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> 1-Scene CMS, Made by LegACy of RMXP.org
123q
post Jul 19 2006, 09:16 AM
Post #1


Level 8
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Group: Banned
Posts: 115
Type: None
RM Skill: Beginner




Yep, a new script, but the script is in development. I have the latest version though.

Here it is!

[code]#=============================================================
# 1-Scene Custom Menu System
#=============================================================
# LegACy  
# Version 1.16
# 7.14.06
#=============================================================
# This script is a further development of Hydrolic's CMS
# request. I enhance it toward every aspect of a menu system
# so now it all operates in one scene full of animation.
# There's an animated sprite and element wheel features.
# There's also different category for items implemented.
# Now there's enhanced equipment features as well as faceset
# features. Don't forget the icon command feature, too!
# The newest version now has an integrated party swapper!
#
# To put items into different catagory, simply apply
# attributes to them, you can apply more than 1 attributes
# to each item. In default, the attributes are :
# :: 17 > Recovery items
# :: 18 > Weaponry
# :: 19 > Armor
# :: 20 > Accessories
# :: 21 > Key Items
# :: 22 > Miscellanous Items
#
# Faceset pictures should be 'Potrait_', or 'Class_' if you based it
# on actor's class, followed with the ID of the actor. So for Arshes
# it will either 'Potrait_1' or 'Class_1'
#
# For customization, look in LegACy class, further explanation's
# located there.
#
# Special thanks to Hydrolic for the idea, Diego for the
# element wheel, SephirotSpawn for sprite animation, KGC
# for the his AlterEquip script and Squall for his ASM.
#=============================================================

 #==========================================================================
====
 # ** LegACy's Script Customization (CMS)
 #==========================================================================
====
 class LegACy
   #--------------------------------------------------------------------------
   # * Features Customization Constants
   #--------------------------------------------------------------------------
   ANIMATED        = false                     # True if you want to have animated chara feature.
   EXTRA_EQUIP     = true                      # True if you want to use Enhanced Equipment feature.
   PARTY_SWAP      = true                      # True if you want to use Party Swapper feature.
   BATTLE_BAR      = true                      # True if you want to have bar for battle system.
   #--------------------------------------------------------------------------
   # * Item Grouping Customization Constants
   #--------------------------------------------------------------------------
   ITEMS           = [17, 18, 19, 20, 21, 22]  # Attributes ID for Item Catagory in order.
   #--------------------------------------------------------------------------
   # * Display Customization Constants
   #--------------------------------------------------------------------------
   ICON_NAME       = ['menu', 'item']          # Image name for icon, first is for main menu while the second is for item command.
   POTRAIT         = [false, false]            # True if you want to use faceset instead of charset display, first is for front menu while the second is for status window.
   CLASS_POTRAIT   = [false, false]            # True if you want to base the faceset on class instead of actor, first is for front menu while the second is for status window.
   POTRAIT_DIR     = 'Potrait_'                # Image name for actor-based faceset.
   CLASS_DIR       = 'Class_'                  # Image name for class-based faceset.
   #--------------------------------------------------------------------------
   # * Element Wheel Customization Constants
   #--------------------------------------------------------------------------
   ELEMENT_NUMBER  = 8                         # Number of elements applied in the element wheel.
   ELEMENTS        = [1, 2, 3, 4, 5, 6, 7, 8]  # Elements that appear on the element wheel, in order.
 end
 
 #==========================================================================
====
 # ** Bitmap
 #==========================================================================
====
 class Bitmap
   def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
     distance = (start_x - end_x).abs + (start_y - end_y).abs
     if end_color == start_color
       for i in 1..distance
         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
         if width == 1
           self.set_pixel(x, y, start_color)
          else
           self.fill_rect(x, y, width, width, start_color)
         end
       end
     else
       for i in 1..distance
         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
         r = start_color.red   * (distance-i)/distance + end_color.red   * i/distance
         g = start_color.green * (distance-i)/distance + end_color.green * i/distance
         b = start_color.blue  * (distance-i)/distance + end_color.blue  * i/distance
         a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
         if width == 1
           self.set_pixel(x, y, Color.new(r, g, b, a))
         else
           self.fill_rect(x, y, width, width, Color.new(r, g, b, a))
         end
       end
     end
   end
 end

 #==========================================================================
====
 # ** Game_Actor
 #------------------------------------------------------------------------------
 #  This class handles the actor. It's used within the Game_Actors class
 #  ($game_actors) and refers to the Game_Party class ($game_party).
 #==========================================================================
====
 class Game_Actor < Game_Battler
   #--------------------------------------------------------------------------
   # * Get Current Experience Points
   #--------------------------------------------------------------------------
   def now_exp
     return @exp - @exp_list[@level]
   end
   #--------------------------------------------------------------------------
   # * Get Needed Experience Points
   #--------------------------------------------------------------------------
   def next_exp
     return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
   end
 end  
 
 #==========================================================================
====
 # ** Game_Party
 #------------------------------------------------------------------------------
 #  This class handles the party. It includes information on amount of gold
 #  and items. Refer to "$game_party" for the instance of this class.
 #==========================================================================
====
 class Game_Party
   #--------------------------------------------------------------------------
   # * Public Instance Variables
   #--------------------------------------------------------------------------
   attr_accessor   :reserve                   # reserve actors
    #--------------------------------------------------------------------------
   # * Alias Initialization
   #--------------------------------------------------------------------------
   alias legacy_CMS_gameparty_init initialize
    #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize
     # Create reserve actor array
     @reserve = []
     legacy_CMS_gameparty_init
   end
   #--------------------------------------------------------------------------
   # * Add an Actor
   #     actor_id : actor ID
   #--------------------------------------------------------------------------
   def add_actor(actor_id)
     # Get actor
     actor = $game_actors[actor_id]
     # If the party has less than 4 members and this actor is not in the party
     if @actors.size < 4 and not @actors.include?(actor)
       # Add actor
       @actors.push(actor)
     else
       @reserve.push(actor)
     end
     # Refresh player
     $game_player.refresh
   end
   #--------------------------------------------------------------------------
   # * Remove Actor
   #     actor_id : actor ID
   #--------------------------------------------------------------------------
   def remove_actor(actor_id)
     # Get actor
     actor = $game_actors[actor_id]
     # Delete actor
     @actors.delete(actor) if @actors.include?(actor)
     @reserve.delete(actor) if @reserve.include?(actor)
     # Refresh player
     $game_player.refresh
   end
 end
 
 #==========================================================================
====
 # ** Game_Map
 #------------------------------------------------------------------------------
 #  This class handles the map. It includes scrolling and passable determining
 #  functions. Refer to "$game_map" for the instance of this class.
 #==========================================================================
====
 class Game_Map
   #--------------------------------------------------------------------------
   # * Get Map Name
   #--------------------------------------------------------------------------
   def name
      load_data("Data/MapInfos.rxdata")[@map_id].name
   end  
 end
 
 #==========================================================================
====
 # ** Window_Base
 #------------------------------------------------------------------------------
 #  This class is for all in-game windows.
 #==========================================================================
====
 class Window_Base < Window
   FONT_SIZE          = 16
   GRAPH_SCALINE_COLOR        = Color.new(255, 255, 255, 128)
   GRAPH_SCALINE_COLOR_SHADOW = Color.new(  0,   0,   0, 192)
   GRAPH_LINE_COLOR           = Color.new(255, 255,  64, 255)
   GRAPH_LINE_COLOR_MINUS     = Color.new( 64, 255, 255, 255)
   GRAPH_LINE_COLOR_PLUS      = Color.new(255,  64,  64, 255)    
   
   def draw_actor_element_radar_graph(actor, x, y, radius = 43)      
     cx = x + radius + FONT_SIZE + 48
     cy = y + radius + FONT_SIZE + 32
     for loop_i in 0..LegACy::ELEMENT_NUMBER
       if loop_i != 0
       @pre_x  = @now_x
       @pre_y  = @now_y
       @pre_ex = @now_ex
       @pre_ey = @now_ey
       @color1 = @color2
     end
     if loop_i == LegACy::ELEMENT_NUMBER
       eo = LegACy::ELEMENTS[0]
     else
       eo = LegACy::ELEMENTS[loop_i]
     end
     er = actor.element_rate(eo)
     estr = $data_system.elements[eo]
     @color2 = er < 0 ? GRAPH_LINE_COLOR_MINUS : er > 100 ? GRAPH_LINE_COLOR_PLUS : GRAPH_LINE_COLOR
     er = er.abs
     th = Math::PI * (0.5 - 2.0 * loop_i / LegACy::ELEMENT_NUMBER)
     @now_x  = cx + (radius * Math.cos(th)).floor
     @now_y  = cy - (radius * Math.sin(th)).floor
     @now_wx = cx - 6 + ((radius + FONT_SIZE * 3 / 2) * Math.cos(th)).floor - FONT_SIZE
     @now_wy = cy - ((radius + FONT_SIZE * 1 / 2) * Math.sin(th)).floor - FONT_SIZE/2
     @now_vx = cx + ((radius + FONT_SIZE * 8 / 2) * Math.cos(th)).floor - FONT_SIZE
      @now_vy = cy - ((radius + FONT_SIZE * 3 / 2) * Math.sin(th)).floor - FONT_SIZE/2
      @now_ex = cx + (er*radius/100 * Math.cos(th)).floor
      @now_ey = cy - (er*radius/100 * Math.sin(th)).floor
      if loop_i == 0
        @pre_x  = @now_x
        @pre_y  = @now_y
        @pre_ex = @now_ex
        @pre_ey = @now_ey
        @color1 = @color2
      else      
      end
      next if loop_i == 0
      self.contents.draw_line(cx+1,cy+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW)
      self.contents.draw_line(@pre_x+1,@pre_y+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW)
      self.contents.draw_line(cx,cy, @now_x,@now_y, GRAPH_SCALINE_COLOR)
      self.contents.draw_line(@pre_x,@pre_y, @now_x,@now_y, GRAPH_SCALINE_COLOR)
      self.contents.draw_line(@pre_ex,@pre_ey, @now_ex,@now_ey, @color1, 2, @color2)
      self.contents.font.color = system_color
      self.contents.draw_text(@now_wx,@now_wy, FONT_SIZE*3.1, FONT_SIZE, estr, 1)
      self.contents.font.color = Color.new(255,255,255,128)
      self.contents.draw_text(@now_vx,@now_vy, FONT_SIZE*2, FONT_SIZE, er.to_s + "%", 2)
      self.contents.font.color = normal_color
    end
  end
   #--------------------------------------------------------------------------
   # Draw Stat Bar
   #     actor  : actor
   #     x      : bar x-coordinate
   #     y      : bar y-coordinate
   #     stat   : stat to be displayed
   #--------------------------------------------------------------------------
   def draw_bar(actor, x, y, stat, width = 156, height = 7)
     bar_color = Color.new(0, 0, 0, 255)
     end_color = Color.new(255, 0, 0, 255)
     max = 10
     case stat
     when "hp"
       bar_color = Color.new(150, 0, 0, 255)
       end_color = Color.new(255, 255, 60, 255)
       min = actor.hp
       max = actor.maxhp
     when "sp"
       bar_color = Color.new(0, 0, 155, 255)
       end_color = Color.new(255, 255, 255, 255)
       min = actor.sp
       max = actor.maxsp
     when "exp"
       bar_color = Color.new(0, 155, 0, 255)
       end_color = Color.new(255, 255, 255, 255)
       unless actor.level == $data_actors[actor.id].final_level
         min = actor.now_exp
         max = actor.next_exp
       else
         min = 1
         max = 1
       end  
     end    
     # Draw Border
     for i in 0..height
       self.contents.fill_rect(x + i, y + height - i, width + 1, 1,
       Color.new(50, 50, 50, 255))
     end
     # Draw Background
     for i in 1..(height - 1)
       r = 100 * (height - i) / height + 0 * i / height
       g = 100 * (height - i) / height + 0 * i / height
       b = 100 * (height - i) / height + 0 * i / height
       a = 255 * (height - i) / height + 255 * i / height
       self.contents.fill_rect(x + i, y + height - i, width, 1,
       Color.new(r, b, g, a))
     end
     # Draws Bar
     for i in 1..( (min.to_f / max.to_f) * width - 1)
       for j in 1..(height - 1)
         r = bar_color.red * (width - i) / width + end_color.red * i / width
         g = bar_color.green * (width - i) / width + end_color.green * i / width
         b = bar_color.blue * (width - i) / width + end_color.blue * i / width
         a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
         self.contents.fill_rect(x + i + j, y + height - j, 1, 1,
         Color.new(r, g, b, a))
       end
     end
     case stat
     when "hp"
       draw_actor_hp(actor, x - 1, y - 18)
     when "sp"
       draw_actor_sp(actor, x - 1, y - 18)
     when "exp"
       draw_actor_exp(actor, x - 1, y - 18)
     end
   end
   #--------------------------------------------------------------------------
   # * Draw Sprite
   #--------------------------------------------------------------------------
   def draw_sprite(x, y, name, hue, frame)
     bitmap = RPG::Cache.character(name, hue)
     cw = bitmap.width / 4
     ch = bitmap.height / 4
     # Current Animation Slide
     case frame
       when 0;b = 0
       when 1;b = cw
       when 2;b = cw * 2
       when 3;b = cw * 3
     end
     # Bitmap Rectange
     src_rect = Rect.new(b, 0, cw, ch)
     # Draws Bitmap      
     self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
   end
   #--------------------------------------------------------------------------
   # * Get Upgrade Text Color
   #--------------------------------------------------------------------------
   def up_color
     return Color.new(74, 210, 74)
   end
   #--------------------------------------------------------------------------
   # * Get Downgrade Text Color
   #--------------------------------------------------------------------------
   def down_color
     return Color.new(170, 170, 170)
   end
   #--------------------------------------------------------------------------
   # * Draw Potrait
   #     actor : actor
   #     x     : draw spot x-coordinate
   #     y     : draw spot y-coordinate
   #--------------------------------------------------------------------------
   def draw_actor_potrait(actor, x, y, classpotrait = false, width = 96, height = 96)
     classpotrait ? bitmap = RPG::Cache.picture(LegACy::CLASS_DIR + actor.class_id.to_s) :
       bitmap = RPG::Cache.picture(LegACy::CLASS_DIR + actor.id.to_s)
     src_rect = Rect.new(0, 0, width, height)
     self.contents.blt(x, y, bitmap, src_rect)
   end
   #--------------------------------------------------------------------------
   # * Draw parameter
   #     actor : actor
   #     x     : draw spot x-coordinate
   #     y     : draw spot y-coordinate
   #     type  : parameter type
   #------------------------------------------------------------------------
   def draw_actor_parameter(actor, x, y, type, width = 120)
     case type
     when 0
       parameter_name = $data_system.words.atk
       parameter_value = actor.atk
     when 1
       parameter_name = $data_system.words.pdef
       parameter_value = actor.pdef
     when 2
       parameter_name = $data_system.words.mdef
       parameter_value = actor.mdef
     when 3
       parameter_name = $data_system.words.str
       parameter_value = actor.str
     when 4
       parameter_name = $data_system.words.dex
       parameter_value = actor.dex
     when 5
       parameter_name = $data_system.words.agi
       parameter_value = actor.agi
     when 6
       parameter_name = $data_system.words.int
       parameter_value = actor.int
     when 7
       parameter_name = "Evasion"
       parameter_value = actor.eva
     end
     self.contents.font.color = system_color
     self.contents.draw_text(x, y, 120, 32, parameter_name)
     self.contents.font.color = normal_color
     self.contents.draw_text(x + width, y, 36, 32, parameter_value.to_s, 2)
   end
 end
 
