu Commands
 c = MenuCommand
 # If 0 Party Size
 if $game_party.actors.size == 0
 # If Item, Skill, Equip or Status Selected
 if [c::Item, c::Skill, c::Equip, c::Status].include?(command)
 return true
 end
 end
 if $game_party.actors.size <= 1
 if [c::Order].include?(command)
 return true
 end
 end
 # If Save Disabled && Command is Save
 return true if $game_system.save_disabled && sys_command == c::Save
 # If Load Disabled && Command is Load
 return true if !@load_enabled && sys_command == c::Load
 return false
 end
 #--------------------------------------------------------------------------
 # * Update Command Check
 #--------------------------------------------------------------------------
 def main_command_input
 # Loads Current Command
 command = @commands[@command_window.index]
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Checks Commands
 case command
 when MenuCommand::Item  #item
 command_item
 when MenuCommand::Skill #skill
 command_skill
 when MenuCommand::Equip #equip
 command_equip
 when MenuCommand::Status  #status
 command_status
 when MenuCommand::Order #order
 command_order
 when MenuCommand::System  #call system submenu
 $game_system.se_play($data_system.decision_se)
 @sys_command_window.active = true
 @sys_command_window.visible = true
 @command_window.active = false
 end
 end
 #--------------------------------------------------------------------------
 # * Update System Command Check
 #--------------------------------------------------------------------------
 def sys_command_input
 # Loads Current Command
 sys_command = @sys_commands[@sys_command_window.index]
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Checks Commands
 case sys_command
 when MenuCommand::Help
 command_help
 when MenuCommand::Option  #option
 command_option
 when MenuCommand::Save  #save
 command_save
 when MenuCommand::Load  #load
 command_load
 when MenuCommand::End_Game  #exit
 command_endgame
 end
 end
 #--------------------------------------------------------------------------
 # * Disabled Sub Command? Test
 #--------------------------------------------------------------------------
 def disabled_sub_command?
 # Loads Current Command
 command = @commands[@command_window.index]
 # If Skill Selected
 if command == MenuCommand::Skill
 # If this actor's action limit is 2 or more
 if $game_party.actors[@status_window.index].restriction >= 2
 return true
 end
 end
 return false
 end
 #--------------------------------------------------------------------------
 # * Update Status Check
 #--------------------------------------------------------------------------
 def sub_command_input
 # Loads Current Command
 command = @commands[@command_window.index]
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Checks Command By Name
 case command
 when MenuCommand::Skill
 command_skill
 when MenuCommand::Equip
 command_equip
 when MenuCommand::Status
 command_status
 when MenuCommand::Order
 command_order
 end
 end
 #--------------------------------------------------------------------------
 # * Command Item
 #--------------------------------------------------------------------------
 def command_item
 # Switch to item screen
 $scene = Scene_Item.new
 end
 #--------------------------------------------------------------------------
 # * Command Skill
 #--------------------------------------------------------------------------
 def command_skill
 # If Main Command Active
 if @command_window.active
 # Activate Status Window
 active_status_window
 return
 end
 # Switch to skill screen
 $scene = Scene_Skill.new(@status_window.index)
 end
 #--------------------------------------------------------------------------
 # * Command Equip
 #--------------------------------------------------------------------------
 def command_equip
 # If Main Command Active
 if @command_window.active
 # Activate Status Window
 active_status_window
 return
 end
 # Switch to equipment screen
 $scene = Scene_Equip.new(@status_window.index)
 end
 #--------------------------------------------------------------------------
 # * Command Status
 #--------------------------------------------------------------------------
 def command_status
 # If Main Command Active
 if @command_window.active
 # Activate Status Window
 active_status_window
 return
 end
 # Switch to status screen
 $scene = Scene_Status.new(@status_window.index)
 end
 #--------------------------------------------------------------------------
 # * Command Order
 #--------------------------------------------------------------------------
 def command_order
 # If Main Command Active
 if @command_window.active
 # Activate Status Window
 active_status_window
 @checker = 0
 return
 end
 #Change Party Order by Yargovish
 if @checker == 0
 @changer = $game_party.actors[@status_window.index]
 @where = @status_window.index
 @checker = 1
 else
 $game_party.actors[@where] = $game_party.actors[@status_window.index]
 $game_party.actors[@status_window.index] = @changer
 @checker = 0
 @status_window.refresh
 $game_player.refresh #
 end
 end
 #--------------------------------------------------------------------------
 # * Command Party
 #--------------------------------------------------------------------------
 def command_party
 # Switch to party change screen
 #Put your Party Change Scene here
 end
 #--------------------------------------------------------------------------
 # * Command Option
 #--------------------------------------------------------------------------
 def command_option
 # Switch to option screen
 #Put your Option Scene here
 end
 #--------------------------------------------------------------------------
 # * Command Quest
 #--------------------------------------------------------------------------
 def command_quest
 # Switch to quest log screen
 #Put your Quest Scene here
 end
 #--------------------------------------------------------------------------
 # * Command Quest
 #--------------------------------------------------------------------------
 def command_help
 # Switch to help screen
 #Put your Help Scene here
 end
 #--------------------------------------------------------------------------
 # * Command Save
 #--------------------------------------------------------------------------
 def command_save
 # Switch to save screen
 $scene = Scene_Save.new
 end
 #--------------------------------------------------------------------------
 # * Command Load
 #--------------------------------------------------------------------------
 def command_load
 # Switch to load screen
 $scene = Scene_Load.new
 end
 #--------------------------------------------------------------------------
 # * Command End Game
 #--------------------------------------------------------------------------
 def command_endgame
 # Switch to end game screen
 $scene = Scene_End.new
 end
 #--------------------------------------------------------------------------
 # * Activate Status Window
 #--------------------------------------------------------------------------
 def active_status_window
 # Make status window active
 @command_window.active = false
 @status_window.active = true
 @status_window.visible = true
 @status_window.index = 0
 end
 end
 
