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YERD and Mog's title modification help |
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Aug 19 2011, 03:06 AM
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~Derpy Musician~

Group: Revolutionary
Posts: 278
Type: Musician
RM Skill: Undisclosed
Rev Points: 20

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Hello!I will try to explain this the best way I can. I need help with two changes on two scripts; YERD MenuSystem and Moghunter's title screen. 1. I want to completely remove the option to change windowskin in the YERD MenuSystem 2. I want to be able to call the YERD MenuSystem from the title screen using Moghunter's Title script. Instead of the three regular options (New Game, Load and Quit), it would have a fourth called Options or Settings. I have no experience in RGSS2 so I have no idea if this is something that requires a lot of work. I'm not in a rush, so if you decide to undertake this, thank you in advance and please, take your time. Below is both the scripts.CODE #=============================================================================== # # Yanfly Engine RD - Menu System Options # Last Date Updated: 2009.05.12 # Level: Easy, Normal # # The "End Game" option is quite possibly the most useless function in RPG Maker # VX games. Not only does it have little functionality but its functions can # be reproduced by Alt+F4 and F12. This script replaces "End Game" with a new # menu altogether and giving the player some familiar options seen in many of # today's commercial RPG's such as changing window skins, adjust sound volume, # turning off animations during battle, and the like. # #=============================================================================== # Updates: # ---------------------------------------------------------------------------- # o 2009.05.12 - Auto-Dash update. If player holds down the dash button when # this option is enabled, the player will walk instead of dash. # o 2009.05.09 - Compatibility update with Woratana's NeoMessage. # Compatibility update with Modern Algebra's ATS. # o 2009.05.07 - Started script and finished. #=============================================================================== # Instructions #=============================================================================== # # Input this script anywhere above Main. It's plug and play outside of changing # a few variables and switches, which will be listed below: # # - If you have variables bound to variables 91, 92, 93, and 94, scroll down and # bind them to unused variables. # - If you have switches bound to switches 91, 92, 93, 94, 95, or 96, scroll # down and bind them to unused switches. # # Then, download the windows pack, and create a "Windows" folder inside your # Graphics folder. Input the windows pack there. You're all set to go. # #=============================================================================== # # Compatibility # - Works With: Woratana's NeoMessage # - Works With: Modern Algebra's ATS # - Alias: Game_Player: dash? # - Alias: Window_Base: initialize # - Alias: Scene_Battle: display_normal_animation # - Overwrites: Scene_End: All of it # - Overwrites: Vocab: game_end # #===============================================================================
$imported = {} if $imported == nil $imported["MenuSystemOptions"] = true
module YE module SYSTEM # This changes the "End Game" string to a new string. This completely # overrides the default term from the database for a reason and that's # because this is adjustable from the title menu as well. TITLE = "Options" #--------------------- # Window Configuration #--------------------- # This will affect what string data will appear for the window selection # portion of the system menu. WINDOW_HELP = "Select preferred window skin." WINDOW_SKIN = "Window Skin" # This sets the default window used when nothing is selected. This also # determines the window skin used at the title screen. Reference it to # the list below to determine which window skin. Don't make this 0. DEFAULT_WINDOW = 12 # This determines the variable used to store the player's windowskin choice. WINDOW_VARIABLE = 91 # This below determines what the variable refers to when it's used as # reference. Put your windows inside the Graphics/Windows folder. ID 0 will # automatically push back to the default window's ID. WINDOW_HASH ={ # Window ID => Window Name 1 => "Red", 2 => "Orange", 3 => "Yellow", 4 => "Green", 5 => "Cyan", 6 => "Navy", 7 => "Blue", 8 => "Violet", 9 => "Purple", 10 => "Pink", 11 => "Grey", 12 => "Black", } # Do not remove this. #--------------------- # Volume Configuration #--------------------- # This will affect what string data will appear for the volume adjustment # portion of the system menu. BGM_HELP = "Adjust BGM volume. Press L/R to mute." SFX_HELP = "Adjust SFX volume. Press L/R to mute." BGS_HELP = "Adjust BGS volume. Press L/R to mute." BGM_TITLE = "BGM Volume" SFX_TITLE = "SFX Volume" BGS_TITLE = "BGS Volume" VOL_MUTE = "Mute" # These are the variables and switches that govern the sound effect volumes. # Note that for the variables, the higher they are, the lower the volume. BGM_VOLUME_VAR = 92 # Variable SFX_VOLUME_VAR = 93 # Variable BGS_VOLUME_VAR = 94 # Variable BGM_MUTE_SWITCH = 493 # Switch SFX_MUTE_SWITCH = 494 # Switch BGS_MUTE_SWITCH = 495 # Switch # This adjusts the gradient colours for each of the volume controls. BGM_COLOUR1 = 30 BGM_COLOUR2 = 31 SFX_COLOUR1 = 28 SFX_COLOUR2 = 29 BGS_COLOUR1 = 20 BGS_COLOUR2 = 21 #--------------------- # Battle Animations #--------------------- # This will affect what string data will appear for the toggling of # battle animations portion of the system menu. ANI_TITLE = "Battle Animations" ANI_HELP = "Toggles animations during battle." ANI_ON = "Shown" ANI_OFF = "Hidden" # This is the switch used to adjust battle animations. If it is off, # animations are enabled. If it is on, animations are disabled. ANI_SWITCH = 496 #--------------------- # Automatic Dashing #--------------------- # This will affect what string data will appear for the toggling of # automatic dashing portion of the system menu. AUTO_DASH_TITLE = "Automatic Dash" AUTO_DASH_HELP = "Toggles automatic dashing." AUTO_DASH_ON = "Auto" AUTO_DASH_OFF = "Hold" # This is the switch used to determine whether or not autodashing is on. AUTO_DASH_SWITCH = 492 #--------------------- # Instant Text #--------------------- # This will affect what string data will appear for the instant text # portion of the system menu. INSTANT_TEXT_TITLE = "Instant Text" INSTANT_TEXT_HELP = "Toggles instant text display." INSTANT_TEXT_ON = "Instant" INSTANT_TEXT_OFF = "Default" # This is the switch used to determine whether or not instant text is on. INSTANT_TEXT_SWITCH = 491 #--------------------- # Remaining Text #--------------------- # This will affect what remaining string data is left for the system menu. RETURN_TO_TITLE = "Return to Title Screen" RETURN_TITLE_HELP = "Return back to the title screen." RETURN_TO_MENU = "Return to Main Menu" RETURN_MENU_HELP = "Return back to the main menu." end # SYSTEM end # YE
#=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #===============================================================================
module Vocab def self.game_end return YE::SYSTEM::TITLE end end
module Cache def self.windows(filename) load_bitmap("Graphics/Windows/", filename) end end
module RPG class BGM < AudioFile def play if @name.empty? Audio.bgm_stop @@last = BGM.new else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] end Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch) @@last = self end end #Play end # BGM class ME < AudioFile def play if @name.empty? Audio.me_stop else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] end Audio.me_play("Audio/ME/" + @name, vol, @pitch) end end end # ME class SE < AudioFile def play unless @name.empty? vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] end Audio.se_play("Audio/SE/" + @name, vol, @pitch) end end def self.stop Audio.se_stop end end # SE class BGS < AudioFile def play if @name.empty? Audio.bgs_stop @@last = BGS.new else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] end Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch) @@last = self end end end # BGS end # RPG
#=============================================================================== # Game Player #===============================================================================
class Game_Player < Game_Character #-------------------------------------------------------------------------- # alias dash? #-------------------------------------------------------------------------- alias dash_mso dash? unless $@ def dash? if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] return false if @move_route_forcing return false if $game_map.disable_dash? return false if in_vehicle? return false if Input.press?(Input::A) return true else dash_mso end end end