 #==========================================================================
====
 # ** Window_NewCommand
 #------------------------------------------------------------------------------
 #  This window deals with general command choices.
 #==========================================================================
====

 class Window_NewCommand < Window_Selectable
   #--------------------------------------------------------------------------
   # * Object Initialization
   #     width    : window width
   #     commands : command text string array
   #--------------------------------------------------------------------------
   def initialize(width, commands, icon)
     # Compute window height from command quantity
     super(0, 0, width, commands.size / 3 * 32 + 32)
     @item_max = commands.size
     @commands = commands
     @icon = icon
     @column_max = 3
     self.contents = Bitmap.new(width - 32, @item_max/3 * 32)
     refresh
     self.index = 0
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     for i in 0...@item_max
       draw_item(i, normal_color)
     end
   end
   #--------------------------------------------------------------------------
   # * Draw Item
   #     index : item number
   #     color : text color
   #--------------------------------------------------------------------------
   def draw_item(index, color)
     self.contents.font.color = color
     self.contents.font.size = 20
     self.contents.font.bold = true
     rect = Rect.new((109 * (index / 2)), 32 * (index % 2), self.width / @column_max - 12, 32)
     self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
     bitmap = RPG::Cache.icon(@icon + index.to_s)
     self.contents.blt((106 * (index / 2)), 32 * (index % 2) + 4, bitmap, Rect.new(0, 0, 24, 24))
     self.contents.draw_text(rect, @commands[index])
   end
   #--------------------------------------------------------------------------
   # * Disable Item
   #     index : item number
   #--------------------------------------------------------------------------
   def disable_item(index)
     draw_item(index, disabled_color)
   end
 end

 #==========================================================================
====
 # ** Window_NewMenuStatus
 #------------------------------------------------------------------------------
 #  This window displays party member status on the menu screen.
 #==========================================================================
====

 class Window_NewMenuStatus < Window_Base
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize
     $game_party.actors.size < 4 ? i = 14 : i = 0
     $game_party.actors.size == 1 ? i = 24 : i = i
     if $game_party.actors.size <= 4
       super(0, 0, 480, ($game_party.actors.size * 84) + i)
     else
       super(0, 0, 480, (4 * 84) + i)
     end
     self.contents = Bitmap.new(width - 32, height - 32)
     refresh
     self.active = false
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     for i in 0...$game_party.actors.size
       x = 4
       y = (i * 76) - 6
       actor = $game_party.actors[i]
       self.contents.font.size = 19
       self.contents.font.bold = true
       draw_actor_class(actor, x, y - 1)
       draw_actor_state(actor, x + 160, y - 1)
       self.contents.font.size = 15
       draw_actor_parameter(actor, x, y + 14, 0)
       draw_actor_parameter(actor, x, y + 29, 1)
       draw_actor_parameter(actor, x, y + 44, 2)
       draw_actor_parameter(actor, x, y + 59, 3)
       draw_actor_parameter(actor, x + 240, y + 14, 4)
       draw_actor_parameter(actor, x + 240, y + 29, 5)
       draw_actor_parameter(actor, x + 240, y + 44, 6)
       draw_bar(actor, x + 240, y + 75, 'exp')
     end
   end    
 end

 #==========================================================================
====
 # ** Window_Actor
 #------------------------------------------------------------------------------
 #  This window displays party member status on the menu screen.
 #==========================================================================
====

 class Window_Actor < Window_Selectable
   #--------------------------------------------------------------------------
   # * Public Instance Variables
   #--------------------------------------------------------------------------
   attr_accessor :party                    # party switcher
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize
     $game_party.actors.size < 4 ? i = 14 : i = 0      
     $game_party.actors.size == 1 ? i = 24 : i = i
     super(0, 0, 160, ($game_party.actors.size * 84) + i)
     self.contents = Bitmap.new(width - 32, height - 32)
     @frame = 0
     @party = false
     refresh
     self.active = false
     self.index = -1
   end    
   #--------------------------------------------------------------------------
   # * Returning Party Swapping State
   #--------------------------------------------------------------------------
   def party
     return @party
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     @party ? @item_max = $game_party.actors.size : @item_max = 4
     $game_party.actors.size <= 4 ? @item_max = $game_party.actors.size : a = 0
     self.contents = Bitmap.new(width - 32, (@item_max * 84) - 32)
     for i in 0...@item_max
       x = 4
       y = (i * 77) - 12
       actor = $game_party.actors[i]
       self.contents.font.size = 17
       self.contents.font.bold = true
       LegACy::POTRAIT[0] ? draw_actor_potrait(actor, x, y - 1, LegACy::CLASS_POTRAIT[0]) : draw_sprite(x + 20,
       y + 57, actor.character_name, actor.character_hue, @frame)
       draw_actor_name(actor, x + 52, y + 6)
       draw_actor_level(actor, x + 52, y + 24)
       draw_bar(actor, x - 3, y + 60, 'hp', 120)
       draw_bar(actor, x - 3, y + 75, 'sp', 120)
     end
   end
   #--------------------------------------------------------------------------
   # * Cursor Rectangle Update
   #--------------------------------------------------------------------------
   def update_cursor_rect      
     @index > 3 ? self.oy = (@index - 3) * 77 : self.oy = 0
     if @index < 0
       self.cursor_rect.empty
     else
       self.cursor_rect.set(-4, (@index * 77) - 2 - self.oy, self.width - 24, 77)
     end
   end
   #--------------------------------------------------------------------------
   # Frame Update
   #--------------------------------------------------------------------------
   def frame_update      
     @frame == 3 ? @frame = 0 : @frame += 1
     refresh
   end
 end
 
 #==========================================================================
====
 # ** Window_Stat
 #------------------------------------------------------------------------------
 #  This window displays play time on the menu screen.
 #==========================================================================
====

 class Window_Stat < Window_Base
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize
     super(0, 0, 320, 96)
     self.contents = Bitmap.new(width - 32, height - 32)
     refresh
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     self.contents.font.color = system_color
     self.contents.font.size = 18
     self.contents.font.bold = true
     self.contents.draw_text(4, -4, 120, 32, "Play Time")
     cx = contents.text_size($data_system.words.gold).width
     self.contents.draw_text(4, 18, 120, 32, "Step Count")
     self.contents.draw_text(4, 38, cx, 32, $data_system.words.gold, 2)
     @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(144, -4, 120, 32, text, 2)
     self.contents.draw_text(144, 18, 120, 32, $game_party.steps.to_s, 2)
     self.contents.draw_text(144, 40, 120, 32, $game_party.gold.to_s, 2)
   end
   #--------------------------------------------------------------------------
   # * Frame Update
   #--------------------------------------------------------------------------
   def update
     super
     if Graphics.frame_count / Graphics.frame_rate != @total_sec
       refresh
     end
   end
 end
 
 #==========================================================================
====
 # ** Window_Location
 #------------------------------------------------------------------------------
 #  This window displays current map name.
 #==========================================================================
====
 
 class Window_Location < Window_Base
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize
     super(0, 0, 640, 48)
     self.contents = Bitmap.new(width - 32, height - 32)
     refresh
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     self.contents.font.color = system_color  
     self.contents.font.bold = true
     self.contents.font.size = 20
     self.contents.draw_text(4, -4, 120, 24, "Location")
     self.contents.font.color = normal_color
     self.contents.draw_text(170, -4, 400, 24, $game_map.name.to_s, 2)
   end    
 end
 
 #==========================================================================
====
 # ** Window_NewHelp
 #------------------------------------------------------------------------------
 #  This window shows skill and item explanations along with actor status.
 #==========================================================================
====

 class Window_NewHelp < Window_Base
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize
     super(0, 0, 640, 48)
     self.contents = Bitmap.new(width - 32, height - 32)
   end
   #--------------------------------------------------------------------------
   # * Set Text
   #  text  : text string displayed in window
   #  align : alignment (0..flush left, 1..center, 2..flush right)
   #--------------------------------------------------------------------------
   def set_text(text, align = 0)
     self.contents.font.bold = true
     self.contents.font.size = 20
     # If at least one part of text and alignment differ from last time
     if text != @text or align != @align
       # Redraw text
       self.contents.clear
       self.contents.font.color = normal_color
       self.contents.draw_text(4, -4, self.width - 40, 24, text, align)
       @text = text
       @align = align
       @actor = nil
     end
     self.visible = true
   end
 end