	
	
	
		
	Posts: 35Threads: 15
 Joined: May 2009
 
	
	
		SDK2 version Code: #==============================================================================#L's Custom Menu #2 - SDK2 ver.
 #--------------------------------------------------------------------------
 =begin
 This CMS is the result of attempted recreating RPG Tkool Dante98/DantePC Menu
 for RPG Maker XP.(except map name and time windows, and some commands;))  Map
 as Background, and the size-changing Window_MenuStatus is inspired by D2Win
 (MS Windows frontend for Dante98/98 II Games).
 =end
 #==============================================================================
 
 #--------------------------------------------------------------------------
 # * Begin SDK Log
 #--------------------------------------------------------------------------
 SDK.log("L's CMS #2", 'L', '???', '2007-03-15')
 
 #--------------------------------------------------------------------------
 # * Begin SDK Requirement Check
 #--------------------------------------------------------------------------
 SDK.check_requirements(2.0, [1])
 
 #--------------------------------------------------------------------------
 # * Begin SDK Enable Test
 #--------------------------------------------------------------------------
 if SDK.enabled?("L's CMS #2")
 
 module SDK::Scene_Commands
 #============================================================================
 # ** Scene_Menu
 #============================================================================
 module Scene_Menu
 Item     = 'Item'
 Skill    = 'Skill'
 Equip    = 'Equip'
 Status   = 'Status'
 Save     = 'Save'
 Load     = 'Load'
 End_Game = 'Exit'
 
 Order    = 'Order'
 Party    = 'Party'
 Option   = 'Option'
 Quest    = 'Quest'
 System   = 'System'
 
 Menu_Commands = [Item, Skill, Equip, Status, Order, System]
 SysMenu_Commands = [Option, Save, Load, End_Game]
 end
 end
 