#=============================================================================== # Window #===============================================================================
class Window #-------------------------------------------------------------------------- # update windowskin #-------------------------------------------------------------------------- def update_windowskin if $game_variables != nil winvar = YE::SYSTEM::WINDOW_VARIABLE if $game_variables[winvar] == 0 $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW elsif !YE::SYSTEM::WINDOW_HASH.include?($game_variables[winvar]) $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW end mso_windowskin = YE::SYSTEM::WINDOW_HASH[$game_variables[winvar]] else mso_windowskin = YE::SYSTEM::WINDOW_HASH[YE::SYSTEM::DEFAULT_WINDOW] end self.windowskin = Cache.windows(mso_windowskin) end end
#=============================================================================== # Window Base #===============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_window_mso initialize unless $@ def initialize(x, y, width, height) initialize_window_mso(x, y, width, height) self.update_windowskin end end
#=============================================================================== # Window Message #===============================================================================
class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # alias update show fast #-------------------------------------------------------------------------- alias update_show_fast_mso update_show_fast unless $@ def update_show_fast if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] if self.pause or self.openness < 255 @show_fast = false else @show_fast = true end if @show_fast and @wait_count > 0 @wait_count -= 1 end else update_show_fast_mso end end
if $worale != nil if $worale["NMS"] #-------------------------------------------------------------------------- # alias draw_name #-------------------------------------------------------------------------- alias draw_name_mso draw_name unless $@ def draw_name(name, x, y) draw_name_mso(name, x, y) @namebox.update_windowskin end end end end
#=============================================================================== # Window System #===============================================================================
class Window_System < Window_Selectable #-------------------------------------------------------------------------- # Initialize #-------------------------------------------------------------------------- def initialize super(0, 56, 544, 360) @column_max = 1 self.index = 0 self.active = true refresh end #-------------------------------------------------------------------------- # Refresh #-------------------------------------------------------------------------- def refresh @data = [] @data.push(0) # Window Skins @data.push(1) # Sound Volume/Sound Mute @data.push(2) # BGM Volume/BGM Mute @data.push(3) # Ambience Volume/Ambience Mute @data.push(4) # Battle Animations @data.push(5) # Auto-Dash @data.push(6) # Instant Text @data.push(7) # Return to Title @data.push(8) # Return to Menu @item_max = @data.size self.contents.clear for i in 0..@item_max self.contents.font.color.alpha = 255 draw_item(i) end #--- end #-------------------------------------------------------------------------- # Draw Item #-------------------------------------------------------------------------- def draw_item(index) sw = self.width - 32 dw = sw #--- case index when 0 dx = 0 dy = 0 text = YE::SYSTEM::WINDOW_SKIN self.contents.draw_text(dx, dy, dw, WLH, text, 1) winvar = $game_variables[YE::SYSTEM::WINDOW_VARIABLE] text = YE::SYSTEM::WINDOW_HASH[winvar - 2] self.contents.draw_text(dx + dw * 0/5, dy + WLH, dw/5, WLH, text, 1) text = YE::SYSTEM::WINDOW_HASH[winvar - 1] self.contents.draw_text(dx + dw * 1/5, dy + WLH, dw/5, WLH, text, 1) text = YE::SYSTEM::WINDOW_HASH[winvar] self.contents.draw_text(dx + dw * 2/5, dy + WLH, dw/5, WLH, text, 1) text = YE::SYSTEM::WINDOW_HASH[winvar + 1] self.contents.draw_text(dx + dw * 3/5, dy + WLH, dw/5, WLH, text, 1) text = YE::SYSTEM::WINDOW_HASH[winvar + 2] self.contents.draw_text(dx + dw * 4/5, dy + WLH, dw/5, WLH, text, 1) when 1 dx = 0 dy = WLH * 2 text = YE::SYSTEM::BGM_TITLE self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0) when 2 dx = 0 dy = WLH * 4 text = YE::SYSTEM::SFX_TITLE self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0) when 3 dx = 0 dy = WLH * 6 text = YE::SYSTEM::BGS_TITLE self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0) when 4 dx = 0 dy = WLH * 8 text = YE::SYSTEM::ANI_TITLE self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0) if $game_switches[YE::SYSTEM::ANI_SWITCH] en1 = false en2 = true else en1 = true en2 = false end text1 = YE::SYSTEM::ANI_ON text2 = YE::SYSTEM::ANI_OFF self.contents.font.color.alpha = en1 ? 255 : 128 self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1) self.contents.font.color.alpha = en2 ? 255 : 128 self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1) #--- when 5 dx = 0 dy = WLH * 9 text = YE::SYSTEM::AUTO_DASH_TITLE self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0) if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] en1 = true en2 = false else en1 = false en2 = true end text1 = YE::SYSTEM::AUTO_DASH_ON text2 = YE::SYSTEM::AUTO_DASH_OFF self.contents.font.color.alpha = en1 ? 255 : 128 self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1) self.contents.font.color.alpha = en2 ? 255 : 128 self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1) #--- when 6 dx = 0 dy = WLH * 10 text = YE::SYSTEM::INSTANT_TEXT_TITLE self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0) if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] en1 = true en2 = false else en1 = false en2 = true end text1 = YE::SYSTEM::INSTANT_TEXT_ON text2 = YE::SYSTEM::INSTANT_TEXT_OFF self.contents.font.color.alpha = en1 ? 255 : 128 self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1) self.contents.font.color.alpha = en2 ? 255 : 128 self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1) #--- when 7 dx = 0 dy = WLH * 11 text = YE::SYSTEM::RETURN_TO_TITLE self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0) #--- when 8 dx = 0 dy = WLH * 12 text = YE::SYSTEM::RETURN_TO_MENU self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0) end end #-------------------------------------------------------------------------- # Update Cursor #-------------------------------------------------------------------------- def update_cursor if @index < 0 self.cursor_rect.empty elsif @index < 4 self.cursor_rect.set(0, @index * 48, self.width - 32, 48) else self.cursor_rect.set(0, @index * 24 + 96, self.width - 32, 24) end end end
#=============================================================================== # Window Volume #===============================================================================
class Window_Volume < Window_Base #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(wx, wy, ww, wh, var) super(wx, wy, ww, wh) @var = var if @var == YE::SYSTEM::BGM_VOLUME_VAR @gc1 = text_color(YE::SYSTEM::BGM_COLOUR1) @gc2 = text_color(YE::SYSTEM::BGM_COLOUR2) @mute = YE::SYSTEM::BGM_MUTE_SWITCH elsif @var == YE::SYSTEM::SFX_VOLUME_VAR @gc1 = text_color(YE::SYSTEM::SFX_COLOUR1) @gc2 = text_color(YE::SYSTEM::SFX_COLOUR2) @mute = YE::SYSTEM::SFX_MUTE_SWITCH else @gc1 = text_color(YE::SYSTEM::BGS_COLOUR1) @gc2 = text_color(YE::SYSTEM::BGS_COLOUR2) @mute = YE::SYSTEM::BGS_MUTE_SWITCH end self.opacity = 0 refresh end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh self.contents.clear sw = self.width - 32 self.contents.fill_rect(0, 14, sw-80, 20, gauge_back_color) gw = sw-84 gw *= 100 - $game_variables[@var] gw /= 100 gw = [[gw, 0].max, sw-84].min self.contents.gradient_fill_rect(2, 16, gw, 16, @gc1, @gc2) if $game_switches[@mute] text = YE::SYSTEM::VOL_MUTE else text = sprintf("%d%%", 100 - $game_variables[@var]) end self.contents.draw_text(sw-76, 0, 76, WLH*2, text, 0) end end
#=============================================================================== # Modern Algebra ATS Compatibility #===============================================================================
class Window_FaceBox < Window_Base unless method_defined?(:initialize) #-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_fb_mso initialize unless $@ def initialize initialize_fb_mso self.update_windowskin end end end
class Window_NameBox < Window_Base unless method_defined?(:initialize) #-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_nb_mso initialize unless $@ def initialize(string = '') initialize_nb_mso(string) self.update_windowskin end end end