 #==========================================================================
====
 # ** Window_NewItem
 #------------------------------------------------------------------------------
 #  This window displays items in possession on the item and battle screens.
 #==========================================================================
====

 class Window_NewItem < Window_Selectable
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize
     super(0, 96, 480, 336)
     @column_max = 2
     @attribute = LegACy::ITEMS[0]
     refresh
     self.index = 0
     self.active = false
   end
   #--------------------------------------------------------------------------
   # * Get Item
   #--------------------------------------------------------------------------
   def item
     return @data[self.index]
   end
   #--------------------------------------------------------------------------
   # * Updates Window With New Item Type
   #     attribute : new item type
   #--------------------------------------------------------------------------
   def update_item(attribute)
     @attribute = attribute
     refresh
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     if self.contents != nil
       self.contents.dispose
       self.contents = nil
     end
     @data = []
     # Add item
     for i in 1...$data_items.size
       if $game_party.item_number(i) > 0 and
         $data_items[i].element_set.include?(@attribute)
         @data.push($data_items[i])
       end
     end
     # Also add weapons and armors
     for i in 1...$data_weapons.size
       if $game_party.weapon_number(i) > 0 and
         $data_weapons[i].element_set.include?(@attribute)
         @data.push($data_weapons[i])
       end
     end
    for i in 1...$data_armors.size
       if $game_party.armor_number(i) > 0 and
         $data_armors[i].guard_element_set.include?(@attribute)
         @data.push($data_armors[i])
       end
     end
     # If item count is not 0, make a bit map and draw all items
     @item_max = @data.size
     if @item_max > 0
       self.contents = Bitmap.new(width - 32, row_max * 32)
       for i in 0...@item_max
         draw_item(i)
       end
     end
   end
   #--------------------------------------------------------------------------
   # * Draw Item
   #     index : item number
   #--------------------------------------------------------------------------
   def draw_item(index)
     item = @data[index]
     case item
     when RPG::Item
       number = $game_party.item_number(item.id)
     when RPG::Weapon
       number = $game_party.weapon_number(item.id)
     when RPG::Armor
       number = $game_party.armor_number(item.id)
     end
     if item.is_a?(RPG::Item) and
        $game_party.item_can_use?(item.id)
       self.contents.font.color = normal_color
     else
       self.contents.font.color = disabled_color
     end
     x = 4 + index % 2 * (208 + 32)
     y = index / 2 * 32
     rect = Rect.new(x, y, self.width / @column_max - 32, 32)
     self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
     bitmap = RPG::Cache.icon(item.icon_name)
     opacity = self.contents.font.color == normal_color ? 255 : 128
     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
     self.contents.draw_text(x + 28, y, 132, 32, item.name, 0)
     self.contents.draw_text(x + 160, y, 16, 32, ":", 1)
     self.contents.draw_text(x + 176, y, 24, 32, number.to_s, 2)
   end
   #--------------------------------------------------------------------------
   # * Help Text Update
   #--------------------------------------------------------------------------
   def update_help
     @help_window.set_text(self.item == nil ? "" : self.item.description)
   end
 end
 
 #==========================================================================
====
 # ** Window_NewSkill
 #------------------------------------------------------------------------------
 #  This window displays usable skills on the skill screen.
 #==========================================================================
====

 class Window_NewSkill < Window_Selectable
   #--------------------------------------------------------------------------
   # * Object Initialization
   #     actor : actor
   #--------------------------------------------------------------------------
   def initialize(actor)
     super(0, 96, 480, 336)
     @actor = actor
     @column_max = 2
     refresh
     self.index = 0
     self.active = false
   end
   #--------------------------------------------------------------------------
   # * Acquiring Skill
   #--------------------------------------------------------------------------
   def skill
     return @data[self.index]
   end
   #--------------------------------------------------------------------------
   # * Updates Window With New Actor
   #     actor : new actor
   #--------------------------------------------------------------------------
   def update_actor(actor)
     @actor = actor
     refresh
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     if self.contents != nil
       self.contents.dispose
       self.contents = nil
     end
     @data = []
     for i in 0...@actor.skills.size
       skill = $data_skills[@actor.skills[i]]
       if skill != nil
         @data.push(skill)
       end
     end
     # If item count is not 0, make a bit map and draw all items
     @item_max = @data.size
     if @item_max > 0
       self.contents = Bitmap.new(width - 32, row_max * 32)
       for i in 0...@item_max
         draw_item(i)
       end
     end
   end
   #--------------------------------------------------------------------------
   # * Draw Item
   #     index : item number
   #--------------------------------------------------------------------------
   def draw_item(index)
     skill = @data[index]
     if @actor.skill_can_use?(skill.id)
       self.contents.font.color = normal_color
     else
       self.contents.font.color = disabled_color
     end
     x = 4 + index % 2 * (208 + 32)
     y = index / 2 * 32
     rect = Rect.new(x, y, self.width / @column_max - 32, 32)
     self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
     bitmap = RPG::Cache.icon(skill.icon_name)
     opacity = self.contents.font.color == normal_color ? 255 : 128
     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
     self.contents.draw_text(x + 28, y, 124, 32, skill.name, 0)
     self.contents.draw_text(x + 152 , y, 48, 32, skill.sp_cost.to_s, 2)
   end
   #--------------------------------------------------------------------------
   # * Help Text Update
   #--------------------------------------------------------------------------
   def update_help
     @help_window.set_text(self.skill == nil ? "" : self.skill.description)
   end
 end

 #==========================================================================
====
 # ** Window_EquipStat
 #------------------------------------------------------------------------------
 #  This window displays actor parameter changes on the equipment screen.
 #==========================================================================
====
 class Window_EquipStat < Window_Base
   #--------------------------------------------------------------------------
   # * Public Instance Variables
   #--------------------------------------------------------------------------
   attr_accessor :changes
   attr_accessor :mode
   #--------------------------------------------------------------------------
   # * Object Initialization
   #     actor : actor
   #--------------------------------------------------------------------------
   def initialize(actor)
     super(0, 96, 240, 336)
     self.contents = Bitmap.new(width - 32, height - 32)
     @actor = actor    
     @changes = [0, 0, 0, 0, 0, 0, 0, 0]
     @mode = 0
     @elem_text = ""
     @stat_text = ""
     refresh
   end
   #--------------------------------------------------------------------------
   # * Updates Window With New Actor
   #     actor : new actor
   #--------------------------------------------------------------------------
   def update_actor(actor)
     @actor = actor
     refresh
   end  
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     self.contents.font.size = 18
     self.contents.font.bold = true
     for i in 0..7
       draw_actor_parameter(@actor, 16, (i * 20) - 8, i, 96)
     end      
     self.contents.font.color = system_color
     oldelem_text = ""
     oldstat_text = ""
     if @mode == 0
       item = $data_weapons[@actor.weapon_id]
       if item != nil
         more = false
         for i in item.element_set
           next if i == LegACy::ITEMS[0] || i == LegACy::ITEMS[1] ||
             i == LegACy::ITEMS[2] || i == LegACy::ITEMS[3] ||
             i == LegACy::ITEMS[4] || i == LegACy::ITEMS[5]
           oldelem_text += ", " if more
           oldelem_text += $data_system.elements[i].to_s
           more = true
         end        
         more = false
         for i in item.plus_state_set
           oldstat_text += ", " if more
           oldstat_text += $data_states[i].name
           more = true
         end
       else
         oldelem_text = ""
         oldstat_text = ""
       end
     else
       item = $data_armors[eval("@actor.armor#{mode}_id")]
       if item != nil
         more = false
         for i in item.guard_element_set
          next if i == LegACy::ITEMS[0] || i == LegACy::ITEMS[1] ||
             i == LegACy::ITEMS[2] || i == LegACy::ITEMS[3] ||
             i == LegACy::ITEMS[4] || i == LegACy::ITEMS[5]
           oldelem_text += ", " if more
           oldelem_text += $data_system.elements[i].to_s
           more = true
         end
         more = false
         for i in item.guard_state_set
           oldstat_text += ", " if more
           oldstat_text += $data_states[i].name
           more = true
         end
       else
         oldelem_text = ""
         oldstat_text = ""
       end
     end
     if @mode == 0
       self.contents.draw_text(4, 176, 200, 32, "Elemental Attack:")
       self.contents.draw_text(4, 240, 200, 32, "Status Attack:")
     else      
       self.contents.draw_text(4, 176, 200, 32, "Elemental Defense:")
       self.contents.draw_text(4, 240, 200, 32, "Status Defense:")
     end        
     self.contents.font.color = normal_color
     self.contents.draw_text(24, 194, 220, 32, oldelem_text)
     self.contents.draw_text(24, 258, 220, 32, oldstat_text)
     if @elem_text != ""
       self.contents.draw_text(24, 218, 220, 32, @elem_text)
     end
     if @stat_text != ""
       self.contents.draw_text(24, 282, 220, 32, @stat_text)


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123q
post Jul 19 2006, 09:34 AM
Post #2


Level 8
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Group: Banned
Posts: 115
Type: None
RM Skill: Beginner




Oh, crud, it cut me off!!

