Posts: 27
Threads: 7
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: 27
Threads: 7
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: 27
Threads: 7
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: 27
Threads: 7
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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