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woratana
Monster Book II
Version 2.0
by Woratana
Release Date: 02/01/2009


Introduction
This is the first script I release in 2009~!
Actually, I have released the first version in my Christmas Giftbox.
I added more features, such as the switch to stop adding data in Monster Book temporarily.

All the texts in Monster Book is editable, so you can make one original Monster Book for your game. >w</
The monster book interface I used the one in XP by momomo~

By the way, the hardest part of this script is to make a snippet that will insert 'Monster Book' in menu command.
And I'm sure not many bestiary scripts come with this feature. biggrin.gif

Enjoy~^^


Features
Version 2.0
- Built-in snippet to add 'Monster Book' in the menu's command
- Show enemies' data in Monster Book after player fight with them
- All the texts are editable in setup part
- Call script to clear/complete Monster Book's data
- Call script to show/hide monster's data in Monster Book
- Compare monster's status with the highest level actors in party
- Turn ON switch to stop adding data into Monster Book temporarily
- Choose the monsters you don't want to show their name and data


Screenshots





* For the 2nd and 3rd screenies, the monster's status is compared to the highest level actor in the party.
That's why demon's HP is in red (higher HP than actor) and bat's HP is in green (lower HP than actor).


Script
Place it above main, and below other menu scripts
Click to view attachment


Instruction
- Setup script in the SETUP part

- This is an instruction from the script:
QUOTE
#--------------------------------------------------------------
# ** HOW TO USE
#--------------------------------------------------------------
# * Call Scene Monster Book by call script:
# $scene = Scene_MonsterBook.new

# * Complete all enemies' information by call script:
# $game_system.set_monbook_complete

# * Clear all enemies' information by call script:
# $game_system.reset_monbook
#--------------------------------------------------------------
# * Show enemy's information by call script:
# $game_system.monbook[enemy_id] = true

# * Hide enemy's information by call script:
# $game_system.monbook[enemy_id] = false

# ^ Change 'enemy_id' to ID of enemy you want
# ** e.g. $game_system.monbook[10] = true
#===============================================================



Author's Notes
Free for use in your work if credit is included.
If you want to post it on any forum, please link to this topic.


Bug Report?
Please give me these informations:
QUOTE
- What is it says in error window?
- When is it get error? (Right after run game, when you choose something, etc.)
- What have you changed in setting part?
- Do you have any other scripts running in your game that may crash with this script?
KAZRCRW_ME
With name of God who he is Loving and Compassionate..

Great...

This is my suggestion...

1)How about we add monster description
2) Add Monster (element) (description)(And it image)ex:
1) Wind
2) Fire
3) Water

After we click button Z(use commonly) or with left mouse click(If use mouse system)

What a great script...

Thank you because share with us...

May peace upon you..

scream of death
U alway make scrips that just seem to fit in every rpg game.
I like it.

Good job thumbsup.gif
Vorpal-darkness
[Show/Hide] Long Quote
QUOTE (woratana @ Jan 2 2009, 08:30 AM) *
Monster Book II
Version 2.0
by Woratana
Release Date: 02/01/2009


Introduction
This is the first script I release in 2009~!
Actually, I have released the first version in my Christmas Giftbox.
I added more features, such as the switch to stop adding data in Monster Book temporarily.

All the texts in Monster Book is editable, so you can make one original Monster Book for your game. >w</
The monster book interface I used the one in XP by momomo~

By the way, the hardest part of this script is to make a snippet that will insert 'Monster Book' in menu command.
And I'm sure not many bestiary scripts come with this feature. biggrin.gif

Enjoy~^^


Features
Version 2.0
- Built-in snippet to add 'Monster Book' in the menu's command
- Show enemies' data in Monster Book after player fight with them
- All the texts are editable in setup part
- Call script to clear/complete Monster Book's data
- Call script to show/hide monster's data in Monster Book
- Compare monster's status with the highest level actors in party
- Turn ON switch to stop adding data into Monster Book temporarily
- Choose the monsters you don't want to show their name and data


Screenshots





* For the 2nd and 3rd screenies, the monster's status is compared to the highest level actor in the party.
That's why demon's HP is in red (higher HP than actor) and bat's HP is in green (lower HP than actor).


Script
Place it above main, and below other menu scripts
Click to view attachment


Instruction
- Setup script in the SETUP part

- This is an instruction from the script:
QUOTE
#--------------------------------------------------------------
# ** HOW TO USE
#--------------------------------------------------------------
# * Call Scene Monster Book by call script:
# $scene = Scene_MonsterBook.new

# * Complete all enemies' information by call script:
# $game_system.set_monbook_complete

# * Clear all enemies' information by call script:
# $game_system.reset_monbook
#--------------------------------------------------------------
# * Show enemy's information by call script:
# $game_system.monbook[enemy_id] = true

# * Hide enemy's information by call script:
# $game_system.monbook[enemy_id] = false

# ^ Change 'enemy_id' to ID of enemy you want
# ** e.g. $game_system.monbook[10] = true
#===============================================================



Author's Notes
Free for use in your work if credit is included.
If you want to post it on any forum, please link to this topic.


Bug Report?
Please give me these informations:
QUOTE
- What is it says in error window?
- When is it get error? (Right after run game, when you choose something, etc.)
- What have you changed in setting part?
- Do you have any other scripts running in your game that may crash with this script?





How did you get the Hp numbers not overlapping the Hp word.
woratana
@Kaz
Monster description would be nice.
Though, about the element, how will the game developer set monster's element in database? ^^

@Scream of Death
Thanks ^^

@Vorpal
Does HP number overlapped 'HP'?

magicmace3
how about somthing that sets a boss. i mean some of my monsters in the book are bosses and i would liek it so the player can tell if it is a boss. maybe a picture with teh word boss on it...
........................./\
......................./....\
...................../Boss.\
.................../........... \
...................-----------
this is an example.. it dont hafta look like that. maybe it just say boss above or below the monster... its just a suggestion.
trizty
I've been looking for one of these for quite a while! This is perfect, but there are 2 things I've noticed when I was testing it:

1. When you go back to the menu from the monster book, it will always move the cursor one space down.
e.g. I press X to go back from the monster book [menu index = 4] to the menu and the cursor ends up on top of Save.
It's not huge, I know, and I can deal with it, but it was kind of annoying when I set the index to 6 and it created a blank menu item underneath it [it goes away when its not visible, of course].