[code]  #==========================================================================
====
 # ** Window_EquipStat
 #------------------------------------------------------------------------------
 #  This window displays actor parameter changes on the equipment screen.
 #==========================================================================
====
 class Window_EquipStat < Window_Base
   #--------------------------------------------------------------------------
   # * Public Instance Variables
   #--------------------------------------------------------------------------
   attr_accessor :changes
   attr_accessor :mode
   #--------------------------------------------------------------------------
   # * Object Initialization
   #     actor : actor
   #--------------------------------------------------------------------------
   def initialize(actor)
     super(0, 96, 240, 336)
     self.contents = Bitmap.new(width - 32, height - 32)
     @actor = actor    
     @changes = [0, 0, 0, 0, 0, 0, 0, 0]
     @mode = 0
     @elem_text = ""
     @stat_text = ""
     refresh
   end
   #--------------------------------------------------------------------------
   # * Updates Window With New Actor
   #     actor : new actor
   #--------------------------------------------------------------------------
   def update_actor(actor)
     @actor = actor
     refresh
   end  
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     self.contents.font.size = 18
     self.contents.font.bold = true
     for i in 0..7
       draw_actor_parameter(@actor, 16, (i * 20) - 8, i, 96)
     end      
     self.contents.font.color = system_color
     oldelem_text = ""
     oldstat_text = ""
     if @mode == 0
       item = $data_weapons[@actor.weapon_id]
       if item != nil
         more = false
         for i in item.element_set
           next if i == LegACy::ITEMS[0] || i == LegACy::ITEMS[1] ||
             i == LegACy::ITEMS[2] || i == LegACy::ITEMS[3] ||
             i == LegACy::ITEMS[4] || i == LegACy::ITEMS[5]
           oldelem_text += ", " if more
           oldelem_text += $data_system.elements[i].to_s
           more = true
         end        
         more = false
         for i in item.plus_state_set
           oldstat_text += ", " if more
           oldstat_text += $data_states[i].name
           more = true
         end
       else
         oldelem_text = ""
         oldstat_text = ""
       end
     else
       item = $data_armors[eval("@actor.armor#{mode}_id")]
       if item != nil
         more = false
         for i in item.guard_element_set
          next if i == LegACy::ITEMS[0] || i == LegACy::ITEMS[1] ||
             i == LegACy::ITEMS[2] || i == LegACy::ITEMS[3] ||
             i == LegACy::ITEMS[4] || i == LegACy::ITEMS[5]
           oldelem_text += ", " if more
           oldelem_text += $data_system.elements[i].to_s
           more = true
         end
         more = false
         for i in item.guard_state_set
           oldstat_text += ", " if more
           oldstat_text += $data_states[i].name
           more = true
         end
       else
         oldelem_text = ""
         oldstat_text = ""
       end
     end
     if @mode == 0
       self.contents.draw_text(4, 176, 200, 32, "Elemental Attack:")
       self.contents.draw_text(4, 240, 200, 32, "Status Attack:")
     else      
       self.contents.draw_text(4, 176, 200, 32, "Elemental Defense:")
       self.contents.draw_text(4, 240, 200, 32, "Status Defense:")
     end        
     self.contents.font.color = normal_color
     self.contents.draw_text(24, 194, 220, 32, oldelem_text)
     self.contents.draw_text(24, 258, 220, 32, oldstat_text)
     if @elem_text != ""
       self.contents.draw_text(24, 218, 220, 32, @elem_text)
     end
     if @stat_text != ""
       self.contents.draw_text(24, 282, 220, 32, @stat_text)
     end
     if @new_atk != nil
       self.contents.font.color = system_color
       self.contents.draw_text(152, -8, 32, 32, "??", 1)
       if @changes[0] == 0
         self.contents.font.color = normal_color
       elsif @changes[0] == -1
         self.contents.font.color = down_color
       else
         self.contents.font.color = up_color
       end
       self.contents.draw_text(176, -8, 32, 32, @new_atk.to_s, 2)
     end
     if @new_pdef != nil
       self.contents.font.color = system_color
       self.contents.draw_text(152, 12, 32, 32, "??", 1)
       if @changes[1] == 0
         self.contents.font.color = normal_color
       elsif @changes[1] == -1
         self.contents.font.color = down_color
       else
         self.contents.font.color = up_color
       end
       self.contents.draw_text(176, 12, 32, 32, @new_pdef.to_s, 2)
     end
     if @new_mdef != nil
       self.contents.font.color = system_color
       self.contents.draw_text(152, 32, 32, 32, "??", 1)
       if @changes[2] == 0
         self.contents.font.color = normal_color
       elsif @changes[2] == -1
         self.contents.font.color = down_color
       else
         self.contents.font.color = up_color
       end
       self.contents.draw_text(176, 32, 32, 32, @new_mdef.to_s, 2)
     end
     if @new_str != nil
       self.contents.font.color = system_color
       self.contents.draw_text(152, 52, 32, 32, "??", 1)
       if @changes[3] == 0
         self.contents.font.color = normal_color
       elsif @changes[3] == -1
         self.contents.font.color = down_color
       else
         self.contents.font.color = up_color
       end
       self.contents.draw_text(176, 52, 32, 32, @new_str.to_s, 2)
     end
      if @new_dex != nil
       self.contents.font.color = system_color
       self.contents.draw_text(152, 72, 32, 32, "??", 1)
       if @changes[4] == 0
         self.contents.font.color = normal_color
       elsif @changes[4] == -1
         self.contents.font.color = down_color
       else
         self.contents.font.color = up_color
       end
       self.contents.draw_text(176, 72, 32, 32, @new_dex.to_s, 2)
     end
       if @new_agi != nil
       self.contents.font.color = system_color
       self.contents.draw_text(152, 92, 32, 32, "??", 1)
       if @changes[5] == 0
         self.contents.font.color = normal_color
       elsif @changes[5] == -1
         self.contents.font.color = down_color
       else
         self.contents.font.color = up_color
       end
       self.contents.draw_text(176, 92, 32, 32, @new_agi.to_s, 2)
     end
     if @new_int != nil
       self.contents.font.color = system_color
       self.contents.draw_text(152, 112, 32, 32, "??", 1)
       if @changes[6] == 0
         self.contents.font.color = normal_color
       elsif @changes[6] == -1
         self.contents.font.color = down_color
       else
         self.contents.font.color = up_color
       end
       self.contents.draw_text(176, 112, 32, 32, @new_int.to_s, 2)
     end      
     if @new_eva != nil
       self.contents.font.color = system_color
       self.contents.draw_text(152, 132, 32, 32, "??", 1)
       if @changes[7] == 0
         self.contents.font.color = normal_color
       elsif @changes[7] == -1
         self.contents.font.color = down_color
       else
         self.contents.font.color = up_color
       end
       self.contents.draw_text(176, 132, 32, 32, @new_eva.to_s, 2)
     end
   end
   #--------------------------------------------------------------------------
   # * Set parameters after changing equipment
   #     new_atk  : attack power after changing equipment
   #     new_pdef : physical defense after changing equipment
   #     new_mdef : magic defense after changing equipment
   #     new_str  : strength after changing equipment
   #     new_dex  : dexterity after changing equipment
   #     new_agi  : agility after changing equipment
   #     new_int  : inteligence after changing equipment
   #     new_eva  : evasion after changing equipment
   #--------------------------------------------------------------------------
   def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
     new_agi, new_int, new_eva, elem_text, stat_text)
     flag = false
     if new_atk != @new_atk || new_pdef != @new_pdef || new_str != @new_str ||
       new_mdef != @new_mdef || new_dex != @new_dex || new_agi != @new_agi ||
       new_eva != @new_eva || elem_text != @elem_text || stat_text != @stat_text
       flag = true
     end
     @new_atk = new_atk
     @new_pdef = new_pdef
     @new_mdef = new_mdef
     @new_str = new_str
     @new_dex = new_dex
     @new_agi = new_agi
     @new_int = new_int
     @new_eva = new_eva
     @elem_text = elem_text
     @stat_text = stat_text
     if flag
       refresh
     end
   end      
 end
 
 #==========================================================================
====
 # ** Window_Equipment
 #------------------------------------------------------------------------------
 #  This window displays items the actor is currently equipped with on the
 #  equipment screen.
 #==========================================================================
====

 class Window_Equipment < Window_Selectable
   #--------------------------------------------------------------------------
   # * Object Initialization
   #     actor : actor
   #--------------------------------------------------------------------------
   def initialize(actor)
     super(0, 96, 240, 176)
     self.contents = Bitmap.new(width - 32, height - 32)
     @actor = actor
     refresh
     self.index = 0
     self.active = false
   end
   #--------------------------------------------------------------------------
   # * Updates Window With New Actor
   #     actor : new actor
   #--------------------------------------------------------------------------
   def update_actor(actor)
     @actor = actor
     refresh
   end    
   #--------------------------------------------------------------------------
   # * Item Acquisition
   #--------------------------------------------------------------------------
   def item
     return @data[self.index]
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     @data = []
     @data.push($data_weapons[@actor.weapon_id])
     @data.push($data_armors[@actor.armor1_id])
     @data.push($data_armors[@actor.armor2_id])
     @data.push($data_armors[@actor.armor3_id])
     @data.push($data_armors[@actor.armor4_id])
     @item_max = @data.size
     self.contents.font.color = system_color
     self.contents.font.size = 19
     self.contents.font.bold = true
     self.contents.draw_text(0, 28 * 0, 76, 32, $data_system.words.weapon)
     self.contents.draw_text(0, 28 * 1, 76, 32, $data_system.words.armor1)
     self.contents.draw_text(0, 28 * 2, 76, 32, $data_system.words.armor2)
     self.contents.draw_text(0, 28 * 3, 76, 32, $data_system.words.armor3)
     self.contents.draw_text(0, 28 * 4, 76, 32, $data_system.words.armor4)
     self.contents.font.bold = false
     for i in 0..4
       draw_item_name(@data[i], 76, 28 * i)
     end
   end
   #--------------------------------------------------------------------------
   # * Update Cursor Rectangle
   #--------------------------------------------------------------------------
   def update_cursor_rect  
     # Calculate cursor width
     cursor_width = self.width / @column_max - 24
     # Calculate cursor coordinates
     x = @index % @column_max * (cursor_width + 24)
     y = @index  * 28
     # Update cursor rectangle
     self.cursor_rect.set(x - 4, y, cursor_width, 32)
   end
   def update
     #super
     # If cursor is movable
     if self.active and @item_max > 0 and @index >= 0
       # If pressing down on the directional buttons
       if Input.repeat?(Input::DOWN)
         # If column count is 1 and directional button was pressed down with no
         # repeat, or if cursor position is more to the front than
         # (item count - column count)
         if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
            @index < @item_max - @column_max
           # Move cursor down
           $game_system.se_play($data_system.cursor_se)
           @index = (@index + @column_max) % @item_max
         end
       end
       # If the up directional button was pressed
       if Input.repeat?(Input::UP)
         # If column count is 1 and directional button was pressed up with no
         # repeat, or if cursor position is more to the back than column count
         if (@column_max == 1 and Input.trigger?(Input::UP)) or
            @index >= @column_max
           # Move cursor up
           $game_system.se_play($data_system.cursor_se)
           @index = (@index - @column_max + @item_max) % @item_max
         end
       end
       # If the right directional button was pressed
       if Input.repeat?(Input::RIGHT)
         # If column count is 2 or more, and cursor position is closer to front
         # than (item count -1)
         if @column_max >= 2 and @index < @item_max - 1
           # Move cursor right
           $game_system.se_play($data_system.cursor_se)
           @index += 1
         end
       end
       # If the left directional button was pressed
       if Input.repeat?(Input::LEFT)
         # If column count is 2 or more, and cursor position is more back than 0
         if @column_max >= 2 and @index > 0
           # Move cursor left
           $game_system.se_play($data_system.cursor_se)
           @index -= 1
         end
       end
     end
     # Update help text (update_help is defined by the subclasses)
     if self.active and @help_window != nil
       update_help
     end
     # Update cursor rectangle
     update_cursor_rect
   end
   #--------------------------------------------------------------------------
   # * Help Text Update
   #--------------------------------------------------------------------------
   def update_help
     @help_window.set_text(self.item == nil ? "" : self.item.description)
   end
 end
 #==========================================================================
====
 # ** Window_EquipmentItem
 #------------------------------------------------------------------------------
 #  This window displays choices when opting to change equipment on the
 #  equipment screen.
 #==========================================================================
====

 class Window_EquipmentItem < Window_Selectable
   #--------------------------------------------------------------------------
   # * Object Initialization
   #     actor      : actor
   #     equip_type : equip region (0-3)
   #--------------------------------------------------------------------------
   def initialize(actor, equip_type)
     super(0, 272, 240, 160)
     @actor = actor
     @equip_type = equip_type
     refresh
     self.active = false
     self.index = -1
   end
   #--------------------------------------------------------------------------
   # * Updates Window With New Actor
   #     actor : new actor
   #--------------------------------------------------------------------------
   def update_actor(actor)
     @actor = actor
     refresh
   end    
   #--------------------------------------------------------------------------
   # * Updates Window With New Equipment Type
   #     equip_type : new teyp of equipment
   #--------------------------------------------------------------------------
   def update_equipment(equip_type)
     @equip_type = equip_type
     refresh
   end  
   #--------------------------------------------------------------------------
   # * Item Acquisition
   #--------------------------------------------------------------------------
   def item
     if self.index == 0
       return @data[@item_max - 1]
     else
       return @data[self.index - 1]
     end
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     if self.contents != nil
       self.contents.dispose
       self.contents = nil
     end
     @data = []
     # Add equippable weapons
     if @equip_type == 0
       weapon_set = $data_classes[@actor.class_id].weapon_set
       for i in 1...$data_weapons.size
         if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
           @data.push($data_weapons[i])
         end
       end
     end
     # Add equippable armor
     if @equip_type != 0
       armor_set = $data_classes[@actor.class_id].armor_set
       for i in 1...$data_armors.size
         if $game_party.armor_number(i) > 0 and armor_set.include?(i)
           if $data_armors[i].kind == @equip_type-1
             @data.push($data_armors[i])
           end
         end
       end
     end
     # Add blank page
     @data.push(nil)
     # Make a bit map and draw all items
     @item_max = @data.size
     self.contents = Bitmap.new(width - 32, row_max * 32)
     for i in 0...@item_max - 1
       draw_item(i)
     end
     self.contents.draw_text(4, 0, 204, 32, 'Unequip', 0)
   end
   #--------------------------------------------------------------------------
   # * Draw Item
   #     index : item number
   #--------------------------------------------------------------------------
   def draw_item(index)
     item = @data[index]
     x = 4
     y = (index + 1) * 32
     case item
     when RPG::Weapon
       number = $game_party.weapon_number(item.id)
     when RPG::Armor
       number = $game_party.armor_number(item.id)
     end
     bitmap = RPG::Cache.icon(item.icon_name)
     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
     self.contents.font.color = normal_color
     self.contents.font.size = 20
     self.contents.font.bold = true
     self.contents.draw_text(x + 28, y, 132, 32, item.name, 0)
     self.contents.draw_text(x + 160, y, 12, 32, ":", 1)
     self.contents.draw_text(x + 176, y, 24, 32, number.to_s, 2)
   end
   #--------------------------------------------------------------------------
   # * Help Text Update
   #--------------------------------------------------------------------------
   def update_help
     @help_window.set_text(self.item == nil ? 'Unequip the current equipment.' :
       self.item.description)
   end
 end
 