 
 #==============================================================================
 # Window_Gold
 #==============================================================================
 
 class Window_Gold < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 super(439, 413, 200, 64)
 #Create Bitmap
 self.contents = Bitmap.new(width - 32, height - 32)
 #Refresh and add the contents to window
 refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 #Advanced Gold Display mini-script by Dubealex.
 self.contents.clear
 case $game_party.gold
 when 0..9999
 gold = $game_party.gold
 when 10000..99999
 gold = $game_party.gold.to_s
 array = gold.split(//)
 gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s
 when 100000..999999
 gold = $game_party.gold.to_s
 array = gold.split(//)
 gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s
 when 1000000..9999999
 gold = $game_party.gold.to_s
 array = gold.split(//)
 gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s
 end
 
 self.contents.font.color = system_color
 gold_word = $data_system.words.gold.to_s + " /"
 cx = contents.text_size(gold_word).width
 cx2=contents.text_size(gold.to_s).width
 self.contents.draw_text(4, 0, 160-cx-2, 32, gold_word)
 self.contents.font.color = text_color(0)
 self.contents.draw_text(164-cx2+2, 0, cx2, 32, gold.to_s, 2)
 end
 end
 
 
 #==============================================================================
 # Window_PlayTime
 #==============================================================================
 
 class Window_PlayTime < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 super(239, 413, 200, 64)
 #Create Bitmap
 self.contents = Bitmap.new(width - 32, height - 32)
 #Refresh and add the contents to window
 refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 #Clear Bitmap
 self.contents.clear
 self.contents.font.color = system_color
 self.contents.draw_text(4, 0, 120, 32, "Time")
 @total_sec = Graphics.frame_count / Graphics.frame_rate
 hour = @total_sec / 60 / 60
 min = @total_sec / 60 % 60
 sec = @total_sec % 60
 text = sprintf("%02d:%02d:%02d", hour, min, sec)
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 0, 160, 32, text, 2)
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
 super
 if Graphics.frame_count / Graphics.frame_rate != @total_sec
 refresh
 end
 end
 end
 
 
 #==============================================================================
 # ? Game_Map
 #==============================================================================
 class Game_Map
 def name
 $map_infos[@map_id]
 end
 end
 
 
 #========================================
 #? Scene_Title
 #--------------------------------------------------------------------------------
 # Setting functions for the Title
 #========================================
 class Scene_Title
 $map_infos = load_data("Data/MapInfos.rxdata")
 for key in $map_infos.keys
 $map_infos[key] = $map_infos[key].name
 end
 end
 
 
 #==============================================================================
 # Window_MapName
 #==============================================================================
 
 class Window_MapName < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 super(0, 413, 239, 64)
 #Create Bitmap
 self.contents = Bitmap.new(width - 32, height - 32)
 #Refresh and add the contents to window
 refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 #Clear Bitmap
 self.contents.clear
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 0, 200, 32, $game_map.name.to_s, 1)
 end
 end
 
 
 #==============================================================================
 # Window_MenuStatus
 #==============================================================================
 
 class Window_MenuStatus < Window_Selectable
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 $game_party.actors.size < 4 ? i = 14 : i = 0
 $game_party.actors.size == 1 ? i = 24 : i = i
 super(177, 0, 462, ($game_party.actors.size * 72)+i)
 #Create Bitmap
 self.contents = Bitmap.new(width - 32, height - 32)
 #Refresh and add the contents to window
 refresh
 self.active = false
 self.index = -1
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 #Clear Bitmap
 self.contents.clear
 @item_max = $game_party.actors.size
 for i in 0...$game_party.actors.size
 x = 16
 y = i*64
 actor = $game_party.actors[i]
 draw_actor_name(actor, x, y)
 draw_actor_class(actor, x + 144, y)
 draw_actor_state(actor, x + 260, y )
 draw_actor_level(actor, x, y + 32)
 draw_actor_hp(actor, x + 98, y + 32)
 draw_actor_sp(actor, x + 254, y + 32)
 end
 end
 #--------------------------------------------------------------------------
 # * Cursor Rectangle Update
 #--------------------------------------------------------------------------
 def update_cursor_rect
 if @index < 0
 self.cursor_rect.empty
 else
 self.cursor_rect.set(0, @index * 64, self.width - 32, 64)
 end
 end
 end
 