2. I kinda don't like that if you escape from monsters without attacking them or anything, it will record all of their information. I'd prefer it to just show their name and the rest was just ?'s when you don't actually defeat them.

As for the elements thing, how about it finds if certain elements and states are more or less effective than normal against a monster based on the information in the database?
Midnight Assassin
Pretty damn good, Woratana! I just love it when you release a new script. It makes me jump in joy!

Again, freaking great job on the script!
Senreichi
If you have more than 682 enemies created, you'll receive this error. I just thought I should tell you.
By the way great script Woratana.
eugenio456
I like the Script, but anyone know how i can open de MonstersBook just pressing a button on the keyboard?
I will appreciate any comments.
Thanks.

Me gusta el Scrip, pero alguien sabe como puedo abrir el MonsterBook solo presionando una tecla?
Apreciaria cualquier comentario.
Gracias.
miget man12
you could make a common event that is a parallel process so that
if Input.trigger?(Input::X)
$scene = Scene_MonsterBook.new
end
woratana
I'll deal with all the questions/bugs after I finished preparing for college. Please hold on til 10th January. ^^
TalesOf_Fantasy
once again... woratana proves himself to be the best scripter again... yes.gif
EvilEagles
How about float'ed monsters?.
KAZRCRW_ME
With name of God who He is Loving and Compassionate..



QUOTE
- What is it says in error window?
- When is it get error? (Right after run game, when you choose something, etc.)
- What have you changed in setting part?
- Do you have any other scripts running in your game that may crash with this script?



This script may crash with my script,

Sorry. I am not very well for scripter





[Show/Hide] Custom Commands Script

#==============================================================================
# ** Custom Commands
#------------------------------------------------------------------------------
# © Dargor, 2008
# 05/09/08
# Version 1.10
#------------------------------------------------------------------------------
# VERSION HISTORY:
# - 1.0 (09/03/08), Initial release
# - 1.1 (15/03/08), Added support for Party Commands
# - 1.2 (15/03/08), Added support for Actor Commands
# - 1.2.1 (15/03/08), Bug fixed with Selectable Window's contents
# - 1.3 (24/03/08), Added the 'Selection' method to Window_Selectable
# - 1.4 (08/05/08), Works with the 'Selection' method
# - 1.5 (08/06/08), Added support for command substitution based
# on an actor's class ID
# - 1.6 (13/06/08), Added support for Title Screen Commands
# - 1.7 (13/06/08), Bug fixed when disabling default commands
# - 1.7.1 (16/06/08), Increased compatibility
# - 1.8 (18/06/08), Menu Index has been corrected when comming back of
# default scenes (Item/Skill/Equip/Status/Save/End).
# - 1.9 (18/06/08), Added support for enabling/disabling commands.
# - 1.9.1 (05/09/08), Minor revisions
# - 1.10 (07/09/08), Added support for command icons
#------------------------------------------------------------------------------
# INSTRUCTIONS:
# 1) Place this script above all custom scripts and below all
# default scripts
# 2) To change the default menu commands, use:
# - $game_system.menu_commands = [string1, string2...]
# or
# - $game_system.add_menu_command(index, command)
# or
# - $game_system.remove_menu_command(command)
# 3) To change the default party commands, use:
# - $game_system.party_commands = [string1, string2...]
# or
# - $game_system.add_party_command(index, command)
# or
# - $game_system.remove_party_command(command)
# 4) To change an actor's battle commands, use:
# - $game_actors[id].commands = [string1, string2...]
# or
# - $game_actors[id].add_command(index, command)
# or
# - $game_actors[id].remove_command(command)
#------------------------------------------------------------------------------
# NOTES:
# 1) When using the following methods:
# > $game_system.add_menu_command(index, command)
# > $game_system.remove_menu_command(command)
# > $game_system.add_party_command(index, command)
# > $game_system.remove_party_command(command)
# > $game_actors[id].add_command(index, command)
# > $game_actors[id].remove_command(command)
# 'command' can be a String or an Array
# 2) This script overides the following methods:
# > Window_PartyCommand
# <> initialize
# > Window_ActorCommand
# <> initialize
# <> setup
# > Scene_Menu
# <> create_command_window
# <> update_command_selection
# <> update_actor_selection
# > Scene_Battle
# <> update_party_command_selection
# <> update_actor_command_selection
# This script will be incompatible with any other scripts
# modifying these methodsunless they are based on the
# Custom Commands script methods.
#==============================================================================

module Custom_Commands
# Temporary System Data
$data_system = load_data('Data/System.rvdata')
# Maximum number of commands visible at the same time in the
# command windows
Menu_Item_Max = 7
Party_Item_Max = 4
Actor_Item_Max = 4
Title_Item_Max = 4
# Icon index based on command names
Icons = {
# title screen
Vocab::new_game => 141,
Vocab::continue => 133,
Vocab::shutdown => 112,
# main menu
Vocab::item => 144,
Vocab::skill => 119,
Vocab::equip => 41,
Vocab::status => 149,
Vocab::save => 159,
Vocab::game_end => 112,
# battle
Vocab::attack => 2,
Vocab::guard => 52,
Vocab::fight => 2,
Vocab::escape => 48,
# game end
Vocab::to_title => 141,
Vocab::cancel => 143
}
end

#==============================================================================
# ** RPG::Class
#------------------------------------------------------------------------------
# This class handles actors classes.
#==============================================================================

class RPG::Class
#--------------------------------------------------------------------------
# * Command Name
# Returns a substitute to command_name.
# Returns the original command name if no substitues are found.
# command_name : command name
#--------------------------------------------------------------------------
def command_name(command)
# Commands Substitution Array
@commands = []
# SYNTAX: @commands[class_ID] = { original_command => substitute }
@commands[1] = {
Vocab::attack => 'Strike',
Vocab::item => 'Things',
}
@commands[2] = {
Vocab::guard => 'Protect',
Vocab::item => 'Stuff',
}
# Get command substitute
if @commands[@id].nil? or @commands[@id][command].nil?
return command
end
return @commands[@id][command]
end
end