 #==========================================================================
====
 # ** Window_Status
 #------------------------------------------------------------------------------
 #  This window displays full status specs on the status screen.
 #==========================================================================
====

 class Window_NewStatus < Window_Base
   #--------------------------------------------------------------------------
   # * Object Initialization
   #     actor      : actor
   #--------------------------------------------------------------------------
   def initialize(actor)
     super(0, 96, 640, 336)
     self.contents = Bitmap.new(width - 32, height - 32)
     @actor = actor
     refresh
     self.active = false
   end
   #--------------------------------------------------------------------------
   # * Updates Window With New Actor
   #     actor : new actor
   #--------------------------------------------------------------------------    
   def update_actor(actor)
     @actor = actor
     refresh
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     self.contents.font.size = 22
     self.contents.font.bold = false
     draw_actor_name(@actor, 12, 0)
     if LegACy::POTRAIT[1]
       draw_actor_potrait(@actor, 12, 40, LegACy::POTRAIT[1])
       draw_bar(@actor, 120, 60, 'hp', 200)
       draw_bar(@actor, 120, 92, 'sp', 200)
       draw_bar(@actor, 120, 124, 'exp', 200)
     else
       draw_actor_graphic(@actor,         40, 120)
       draw_bar(@actor, 96, 60, 'hp', 200)
       draw_bar(@actor, 96, 92, 'sp', 200)
       draw_bar(@actor, 96, 124, 'exp', 200)
     end      
     draw_actor_class(@actor, 262, 0)
     draw_actor_level(@actor, 184, 0)
     draw_actor_state(@actor, 96, 0)      
     self.contents.font.size = 17
     self.contents.font.bold = true
     for i in 0..7
       draw_actor_parameter(@actor, 386, (i * 20) - 6, i)
     end
     self.contents.font.color = system_color
     self.contents.font.size = 16
     draw_actor_element_radar_graph(@actor, 48, 136)
     self.contents.font.size = 18
     self.contents.font.color = system_color
     self.contents.draw_text(380, 156, 96, 32, "Equipment")
     self.contents.draw_text(300, 180, 96, 32, "Weapon")
     self.contents.draw_text(300, 204, 96, 32, "Shield")
     self.contents.draw_text(300, 228, 96, 32, "Helmet")
     self.contents.draw_text(300, 252, 96, 32, "Armor")
     self.contents.draw_text(300, 276, 96, 32, "Accessory")
     equip = $data_weapons[@actor.weapon_id]
     if  @actor.equippable?(equip)
       draw_item_name($data_weapons[@actor.weapon_id], 406, 180)
     else
       self.contents.font.color = knockout_color
       self.contents.draw_text(406, 180, 192, 32, "Nothing equipped")
     end
     equip1 = $data_armors[@actor.armor1_id]
       if  @actor.equippable?(equip1)
       draw_item_name($data_armors[@actor.armor1_id], 406, 204)
     else
       self.contents.font.color = crisis_color
       self.contents.draw_text(406, 204, 192, 32, "Nothing equipped")
     end
     equip2 = $data_armors[@actor.armor2_id]
       if  @actor.equippable?(equip2)
       draw_item_name($data_armors[@actor.armor2_id], 406, 228)
     else
       self.contents.font.color = crisis_color
       self.contents.draw_text(406, 228, 192, 32, "Nothing equipped")
     end
     equip3 = $data_armors[@actor.armor3_id]
       if  @actor.equippable?(equip3)
       draw_item_name($data_armors[@actor.armor3_id], 406, 252)
     else
       self.contents.font.color = crisis_color
       self.contents.draw_text(406, 252, 192, 32, "Nothing equipped")
     end
     equip4 = $data_armors[@actor.armor4_id]
       if  @actor.equippable?(equip4)
       draw_item_name($data_armors[@actor.armor4_id], 406, 276)
     else
       self.contents.font.color = crisis_color
       self.contents.draw_text(406, 276, 192, 32, "Nothing equipped")
     end    
   end    
   def dummy
     self.contents.font.color = system_color
     self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
     self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
     self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
     self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
     self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
     draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
     draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
     draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
     draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
     draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
   end    
 end
 
 #==========================================================================
====
 # ** Window_File
 #------------------------------------------------------------------------------
 # This window shows a list of recorded save files.
 #==========================================================================
====

 class Window_File < Window_Selectable
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize()
     super(0, 96, 320, 336)
     self.contents = Bitmap.new(width - 32, 99 * 32)
     index = $game_temp.last_file_index == nil ? 0 : $game_temp.last_file_index
     self.index = index
     self.active = false
     @item_max = 99
     refresh
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     self.contents.font.color = normal_color
     time_stamp = Time.at(0)
     for i in 0...99
       filename = "Save#{i + 1}.rxdata"
       self.contents.draw_text(1, i * 32, 32, 32, (i + 1).to_s, 1)
       if FileTest.exist?(filename)
         size = File.size(filename)
         if size.between?(1000, 999999)
           size /= 1000
           size_str = "#{size} KB"
         elsif size > 999999
           size /= 1000000
           size_str = "#{size} MB"
         else
           size_str = size.to_s
         end
         time_stamp = File.open(filename, "r").mtime
         date = time_stamp.strftime("%m/%d/%Y")
         time = time_stamp.strftime("%H:%M")
         self.contents.font.size = 20
         self.contents.font.bold = true
         self.contents.draw_text(38, i * 32, 120, 32, date)
         self.contents.draw_text(160, i * 32, 100, 32, time)
         self.contents.draw_text(0, i * 32, 284, 32, size_str, 2)
       end
     end
   end
 end

 #==========================================================================
====
 # ** Window_FileStatus
 #------------------------------------------------------------------------------
 # This window shows the status of the currently selected save file
 #==========================================================================
====

 class Window_FileStatus < Window_Base
  #--------------------------------------------------------------------------
   # * Object Initialization
   #     save_window      : current save file
   #--------------------------------------------------------------------------
   def initialize(save_window)
     super(0, 96, 320, 336)
     self.contents = Bitmap.new(width - 32, height - 32)
     @save_window = save_window
     @index = @save_window.index
     refresh
   end
   #--------------------------------------------------------------------------
   # # Refresh
   #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     filename = "Save#{@index + 1}.rxdata"
     return unless FileTest.exist?(filename)
     file = File.open(filename, "r")
     Marshal.load(file)
     frame_count = Marshal.load(file)
     for i in 0...6
       Marshal.load(file)
     end
     party = Marshal.load(file)
     Marshal.load(file)
     map = Marshal.load(file)
     self.contents.font.size = 20
     self.contents.font.bold = true
     for i in 0...party.actors.size
       actor = party.actors[i]
       x = 4
       y = i * 56
       draw_bar(actor, x + 112, y + 14, 'hp', 160)
       draw_bar(actor, x + 112, y + 36, 'sp', 160)
       draw_actor_name(actor, x + 40, y - 2)
       draw_actor_level(actor, x + 40, y + 22)
       draw_actor_graphic(actor, x + 10, y + 48)        
     end
     total_sec = 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)
     map_name = load_data("Data/MapInfos.rxdata")[map.map_id].name
     self.contents.font.color = system_color
     self.contents.draw_text(4, 224, 96, 32, "Play Time ")
     self.contents.draw_text(4, 252, 96, 32, $data_system.words.gold)
     self.contents.draw_text(4, 280, 96, 32, "Location ")
     self.contents.draw_text(104, 224, 16, 32, ":")
     self.contents.draw_text(104, 252, 16, 32, ":")
     self.contents.draw_text(104, 280, 16, 32, ":")
     self.contents.font.color = normal_color
     self.contents.draw_text(120, 224, 144, 32, text)
     self.contents.draw_text(120, 252, 144, 32, party.gold.to_s)
     self.contents.draw_text(120, 280, 144, 32, map_name)
   end
   #--------------------------------------------------------------------------
   # * Update
   #--------------------------------------------------------------------------
   def update
     if @index != @save_window.index
       @index = @save_window.index
       refresh
     end
     super
   end
 end
 
 #==========================================================================
====
 # ** Scene_Menu
 #------------------------------------------------------------------------------
 #  This class performs menu screen processing.
 #==========================================================================
====

 class Scene_Menu
   #--------------------------------------------------------------------------
   # * Object Initialization
   #     menu_index : command cursor's initial position
   #--------------------------------------------------------------------------
   def initialize(menu_index = 0)
     @menu_index = menu_index
     @update_frame = 0
     @targetactive = false
     @exit = false
     @actor = $game_party.actors[0]
     @old_actor = nil
   end
   #--------------------------------------------------------------------------
   # * Main Processing
   #--------------------------------------------------------------------------
   def main
     # Make command window
     s1 = '     ' + $data_system.words.item
     s2 = '     ' + $data_system.words.skill
     s3 = '    ' + $data_system.words.equip
     s4 = '    ' + 'Status'
     s5 = '    ' + 'Save'
     s6 = '    ' + 'Exit'
     t1 = '     ' + 'Recov.'
     t2 = '      ' + 'Weapon'
     t3 = '     ' + 'Armor'
     t4 = '      ' + 'Accessory'
     t5 = '    ' + 'Quest'
     t6 = '    ' + 'Misc.'
     u1 = 'To Title'
     u2 = 'Quit'
     v1 = 'Optimize'
     v2 = 'Unequip All'
     @command_window = Window_NewCommand.new(320, [s1, s2, s3, s4, s5, s6], LegACy::ICON_NAME[0])
     @command_window.y = -96
     @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 save is forbidden
     if $game_system.save_disabled
       # Disable save
       @command_window.disable_item(4)
     end
     # Make stat window
     @stat_window = Window_Stat.new
     @stat_window.x = 320
     @stat_window.y = -96
     # Make status window
     @status_window = Window_NewMenuStatus.new
     @status_window.x = 640
     @status_window.y = 96
     #@status_window.z = 110
     @location_window = Window_Location.new
     @location_window.y = 480
     @actor_window = Window_Actor.new
     @actor_window.x = -160
     @actor_window.y = 96
     @itemcommand_window = Window_NewCommand.new(320, [t1, t2, t3, t4, t5, t6], LegACy::ICON_NAME[1])
     @itemcommand_window.x = -320
     @itemcommand_window.active = false
     @help_window = Window_NewHelp.new
     @help_window.x = -640
     @help_window.y = 432
     @item_window = Window_NewItem.new
     @item_window.x = -480      
     @item_window.help_window = @help_window
     @skill_window = Window_NewSkill.new(@actor)
     @skill_window.x = -480      
     @skill_window.help_window = @help_window
     @equipstat_window = Window_EquipStat.new(@actor)
     @equipstat_window.x = -480
     @equip_window = Window_Equipment.new(@actor)
     @equip_window.x = -240
     @equip_window.help_window = @help_window
     @equipitem_window = Window_EquipmentItem.new(@actor, 0)
     @equipitem_window.x = -240
     @equipitem_window.help_window = @help_window
     @equipenhanced_window = Window_Command.new(160, [v1, v2])
     @equipenhanced_window.x = -160
     @equipenhanced_window.active = false
     @playerstatus_window = Window_NewStatus.new(@actor)
     @playerstatus_window.x = -640
     @file_window = Window_File.new
     @file_window.x = -640
     @filestatus_window = Window_FileStatus.new(@file_window)
     @filestatus_window.x = -320
     @end_window = Window_Command.new(120, [u1, u2])
     @end_window.x = 640
     @end_window.active = false
     @spriteset = Spriteset_Map.new
     @windows = [@command_window, @stat_window, @status_window,
       @location_window, @actor_window, @itemcommand_window,@help_window,
       @item_window, @skill_window, @equipstat_window, @equip_window,
       @equipitem_window, @equipenhanced_window, @playerstatus_window,
       @file_window, @filestatus_window, @end_window]
     @windows.each {|i| i.opacity = 200}
     # Execute transition
     Graphics.transition
     # Main loop
     loop do
       # Update game screen
       Graphics.update
       # Update input information
       Input.update        
       # Frame update
       update
       # Abort loop if screen is changed
       if $scene != self
         break
       end
     end
     # Prepare for transition
     Graphics.freeze
     # Dispose of windows      
     @spriteset.dispose
     @windows.each {|i| i.dispose}
   end
   #--------------------------------------------------------------------------
   # * Frame Update
   #--------------------------------------------------------------------------
   def update
     # Update windows
     @windows.each {|i| i.update}
     animate    
     menu_update
     update_scroll if @skill_window.active || @equip_window.active || @playerstatus_window.active
     if LegACy::ANIMATED      
       @update_frame += 1
       if @update_frame == 3
         @update_frame = 0
         @actor_window.frame_update
       end
     end      
   end
   #--------------------------------------------------------------------------
   # * Animating windows.
   #--------------------------------------------------------------------------
   def animate
     if @command_window.active && @skill_window.x == -480 && @file_window.x == -640
       @command_window.y += 6 if @command_window.y < 0
       @stat_window.y += 6 if @stat_window.y < 0
       @actor_window.x += 10 if @actor_window.x < 0
       @status_window.x -= 30 if @status_window.x > 160
       @location_window.y -= 3 if @location_window.y > 432
     elsif @exit == true
       @command_window.y -= 6 if @command_window.y > -96
       @stat_window.y -= 6 if @stat_window.y > -96
       @actor_window.x -= 10 if @actor_window.x > -160
       @status_window.x += 30 if @status_window.x < 640
       @location_window.y += 3 if @location_window.y < 480
       $scene = Scene_Map.new if @location_window.y == 480
     end
     if @itemcommand_window.active        
       if @itemcommand_window.x < 0
         @stat_window.x += 40
         @command_window.x += 40
         @itemcommand_window.x += 40
       end
     else
       if @itemcommand_window.x > -320 && @command_window.active
         @stat_window.x -= 40
         @command_window.x -= 40
         @itemcommand_window.x -= 40
       end
     end
     if @item_window.active        
       if @item_window.x < 0
         @location_window.x += 40
         @help_window.x += 40
         @status_window.x += 30
         @actor_window.x += 30
         @item_window.x += 30
       end
     elsif @targetactive != true
       if @item_window.x > -480 && @command_window.index == 0
         @help_window.x -= 40
         @location_window.x -= 40
         @item_window.x -= 30
         @actor_window.x -= 30
         @status_window.x -= 30
       end
     end
     if @skill_window.active        
       if @skill_window.x < 0
         @location_window.x += 40
         @help_window.x += 40
         @status_window.x += 30
         @actor_window.x += 30
         @skill_window.x += 30
       end
     elsif @targetactive != true
       if @skill_window.x > -480 && @command_window.index == 3
         @help_window.x -= 40
         @location_window.x -= 40
         @skill_window.x -= 30
         @actor_window.x -= 30
         @status_window.x -= 30
       end
     end
     if @equip_window.active        
       if @equipstat_window.x < 0
         @status_window.x += 48
         @actor_window.x += 48
         @equip_window.x += 48
         @equipitem_window.x += 48
         @equipstat_window.x += 48          
         @location_window.x += 64
         @help_window.x += 64
       end
     elsif ! @equipitem_window.active && ! @equipenhanced_window.active
       if @equipstat_window.x > -480 && @command_window.index == 1
         @equipstat_window.x -= 48
         @equip_window.x -= 48
         @equipitem_window.x -= 48
         @actor_window.x -= 48
         @status_window.x -= 48
         @help_window.x -= 64
         @location_window.x -= 64
       end
     end
     if @equipenhanced_window.active        
       if @equipenhanced_window.x < 0
         @stat_window.x += 16
         @command_window.x += 16
         @equipenhanced_window.x += 16
       end
     else
       if @equipenhanced_window.x > -160 && @equip_window.active
         @equipenhanced_window.x -= 16
         @stat_window.x -= 16
         @command_window.x -= 16
       end
     end
     if @playerstatus_window.active        
       if @playerstatus_window.x < 0
         @status_window.x += 40
         @actor_window.x += 40
         @playerstatus_window.x += 40
       end
     else
       if @playerstatus_window.x > -640 && @command_window.index == 4
         @playerstatus_window.x -= 40
         @actor_window.x -= 40
         @status_window.x -= 40
       end
     end
     if @file_window.active        
       if @file_window.x < 0
         @status_window.x += 40
         @actor_window.x += 40
         @filestatus_window.x += 40
         @file_window.x += 40
       end
     else
       if @file_window.x > -640 && @command_window.index == 2
         @file_window.x -= 40
         @filestatus_window.x -= 40    
         @actor_window.x -= 40
         @status_window.x -= 40    
       en