class Window_ChoiceBox < Window_Command unless method_defined?(:initialize) #-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_cb_mso initialize unless $@ def initialize initialize_cb_mso self.update_windowskin end end end
class Window_Message < Window_Selectable unless method_defined?(:initialize) #-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_wm_mso initialize unless $@ def initialize initialize_wm_mso self.update_windowskin end end end
#=============================================================================== # Scene_Battle #===============================================================================
class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # alias display_normal_animation #-------------------------------------------------------------------------- alias display_normal_animation_mso display_normal_animation unless $@ def display_normal_animation(targets, animation_id, mirror = false) return if $game_switches[YE::SYSTEM::ANI_SWITCH] display_normal_animation_mso(targets, animation_id, mirror) end end
#=============================================================================== # Scene_End #===============================================================================
class Scene_End < Scene_Base
#-------------------------------------------------------------------------- # Start processing #-------------------------------------------------------------------------- def start super create_menu_background @help_window = Window_Base.new(0, 0, 544, 56) @help_window.contents.clear #--- text = YE::SYSTEM::WINDOW_HELP @help_window.contents.draw_text(4, 0, 504, 24, text, 0) @system_window = Window_System.new var = YE::SYSTEM::BGM_VOLUME_VAR @bgm_vol_window = Window_Volume.new(160, 104, 384, 80, var) var = YE::SYSTEM::SFX_VOLUME_VAR @sfx_vol_window = Window_Volume.new(160, 152, 384, 80, var) var = YE::SYSTEM::BGS_VOLUME_VAR @bgs_vol_window = Window_Volume.new(160, 200, 384, 80, var) #--- @last_index = 100 end #-------------------------------------------------------------------------- # Post-Start Processing #-------------------------------------------------------------------------- def post_start super end #-------------------------------------------------------------------------- # Pre-termination Processing #-------------------------------------------------------------------------- def pre_terminate super end #-------------------------------------------------------------------------- # Termination Processing #-------------------------------------------------------------------------- def terminate super @help_window.dispose @system_window.dispose @bgm_vol_window.dispose @sfx_vol_window.dispose @bgs_vol_window.dispose dispose_menu_background end #-------------------------------------------------------------------------- # Update Help #-------------------------------------------------------------------------- def update_help @help_window.contents.clear case @system_window.index when 0; text = YE::SYSTEM::WINDOW_HELP when 1; text = YE::SYSTEM::BGM_HELP when 2; text = YE::SYSTEM::SFX_HELP when 3; text = YE::SYSTEM::BGS_HELP when 4; text = YE::SYSTEM::ANI_HELP when 5; text = YE::SYSTEM::AUTO_DASH_HELP when 6; text = YE::SYSTEM::INSTANT_TEXT_HELP when 7; text = YE::SYSTEM::RETURN_TITLE_HELP when 8; text = YE::SYSTEM::RETURN_MENU_HELP end @help_window.contents.draw_text(4, 0, 504, 24, text, 0) end #-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @system_window.update if @last_index != @system_window.index @last_index = @system_window.index update_help end if Input.trigger?(Input::B) Sound.play_cancel return_scene else #--- if Input.repeat?(Input::LEFT) and @system_window.index == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] -= 1 if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] = 1 else Sound.play_cursor end @system_window.refresh @system_window.update_windowskin @help_window.update_windowskin elsif Input.repeat?(Input::RIGHT) and @system_window.index == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] += 1 if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] > YE::SYSTEM::WINDOW_HASH.size $game_variables[YE::SYSTEM::WINDOW_VARIABLE] = YE::SYSTEM::WINDOW_HASH.size else Sound.play_cursor end @system_window.refresh @system_window.update_windowskin @help_window.update_windowskin #--- elsif Input.repeat?(Input::LEFT) and @system_window.index == 1 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 100 end Sound.play_cursor @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::RIGHT) and @system_window.index == 1 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 0 end Sound.play_cursor @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::L) and @system_window.index == 1 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true end Sound.play_decision @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::R) and @system_window.index == 1 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true end Sound.play_decision @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::LEFT) and @system_window.index == 2 if Input.press?(Input::A) $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 100 end Sound.play_cursor @sfx_vol_window.refresh elsif Input.repeat?(Input::RIGHT) and @system_window.index == 2 if Input.press?(Input::A) $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 0 end Sound.play_cursor @sfx_vol_window.refresh elsif Input.trigger?(Input::L) and @system_window.index == 2 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true end Sound.play_decision @sfx_vol_window.refresh elsif Input.trigger?(Input::R) and @system_window.index == 2 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true end Sound.play_decision @sfx_vol_window.refresh elsif Input.repeat?(Input::LEFT) and @system_window.index == 3 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 100 end Sound.play_cursor @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::RIGHT) and @system_window.index == 3 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 0 end Sound.play_cursor @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::L) and @system_window.index == 3 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true end Sound.play_decision @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::R) and @system_window.index == 3 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true end Sound.play_decision @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::LEFT) and @system_window.index == 4 $game_switches[YE::SYSTEM::ANI_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 4 $game_switches[YE::SYSTEM::ANI_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::LEFT) and @system_window.index == 5 $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 5 $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::LEFT) and @system_window.index == 6 $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 6 $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::C) and @system_window.index == 7 Sound.play_decision RPG::BGM.fade(800) RPG::BGS.fade(800) RPG::ME.fade(800) $scene = Scene_Title.new Graphics.fadeout(60) elsif Input.trigger?(Input::C) and @system_window.index == 8 Sound.play_cancel return_scene end #--- end end end
#=============================================================================== # # END OF FILE # #=============================================================================== CODE ################################################## # Scene Title Screen Miria V1.0 # ################################################## # By Moghunter # http://www.atelier-rgss.com ################################################## # Tela de titulo animada. # Crie uma pasta com o nome deTitle dentro da pasta # Graphics e coloque todas as imagens dentro dela. # São necessárias as seguintes imagens. # # Title #Imagem que contem o texto do titulo # Transition #Imagem da transição de tela # Plane1 #Imagem da camada 1 # Plane2 #Imagem da camada 2 # Plane3 #Imagem da camada 3 # Com_01 #Imagem do menu seleção NEW GAME # Com_02 #Imagem do menu seleção CONTINUE # Com_03 #Imagem do menu seleção EXIT # #------------------------------------------------- ############# # CONFIG # ############# module MOG_VX01 #Ativar tela cheia. (true = Ativar ou false = Desativar) FULL_SCREEN = false # Tempo de transição. TT = 120 #Ativar movimento de Onda no texto do titulo. # (true = Ativar ou false = Desativar) TWAVE = false #Opacidade da imagem camada 1. TPLANE1_OPA = 255 #Opacidade da imagem camada 2. TPLANE2_OPA = 0 #Opacidade da imagem camada 3 TPLANE3_OPA = 0 # Velocidade de movimento da camada 1 na horizontal. TPLANE1_X = 0.5 # Velocidade de movimento da camada 1 na