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles system-related data. Also manages vehicles and BGM, etc.
# The instance of this class is referenced by $game_system.
#==============================================================================

class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :menu_commands
attr_accessor :party_commands
attr_accessor :title_commands
attr_accessor :disabled_menu_commands
attr_accessor :disabled_party_commands
attr_accessor :disabled_title_commands
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_cmc_system_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
dargor_vx_cmc_system_initialize
@disabled_menu_commands = {}
@disabled_party_commands = {}
@disabled_title_commands = {}
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@menu_commands = []
add_menu_command(0,[s1, s2, s3, s4, s5, s6])
s1 = Vocab::fight
s2 = Vocab::escape
@party_commands = []
add_party_command(0,[s1, s2])
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@title_commands = []
add_title_command(0,[s1, s2, s3])
end
#--------------------------------------------------------------------------
# * Add Menu Command
#--------------------------------------------------------------------------
def add_menu_command(index, command)
return if @menu_commands.include?(command)
if command.is_a?(String)
@menu_commands.insert(index, command)
@disabled_menu_commands[command] = false
elsif command.is_a?(Array)
for i in 0...command.size
@menu_commands.insert(index+i, command[i])
@disabled_menu_commands[command[i]] = false
end
end
end
#--------------------------------------------------------------------------
# * Add Party Command
#--------------------------------------------------------------------------
def add_party_command(index, command)
return if @party_commands.include?(command)
if command.is_a?(String)
@party_commands.insert(index, command)
@disabled_party_commands[command] = false
elsif command.is_a?(Array)
for i in 0...command.size
@party_commands.insert(index+i, command[i])
@disabled_party_commands[command[i]] = false
end
end
end
#--------------------------------------------------------------------------
# * Add Title Command
#--------------------------------------------------------------------------
def add_title_command(index, command)
return if @title_commands.include?(command)
if command.is_a?(String)
@title_commands.insert(index, command)
@disabled_party_commands[command] = false
elsif command.is_a?(Array)
for i in 0...command.size
@title_commands.insert(index+i, command[i])
@disabled_title_commands[command[i]] = false
end
end
end
#--------------------------------------------------------------------------
# * Remove Menu Command
#--------------------------------------------------------------------------
def remove_menu_command(command)
if command.is_a?(String)
@menu_commands.delete(command)
elsif command.is_a?(Array)
for i in command
@menu_commands.delete(i)
end
end
end
#--------------------------------------------------------------------------
# * Remove Party Command
#--------------------------------------------------------------------------
def remove_party_command(command)
if command.is_a?(String)
@party_commands.delete(command)
elsif command.is_a?(Array)
for i in command
@party_commands.delete(i)
end
end
end
#--------------------------------------------------------------------------
# * Remove Title Command
#--------------------------------------------------------------------------
def remove_title_command(command)
if command.is_a?(String)
@title_commands.delete(command)
elsif command.is_a?(Array)
for i in command
@party_commands.delete(i)
end
end
end
#--------------------------------------------------------------------------
# * Add Menu Command
#--------------------------------------------------------------------------
def enable_menu_command(command)
@disabled_menu_commands[command] = false
end
#--------------------------------------------------------------------------
# * Add Party Command
#--------------------------------------------------------------------------
def enable_party_command(command)
@disabled_party_commands[command] = false
end
#--------------------------------------------------------------------------
# * Add Title Command
#--------------------------------------------------------------------------
def enable_title_command(command)
@disabled_title_commands[command] = false
end
#--------------------------------------------------------------------------
# * Add Menu Command
#--------------------------------------------------------------------------
def disable_menu_command(command)
@disabled_menu_commands[command] = true
end
#--------------------------------------------------------------------------
# * Add Party Command
#--------------------------------------------------------------------------
def disable_party_command(command)
@disabled_party_commands[command] = true
end
#--------------------------------------------------------------------------
# * Add Title Command
#--------------------------------------------------------------------------
def disable_title_command(command)
@disabled_title_commands[command] = true
end
#--------------------------------------------------------------------------
# * Add Menu Command
#--------------------------------------------------------------------------
def menu_command_disabled?(command)
return @disabled_menu_commands[command]
end
#--------------------------------------------------------------------------
# * Add Party Command
#--------------------------------------------------------------------------
def party_command_disabled?(command)
return @disabled_party_commands[command]
end
#--------------------------------------------------------------------------
# * Add Title Command
#--------------------------------------------------------------------------
def title_command_disabled?(command)
return @disabled_title_commands[command]
end
end

#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vc_cmc_interpreter_command_134 command_134
alias dargor_vc_cmc_interpreter_command_301 command_301
#--------------------------------------------------------------------------
# * Change Save Access
#--------------------------------------------------------------------------
def command_134
if @params[0] == 0
$game_system.disable_party_command(Vocab::save)
else
$game_system.enable_party_command(Vocab::save)
end
# The usual
dargor_vc_cmc_interpreter_command_134
end
#--------------------------------------------------------------------------
# * Battle Processing
#--------------------------------------------------------------------------
def command_301
return true if $game_temp.in_battle
if @params[2]
$game_system.enable_party_command(Vocab::escape)
else
$game_system.disable_party_command(Vocab::escape)
end
# The usual
dargor_vc_cmc_interpreter_command_301
end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :commands # battle commands
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_battle_commands_actor_setup setup
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
def setup(actor_id)
dargor_vx_battle_commands_actor_setup(actor_id)
actor = $data_actors[actor_id]
s1 = self.class.command_name(Vocab::attack)
s2 = self.class.command_name(Vocab::skill)
s3 = self.class.command_name(Vocab::guard)
s4 = self.class.command_name(Vocab::item)
if self.class.skill_name_valid # Skill command name is valid?
s2 = self.class.skill_name # Replace command name
end
@commands = [s1, s2, s3, s4]
end
#--------------------------------------------------------------------------
# * Add Command
#--------------------------------------------------------------------------
def add_command(index, command)
return if @commands.include?(command)
if command.is_a?(String)
@commands.insert(index, command)
elsif command.is_a?(Array)
for i in 0...command.size
@commands.insert(index+i, command[i])
end
end
end
#--------------------------------------------------------------------------
# * Remove Command
#--------------------------------------------------------------------------
def remove_command(command)
if command.is_a?(String)
@commands.delete(command)
elsif command.is_a?(Array)
for i in command
@commands.delete(i)
end
end
end
end