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123q
post Jul 19 2006, 09:39 AM
Post #3


Level 8
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Group: Banned
Posts: 115
Type: None
RM Skill: Beginner




I again got cut off!! Here I go again!

CODE
end
     end
     if @file_window.active        
       if @file_window.x < 0
         @status_window.x += 40
         @actor_window.x += 40
         @filestatus_window.x += 40
         @file_window.x += 40
       end
     else
       if @file_window.x > -640 && @command_window.index == 2
         @file_window.x -= 40
         @filestatus_window.x -= 40    
         @actor_window.x -= 40
         @status_window.x -= 40    
       end
     end
     if @end_window.active        
       if @end_window.x > 520
         @stat_window.x -= 10
         @command_window.x -= 10
         @end_window.x -= 10
       end
     else
       if @end_window.x < 640 && @command_window.index == 5
         @end_window.x += 10
         @stat_window.x += 10
         @command_window.x += 10
       end
     end
   end
   #--------------------------------------------------------------------------
   # * Checking Update Method Needed
   #--------------------------------------------------------------------------
   def menu_update
     if @command_window.active && @command_window.y == 0 && @command_window.x == 0 && @file_window.x == -640 then update_command
     elsif @item_window.x == -480 && @itemcommand_window.active && @itemcommand_window.x == 0 then update_itemcommand
     elsif @item_window.active && @item_window.x == 0 then update_item
     elsif @skill_window.active then update_skill
     elsif @targetactive == true then update_target
     elsif @equip_window.active && @equip_window.x == 240 then update_equip
     elsif @equipitem_window.active then update_equipment
     elsif @equipenhanced_window.x == 0 then update_extraequip
     elsif @playerstatus_window.x == 0 then update_playerstatus
     elsif @file_window.x == 0 then update_save
     elsif @actor_window.active && @actor_window.x == 0 then update_status
     elsif @end_window.active then update_end    
     end
   end
   #--------------------------------------------------------------------------
   # * Windows Actor Scrolling Update
   #--------------------------------------------------------------------------
   def update_scroll
     if Input.trigger?(Input::R)
       # Play cursor SE
       $game_system.se_play($data_system.cursor_se)
       # To next actor
       if $game_party.actors.size - 1 == @actor_window.index
         @actor_window.index = 0
       else
         @actor_window.index += 1
       end        
       actor = $game_party.actors[@actor_window.index]
       @skill_window.update_actor(actor) if @skill_window.active
       if @equip_window.active
         @equip_window.update_actor(actor)
         @equipitem_window.update_actor(actor)
         @equipstat_window.update_actor(actor)
       end        
       @playerstatus_window.update_actor(actor) if @playerstatus_window.active
       return
     end
     # If L button was pressed
     if Input.trigger?(Input::L)
       # Play cursor SE
       $game_system.se_play($data_system.cursor_se)
       # To previous actor
       if @actor_window.index == 0
         @actor_window.index = $game_party.actors.size - 1
       else
         @actor_window.index -= 1
       end
       actor = $game_party.actors[@actor_window.index]
       @skill_window.update_actor(actor) if @skill_window.active
       if @equip_window.active
         @equip_window.update_actor(actor)
         @equipitem_window.update_actor(actor)
         @equipstat_window.update_actor(actor)
       end        
       @playerstatus_window.update_actor(actor) if @playerstatus_window.active
       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
       @command_window.active = false
       @exit = true
       return
     end
     # If B button was pressed
     if Input.trigger?(Input::SHIFT) && LegACy::PARTY_SWAP
       # Play cancel SE
       $game_system.se_play($data_system.decision_se)
       # Switch to map screen
       @command_window.active = false
       @actor_window.party = true
       unless $game_party.reserve == []
         for i in 0...$game_party.reserve.size
           $game_party.actors.push($game_party.reserve[i])
         end
       end        
       @actor_window.refresh
       @actor_window.active = true        
       @actor_window.index = 0
       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
         @command_window.active = false
         @itemcommand_window.active = true
       when 1  # equipment
        # Play decision SE
         $game_system.se_play($data_system.decision_se)
         # Make status window active
         @command_window.active = false
         @actor_window.active = true
         @actor_window.index = 0
       when 2  # save
         # 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
         @command_window.active = false
         @file_window.active = true
       when 3..4  # skill & status
         # Play decision SE
         $game_system.se_play($data_system.decision_se)
         # Make status window active
         @command_window.active = false
         @actor_window.active = true
         @actor_window.index = 0
       when 5  # end game
         # Play decision SE
         $game_system.se_play($data_system.decision_se)
         # Switch to end game screen
         @command_window.active = false
         @end_window.active = true
       end
       return
     end
   end
   #--------------------------------------------------------------------------
   # * Frame Update (when item command window is active)
   #--------------------------------------------------------------------------
   def update_itemcommand
     # If B button was pressed
     if Input.trigger?(Input::B)
       # Play cancel SE
       $game_system.se_play($data_system.cancel_se)
       # Switch to item command window
       @command_window.active = true
       @itemcommand_window.active = false
       return
     end
     # If C button was pressed
     if Input.trigger?(Input::C)
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Branch by command window cursor position
       type = LegACy::ITEMS[@itemcommand_window.index]
       @item_window.active = true
       @itemcommand_window.active = false
       @item_window.update_item(type)
       @item_window.index = 0
       @help_window.active = true
       return
     end
   end    
   #--------------------------------------------------------------------------
   # * Frame Update (when item window is active)
   #--------------------------------------------------------------------------
   def update_item
     # If B button was pressed
     if Input.trigger?(Input::B)
       # Play cancel SE
       $game_system.se_play($data_system.cancel_se)
       # Switch to item command window
       @item_window.active = false
       @itemcommand_window.active = true
       @help_window.active = false
       return
     end
     # If C button was pressed
     if Input.trigger?(Input::C)
       # Get currently selected data on the item window
       @item = @item_window.item
       # If not a use item
       unless @item.is_a?(RPG::Item)
         # Play buzzer SE
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # If it can't be used
       unless $game_party.item_can_use?(@item.id)
         # Play buzzer SE
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # If effect scope is an ally
       if @item.scope >= 3
         # Activate target window
         @item_window.active = false
         @targetactive = true
         @actor_window.active = true
         # Set cursor position to effect scope (single / all)
         if @item.scope == 4 || @item.scope == 6
           @actor_window.index = -1
         else
           @actor_window.index = 0
         end
       # If effect scope is other than an ally
       else
         # If command event ID is valid
         if @item.common_event_id > 0
           # Command event call reservation
           $game_temp.common_event_id = @item.common_event_id
           # Play item use SE
           $game_system.se_play(@item.menu_se)
           # If consumable
           if @item.consumable
             # Decrease used items by 1
             $game_party.lose_item(@item.id, 1)
             # Draw item window item
             @item_window.draw_item(@item_window.index)
           end
           # Switch to map screen
           $scene = Scene_Map.new
           return
         end
       end
       return
     end
   end    
   #--------------------------------------------------------------------------
   # * Frame Update (if skill window is active)
   #--------------------------------------------------------------------------
   def update_skill
     # If B button was pressed
     if Input.trigger?(Input::B)
       # Play cancel SE
       $game_system.se_play($data_system.cancel_se)
       # Switch to main command menu
       @skill_window.active = false
       @help_window.active = false
       @actor_window.active = true
       return
     end
     # If C button was pressed
     if Input.trigger?(Input::C)
       # Get currently selected data on the skill window
       @skill = @skill_window.skill
       # If unable to use
       if @skill == nil or not @actor.skill_can_use?(@skill.id)
         # Play buzzer SE
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # If effect scope is ally
       if @skill.scope >= 3
         # Activate target window
         @skill_window.active = false
         @targetactive = true
         @actor_window.active = true
         # Set cursor position to effect scope (single / all)
         if @skill.scope == 4 || @skill.scope == 6
           @actor_window.index = -1
         elsif @skill.scope == 7
           @actor_index = @actor_window.index
           @actor_window.index = @actor_index - 10
         else
           @actor_window.index = 0
         end
       # If effect scope is other than ally
       else
         # If common event ID is valid
         if @skill.common_event_id > 0
           # Common event call reservation
           $game_temp.common_event_id = @skill.common_event_id
           # Play use skill SE
           $game_system.se_play(@skill.menu_se)
           # Use up SP
           @actor.sp -= @skill.sp_cost
           # Remake each window content
           @actor_window.refresh
           @skill_window.refresh
           # Switch to map screen
           $scene = Scene_Map.new
           return
         end
       end
       return
     end
   end
   #--------------------------------------------------------------------------
   # * Frame Update (when target window is active)
   #--------------------------------------------------------------------------
   def update_target
     # If B button was pressed
     if Input.trigger?(Input::B)
       # Play cancel SE
       $game_system.se_play($data_system.cancel_se)
       # If unable to use because items ran out
       @actor_window.index = 0
       if @command_window.index == 0
           # Remake item window contents
           @item_window.refresh
           @item_window.active = true
           @actor_window.active = false
       end
       if @command_window.index == 3
         # Remake skill window contents
         @skill_window.refresh
         @skill_window.active = true
         @actor_window.active = false
         @skill_window.update_actor($game_party.actors[0])
       end
       @targetactive = false
       return
     end
     # If C button was pressed
     if Input.trigger?(Input::C)
       if @command_window.index == 0
         # If items are used up
         if $game_party.item_number(@item.id) == 0
           # Play buzzer SE
           $game_system.se_play($data_system.buzzer_se)
           return
         end
         # If target is all
         if @actor_window.index == -1
           # Apply item effects to entire party
           used = false
           for i in $game_party.actors
             used |= i.item_effect(@item)
           end
         end
         # If single target
         if @actor_window.index >= 0
           # Apply item use effects to target actor
           target = $game_party.actors[@actor_window.index]
           used = target.item_effect(@item)
         end
         # If an item was used
         if used
           # Play item use SE
           $game_system.se_play(@item.menu_se)
           # If consumable
           if @item.consumable
             # Decrease used items by 1
             $game_party.lose_item(@item.id, 1)
             # Redraw item window item
             @item_window.draw_item(@item_window.index)
           end
           # Remake target window contents
           @actor_window.refresh
           @status_window.refresh
           # If all party members are dead
           if $game_party.all_dead?
             @targetactive = false
             # Switch to game over screen
             $scene = Scene_Gameover.new
             return
           end
           # If common event ID is valid
           if @item.common_event_id > 0
             # Common event call reservation
             $game_temp.common_event_id = @item.common_event_id
             @targetactive = false
             # Switch to map screen
             $scene = Scene_Map.new
             return
           end
         end
         # If item wasn't used
         unless used
           # Play buzzer SE
           $game_system.se_play($data_system.buzzer_se)
         end
         return
       end
       if @command_window.index == 3
         # If unable to use because SP ran out
         unless @actor.skill_can_use?(@skill.id)
           # Play buzzer SE
           $game_system.se_play($data_system.buzzer_se)
           return
         end
         # If target is all
         if @actor_window.index == -1
           # Apply skill use effects to entire party
           used = false
           for i in $game_party.actors
             used |= i.skill_effect(@actor, @skill)
           end
         end
         # If target is user
         if @actor_window.index <= -2
           # Apply skill use effects to target actor
           target = $game_party.actors[@actor_window.index + 10]
           used = target.skill_effect(@actor, @skill)
         end
         # If single target
         if @actor_window.index >= 0
           # Apply skill use effects to target actor
           target = $game_party.actors[@actor_window.index]
           used = target.skill_effect(@actor, @skill)
         end
         # If skill was used
         if used
           # Play skill use SE
           $game_system.se_play(@skill.menu_se)
           # Use up SP
           @actor.sp -= @skill.sp_cost
           # Remake each window content
           @actor_window.refresh
           @skill_window.refresh
           # If entire party is dead
           if $game_party.all_dead?
             # Switch to game over screen
             @targetactive = false
             $scene = Scene_Gameover.new
             return
           end
           # If command event ID is valid
           if @skill.common_event_id > 0
             # Command event call reservation