vertical. TPLANE1_Y = 0 # Velocidade de movimento da camada 2 na horizontal. TPLANE2_X = 1 # Velocidade de movimento da camada 2 na vertical. TPLANE2_Y = 0 # Velocidade de movimento da camada 2 na horizontal. TPLANE3_X = 4 # Velocidade de movimento da camada 2 na vertical. TPLANE3_Y = 0 end #------------------------------------------------- $mogscript = {} if $mogscript == nil $mogscript["title_miria"] = true #------------------------------------------------- ############### # Module Cache # ############### module Cache def self.title(filename) load_bitmap("Graphics/Title/", filename) end end ############# # Scene_Title # ############# $full_screen = 0 class Scene_Title include MOG_VX01 def main if $BTEST battle_test return end $full_screen += 1 if MOG_VX01::FULL_SCREEN == true and $full_screen == 1 $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' ' $showm.call(18,0,0,0) $showm.call(13,0,0,0) $showm.call(13,0,2,0) $showm.call(18,0,2,0) end start perform_transition post_start Input.update loop do Graphics.update Input.update update break if $scene != self end Graphics.update pre_terminate Graphics.freeze terminate end def start load_database create_game_objects check_continue create_title_graphic create_command_window play_title_music end def perform_transition Graphics.transition(TT , "Graphics/Title/Transition") end def post_start open_command_window end def pre_terminate close_command_window end def terminate dispose_command_window snapshot_for_background dispose_title_graphic end def update @command_window.update case @command_window.index when 0 @com.bitmap = Cache.title("Com_01") when 1 @com.bitmap = Cache.title("Com_02") when 2 @com.bitmap = Cache.title("Com_03") end @sprite_title.opacity += 2 @com.opacity += 2 if @sprite_title.opacity > 150 @sprite.ox += TPLANE1_X @sprite.oy += TPLANE1_Y @sprite2.ox += TPLANE2_X @sprite2.oy += TPLANE2_Y @sprite3.ox += TPLANE3_X @sprite3.oy += TPLANE3_Y @sprite_title.update if TWAVE == true if Input.trigger?(Input::C) case @command_window.index when 0 command_new_game when 1 command_continue when 2 command_shutdown end end end def update_slide @sprite.ox += TPLANE1_X @sprite.oy += TPLANE1_Y @sprite2.ox += TPLANE2_X @sprite2.oy += TPLANE2_Y @sprite3.ox += TPLANE3_X @sprite3.oy += TPLANE3_Y @sprite_title.update if TWAVE == true end def load_database $data_actors = load_data("Data/Actors.rvdata") $data_classes = load_data("Data/Classes.rvdata") $data_skills = load_data("Data/Skills.rvdata") $data_items = load_data("Data/Items.rvdata") $data_weapons = load_data("Data/Weapons.rvdata") $data_armors = load_data("Data/Armors.rvdata") $data_enemies = load_data("Data/Enemies.rvdata") $data_troops = load_data("Data/Troops.rvdata") $data_states = load_data("Data/States.rvdata") $data_animations = load_data("Data/Animations.rvdata") $data_common_events = load_data("Data/CommonEvents.rvdata") $data_system = load_data("Data/System.rvdata") $data_areas = load_data("Data/Areas.rvdata") end def load_bt_database $data_actors = load_data("Data/BT_Actors.rvdata") $data_classes = load_data("Data/BT_Classes.rvdata") $data_skills = load_data("Data/BT_Skills.rvdata") $data_items = load_data("Data/BT_Items.rvdata") $data_weapons = load_data("Data/BT_Weapons.rvdata") $data_armors = load_data("Data/BT_Armors.rvdata") $data_enemies = load_data("Data/BT_Enemies.rvdata") $data_troops = load_data("Data/BT_Troops.rvdata") $data_states = load_data("Data/BT_States.rvdata") $data_animations = load_data("Data/BT_Animations.rvdata") $data_common_events = load_data("Data/BT_CommonEvents.rvdata") $data_system = load_data("Data/BT_System.rvdata") end def create_game_objects $game_temp = Game_Temp.new $game_message = Game_Message.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new end def check_continue @continue_enabled = (Dir.glob('Save*.rvdata').size > 0) end def create_title_graphic @sprite_title = Sprite.new @sprite_title.bitmap = Cache.title("Title") @sprite_title.opacity = 0 @com = Sprite.new @com.bitmap = Cache.title("Com_01") @com.opacity = 0 @sprite = Plane.new @sprite.bitmap = Cache.title("Plane1") @sprite2 = Plane.new @sprite2.bitmap = Cache.title("Plane2") @sprite3 = Plane.new @sprite3.bitmap = Cache.title("Plane3") @sprite.opacity = TPLANE1_OPA @sprite2.opacity = TPLANE2_OPA @sprite3.opacity = TPLANE3_OPA @sprite.z = 1 @sprite2.z = 2 @sprite3.z = 3 @com.z = 4 @sprite_title.z = 5 if TWAVE == true @sprite_title.wave_amp = 8 @sprite_title.wave_length = 240 @sprite_title.wave_speed = 320 end end def dispose_title_graphic @sprite.bitmap.dispose @sprite2.bitmap.dispose @sprite3.bitmap.dispose @com.bitmap.dispose @sprite_title.bitmap.dispose @sprite.dispose @sprite2.dispose @sprite3.dispose @com.dispose @sprite_title.dispose end def create_command_window s1 = Vocab::new_game s2 = Vocab::continue s3 = Vocab::shutdown @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.opacity = 0 @command_window.contents_opacity = 0 if @continue_enabled @command_window.index = 1 else @command_window.draw_item(1, false) end end def title_fade if TWAVE == true @sprite_title.wave_amp = 34 @sprite_title.wave_length =120 @sprite_title.wave_speed = 800 end for i in 0..120 @sprite_title.opacity -= 3 @sprite_title.update if TWAVE == true @com.opacity -= 3 case @command_window.index when 0 @sprite.zoom_x += 0.01 @sprite.zoom_y += 0.01 @sprite2.zoom_x += 0.01 @sprite2.zoom_y += 0.01 @sprite3.zoom_x += 0.01 @sprite3.zoom_y += 0.01 @sprite.ox += 2 @sprite.oy += 2 @sprite2.ox += 2 @sprite2.oy += 2 @sprite3.ox += 2 @sprite3.oy += 2 end update_slide Graphics.update end end def dispose_command_window @command_window.dispose end def open_command_window @command_window.open begin @command_window.update Graphics.update end until @command_window.openness == 255 end def close_command_window @command_window.close begin @command_window.update Graphics.update end until @command_window.openness == 0 end def play_title_music $data_system.title_bgm.play RPG::BGS.stop RPG::ME.stop end def confirm_player_location if $data_system.start_map_id == 0 print "プレイヤーの初期位置が設定されていません。" exit end end def command_new_game confirm_player_location Sound.play_decision title_fade $game_party.setup_starting_members $game_map.setup($data_system.start_map_id) $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $scene = Scene_Map.new RPG::BGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPG::BGM.stop $game_map.autoplay end def command_continue if @continue_enabled Sound.play_decision title_fade $scene = Scene_File.new(false, true, false) else Sound.play_buzzer end end def command_shutdown Sound.play_decision title_fade RPG::BGM.fade(800) RPG::BGS.fade(800) RPG::ME.fade(800) $scene = nil end def battle_test load_bt_database create_game_objects Graphics.frame_count = 0 $game_party.setup_battle_test_members $game_troop.setup($data_system.test_troop_id) $game_troop.can_escape = true $game_system.battle_bgm.play snapshot_for_background $scene = Scene_Battle.new end def snapshot_for_background $game_temp.background_bitmap.dispose $game_temp.background_bitmap = Graphics.snap_to_bitmap $game_temp.background_bitmap.blur end end
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  Projects that I support
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Aug 23 2011, 10:20 AM
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Level 10

Group: Revolutionary
Posts: 153
Type: Developer
RM Skill: Beginner

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QUOTE (Stern @ Aug 21 2011, 07:51 PM)  Friendly-Neighbourhood-72-Hour-Bump!
Also, even if you don't have time to help with this, could someone let me know if this is something that is a colossal amount of work?
Thanks in advance. I've got no idea as to how to code. But, would it be possible to add in something to the Scene_Title portion of the base script to add in the options menu you get from the Yanfly Script? CODE def create_command_window s1 = Vocab::new_game s2 = Vocab::continue s3 = Vocab::shutdown @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = 288 if @continue_enabled # If continue is enabled @command_window.index = 1 # Move cursor over command else # If disabled @command_window.draw_item(1, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end For instance, add in an s4 = Vocab::options or something along those lines. I'm positive it isn't this easy, but maybe someone with more knowledge can expand on this idea?
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~Zortik Designer of Classika! A work in progress. Please click the link below to view the topic thread.   Beneath is a wonderful title made by Stern. If you're looking for a superb project to try, please click this link!  An adaption of a novel that LIterarygoth wrote. Loads of custom work and carefully thought out materials. 