#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
# This window contains cursor movement and scroll functions.
#==============================================================================

class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Selection
#--------------------------------------------------------------------------
def selection
return @commands[self.index]
end
end

#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
# This window deals with general command choices.
#==============================================================================

class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_cmc_window_command_draw_item draw_item
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# enabled : enabled flag. When false, draw semi-transparently.
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
return if index.nil?
rect = item_rect(index)
rect.x += 4
icon_index = Custom_Commands::Icons[@commands[index]]
rect.x += 20 unless icon_index.nil?
rect.width -= 8
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(rect, @commands[index])
draw_icon(icon_index,0,rect.y, enabled) unless icon_index.nil?
end
end

#==============================================================================
# ** Window_PartyCommand
#------------------------------------------------------------------------------
# This window is used to select whether to fight or escape on the battle
# screen.
#==============================================================================

class Window_PartyCommand < Window_Command
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@commands = $game_system.party_commands
super(128, @commands, 1, 0)
self.height = 32 + Custom_Commands::Party_Item_Max * WLH
for i in 0...@commands.size
draw_item(i, !$game_system.party_command_disabled?(@commands[i]))
end
self.active = false
end
end

#==============================================================================
# ** Window_ActorCommand
#------------------------------------------------------------------------------
# This window is used to select actor commands, such as "Attack" or "Skill".
#==============================================================================

class Window_ActorCommand < Window_Command
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(128, [], 1, 4)
self.active = false
end
#--------------------------------------------------------------------------
# * Setup
# actor : actor
#--------------------------------------------------------------------------
def setup(actor)
@commands = actor.commands
@item_max = @commands.size
height = 32 + Custom_Commands::Actor_Item_Max * WLH
self.contents = Bitmap.new(width - 32, (@item_max * WLH))
refresh
self.index = 0
end
end

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_Command.new(160, $game_system.menu_commands)
@command_window.index = @menu_index
@command_window.height = 8 + Custom_Commands::Menu_Item_Max * 24
if $game_party.members.size == 0 # If number of party members is 0
index = $game_system.menu_commands.index(Vocab::item)
@command_window.draw_item(index, false) # Disable item
index = $game_system.menu_commands.index(Vocab::skill)
@command_window.draw_item(index, false) # Disable skill
index = $game_system.menu_commands.index(Vocab::equip)
@command_window.draw_item(index, false) # Disable equipment
index = $game_system.menu_commands.index(Vocab::status)
@command_window.draw_item(index, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
index = $game_system.menu_commands.index(Vocab::save)
@command_window.draw_item(index, false) # Disable save
end
for command in $game_system.menu_commands
index = $game_system.menu_commands.index(command)
if $game_system.menu_command_disabled?(command)
@command_window.draw_item(index, false) # Disable command
end
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
command = @command_window.selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and (command == Vocab::item or
command == Vocab::skill or
command == Vocab::equip or
command == Vocab::status)
Sound.play_buzzer
return
elsif $game_system.save_disabled and command == Vocab::save
Sound.play_buzzer
return
elsif $game_system.menu_command_disabled?(command)
Sound.play_buzzer
return
end
Sound.play_decision if !$game_system.menu_command_disabled?(command)
case command
when Vocab::item
$scene = Scene_Item.new
when Vocab::skill,Vocab::equip,Vocab::status
start_actor_selection
when Vocab::save
$scene = Scene_File.new(true, false, false)
when Vocab::game_end
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.selection
when Vocab::skill # skill
$scene = Scene_Skill.new(@status_window.index)
when Vocab::equip # equipment
$scene = Scene_Equip.new(@status_window.index)
when Vocab::status # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_custom_commands_battle_create_info_viewport create_info_viewport
#--------------------------------------------------------------------------
# * Create Information Display Viewport
#--------------------------------------------------------------------------
def create_info_viewport
dargor_vx_custom_commands_battle_create_info_viewport
for command in $game_system.party_commands
index = $game_system.party_commands.index(command)
if $game_system.party_command_disabled?(command)
@party_command_window.draw_item(index, false) # Disable command
end
end
end
#--------------------------------------------------------------------------
# * Update Party Command Selection
#--------------------------------------------------------------------------
def update_party_command_selection
if Input.trigger?(Input::C)
case @party_command_window.selection
when Vocab::fight # Fight
Sound.play_decision
@status_window.index = @actor_index = -1
next_actor
when Vocab::escape # Escape
if $game_troop.can_escape == false
Sound.play_buzzer
return
end
Sound.play_decision
process_escape
end
end
end
#--------------------------------------------------------------------------
# * Update Actor Command Selection
#--------------------------------------------------------------------------
def update_actor_command_selection
skill = Vocab::skill
if @active_battler.class.skill_name_valid
skill = @active_battler.class.skill_name
end
if Input.trigger?(Input::cool.gif
Sound.play_cancel
prior_actor
elsif Input.trigger?(Input::C)
case @actor_command_window.selection
when @active_battler.class.command_name(Vocab::attack) # Attack
Sound.play_decision
@active_battler.action.set_attack
start_target_enemy_selection
when skill # Skill
Sound.play_decision
start_skill_selection
when @active_battler.class.command_name(Vocab::guard) # Guard
Sound.play_decision
@active_battler.action.set_guard
next_actor
when @active_battler.class.command_name(Vocab::item) # Item
Sound.play_decision
start_item_selection
end
end
end
end