 
 #==============================================================================
 # ** Scene_Menu
 #------------------------------------------------------------------------------
 #  This class performs menu screen processing.
 #==============================================================================
 
 class Scene_Menu < SDK::Scene_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     menu_index : command cursor's initial position
 #--------------------------------------------------------------------------
 def initialize(menu_index = 0)
 @menu_index = menu_index
 party_order_init
 end
 #--------------------------------------------------------------------------
 # * Party Order Change Initiation
 #--------------------------------------------------------------------------
 def party_order_init
 @changer = 0 #Change Party Order by Yargovish
 @where = 0 #
 @checker = 0  #
 end
 #--------------------------------------------------------------------------
 # * Main Processing : Spriteset Initialization
 #--------------------------------------------------------------------------
 def main_spriteset
 #Draw Background
 @background = Spriteset_Map.new
 end
 #--------------------------------------------------------------------------
 # * Main Processing : Window Initialization
 #--------------------------------------------------------------------------
 def main_window
 super
 # Make main command window
 main_command_window
 system_command_window
 # Make play time window
 @playtime_window = Window_PlayTime.new
 @playtime_window.x = 239
 @playtime_window.y = 413
 # Make map window
 @map_window = Window_MapName.new
 @map_window.x = 0
 @map_window.y = 413
 # Make gold window
 @gold_window = Window_Gold.new
 @gold_window.x = 439
 @gold_window.y = 413
 # Make status window
 @status_window = Window_MenuStatus.new
 end
 #--------------------------------------------------------------------------
 # * Main Processing : Window Initialization : Main Command
 #--------------------------------------------------------------------------
 def main_command_window
 # Make command window
 command = SDK::Scene_Commands::Scene_Menu::Menu_Commands.dup
 @command_window = Window_Command.new(160, command)
 @command_window.index = @menu_index
 # If number of party members is 0
 if $game_party.actors.size == 0
 # Disable items, skills, equipment, and status
 @command_window.disable_item(0)
 @command_window.disable_item(1)
 @command_window.disable_item(2)
 @command_window.disable_item(3)
 end
 if $game_party.actors.size <= 1 #
 # Disable change party order
 @command_window.disable_item(4)
 end
 end
 #--------------------------------------------------------------------------
 # * Main Processing : Window Initialization : System Command
 #--------------------------------------------------------------------------
 def system_command_window
 # Make command window
 sys_command = SDK::Scene_Commands::Scene_Menu::SysMenu_Commands.dup
 @sys_command_window = Window_Command.new(160, sys_command)
 @sys_command_window.visible = false
 @sys_command_window.active = false
 @sys_command_window.x = 100
 @sys_command_window.y = 180
 #@sys_command_window.z = 0
 check_save_available
 check_load_available
 end
 #-----------------
 def check_save_available
 # If save is forbidden
 if $game_system.save_disabled
 # Disable save
 @sys_command_window.disable_item(1)
 end
 end
 #-----------------
 def check_load_available
 #Check if saved file exists
 @load_enabled = false
 for i in 0..3
 if (FileTest.exist?("Save#{i+1}.rxdata"))
 @load_enabled = true
 end
 end
 if !@load_enabled
 #Put your @command_window.disable_item(index)
 @sys_command_window.disable_item(2)
 end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
 super
 # If command window is active: call update_command
 if @command_window.active
 update_command
 return
 # If status window is active: call update_status
 elsif @status_window.active
 update_status
 return
 end
 