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Aug 23 2011, 11:29 AM
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~Derpy Musician~

Group: Revolutionary
Posts: 278
Type: Musician
RM Skill: Undisclosed
Rev Points: 20

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Thanks for the tips, I did try some stuff with the Title script but to no avail. Anyways, I got tipsed about a newer version of the YERD Menu called the YEM Menu. This script easily allowed me to remove the windowskin option. However, this script has some strange compatability issues with the moghunter title script and it will not play any sound/music in the title screen. This resolves itself as soon as you load or start a new game. I don't know if this is easier to fix than the previous script, but one could always hope. Here's the newer script: CODE #=============================================================================== # # Yanfly Engine Melody - System Game Options # Last Date Updated: 2010.06.12 # Level: Normal # # System Game Options replaces the "Game End" scene found in the default RPG # Maker VX with a system options menu. In this menu, the player can readjust # sound volumes, automatic dashing, and more. This changes one of the unused # game end scene into something a whole lot more useful. # #=============================================================================== # Updates # ----------------------------------------------------------------------------- # o 2010.06.12 - Bugfix for disposing the skins window. # o 2010.05.14 - Finished Script. # o 2010.05.12 - Started Script. #=============================================================================== # Instructions # ----------------------------------------------------------------------------- # To install this script, open up your script editor and copy/paste this script # to an open slot below ? Materials but above ? Main. Remember to save. # # 1. Scroll down, adjust the various Switches and Variable values to something # empty or predetermined. # 2. Make a "Windows" folder in your project's "Graphics" folder. Insert the # window skins you want to use there and adjust the WINDOW_HASH accordingly. # #=============================================================================== # Compatibility # ----------------------------------------------------------------------------- # - Replaces ALL of Scene_End. Expect no functionality with any scripts that # will also replace Scene_End. # - This script is made to be specifically compatible with Battle Engine Melody. #===============================================================================
$imported = {} if $imported == nil $imported["SystemGameOptions"] = true
module YEM module SYSTEM # This replaces the Game End title with the following text. And although # script itself doesn't provide the icon, any script that may potentially # link towards the System menu will reveal the System icon below. TITLE = "System" ICON = 134 #========================================================================== = # Game System Commands # -------------------------------------------------------------------------- # The following adjusts the order at which you would like the menu system # commands to appear. Here is the reference table to their command ID's. # :blank - Blank Item. # :volume_bgm - Adjusts BGM volume. # :volume_bgs - Adjusts BGS volume. # :volume_sfx - Adjusts SFX volume. # :animations - Turns on/off battle animations. # :autocursor - Requires BEM. Memorized cursor position. # :skill_help - Requires BEM. Display skill help. # :next_actor - Requires BEM. Automatic Next Actor. # :atb_active - Requires BEM. Sets ATB type. # :atb_speed - Requires BEM. Sets ATB speed. # :auto_dash - Controls if need to hold down dash button to run. # :instant_text - Whether or not text appears instantly in messages. # :windowskin - Changes the windowskin. # :return_title - Return back to the title screen. # :return_menu - Return back to the menu screen. #========================================================================== = # This array modifies the order your system menu options appear in from # top to bottom. Rearrange them as you see fit or remove them if desired. COMMANDS =[ :windowskin, # Adjusts window skins. :atb_active, # Requires BEM. Sets ATB type. :atb_speeds, # Requires BEM. Sets ATB speed. :animations, # Turns on/off battle animations. :autocursor, # Requires BEM. Memory cursor. :bgm_volume, # Adjusts BGM volume. :bgs_volume, # Adjusts BGS volume. :sfx_volume, # Adjusts SFX volume. :auto_dash, # Controls need to hold down dash button to run. :blank, # A blank space. :return_menu, # Return back to the main menu. :return_title, # Quit the Game and return to the title screen ] # Do not remove this. # The following hash determines what variables and switches are used to # adjust the system options menu. It's very important that you bind the # values to the proper variables and switches in order for your game to # run properly. In addition to adjusting the switches, you also apply # text descriptions of each of the items here, too. OPTIONS ={ # Option => Value :bgm_variable => 21, # Variable used to adjust BGM volume. :bgm_mute_sw => 21, # Switch used to mute/unmute the BGM. :bgm_volume => "BGM Volume", :bgm_des => "Adjusts BGM volume. Z to Mute and Unmute.", :bgs_variable => 22, # Variable used to adjust BGS volume. :bgs_mute_sw => 22, # Switch used to mute/unmute the BGS. :bgs_volume => "BGS Volume", :bgs_des => "Adjusts BGS volume. Z to Mute and Unmute.", :sfx_variable => 23, # Variable used to adjust SFX volume. :sfx_mute_sw => 23, # Switch used to mute/unmute the SFX. :sfx_volume => "SFX Volume", :sfx_des => "Adjusts SFX volume. Z to Mute and Unmute.", :mute => "Mute", :audio => "Audio %d%%", :atb_avariable => 24, # Variable used for ATB Active Type. :atb_aname => "ActiveType", :wait_0 => "Full", :wait_0_des => "ATB Gauge does not stop with battle menus open.", :wait_1 => "Semi", :wait_1_des => "ATB Gauge stops during target selection.", :wait_2 => "Stop", :wait_2_des => "ATB Gauge stops with battle menus open.", :wait_3 => "Wait", :wait_3_des => "ATB Gauge stops with any member ready for action.", :atb_svariable => 25, # Variable used for ATB Speeds. :atb_sname => "Turn Speed", :atb_s_des => "Adjusts battle speed. Higher values are faster.", :animation_sw => 24, # Switch used to display/hide animations. :animations => "Animations", :ani_des => "Enables/Disables battle animations.", :ani_show => "Show", :ani_hide => "Hide", :autocursor_sw => 25, # Switch used for autocursors. :autocursor => "AutoCursor", :curmem_des => "Enables/Disables cursor memory for actions.", :curmem_on => "Memory", :curmem_off => "Reset", :next_actor_sw => 26, # Switch used for automatic next actor. :next_actor => "Next Actor", :next_des => "Move to next actor after selecting commands", :next_on => "Auto", :next_off => "Manual", :skill_help_sw => 27, # Switch used to enable skill help. :skill_help => "Skill Help", :help_des => "Display skill descriptions during battle phase.", :help_on => "Enabled", :help_off => "Disable", :auto_dash_sw => 28, # Switch used to enable auto-dashing. :auto_dash => "Auto-Dash", :dash_des => "Automatically dash without holding the run button.", :dash_on => "Dash", :dash_off => "Walk", :inst_text_sw => 29, # Switch used to control instant text. :instant_text => "Instant Text", :inst_des => "Text appears all at once instead of one by one.", :inst_on => "Instant", :inst_off => "Normal", :return_title => "Quit to Title", :retitle_des => "Return back to the title screen.", :return_menu => "Return to Main Menu", :remenu_des => "Return back to the main menu.", :window_var => 30, # Variable used to change windowskins. :windowskin => "Windowskin", :wind_des => "Changes the windowskin used for the game.", } # Do not remove this. # This sets the default fonts used for your windows. Note that in this # array, if a player doesn't have the font in front, it'll use the next one # onward until the player does have that font installed. DEFAULT = ["UmePlus Gothic", "Verdana", "Arial", "Courier New"] WRITING = ["Comic Sans MS", "Lucida Handwriting", "Arial"] # The following adjusts the window skins used for your game. Match the # Window skins with the names accordingly. Within the windowskin hash, # the following settings are adjusted as such: # Name - File Name # Opac - Back Opacity # Bold - Bold font? # Italic - Italic font? # Shadow - Use shadows? # Size - Font Size # Font - Font Set DEFAULT_SKIN_VALUE = 7 WINDOW_HASH ={ # Window ID => [ Name, Opac, Bold, Italic, Shadow, Size, Font], 1 => [ "Red", 200, false, false, true, 20, DEFAULT], 2 => [ "Orange", 200, false, false, true, 20, DEFAULT], 3 => [ "Yellow", 200, false, false, true, 20, DEFAULT], 4 => [ "Green", 200, false, false, true, 20, DEFAULT], 5 => [ "Cyan", 200, false, false, true, 20, DEFAULT], 6 => [ "Navy", 200, false, false, true, 20, DEFAULT], 7 => [ "Blue", 200, false, false, true, 20, DEFAULT], 8 => [ "Violet", 200, false, false, true, 20, DEFAULT], 9 => [ "Purple", 200, false, false, true, 20, DEFAULT], 10 => [ "Pink", 200, false, false, true, 20, DEFAULT], 11 => [ "Grey", 200, false, false, true, 20, DEFAULT], 12 => [ "Black", 200, false, false, true, 20, DEFAULT], 13 => [ "White", 255, false, false, false, 20, DEFAULT], } # Do not remove this. end # SYSTEM end # YEM
#=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #===============================================================================