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs the title screen processing.
#==============================================================================

class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
alias dargor_vx_cmc_title_check_continue check_continue
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_Command.new(172, $game_system.title_commands)
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 288
@command_window.height = 8 + Custom_Commands::Title_Item_Max * 24
continue_index = $game_system.title_commands.index(Vocab::continue)
if @continue_enabled # If continue is enabled
@command_window.index = continue_index # Move cursor over command
else # If disabled
@command_window.draw_item(continue_index, false) # Make command semi-transparent
end
for command in $game_system.title_commands
index = $game_system.title_commands.index(command)
if $game_system.title_command_disabled?(command)
@command_window.draw_item(index, false) # Disable command
end
end
@command_window.openness = 0
@command_window.open
end
#--------------------------------------------------------------------------
# * Determine if Continue is Enabled
#--------------------------------------------------------------------------
def check_continue
# The usual
dargor_vx_cmc_title_check_continue
if @continue_enabled
$game_system.enable_title_command(Vocab::continue)
else
$game_system.disable_title_command(Vocab::continue)
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.selection
when Vocab::new_game #New game
command_new_game
when Vocab::continue # Continue
command_continue
when Vocab::shutdown # Shutdown
command_shutdown
end
end
end
end

#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
# This class performs the item screen processing.
#==============================================================================

class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
index = $game_system.menu_commands.index(Vocab::item)
$scene = Scene_Menu.new(index)
end
end

#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
# This class performs the skill screen processing.
#==============================================================================

class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
index = $game_system.menu_commands.index(Vocab::skill)
$scene = Scene_Menu.new(index)
end
end

#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs the equipment screen processing.
#==============================================================================

class Scene_Equip < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
index = $game_system.menu_commands.index(Vocab::equip)
$scene = Scene_Menu.new(index)
end
end

#==============================================================================
# ** Scene_Status
#------------------------------------------------------------------------------
# This class performs the status screen processing.
#==============================================================================

class Scene_Status < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
index = $game_system.menu_commands.index(Vocab::status)
$scene = Scene_Menu.new(index)
end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This class performs the save and load screen processing.
#==============================================================================

class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
alias dargor_vx_custom_commands_return_scene return_scene
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if !@from_title && !@from_event
index = $game_system.menu_commands.index(Vocab::save)
$scene = Scene_Menu.new(index)
else
dargor_vx_custom_commands_return_scene
end
end
end

#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
# This class performs game end screen processing.
#==============================================================================

class Scene_End < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
index = $game_system.menu_commands.index(Vocab::game_end)
$scene = Scene_Menu.new(index)
end
end




The Custom Commands script also crash with my script(Quest Journal)
KAZRCRW_ME
Sorry because double post


The Custom Commands script also crash with my script(
Quest Journal

)

Sorry because I cannot post quest journal to you because..
I has received this messages

"You have posted a message with more emoticons that this board allows. Please reduce the number of emoticons you've added to the message"



There has an error after push the button X in monster book(Monster book + Custom Commands)

The menu look like this

-Item
-Skill
-Equip
-Status
-Status
-Monsters book
-Monsters book

-blblab
-balbab

1)That is error after combined with Custom Commands Script(Monster book + Custom Commands)


QUOTE
- What is it says in error window?
- When is it get error? (Right after run game, when you choose something, etc.)


2)This script has an error after combined with Quest Journal Script(Monster book + Quest Journal)

This error occur after we press 'start game'

"Script'line182'NomethodError occurred
Underfine method 'quest_keyacess for
# game_system:0x18749287"


i hope you know that error..


May God Bless us... yes.gif
lahandi
Nice one Wora.

My suggestion is, maybe it better to make the HP value stated as the max HP value. So it wont be repetitive (like HP 4000/4000 which should be HP 4000) and so do the MP.

Hmm, I also have question. If the monster have 2 drop. But on the first fight we only get the 1st drop, will it be displayed 2 drops or 1 drop known and other will 'unkown' ?
trizty
QUOTE (lahandi @ Jan 6 2009, 07:51 AM) *
My suggestion is, maybe it better to make the HP value stated as the max HP value. So it wont be repetitive (like HP 4000/4000 which should be HP 4000) and so do the MP.

You can disable this effect by going to lines 242 and 247 and changing 'slash' to false
Bobbery
Great Script!

I need to know if you can change this:

On my game the enemy has a skill in which they summon a creature. but if they don't it still shows it in the monster guide.

Can you change it so it doesn't!
SowS
QUOTE (KAZRCRW_ME @ Jan 5 2009, 03:22 AM) *
Sorry because double post


The Custom Commands script also crash with my script(
Quest Journal

)

Sorry because I cannot post quest journal to you because..
I has received this messages

"You have posted a message with more emoticons that this board allows. Please reduce the number of emoticons you've added to the message"



There has an error after push the button X in monster book(Monster book + Custom Commands)

The menu look like this

-Item
-Skill
-Equip
-Status
-Status
-Monsters book
-Monsters book

-blblab
-balbab

1)That is error after combined with Custom Commands Script(Monster book + Custom Commands)


QUOTE
- What is it says in error window?
- When is it get error? (Right after run game, when you choose something, etc.)


2)This script has an error after combined with Quest Journal Script(Monster book + Quest Journal)

This error occur after we press 'start game'

"Script'line182'NomethodError occurred
Underfine method 'quest_keyacess for
# game_system:0x18749287"


i hope you know that error..