             $game_temp.common_event_id = @skill.common_event_id
             @targetactive = false
             # Switch to map screen
             $scene = Scene_Map.new
             return
           end
         end
         # If skill wasn't used
         unless used
           # Play buzzer SE
           $game_system.se_play($data_system.buzzer_se)
         end
         return
       end
     end      
   end
   #--------------------------------------------------------------------------
   # * Frame Update (when equip window is active)
   #--------------------------------------------------------------------------
   def update_equip
     @equipitem_window.update_equipment(@equip_window.index)
     @equipstat_window.mode = @equip_window.index
     @equipstat_window.refresh
     # If B button was pressed
     if Input.trigger?(Input::B)
       # Play cancel SE
       $game_system.se_play($data_system.cancel_se)
       @status_window.refresh
       # Switch to menu screen
       @equip_window.active = false
       @help_window.active = false
       @actor_window.active = true
       return
     end
     # If C button was pressed
     if Input.trigger?(Input::C)
       # If equipment is fixed
       if @actor.equip_fix?(@equip_window.index)
         # Play buzzer SE
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Activate item window
       @equip_window.active = false
       @equipitem_window.active = true
       @equipitem_window.index = 0
       return
     end
     # If Shift button was pressed
     if Input.trigger?(Input::SHIFT) && LegACy::EXTRA_EQUIP        
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Activate item window
       @equip_window.active = false
       @equipenhanced_window.active = true
       @equipenhanced_window.index = 0
       return
     end
   end
   #--------------------------------------------------------------------------
   # * Frame Update (when equipment item window is active)
   #--------------------------------------------------------------------------
   def update_equipment    
     # Get currently item      
     item1 = @equip_window.item
     item2 = @equipitem_window.item
     last_hp = @actor.hp
     last_sp = @actor.sp
     old_atk = @actor.atk
     old_pdef = @actor.pdef
     old_mdef = @actor.mdef
     old_str = @actor.str
     old_dex = @actor.dex
     old_agi = @actor.agi
     old_int = @actor.int
     old_eva = @actor.eva
     @actor.equip(@equip_window.index, item2 == nil ? 0 : item2.id)
     # Get parameters for after equipment change
     new_atk = @actor.atk
     new_pdef = @actor.pdef
     new_mdef = @actor.mdef
     new_str = @actor.str
     new_dex = @actor.dex
     new_agi = @actor.agi
     new_int = @actor.int
     new_eva = @actor.eva
     @equipstat_window.changes = [0, 0, 0, 0, 0, 0, 0, 0]
     @equipstat_window.changes[0] = new_atk > old_atk ? 1 : @equipstat_window.changes[0]
     @equipstat_window.changes[0] = new_atk < old_atk ? -1 : @equipstat_window.changes[0]
     @equipstat_window.changes[1] = new_pdef > old_pdef ? 1 : @equipstat_window.changes[1]
     @equipstat_window.changes[1] = new_pdef < old_pdef ? -1 : @equipstat_window.changes[1]
     @equipstat_window.changes[2] = new_mdef > old_mdef ? 1 : @equipstat_window.changes[2]
     @equipstat_window.changes[2] = new_mdef < old_mdef ? -1 : @equipstat_window.changes[2]
     @equipstat_window.changes[3] = new_str > old_str ? 1 : @equipstat_window.changes[3]
     @equipstat_window.changes[3] = new_str < old_str ? -1 : @equipstat_window.changes[3]
     @equipstat_window.changes[4] = new_dex > old_dex ? 1 : @equipstat_window.changes[4]
     @equipstat_window.changes[4] = new_dex < old_dex ? -1 : @equipstat_window.changes[4]
     @equipstat_window.changes[5] = new_agi > old_agi ? 1 : @equipstat_window.changes[5]
     @equipstat_window.changes[5] = new_agi < old_agi ? -1 : @equipstat_window.changes[5]
     @equipstat_window.changes[6] = new_int > old_int ? 1 : @equipstat_window.changes[6]
     @equipstat_window.changes[6] = new_int < old_int ? -1 : @equipstat_window.changes[6]
     @equipstat_window.changes[7] = new_eva > old_eva ? 1 : @equipstat_window.changes[7]
     @equipstat_window.changes[7] = new_eva < old_eva ? -1 : @equipstat_window.changes[7]
     # Return equipment            
     @actor.equip(@equip_window.index, item1 == nil ? 0 : item1.id)
     @actor.hp = last_hp
     @actor.sp = last_sp
     elem_text = ""
     stat_text = ""
     if item2.is_a?(RPG::Weapon)        
       flag = false
       for i in item2.element_set
         next if i == LegACy::ITEMS[0] || i == LegACy::ITEMS[1] ||
             i == LegACy::ITEMS[2] || i == LegACy::ITEMS[3] ||
             i == LegACy::ITEMS[4] || i == LegACy::ITEMS[5]
         elem_text += ", " if flag  
         elem_text += $data_system.elements[i]
         flag = true
       end        
       flag = false
       for i in item2.plus_state_set
         stat_text += ", " if flag
         stat_text += $data_states[i].name
         flag = true
       end
     end
     if item2.is_a?(RPG::Armor)
       flag = false
       for i in item2.guard_element_set
        next if i == LegACy::ITEMS[0] || i == LegACy::ITEMS[1] ||
             i == LegACy::ITEMS[2] || i == LegACy::ITEMS[3] ||
             i == LegACy::ITEMS[4] || i == LegACy::ITEMS[5]
         elem_text += ", " if flag
         elem_text += $data_system.elements[i]
         flag = true
       end
       flag = false
       for i in item2.guard_state_set
         stat_text += ", " if flag
         stat_text += $data_states[i].name
         flag = true
       end
     end
     # Draw in left window
     @equipstat_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
       new_dex, new_agi, new_int, new_eva, elem_text, stat_text)
     # If B button was pressed
     if Input.trigger?(Input::B)
       # Play cancel SE
       $game_system.se_play($data_system.cancel_se)        
       # Erase parameters for after equipment change
       @equipstat_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil, '', '')
       # Activate right window
       @equip_window.active = true
       @equipitem_window.active = false
       @equipitem_window.index = -1
       return
     end
     # If C button was pressed
     if Input.trigger?(Input::C)
       # Play equip SE
       $game_system.se_play($data_system.equip_se)
       # Get currently selected data on the item window
       item = @equipitem_window.item
       # Change equipment
       @actor.equip(@equip_window.index, item == nil ? 0 : item.id)
       # Erase parameters for after equipment change
       @equipstat_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil, '', '')
       # Activate right window
       @equip_window.active = true
       @equipitem_window.active = false
       @equipitem_window.index = -1
       # Remake right window and item window contents
       @equip_window.refresh
       @equipitem_window.refresh
       return
     end
   end
   #--------------------------------------------------------------------------
   # * Frame Update (when enhnaced equip window is active)
   #--------------------------------------------------------------------------
   def update_extraequip
     # If B button was pressed
     if Input.trigger?(Input::B) || Input.trigger?(Input::SHIFT)
       # Play cancel SE
       $game_system.se_play($data_system.cancel_se)
       # Switch to menu screen
       @equipenhanced_window.active = false
       @equip_window.active = true
       return
     end
     # If C button was pressed
     if Input.trigger?(Input::C)
       $game_system.se_play($data_system.equip_se)
       case @equipenhanced_window.index
       when 0
         for i in 0..4
           @actor.equip(i, 0) unless @actor.equip_fix?(i)
           next if @actor.equip_fix?(i)
           case i
           when 0
             weapons = []
             weapon_set = $data_classes[@actor.class_id].weapon_set
             for j in 1...$data_weapons.size
               if $game_party.weapon_number(j) > 0 && weapon_set.include?(j)
                 weapons.push($data_weapons[j])
               end
             end
             next if weapons == []
             weapons = weapons.reverse
             strongest_weapon = weapons[0]
             for weapon in weapons
               strongest_weapon = weapon if strongest_weapon.atk < weapon.atk
             end          
             @actor.equip(0, strongest_weapon.id)
           when 1..4  
             armors = []
             armor_set = $data_classes[@actor.class_id].armor_set
             for j in 1...$data_armors.size
               if $game_party.armor_number(j) > 0 && armor_set.include?(j)
                 if $data_armors[j].kind == i - 1
                   armors.push($data_armors[j])
                 end
               end
             end
             next if armors == []
             armors = armors.reverse
             strongest_armor = armors[0]
             for armor in armors
               strongest_armor = armor if strongest_armor.pdef < armor.pdef
             end
             @actor.equip(i, strongest_armor.id)
           end
         end      
       when 1
         for j in 0..4
           @actor.equip(j, 0) unless @actor.equip_fix?(j)
         end
       end
       @equip_window.refresh
       @equipitem_window.refresh
       @equipstat_window.refresh
       return
     end
   end
   #--------------------------------------------------------------------------
   # * Frame Update (when status window is active)
   #--------------------------------------------------------------------------
   def update_playerstatus
     # If B button was pressed
     if Input.trigger?(Input::B)
       # Play cancel SE
       $game_system.se_play($data_system.cancel_se)
       # Switch to menu screen
       @playerstatus_window.active = false
       @actor_window.active = true
       return
     end
   end
   #--------------------------------------------------------------------------
   # * Frame Update (when save window is active)
   #--------------------------------------------------------------------------
   def update_save
     # If B button was pressed
     if Input.trigger?(Input::B)
       # Play cancel SE
       $game_system.se_play($data_system.cancel_se)
       # Switch to menu screen
       @file_window.active = false
       @command_window.active = true
       return
     end
     # If C button was pressed
     if Input.trigger?(Input::C)
       $game_system.se_play($data_system.save_se)
       file = File.open("Save#{@file_window.index + 1}.rxdata", "wb")
       characters = []
       for i in 0...$game_party.actors.size
         actor = $game_party.actors[i]
         characters.push([actor.character_name, actor.character_hue])
       end
       Marshal.dump(characters, file)
       Marshal.dump(Graphics.frame_count, file)
       $game_system.save_count += 1
       $game_system.magic_number = $data_system.magic_number
       Marshal.dump($game_system, file)
       Marshal.dump($game_switches, file)
       Marshal.dump($game_variables, file)
       Marshal.dump($game_self_switches, file)
       Marshal.dump($game_screen, file)
       Marshal.dump($game_actors, file)
       Marshal.dump($game_party, file)
       Marshal.dump($game_troop, file)
       Marshal.dump($game_map, file)
       Marshal.dump($game_player, file)
       file.close
       @file_window.refresh
       @filestatus_window.refresh
       return
     end
   end
   #--------------------------------------------------------------------------
   # * Frame Update (when status window is active)
   #--------------------------------------------------------------------------
   def update_status
     @actor = $game_party.actors[@actor_window.index]      
     # If B button was pressed
     if Input.trigger?(Input::B)
       # Play cancel SE
       $game_system.se_play($data_system.cancel_se)
       if @old_actor == nil
         @command_window.active = true
         @actor_window.active = false
         if @actor_window.party
           for i in 4...$game_party.actors.size
             unless $game_party.reserve == []
               $game_party.reserve[i - 4] = $game_party.actors[4]
               $game_party.actors.delete($game_party.actors[4])
             end
           end
           @actor_window.party = false
           @actor_window.refresh
         end
         @actor_window.index = -1
       else
         @old_actor = nil
       end  
       return
     end
     # If C button was pressed
     if Input.trigger?(Input::C)
       if @actor_window.party == false
         # Branch by command window cursor position
         case @command_window.index
         when 1  # equipment
           # Play decision SE
           $game_system.se_play($data_system.decision_se)
           # Switch to skill screen
           @equip_window.active = true
           @equip_window.update_actor(@actor)
           @equipitem_window.update_actor(@actor)
           @equipstat_window.update_actor(@actor)
           @help_window.active = true
           @actor_window.active = false
         when 3  # skill
           # If this actor's action limit is 2 or more
           if $game_party.actors[@actor_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
           @skill_window.active = true
           @skill_window.index = 0
           @skill_window.update_actor(@actor)
           @help_window.active = true
           @actor_window.active = false
         when 4  # status
           # Play decision SE
           $game_system.se_play($data_system.decision_se)
           # Switch to status screen
           @playerstatus_window.active = true
           @playerstatus_window.update_actor(@actor)
           @actor_window.active = false
         end
         return
       else          
         # Play decision SE
         $game_system.se_play($data_system.decision_se)
         if @old_actor == nil
           @old_actor = @actor
         else
           $game_party.actors[$game_party.actors.index(@old_actor)] = $game_party.actors[@actor_window.index]
           $game_party.actors[@actor_window.index] = @old_actor
           @actor_window.refresh
           @old_actor = nil            
         end
         return
       end      
     end
   end
   #--------------------------------------------------------------------------
   # * Frame Update
   #--------------------------------------------------------------------------
   def update_end
     # If B button was pressed
     if Input.trigger?(Input::B)
       # Play cancel SE
       $game_system.se_play($data_system.cancel_se)
       # Switch to menu screen
       @end_window.active = false
       @command_window.active = true
       return
     end
     # If C button was pressed
     if Input.trigger?(Input::C)
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Fade out BGM, BGS, and ME
       Audio.bgm_fade(800)
       Audio.bgs_fade(800)
       Audio.me_fade(800)      
       # Branch by command window cursor position
       case @end_window.index
       when 0  # to title
         # Switch to title screen
         $scene = Scene_Title.new
       when 1  # shutdown
         # Shutdown
         $scene = nil
       end
       return
     end
   end
 end
 