 if @sys_command_window.active
 @sys_command_window.z = +500
 end
 # If system window is active: call update_sys_command
 if @sys_command_window.active
 update_sys_command
 return
 end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when command window is active)
 #--------------------------------------------------------------------------
 def update_command
 # 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)
 # Return if Disabled Command
 if disabled_main_command?
 # Play buzzer SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # Command Input
 main_command_input
 return
 end
 end
 #--------------------------------------------------------------------------
 # * Update SysCommand Window
 #--------------------------------------------------------------------------
 def update_sys_command
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @command_window.active = true
 @sys_command_window.active = false
 @sys_command_window.visible = false
 @sys_command_window.index = 0
 @sys_command_window.z = -500
 return
 end
 # If C button was pressed
 if Input.trigger?(Input::C)
 # Return if Disabled Command
 if disabled_sys_command?
 # Play buzzer SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # Command Input
 sys_command_input
 return
 end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when status window is active)
 #--------------------------------------------------------------------------
 def update_status
 # If B button was pressed
 if Input.trigger?(Input::B)
 # Play cancel SE
 $game_system.se_play($data_system.cancel_se)
 # Make command window active
 @command_window.active = true
 @status_window.active = false
 @status_window.index = -1
 return
 end
 # If C button was pressed
 if Input.trigger?(Input::C)
 # Return if Disabled Command
 if disabled_main_command?
 # Play buzzer SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # Command Input
 sub_command_input
 return
 end
 end
 #--------------------------------------------------------------------------
 # * Disabled Main Command? Test
 #--------------------------------------------------------------------------
 def disabled_main_command?
 # Gets Current Command
 command = @command_window.command
 # Gets SDK Scene_Menu Commands
 c = SDK::Scene_Commands::Scene_Menu
 # If 0 Party Size
 if $game_party.actors.size == 0
 # If Item, Skill, Equip or Status Selected
 if [c::Item, c::Skill, c::Equip, c::Status].include?(command)
 return true
 end
 end
 if $game_party.actors.size <= 1
 if [c::Order].include?(command)
 return true
 end
 end
 return false
 end
 #--------------------------------------------------------------------------
 # * Disabled System Command? Test
 #--------------------------------------------------------------------------
 def disabled_sys_command?
 # Gets Current Command
 sys_command = @sys_command_window.command
 # Gets SDK Scene_Menu Commands
 c = SDK::Scene_Commands::Scene_Menu
 # If Save Disabled && Command is Save
 return true if $game_system.save_disabled && sys_command == c::Save
 # If Load Disabled && Command is Load
 return true if !@load_enabled && sys_command == c::Load
 return false
 end
 #--------------------------------------------------------------------------
 # * Main Command Input
 #--------------------------------------------------------------------------
 def main_command_input
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Branch by command window cursor position
 case @command_window.command
 when SDK::Scene_Commands::Scene_Menu::Item      # item
 command_item
 when SDK::Scene_Commands::Scene_Menu::Skill     # skill
 command_skill
 when SDK::Scene_Commands::Scene_Menu::Equip     # equipment
 command_equip
 when SDK::Scene_Commands::Scene_Menu::Status    # status
 command_status
 when SDK::Scene_Commands::Scene_Menu::Order      # order
 command_order
 when SDK::Scene_Commands::Scene_Menu::System  # call system menu
 $game_system.se_play($data_system.decision_se)
 @sys_command_window.active = true
 @sys_command_window.visible = true
 @command_window.active = false
 end
 end
 #--------------------------------------------------------------------------
 # * System Command Input
 #--------------------------------------------------------------------------
 def sys_command_input
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Branch by command window cursor position
 case @sys_command_window.command
 when SDK::Scene_Commands::Scene_Menu::Option  #option
 command_option
 when SDK::Scene_Commands::Scene_Menu::Save  #save
 command_save
 when SDK::Scene_Commands::Scene_Menu::Load  #load
 command_load
 when SDK::Scene_Commands::Scene_Menu::End_Game  #end game
 command_endgame
 end
 end
 #--------------------------------------------------------------------------
 # * Disabled Sub Command? Test
 #--------------------------------------------------------------------------
 def disabled_sub_command?
 # If Skill Selected
 if @command_window.command == SDK::Scene_Commands::Scene_Menu::Skill
 # If this actor's action limit is 2 or more
 if $game_party.actors[@status_window.index].restriction >= 2
 return true
 end
 end
 return false
 end
 #--------------------------------------------------------------------------