May God Bless us... yes.gif


I'm also using Dargor's CMC and tried combining the scripts you said. I didn't get any error...... Oh, I forgot i'm using Dargor's Bestiary script. tongue.gif

ok... im done fixing your problem no. 1..... delete all lines within the class Scene_Menu.... then add this script below Woratana's...
CODE
#======================================================================
========
# ** Custom Commands - Woratana's Monster Book Script
#------------------------------------------------------------------------------
# © SowS, 2009
# 01/08/09
#------------------------------------------------------------------------------
# Instructions:
# As usual, paste this above main but BELOW Woratana's Monster Book Script...
#==============================================================================

# Vocabulary
Vocab::MonsterBook = 'Bestiary' #You can edit this with any name you want

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias sows_vx_cmcmonsterbook_menu_create_command_window create_command_window
alias sows_vx_cmcmonsterbook_menu_update_command_selection update_command_selection
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
commands = $game_system.menu_commands
index = commands.index(Vocab::game_end)
$game_system.add_menu_command(index, Vocab::MonsterBook)
sows_vx_cmcmonsterbook_menu_create_command_window
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
sows_vx_cmcmonsterbook_menu_update_command_selection
command = @command_window.selection
if Input.trigger?(Input::C)
Sound.play_decision
case @command_window.selection
when Vocab::MonsterBook
$scene = Scene_MonsterBook.new
end
end
end
end


reply if you found bugs.... about problem no.2, im still working on it.... wink.gif
Gamerbird
Is there a way to get this to be in menu?
I am no good at scripting and was wondering if someone could help me with that.
SowS
QUOTE (Gamerbird @ Jan 10 2009, 05:14 AM) *
Is there a way to get this to be in menu?
I am no good at scripting and was wondering if someone could help me with that.


are you talking about custom menus?
KAZRCRW_ME
QUOTE
ok... im done fixing your problem no. 1..... delete all lines within the class Scene_Menu.... then add this script below Woratana's...



Q: What/Where line(class Scene_Menu) that should Delete?^^

Sorry, I am not good at scripter..

May God Bless us...^^
SowS
oh... anyways... delete all lines like the one below:

CODE

#=============================================================
# * Add command linked to Monster Book in Menu
#=============================================================
if Wora_Monbook::SHOW_IN_MENU
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Sort New Command(s)
#--------------------------------------------------------------------------
def wsort_newcommand
@wsorted_command ||= [] # Array to collect sorted commands
wnewcommand = @wnewcommand - @wsorted_command # Remove sorted commands
wnewcommand.sort.each {|i| @menu_index += 1 if @menu_index >= i }
@command_window.index = @menu_index # Set window's index to new index
@wsorted_command = @wsorted_command + @wnewcommand # Add sorted commands
end

#--------------------------------------------------------------------------
# * [Alias] Create Command Window
#--------------------------------------------------------------------------
alias wora_menucomorg_scemenu_crecomwin create_command_window
def create_command_window(*args)
wora_menucomorg_scemenu_crecomwin(*args)
# Insert new command
@command_window.ins_command(Wora_Monbook::MENU_INDEX,
Wora_Monbook::MENU_COMMAND)
# Set index to correct one if @menu_index is after/equal to new command
@wnewcommand ||= []
@wnewcommand << Wora_Monbook::MENU_INDEX
wsort_newcommand
end

#--------------------------------------------------------------------------
# * [Alias] Update Command Selection
#--------------------------------------------------------------------------
alias wora_menucomorg_scemenu_updcomsel update_command_selection
def update_command_selection(*args)
@menucomorpg_change = false
# If player choose new command
if Input.trigger?(Input::C) and @command_window.index ==
Wora_Monbook::MENU_INDEX
Sound.play_decision
$scene = Scene_MonsterBook.new(true)
else # If player choose index after new command
if Input.trigger?(Input::C) and @command_window.index >
Wora_Monbook::MENU_INDEX
@command_window.index -= 1 # Decrease index to make old update works
@menucomorpg_change = true
end
wora_menucomorg_scemenu_updcomsel(*args)
end
@command_window.index += 1 if @menucomorpg_change # Increase index back
end

#--------------------------------------------------------------------------
# * [Alias] Update Actor Selection
#--------------------------------------------------------------------------
alias wora_menucomorg_scemenu_updactsel update_actor_selection
def update_actor_selection(*args)
@menucomorpg_change = false
# If player choose index after new command
if Input.trigger?(Input::C) and @command_window.index >
Wora_Monbook::MENU_INDEX
@command_window.index -= 1 # Decrease index to make old update works
@menucomorpg_change = true
end
wora_menucomorg_scemenu_updactsel(*args)
@command_window.index += 1 if @menucomorpg_change # Increase index back
end
end
end


if problem persists, consult your doctor... tongue.gif
Gamerbird
QUOTE (SowS @ Jan 10 2009, 06:05 AM) *
QUOTE (Gamerbird @ Jan 10 2009, 05:14 AM) *
Is there a way to get this to be in menu?
I am no good at scripting and was wondering if someone could help me with that.


are you talking about custom menus?


Yeah kinda smile.gif
Like put it under equipment or something like that.
SowS
QUOTE (Gamerbird @ Jan 10 2009, 07:22 PM) *
QUOTE (SowS @ Jan 10 2009, 06:05 AM) *
QUOTE (Gamerbird @ Jan 10 2009, 05:14 AM) *
Is there a way to get this to be in menu?
I am no good at scripting and was wondering if someone could help me with that.


are you talking about custom menus?


Yeah kinda smile.gif
Like put it under equipment or something like that.


so what CMC are you using?
Rzuzakini
QUOTE (Gamerbird @ Jan 9 2009, 02:14 PM) *
Is there a way to get this to be in menu?
I am no good at scripting and was wondering if someone could help me with that.


Here lol a script if you have different menu style just post it and il add it
CODE
class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(0, 360)
    @gold_window.opacity = 0
    @gold_window.x = -70
    @gold_window.y = 300
    @status_window = Window_MenuStatus.new(160, 0)
    @status_window.opacity = 0
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = "Monster Book"
    s5 = Vocab::status
    s6 = Vocab::save
    s7 = Vocab::game_end
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    @command_window.opacity = 0
    @command_window.y = 110
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end
    if $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(4, false)     # Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3  # Skill, equipment, status
        start_actor_selection
      when 4      # Save
        $scene = Scene_File.new(true, false, false)
      when 5      # End Game
        $scene= Scene_End.new
        