#=============================================================================== # Vocab #===============================================================================
module Vocab
#-------------------------------------------------------------------------- # overwrite method: self.game_end #-------------------------------------------------------------------------- def self.game_end return YEM::SYSTEM::TITLE end end # Vocab
#=============================================================================== # module Icon #===============================================================================
module Icon #-------------------------------------------------------------------------- # new method: self.system #-------------------------------------------------------------------------- def self.system return YEM::SYSTEM::ICON end end # Icon
#=============================================================================== # module Cache #===============================================================================
module Cache #-------------------------------------------------------------------------- # new method: self.windows #-------------------------------------------------------------------------- def self.windows(filename); load_bitmap("Graphics/Windows/", filename); end end # Cache YEM::SYSTEM::WINDOWSKIN_VARIABLE = YEM::SYSTEM::OPTIONS[:window_var] #=============================================================================== # RPG::BGM #=============================================================================== unless $imported["BattleEngineMelody"] module RPG class BGM < AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play if @name.empty? Audio.bgm_stop @@last = BGM.new else vol = @volume if $game_variables != nil options = YEM::SYSTEM::OPTIONS vol = vol * $game_variables[options[:bgm_variable]] / 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[options[:bgm_mute_sw]] end Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch) @@last = self end end end # BGM class ME < AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play if @name.empty? Audio.me_stop else vol = @volume if $game_variables != nil options = YEM::SYSTEM::OPTIONS vol = vol * $game_variables[options[:bgm_variable]] / 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[options[:bgm_mute_sw]] end Audio.me_play("Audio/ME/" + @name, vol, @pitch) end end end # ME class BGS < AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play if @name.empty? Audio.bgs_stop @@last = BGS.new else vol = @volume if $game_variables != nil options = YEM::SYSTEM::OPTIONS vol = vol * $game_variables[options[:bgs_variable]] / 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[options[:bgs_mute_sw]] end Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch) @@last = self end end end # BGS class SE < AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play unless @name.empty? vol = @volume if $game_variables != nil options = YEM::SYSTEM::OPTIONS vol = vol * $game_variables[options[:sfx_variable]] / 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[options[:sfx_mute_sw]] end Audio.se_play("Audio/SE/" + @name, vol, @pitch) end end end # SE end # RPG end # $imported["BattleEngineMelody"] #=============================================================================== # Game_System #===============================================================================
class Game_System #-------------------------------------------------------------------------- # new method: create_system_options #-------------------------------------------------------------------------- def create_system_options return if @created_system_options @created_system_options = true options = YEM::SYSTEM::OPTIONS $game_variables[options[:bgm_variable]] = 100 $game_variables[options[:bgs_variable]] = 100 $game_variables[options[:sfx_variable]] = 100 $game_switches[options[:bgm_mute_sw]] = false $game_switches[options[:bgs_mute_sw]] = false $game_switches[options[:sfx_mute_sw]] = false $game_switches[options[:animation_sw]] = true $game_switches[options[:autocursor_sw]] = true $game_switches[options[:next_actor_sw]] = true $game_switches[options[:skill_help_sw]] = false $game_switches[options[:auto_dash_sw]] = false $game_switches[options[:inst_text_sw]] = false $game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE] = YEM::SYSTEM::DEFAULT_SKIN_VALUE end end # Game_System
#=============================================================================== # Game_Player #===============================================================================
class Game_Player < Game_Character #-------------------------------------------------------------------------- # alias method: dash? #-------------------------------------------------------------------------- alias dash_sgo dash? unless $@ def dash? if $game_switches[YEM::SYSTEM::OPTIONS[:auto_dash_sw]] return false if @move_route_forcing return false if $game_map.disable_dash? return false if in_vehicle? return false if Input.press?(Input::A) return true else return dash_sgo end end end # Game_Player
#=============================================================================== # Window #===============================================================================
class Window #-------------------------------------------------------------------------- # update windowskin #-------------------------------------------------------------------------- def update_windowskin return if $game_variables == nil variable = YEM::SYSTEM::WINDOWSKIN_VARIABLE if $game_variables[variable] == 0 $game_variables[variable] = YEM::SYSTEM::DEFAULT_SKIN_VALUE elsif !YEM::SYSTEM::WINDOW_HASH.include?($game_variables[variable]) $game_variables[variable] = YEM::SYSTEM::DEFAULT_SKIN_VALUE end skin = YEM::SYSTEM::WINDOW_HASH[$game_variables[variable]] change_settings(skin) end #-------------------------------------------------------------------------- # change_settings #-------------------------------------------------------------------------- def change_settings(skin) self.windowskin = Cache.windows(skin[0]) self.back_opacity = skin[1] self.contents.font.bold = Font.default_bold = skin[2] self.contents.font.italic = Font.default_italic = skin[3] self.contents.font.shadow = Font.default_shadow = skin[4] self.contents.font.size = Font.default_size = skin[5] self.contents.font.name = Font.default_name = skin[6] self.contents.font.color = normal_color end end # Window
#=============================================================================== # Window_Base #===============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias initialize_window_sgo initialize unless $@ def initialize(x, y, width, height) initialize_window_sgo(x, y, width, height) self.update_windowskin end #-------------------------------------------------------------------------- # alias method: create_contents #-------------------------------------------------------------------------- alias create_contents_base_sgo create_contents unless $@ def create_contents create_contents_base_sgo self.contents.font.color = normal_color end end # Window_Base
#=============================================================================== # Window_Selectable #===============================================================================
class Window_Selectable < Window_Base #-------------------------------------------------------------------------- # alias method: create_contents #-------------------------------------------------------------------------- alias create_contents_selectable_sgo create_contents unless $@ def create_contents create_contents_selectable_sgo self.contents.font.color = normal_color end end # Window_Selectable
#=============================================================================== # Window_SaveFile #===============================================================================
class Window_SaveFile < Window_Base #-------------------------------------------------------------------------- # alias method: refresh #-------------------------------------------------------------------------- alias refresh_savefile_mso refresh unless $@ def refresh if @file_exist n = @game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE] if n == 0 or !YEM::SYSTEM::WINDOW_HASH.include?(n) n = YEM::SYSTEM::DEFAULT_SKIN_VALUE end skin = YEM::SYSTEM::WINDOW_HASH[n] change_settings(skin) end refresh_savefile_mso end end # Window_SaveFile
#=============================================================================== # Window_Message #===============================================================================
class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # alias method: update_show_fast #-------------------------------------------------------------------------- alias update_show_fast_sgo update_show_fast unless $@ def update_show_fast if $game_switches[YEM::SYSTEM::OPTIONS[:inst_text_sw]] if self.pause or self.openness < 255 @show_fast = false else @show_fast = true end if @show_fast and @wait_count > 0 @wait_count -= 1 end else update_show_fast_sgo end end #-------------------------------------------------------------------------- # alias method: new_page #-------------------------------------------------------------------------- alias new_page_sgo new_page unless $@ def new_page self.update_windowskin new_page_sgo end end # Window_Message
#=============================================================================== # Window_SystemOptions #===============================================================================
