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> Animated CMS
Good Script
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viraniz
post Nov 22 2009, 11:45 AM
Post #1


Level 3
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Group: Member
Posts: 33
Type: Event Designer
RM Skill: Skilled




Script Name: Animated CMS
Script Version: 2.0
Script Author: viraniz
Description: A Script for a animated cms
Compatibility: Works With Bag Menu And Pokedex
Screenshots:
Sorry No Screenshots
Script

# Script Name: Animated CMS
# By: viraniz
# Instructions
=begin
1.place above main and below all other scripts
2.Get the Bestiary Script
3.Get The Bag Menu Script From RpgRevolution
=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
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make Map background
@map = Spriteset_Map.new
# Make command window
s1 = "Pokedex"
s2 = "Bag"
s3 = "Save"
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.index = @menu_index
@command_window.y = 64
@command_window.move(480, 64, 250)
# 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 gold window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 5*32+32
@gold_window.move(480, 5*32+32, 250)
# Make Help Window
@windowhelp = Window_Help.new
# Make a Location window
# 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
@command_window.dispose
@gold_window.dispose
@windowhelp.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@gold_window.update
@windowhelp.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::cool.gif
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
case @command_window.index
when 0; @windowhelp.set_text("Pokedex", 1)
when 1; @windowhelp.set_text("Bag Menu", 1)
when 2; @windowhelp.set_text("Save Your Game", 1)
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 # Pokedex
# Play decision SE
$game_system.se_play($data_system.decision_se)
# switch to Pokedex
$scene = Scene_MonsterBook.new
when 1 # Bag
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch To Bag Screen
$scene = Scene_Bag.new
when 2 # Save
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch To Save Screen
$scene = Scene_Save.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::cool.gif
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 1 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)[sup]
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end

Instructions For script To Work
1. Place above Main
2. Get Beastinery Script
3. Get Bag Menu
4. Test Game


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