        
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # bestiary
        $scene = Scene_MonsterBook.new
      end
    end
  end
end

module WorBG
#----------------------------------------
# SETUP MENU BACKGROUND & OPACITY HERE!
#---------------------------------------
BG_MODE = 0, 2 # Mode of BG
BG_BLUR = true # Turn on (true)/ off (false) to make background blur
WINDOW_OPACITY = 200 # Opacity for Menu Screens
THICK_WINDOW_OPACITY = 200 # Opacity for Windows in Title/Battle/End Screens
BG_MOVE_X = 0 # Move Background in X-coordinate
BG_MOVE_Y = 0 # Move Background in Y-coordinate
BG_PICTURE =  "Back" # Picture file name when you use custom BG (mode 2)
end

class Scene_Base

def create_menu_background
@menuback_sprite = Plane.new
case WorBG::BG_MODE
when 0 # Default BG
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)

when 1 # Brighter Default BG
@menuback_sprite.bitmap = $game_temp.background_bitmap

when 2 # Custom BG
@menuback_sprite.bitmap = Cache.picture(WorBG::BG_PICTURE)

else
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
end
@menuback_sprite.bitmap.blur if WorBG::BG_BLUR == true
update_menu_background
end

alias wor_scebase_upd update
def update
@menuback_sprite.ox += WorBG::BG_MOVE_X if @menuback_sprite != nil and WorBG::BG_MOVE_X != 0
@menuback_sprite.oy += WorBG::BG_MOVE_Y if @menuback_sprite != nil and WorBG::BG_MOVE_Y != 0
end

def snapshot_for_background
$game_temp.background_bitmap.dispose
$game_temp.background_bitmap = Graphics.snap_to_bitmap
end
end # Class End

class Window_Base

alias wor_winbase_ini initialize
def initialize(x, y, width, height)
wor_winbase_ini(x, y, width, height)
if $scene.is_a?(Scene_Title) or $scene.is_a?(Scene_Battle) or $scene.is_a?(Scene_End)
self.back_opacity = WorBG::THICK_WINDOW_OPACITY
else
self.back_opacity = WorBG::WINDOW_OPACITY
end
end

end


biggrin.gif
SowS
whose CMC is that? did woratana make it? (looking at the aliases)
Rzuzakini
Thats just a normal menu with transparency lol = no windowskins
SowS
haha.. i just noticed it.. laugh.gif
Rzuzakini
anyway nice script wora biggrin.gif
im going to use it with my game if its ok
(not commercial game, going to credit you cool.gif )
Gamerbird
CODE
#======================================================================
========
# ■ Scene_Menu
#------------------------------------------------------------------------------
#  メニュー画面の処理を行うクラスです。
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# menu_index : コマンドのカーソル初期位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# ● 終了処理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
if $game_party.members.size == 0 # パーティ人数が 0 人の場合
@command_window.draw_item(0, false) # アイテムを無効化
@command_window.draw_item(1, false) # スキルを無効化
@command_window.draw_item(2, false) # 装備を無効化
@command_window.draw_item(3, false) # ステータスを無効化
end
if $game_system.save_disabled # セーブ禁止の場合
@command_window.draw_item(4, false) # セーブを無効化
end
end
#--------------------------------------------------------------------------
# ● コマンド選択の更新
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # アイテム
$scene = Scene_Item.new
when 1,2,3 # スキル、装備、ステータス
start_actor_selection
when 4 # セーブ
$scene = Scene_File.new(true, false, false)
when 5 # ゲーム終了
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# ● アクター選択の開始
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# ● アクター選択の終了
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# ● アクター選択の更新
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # スキル
$scene = Scene_Skill.new(@status_window.index)
when 2 # 装備
$scene = Scene_Equip.new(@status_window.index)
when 3 # ステータス
$scene = Scene_Status.new(@status_window.index)
end
end
end
end


Thats my scene_menu.
If you could put it in that I would be very greatful smile.gif
SowS
japanese eh? i cant understand the comments.. dry.gif


EDIT: anyways, ill look at the codes or Rzuzakini might solve your problem.. happy.gif
Gamerbird
Neither can I.....
I just copied it out of the scene_menu.

Please don't hurt me smile.gif
It came with a script I used.
SowS
put this below the bestiary script, test, and tell me what happens... wink.gif

CODE
#======================================================================
========
# ** Custom Commands - Woratana's Monster Book Script
#------------------------------------------------------------------------------
# © SowS, 2009
# 01/08/09
#------------------------------------------------------------------------------
# Instructions:
# As usual, paste this above main but BELOW Woratana's Monster Book Script...
#==============================================================================

# Vocabulary
Vocab::MonsterBook = 'Bestiary' #You can edit this with any name you want

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias sows_vx_cmcmonsterbook_menu_create_command_window create_command_window
alias sows_vx_cmcmonsterbook_menu_update_command_selection update_command_selection
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
commands = $game_system.menu_commands
index = commands.index(Vocab::game_end)
$game_system.add_menu_command(index, Vocab::MonsterBook)
sows_vx_cmcmonsterbook_menu_create_command_window
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
sows_vx_cmcmonsterbook_menu_update_command_selection
command = @command_window.selection
if Input.trigger?(Input::C)
Sound.play_decision
case @command_window.selection
when Vocab::MonsterBook
$scene = Scene_MonsterBook.new
end
end
end
end


EDIT: fixed the 1st line... the codebox cut it... please try it again...
Gamerbird
It doesn't show in the menu sad.gif
SowS
just as i thought.. tongue.gif
ok... ill check the script... hehe
KAZRCRW_ME

There are mistake about your script(Sows)

CODE
#======================================================================
========
# ** Custom Commands - Woratana's Monster Book Script
#------------------------------------------------------------------------------


Should

CODE
#======================================================================

# ** Custom Commands - Woratana's Monster Book Script
#------------------------------------------------------------------------------
SowS
sorry about that... i just copied it from notepad and wordwrap is on.. tongue.gif
KAZRCRW_ME
With the name of God who He is Loving and Compassionate..

QUOTE
It doesn't show in the menu sad.gif


Yes,same as me...
Please check it.

But I have question^^

Q:scene_menu for what?
(Can Someone Teach me..)