class Window_SystemOptions < Window_Selectable #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(help_window) dy = help_window.height dh = Graphics.height - dy super(0, dy, Graphics.width, dh) self.index = 0 refresh @help_window = help_window update_help end #-------------------------------------------------------------------------- # item #-------------------------------------------------------------------------- def item; return @data[self.index]; end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh @data = [] for command in YEM::SYSTEM::COMMANDS case command when :windowskin, :animations, :bgm_volume, :sfx_volume, :bgs_volume, :auto_dash, :instant_text, :blank, :return_title, :return_menu when :skill_help, :atb_active, :atb_speeds, :autocursor, :next_actor next unless $imported["BattleEngineMelody"] if [:atb_active, :atb_speeds].include?(command) type = $game_variables[YEM::BATTLE_ENGINE::BATTLE_TYPE_VARIABLE] next unless type == 2 end else; next end @data.push(command) end @item_max = @data.size create_contents for i in 0...@item_max; draw_item(i); end end #-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) obj = @data[index] return if obj == nil case obj when :windowskin draw_window_item(obj, rect.clone) when :bgm_volume, :sfx_volume, :bgs_volume draw_volume_item(obj, rect.clone) when :animations, :autocursor, :next_actor, :skill_help, :auto_dash, :instant_text draw_switch_item(obj, rect.clone) when :atb_active, :atb_speeds draw_atb_item(obj, rect.clone) when :return_title, :return_menu draw_solo_item(obj, rect.clone) end end #-------------------------------------------------------------------------- # draw_window_item #-------------------------------------------------------------------------- def draw_window_item(obj, rect) title = YEM::SYSTEM::OPTIONS[:windowskin] self.contents.font.color = normal_color self.contents.draw_text(rect.x, rect.y, rect.width/2, WLH, title, 1) dx = rect.x + rect.width/2 skin_id = $game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE] skin_name = YEM::SYSTEM::WINDOW_HASH[skin_id][0] dx = rect.x + rect.width/2 self.contents.draw_text(dx, rect.y, rect.width/2, WLH, skin_name, 1) end #-------------------------------------------------------------------------- # draw_volume_item #-------------------------------------------------------------------------- def draw_volume_item(obj, rect) options = YEM::SYSTEM::OPTIONS case obj when :bgm_volume title = options[:bgm_volume] value = $game_variables[options[:bgm_variable]] mute = $game_switches[options[:bgm_mute_sw]] when :bgs_volume title = options[:bgs_volume] value = $game_variables[options[:bgs_variable]] mute = $game_switches[options[:bgs_mute_sw]] when :sfx_volume title = options[:sfx_volume] value = $game_variables[options[:sfx_variable]] mute = $game_switches[options[:sfx_mute_sw]] else; return end value = sprintf(options[:audio], value) self.contents.font.color = normal_color self.contents.draw_text(rect.x, rect.y, rect.width/2, WLH, title, 1) self.contents.font.color.alpha = mute ? 128 : 255 dx = rect.x + rect.width/2 self.contents.draw_text(dx, rect.y, rect.width/4, WLH, value, 1) self.contents.font.color.alpha = mute ? 255 : 128 dx = rect.x + rect.width*3/4 self.contents.draw_text(dx, rect.y, rect.width/4, WLH, options[:mute], 1) end #-------------------------------------------------------------------------- # draw_switch_item #-------------------------------------------------------------------------- def draw_switch_item(obj, rect) options = YEM::SYSTEM::OPTIONS title = options[obj] case obj when :animations name1 = options[:ani_show] name2 = options[:ani_hide] toggle = $game_switches[options[:animation_sw]] when :autocursor name1 = options[:curmem_on] name2 = options[:curmem_off] toggle = $game_switches[options[:autocursor_sw]] when :next_actor name1 = options[:next_on] name2 = options[:next_off] toggle = $game_switches[options[:next_actor_sw]] when :skill_help name1 = options[:help_on] name2 = options[:help_off] toggle = $game_switches[options[:skill_help_sw]] when :cinematics name1 = options[:cinem_on] name2 = options[:cinem_off] toggle = $game_switches[options[:cinematics_sw]] when :auto_dash name1 = options[:dash_on] name2 = options[:dash_off] toggle = $game_switches[options[:auto_dash_sw]] when :instant_text name1 = options[:inst_on] name2 = options[:inst_off] toggle = $game_switches[options[:inst_text_sw]] else; return end self.contents.font.color = normal_color self.contents.draw_text(rect.x, rect.y, rect.width/2, WLH, title, 1) self.contents.font.color.alpha = toggle ? 255 : 128 dx = rect.x + rect.width/2 self.contents.draw_text(dx, rect.y, rect.width/4, WLH, name1, 1) self.contents.font.color.alpha = toggle ? 128 : 255 dx = rect.x + rect.width*3/4 self.contents.draw_text(dx, rect.y, rect.width/4, WLH, name2, 1) end #-------------------------------------------------------------------------- # draw_atb_item #-------------------------------------------------------------------------- def draw_atb_item(obj, rect) options = YEM::SYSTEM::OPTIONS case obj when :atb_active title = options[:atb_aname] value = $game_variables[options[:atb_avariable]] #--- self.contents.font.color = normal_color name1 = options[:wait_0] dx = rect.x + rect.width/2 self.contents.font.color.alpha = (value == 0) ? 255 : 128 self.contents.draw_text(dx, rect.y, rect.width/8, WLH, name1, 1) name2 = options[:wait_1] dx = rect.x + rect.width*5/8 self.contents.font.color.alpha = (value == 1) ? 255 : 128 self.contents.draw_text(dx, rect.y, rect.width/8, WLH, name2, 1) name3 = options[:wait_2] dx = rect.x + rect.width*6/8 self.contents.font.color.alpha = (value == 2) ? 255 : 128 self.contents.draw_text(dx, rect.y, rect.width/8, WLH, name3, 1) name4 = options[:wait_3] dx = rect.x + rect.width*7/8 self.contents.font.color.alpha = (value == 3) ? 255 : 128 self.contents.draw_text(dx, rect.y, rect.width/8, WLH, name4, 1) #--- when :atb_speeds title = options[:atb_sname] value = $game_variables[options[:atb_svariable]] - 1 #--- for i in 0...10 self.contents.font.color = normal_color name = (i + 1).to_s dx = rect.x + rect.width * (10 + i)/20 self.contents.font.color.alpha = (value == i) ? 255 : 128 self.contents.draw_text(dx, rect.y, rect.width/20, WLH, name, 1) end #--- else; return end self.contents.font.color = normal_color self.contents.draw_text(rect.x, rect.y, rect.width/2, WLH, title, 1) end #-------------------------------------------------------------------------- # draw_solo_item #-------------------------------------------------------------------------- def draw_solo_item(obj, rect) options = YEM::SYSTEM::OPTIONS case obj when :return_title, :return_menu text = options[obj] else; return end self.contents.font.color = normal_color self.contents.draw_text(rect.x, rect.y, rect.width, WLH, text, 1) end #-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- def update super if Input.trigger?(Input::C) input_case_c elsif Input.repeat?(Input::LEFT) input_case_left elsif Input.repeat?(Input::RIGHT) input_case_right end end #-------------------------------------------------------------------------- # input_case_c #-------------------------------------------------------------------------- def input_case_c options = YEM::SYSTEM::OPTIONS case item when :windowskin Sound.play_decision $scene.open_skins_window return when :bgm_volume; switch = options[:bgm_mute_sw] when :bgs_volume; switch = options[:bgs_mute_sw] when :sfx_volume; switch = options[:sfx_mute_sw] when :animations; switch = options[:animation_sw] when :autocursor; switch = options[:autocursor_sw] when :next_actor; switch = options[:next_actor_sw] when :skill_help; switch = options[:skill_help_sw] when :cinematics; switch = options[:cinematics_sw] when :auto_dash; switch = options[:auto_dash_sw] when :instant_text; switch = options[:inst_text_sw] when :return_title $scene.command_to_title return when :return_menu Sound.play_decision $scene.return_scene return else; return end $game_switches[switch] = !$game_switches[switch] Sound.play_decision RPG::BGM::last.play if item == :bgm_volume RPG::BGS::last.play if item == :bgs_volume draw_item(self.index) end #-------------------------------------------------------------------------- # input_case_left #-------------------------------------------------------------------------- def input_case_left options = YEM::SYSTEM::OPTIONS ignore = false case item when :bgm_volume, :bgs_volume, :sfx_volume value = Input.press?(Input::SHIFT) ? 10 : 1 case item when :bgm_volume; variable = options[:bgm_variable] when :bgs_volume; variable = options[:bgs_variable] when :sfx_volume; variable = options[:sfx_variable] end return if $game_variables[variable] == 0 $game_variables[variable] -= value $game_variables[variable] = [$game_variables[variable], 0].max ignore = true when :atb_active variable = options[:atb_avariable] return if $game_variables[variable] == 0 $game_variables[variable] -= 1 $game_variables[variable] = [$game_variables[variable], 0].max ignore = true when :atb_speeds variable = options[:atb_svariable] return if $game_variables[variable] == 1 $game_variables[variable] -= 1 $game_variables[variable] = [$game_variables[variable], 1].max ignore = true when :animations; switch = options[:animation_sw] when :autocursor; switch = options[:autocursor_sw] when :next_actor; switch = options[:next_actor_sw] when :skill_help; switch = options[:skill_help_sw] when :cinematics; switch = options[:cinematics_sw] when :auto_dash; switch = options[:auto_dash_sw] when :instant_text; switch = options[:inst_text_sw] else; return end unless ignore return if $game_switches[switch] $game_switches[switch] = true end Sound.play_cursor RPG::BGM::last.play if item == :bgm_volume RPG::BGS::last.play if item == :bgs_volume draw_item(self.index) end #-------------------------------------------------------------------------- # input_case_right #-------------------------------------------------------------------------- def input_case_right options = YEM::SYSTEM::OPTIONS ignore = false case item when :bgm_volume, :bgs_volume, :sfx_volume value = Input.press?