 # * Sub Command Input
 #--------------------------------------------------------------------------
 def sub_command_input
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Branch by command window cursor position
 case @command_window.command
 when SDK::Scene_Commands::Scene_Menu::Skill     # skill
 command_skill
 when SDK::Scene_Commands::Scene_Menu::Equip     # equipment
 command_equip
 when SDK::Scene_Commands::Scene_Menu::Status    # status
 command_status
 when SDK::Scene_Commands::Scene_Menu::Order      # order
 command_order
 end
 end
 #--------------------------------------------------------------------------
 # * Command : Item
 #--------------------------------------------------------------------------
 def command_item
 # Switch to item screen
 $scene = Scene_Item.new
 end
 #--------------------------------------------------------------------------
 # * Command : Skill
 #--------------------------------------------------------------------------
 def command_skill
 # If Main Command Active
 if @command_window.active
 # Activate Status Window
 active_status_window
 return
 end
 # Switch to skill screen
 $scene = Scene_Skill.new(@status_window.index)
 end
 #--------------------------------------------------------------------------
 # * Command : Equip
 #--------------------------------------------------------------------------
 def command_equip
 # If Main Command Active
 if @command_window.active
 # Activate Status Window
 active_status_window
 return
 end
 # Switch to equipment screen
 $scene = Scene_Equip.new(@status_window.index)
 end
 #--------------------------------------------------------------------------
 # * Command : Status
 #--------------------------------------------------------------------------
 def command_status
 # If Main Command Active
 if @command_window.active
 # Activate Status Window
 active_status_window
 return
 end
 # Switch to status screen
 $scene = Scene_Status.new(@status_window.index)
 end
 #--------------------------------------------------------------------------
 # * Command : Order
 #--------------------------------------------------------------------------
 def command_order
 # If Main Command Active
 if @command_window.active
 # Activate Status Window
 active_status_window
 @checker = 0
 return
 end
 #Change Party Order by Yargovish
 if @checker == 0
 @changer = $game_party.actors[@status_window.index]
 @where = @status_window.index
 @checker = 1
 else
 $game_party.actors[@where] = $game_party.actors[@status_window.index]
 $game_party.actors[@status_window.index] = @changer
 @checker = 0
 @status_window.refresh
 $game_player.refresh #
 end
 end
 #--------------------------------------------------------------------------
 # * Command : Party
 #--------------------------------------------------------------------------
 def command_party
 # Switch to party change screen
 #Put your Party Change Scene here
 end
 #--------------------------------------------------------------------------
 # * Command : Option
 #--------------------------------------------------------------------------
 def command_option
 # Switch to option screen
 #Put your Option Scene here
 end
 #--------------------------------------------------------------------------
 # * Command : Quest
 #--------------------------------------------------------------------------
 def command_quest
 # Switch to quest screen
 #Put your Quest Scene here
 end
 #--------------------------------------------------------------------------
 # * Command : Save
 #--------------------------------------------------------------------------
 def command_save
 # Switch to save screen
 $scene = Scene_Save.new
 end
 #--------------------------------------------------------------------------
 # * Command : Load
 #--------------------------------------------------------------------------
 def command_load
 # Switch to load screen
 $scene = Scene_Load.new
 end
 #--------------------------------------------------------------------------
 # * Command : End Game
 #--------------------------------------------------------------------------
 def command_endgame
 # Switch to end game screen
 $scene = Scene_End.new
 end
 #--------------------------------------------------------------------------
 # * Activate Status Window
 #--------------------------------------------------------------------------
 def active_status_window
 # Make status window active
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 end
 end
 
 
 class Scene_Load < Scene_File
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias load_initialize initialize
 alias load_on_cancel on_cancel
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 @scene = $scene
 load_initialize
 end
 #--------------------------------------------------------------------------
 # * Cancel Processing
 #--------------------------------------------------------------------------
 def on_cancel
 load_on_cancel
 $scene = @scene
 end
 end
 
 
 #--------------------------------------------------------------------------
 # * End SDK Enable Test
 #--------------------------------------------------------------------------
 end
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