 #==========================================================================
====
 # ** Window_BattleStatus
 #------------------------------------------------------------------------------
 #  This window displays the status of all party members on the battle screen.
 #==========================================================================
====
 if LegACy::BATTLE_BAR
   class Window_BattleStatus < Window_Base  
     #--------------------------------------------------------------------------
     # * Refresh
     #--------------------------------------------------------------------------
     def refresh
       self.contents.clear
       @item_max = $game_party.actors.size
       for i in 0...$game_party.actors.size
         actor = $game_party.actors[i]
         actor_x = i * 160 + 4
         draw_actor_name(actor, actor_x, 0)
         draw_bar(actor, actor_x - 4, 46, 'hp', 120)
         draw_bar(actor, actor_x - 4, 76, 'sp', 120)
         if @level_up_flags[i]
           self.contents.font.color = normal_color
           self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
         else
           draw_actor_state(actor, actor_x, 96)
         end
       end
     end
   end    
 end


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123q
post Jul 19 2006, 09:47 AM
Post #4


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Alright, since I have to say how to put this script together, I will. Copy each part of the script into the script editor as one script. Then go to RMXP.org and register to get the ability to go into the resource and script sections. In the script section, search for the 1-Scene CMS topic, and get the icons that are in the first page (the first post is the one that always gets edited).

There is no telling when the script will be fully complete. Check the site on a regular basis to see when the script is going to be done.


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jens009
post Jul 19 2006, 10:52 AM
Post #5


L Did you know? Death gods... only eat apples
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Please give credit to author next time,

Instead of making the members register there, why dont you just get the graphics and post it up here since your the submitter?
Nice CMS by the way


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snowstriker
post Jul 19 2006, 12:29 PM
Post #6


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Can we have a screenshot of the product so we can tell wheather we want to use it or not before pasting all that mumbo jumbo in? tongue.gif

~Snow


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Ember
post Jul 20 2006, 03:08 AM
Post #7


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Just take it from me, its pretty frigen awesome.


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123q
post Jul 20 2006, 07:30 AM
Post #8


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QUOTE (jens009 @ Jul 19 2006, 11:52 AM)
Please give credit to author next time,

Instead of making the members register there, why dont you just get the graphics and post it up here since your the submitter?
Nice CMS by the way
*


Okay, jens009, two things: First, I forgot to give him credit (due to my memory). Second, the images wouldn't go up in the site. I guess I'll have to upload a demo of the system with the icons in the demo.

QUOTE (ember2inferno @ Jul 20 2006, 04:08 AM)
Just take it from me, its pretty frigen awesome.
*


Thanks, ember2inferno, for the support. I needed someone to help me with this.

Okay, people, I'm up to uploading this. Expect me to get different versions of it up at a time!!

P.S. I should put in a screenshot as well. I'll get to it.

P.S.S. I got to it!! No, this is not an editing, people.





I hope you enjoy!!

EDIT: The second screen is the one that has the party switching in it. To get that system, people, you should press the shift key while in the menu. When the problems that are there get fixed (should've warned you guys about the bugs in the script.) then the things will work that are supposed to work.

This post has been edited by thechocobohunter: Jul 20 2006, 07:34 AM


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Rockman
post Jul 23 2006, 09:16 AM
Post #9


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Oh yeah, and idea on solving the cut-off problem - stick the code in a .txt file, and then upload it here.
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jens009
post Jul 23 2006, 02:16 PM
Post #10


L Did you know? Death gods... only eat apples
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Oh sorry, didnt know you couldnt get the pictures

Party changing screen? Thats awesome..

But you said its still buggy right? I'll wait for the progress of this CMS


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Rockman
post Jul 23 2006, 02:42 PM
Post #11


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Okay, I got it working from the version at RMXP.org, here it is:

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CzarDragon
post Jul 23 2006, 06:57 PM
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wow. level 1 and almost 800 HP!!! yes this I might use thanks but can you put that in a text file please.


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NekoMage
post Jul 24 2006, 05:56 AM
Post #13


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Rockman! Could you send me a txt file of the menu script on msn or something?

Or could you at least post it on the forum in a txt file? Please? TT-TT


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Rockman
post Jul 24 2006, 08:11 AM
Post #14


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It shall be done! MUAHAHAHAHA!

LeGaCy's One Scene CMS

And the icons.

CODE
http://redsectora.bravehost.com/rmxp_scripts/item0.png
http://redsectora.bravehost.com/rmxp_scripts/item1.png
http://redsectora.bravehost.com/rmxp_scripts/item2.png
http://redsectora.bravehost.com/rmxp_scripts/item3.png
http://redsectora.bravehost.com/rmxp_scripts/item4.png
http://redsectora.bravehost.com/rmxp_scripts/item5.png
http://redsectora.bravehost.com/rmxp_scripts/menu0.png
http://redsectora.bravehost.com/rmxp_scripts/menu1.png
http://redsectora.bravehost.com/rmxp_scripts/menu2.png
http://redsectora.bravehost.com/rmxp_scripts/menu3.png
http://redsectora.bravehost.com/rmxp_scripts/menu4.png
http://redsectora.bravehost.com/rmxp_scripts/menu5.png


You'll want to save the .txt file.
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123q
post Jul 24 2006, 08:26 AM
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Okay, guys, what I'm really waiting for from the maker of the script is version 1.17b. I really am needing it to make it work in my game with the KH ABS. Ok, ok, I'm done.


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sillypieman
post Aug 14 2006, 07:14 PM
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When I try it it says Cannot find Graphics/Pictures/Class_1 or something help!


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TheSilentOne
post Aug 16 2006, 02:20 AM
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Did you download the graphics like he said? Youll haveta take those graphics and put them in your pictures folder.
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abreaction
post Apr 15 2007, 08:42 AM
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I'll use the cursor script. It's cool. The reason I'm only using that is because, heck, it won't let me use the script with my SDK script, and I need that or else NONE OF THE SCRIPTS I ADD ON WILL SHOW WORDS!!!!!!!!!!!!!!!!!!!!!!!!!! Anyways.... I found this earlier on rmxp.org but I didn't use it.... now..... I still don't..... I'm just reading the first post so if you already mentioned something about this than don't..... yeah, you can blame me.

EDIT: Oh XxRasenganxX, what version are you using.... I'm using the Positilaty Knight version.... the illegal version has bugs, and that's one em'. Add a script, like a actor customization script. NO WORDS.... don't go like me... SDKs make the CMS not work... don't ask me why.. I suck at RGSS.

This post has been edited by LonelyElf: Apr 15 2007, 08:46 AM


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Pierre_Phoenix
post Sep 9 2008, 05:01 PM
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can you put a tutorial or something -.- i get syntax error sad.gif


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Rast
post Sep 9 2008, 10:43 PM
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There are several things you should post if you want help. First off, did you copy the script directly from his posts? I noticed at the end of the first post, it said "en" instead of "end", which could cause a syntax error, I'm sure.

If you did, I'd suggest deleting the script and downloading the text file Rockman uploaded from here.

And don't forget the images:
QUOTE (Rockman)
CODE
http://redsectora.bravehost.com/rmxp_scripts/item0.png
http://redsectora.bravehost.com/rmxp_scripts/item1.png
http://redsectora.bravehost.com/rmxp_scripts/item2.png
http://redsectora.bravehost.com/rmxp_scripts/item3.png
http://redsectora.bravehost.com/rmxp_scripts/item4.png
http://redsectora.bravehost.com/rmxp_scripts/item5.png
http://redsectora.bravehost.com/rmxp_scripts/menu0.png
http://redsectora.bravehost.com/rmxp_scripts/menu1.png
http://redsectora.bravehost.com/rmxp_scripts/menu2.png
http://redsectora.bravehost.com/rmxp_scripts/menu3.png
http://redsectora.bravehost.com/rmxp_scripts/menu4.png
http://redsectora.bravehost.com/rmxp_scripts/menu5.png

If that doesn't work, I can't help you(I know nothing about scripting), but if you post the following information, I'm sure someone else can:

1) What's the error? In this case(Syntax Error), does it say a specific line number?

2) Are you using any other scripts that might conflict with this(anything that edits a menu, I'd guess, including adding commands and such)?



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