(Input::SHIFT) ? 10 : 1 case item when :bgm_volume; variable = options[:bgm_variable] when :bgs_volume; variable = options[:bgs_variable] when :sfx_volume; variable = options[:sfx_variable] end return if $game_variables[variable] == 100 $game_variables[variable] += value $game_variables[variable] = [$game_variables[variable], 100].min ignore = true when :atb_active variable = options[:atb_avariable] return if $game_variables[variable] == 3 $game_variables[variable] += 1 $game_variables[variable] = [$game_variables[variable], 3].min ignore = true when :atb_speeds variable = options[:atb_svariable] return if $game_variables[variable] == 10 $game_variables[variable] += 1 $game_variables[variable] = [$game_variables[variable], 10].min ignore = true when :animations; switch = options[:animation_sw] when :autocursor; switch = options[:autocursor_sw] when :next_actor; switch = options[:next_actor_sw] when :skill_help; switch = options[:skill_help_sw] when :cinematics; switch = options[:cinematics_sw] when :auto_dash; switch = options[:auto_dash_sw] when :instant_text; switch = options[:inst_text_sw] else; return end unless ignore return if !$game_switches[switch] $game_switches[switch] = false end Sound.play_cursor RPG::BGM::last.play if item == :bgm_volume RPG::BGS::last.play if item == :bgs_volume draw_item(self.index) end #-------------------------------------------------------------------------- # update_help #-------------------------------------------------------------------------- def update_help case item when :bgm_volume; type = :bgm_des when :bgs_volume; type = :bgs_des when :sfx_volume; type = :sfx_des when :animations; type = :ani_des when :autocursor; type = :curmem_des when :next_actor; type = :next_des when :skill_help; type = :help_des when :cinematics; type = :cinem_des when :windowskin; type = :wind_des when :auto_dash; type = :dash_des when :instant_text; type = :inst_des when :return_title; type = :retitle_des when :return_menu; type = :remenu_des when :atb_active case $game_variables[YEM::SYSTEM::OPTIONS[:atb_avariable]] when 0; type = :wait_0_des when 1; type = :wait_1_des when 2; type = :wait_2_des when 3: type = :wait_3_des end when :atb_speeds; type = :atb_s_des else; type = nil end text = YEM::SYSTEM::OPTIONS[type].to_s @help_window.set_text(text, 1) end end # Window_SystemOptions
#=============================================================================== # Window_Skins #===============================================================================
class Window_Skins < Window_Selectable #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize dx = Graphics.width/4 dw = Graphics.width/2 dh = Graphics.height - 112 super(dx, 56, dw, dh) @column_max = 1 self.index = 0 self.back_opacity = 255 self.openness = 0 self.active = false refresh end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh @data = [] variable = $game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE] hash = YEM::SYSTEM::WINDOW_HASH.sort{ |a,b| a[0] <=> b[0] } for key in hash @data.push(key[0]) self.index = key[0] - 1 if key[0] == $game_variables[variable] end @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) rect.width -= 4 text = YEM::SYSTEM::WINDOW_HASH[@data[index]][0] self.contents.draw_text(rect, text, 1) end end # Window_Skins
#=============================================================================== # Scene_Title #===============================================================================
class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # alias method: create_game_objects #-------------------------------------------------------------------------- alias create_game_objects_sgo create_game_objects unless $@ def create_game_objects create_game_objects_sgo $game_system.create_system_options end end # Scene_Title
#=============================================================================== # Scene_Map #===============================================================================
class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias start_sgo start unless $@ def start $game_system.create_system_options start_sgo end end # Scene_Map
#=============================================================================== # Scene_Battle #===============================================================================
class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # alias method: display_normal_animation #-------------------------------------------------------------------------- unless $imported["BattleEngineMelody"] alias display_normal_animation_sgo display_normal_animation unless $@ def display_normal_animation(targets, animation_id, mirror = false) return if $game_switches[YEM::SYSTEM::OPTIONS[:animation_sw]] display_normal_animation_sgo(targets, animation_id, mirror) end end # $imported["BattleEngineMelody"] end # Scene_Battle
#=============================================================================== # Scene_End #===============================================================================
class Scene_End < Scene_Base #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :window_var #-------------------------------------------------------------------------- # overwrite method: start #-------------------------------------------------------------------------- def start super create_menu_background @window_var = YEM::SYSTEM::WINDOWSKIN_VARIABLE @help_window = Window_Help.new @options_window = Window_SystemOptions.new(@help_window) @skins_window = Window_Skins.new end #-------------------------------------------------------------------------- # overwrite method: post_start #-------------------------------------------------------------------------- def post_start; super; end #-------------------------------------------------------------------------- # overwrite method: pre_terminate #-------------------------------------------------------------------------- def pre_terminate; super; end #-------------------------------------------------------------------------- # overwrite method: close_command_window #-------------------------------------------------------------------------- def close_command_window; end #-------------------------------------------------------------------------- # overwrite method: terminate #-------------------------------------------------------------------------- def terminate super @help_window.dispose @options_window.dispose @skins_window.dispose dispose_menu_background end #-------------------------------------------------------------------------- # overwrite method: update #-------------------------------------------------------------------------- def update super @help_window.update @skins_window.update update_menu_background if @options_window.active update_options_window elsif @skins_window.active update_skins_window end end #-------------------------------------------------------------------------- # new method: update_options_window #-------------------------------------------------------------------------- def update_options_window @options_window.update if Input.trigger?(Input::B) Sound.play_cancel return_scene end end #-------------------------------------------------------------------------- # new method: open_skins_window #-------------------------------------------------------------------------- def open_skins_window @skins_window.open @skins_window.index = $game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE] - 1 @skins_window.active = true @options_window.active = false end #-------------------------------------------------------------------------- # new method: update_skins_window #-------------------------------------------------------------------------- def update_skins_window if @last_index != @skins_window.index @last_index = @skins_window.index update_skins end if Input.trigger?(Input::B) Sound.play_cancel @skins_window.close @skins_window.active = false @options_window.active = true elsif Input.trigger?(Input::C) Sound.play_decision @skins_window.close @skins_window.active = false @options_window.active = true end end #-------------------------------------------------------------------------- # new method: update_skins #-------------------------------------------------------------------------- def update_skins $game_variables[@window_var] = @skins_window.index + 1 @options_window.update_windowskin @options_window.refresh @help_window.update_windowskin @help_window.set_text("") @options_window.update_help @skins_window.update_windowskin @skins_window.back_opacity = 255 @skins_window.refresh @options_window.draw_item(@options_window.index) end end # Scene_End
#=============================================================================== # # END OF FILE # #=============================================================================== Any help on this would be greatly appreciated.
This post has been edited by Stern: Aug 23 2011, 11:30 AM
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