P/S:I Will using woratana Monster Book II

May God Bless us..^^
SowS
try this Scene_Menu... (remember to copy your original Scene_Menu to a text editor just in case this doesn't work)

CODE

#==============================================================================
# – Scene_Menu
#------------------------------------------------------------------------------
# €€ƒƒ‹ƒƒ”面の‡†‚’Œ†‚ƒ‚で™€‚
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# — ‚ƒ–‚‚‚ƒˆˆœŸŒ–
# menu_index : ‚ƒžƒƒ‰の‚ƒ‚ƒˆœŸ位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# — –‹‹‡†
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# — ‚†‡†
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# — ƒ•ƒƒƒ›–
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# — ‚ƒžƒƒ‰‚‚ƒƒ‰‚のœˆ
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::bestiary
s6 = Vocab::save
s7 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6,s7])
@command_window.index = @menu_index
if $game_party.members.size == 0 # ƒ‘ƒƒ†‚人•Œ 0 人の場ˆ
@command_window.draw_item(0, false) # ‚‚ƒ†ƒ‚’„ŠŒ–
@command_window.draw_item(1, false) # ‚‚ƒ‚’„ŠŒ–
@command_window.draw_item(2, false) # …‚™‚’„ŠŒ–
@command_window.draw_item(3, false) # ‚ƒ†ƒ‚‚‚’„ŠŒ–
end
if $game_system.save_disabled # ‚ƒƒ–禁止の場ˆ
@command_window.draw_item(4, false) # ‚ƒƒ–‚’„ŠŒ–
end
end
#--------------------------------------------------------------------------
# — ‚ƒžƒƒ‰選Šžの›–
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # ‚‚ƒ†ƒ
$scene = Scene_Item.new
when 1,2,3 # ‚‚ƒ€…‚™€‚ƒ†ƒ‚‚
start_actor_selection
when 4 # ‚ƒƒ–
$scene = Scene_File.new(true, false, false)
when 5 #calls bestiary
$scene = Scene_MonsterBook.new
when 6 # ‚ƒƒ‚†
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# — ‚‚‚ƒ選Šžの–‹‹
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# — ‚‚‚ƒ選Šžの‚†
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# — ‚‚‚ƒ選Šžの›–
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # ‚‚ƒ
$scene = Scene_Skill.new(@status_window.index)
when 2 # …‚™
$scene = Scene_Equip.new(@status_window.index)
when 3 # ‚ƒ†ƒ‚‚
$scene = Scene_Status.new(@status_window.index)
end
end
end
end


EDIT: the codebox always cut the 1st line....
SowS
QUOTE (KAZRCRW_ME @ Jan 10 2009, 11:01 PM) *
With the name of God who He is Loving and Compassionate..

QUOTE
It doesn't show in the menu sad.gif


Yes,same as me...
Please check it.

But I have question^^

Q:scene_menu for what?
(Can Someone Teach me..)

P/S:I Will using woratana Monster Book II

May God Bless us..^^


did you try the script i gave you without the error you told me?
Gamerbird
f Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new

It has an error with that part.
Syntax Error.
Line 78 which is the sound.play
SowS
woratana is on... might help you with that.. smile.gif

oh... i didn't notice it... change "cool.gif" to "B)".... (cool.gif? how did an emoticon got there?)
KAZRCRW_ME
QUOTE
did you try the script i gave you without the error you told me?


What Script?
In the Woratana Script I was try it.

Then....(It is hard to explain)(Nothing changed)(But the Custom Command Script work)
please refer that image that I give.
SowS
QUOTE (KAZRCRW_ME @ Jan 10 2009, 11:24 PM) *
QUOTE
did you try the script i gave you without the error you told me?


What Script?
In the Woratana Script I was try it.

Then....(It is hard to explain)(Nothing changed)(But the Custom Command Script work)
please refer that image that I give.

i cant find the image...
wallbash.gif i found it... is that image the one before putting the MonsterBook and the Quest Journal?
ill just pm you.. wink.gif

woratana, finished with our exams? biggrin.gif

EDIT 2: for others who want to help GamerBird, here's the English Version of the custom menu Scene_Menu he's using...

CODE
#======================================================================
========
# ■ Scene_Menu
#------------------------------------------------------------------------------
# This class is to do the menu.
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# ● object initialization
# menu_index : initial position of the cursor commands
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# ● End processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● Frame update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# ● Create a command window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
if $game_party.members.size == 0 # The number of party 0
@command_window.draw_item(0, false) # Disable items
@command_window.draw_item(1, false) # Disabled and skills
@command_window.draw_item(2, false) # Disabled and equipment
@command_window.draw_item(3, false) # Disabled status
end
if $game_system.save_disabled # If the ban save
@command_window.draw_item(4, false) # Save disabled
end
end
#--------------------------------------------------------------------------
# ● Select Update command
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3 # Skills, equipment, status
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5 # Quit Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# ● Select the start of the actors
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# ● Select End actors
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# ● Actors choose Update
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # Skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # Equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # Status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
Rzuzakini
Heres your script but i havent test it yet

CODE
#==============================================================================
# – Scene_Menu
#------------------------------------------------------------------------------
# This class is to do the menu.
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# — object initialization
# menu_index : initial position of the cursor commands
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# — Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# — End processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# — Frame update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# — Create a command window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = "Monster Book"
s5 = Vocab::status
s6 = Vocab::save
s7 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
if $game_party.members.size == 0 # The number of party 0
@command_window.draw_item(0, false) # Disable items
@command_window.draw_item(1, false) # Disabled and skills
@command_window.draw_item(2, false) # Disabled and equipment
@command_window.draw_item(3, false) # Disabled status
end
if $game_system.save_disabled # If the ban save
@command_window.draw_item(4, false) # Save disabled
end
end
#--------------------------------------------------------------------------
# — Select Update command
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3,4 # Skills, equipment, bestiary, status
start_actor_selection
when 5 # Save
$scene = Scene_File.new(true, false, false)
when 6 # Quit Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# — Select the start of the actors
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# — Select End actors
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# — Actors choose Update
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # Skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # Equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # Monster Book
$scene = Scene_MonsterBook.new
when 4 # Status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
SowS
he'll get an error with that script dry.gif
because of the line: if Input.trigger?(Input::cool.gif

there's an EMOTICON in the script!
Rzuzakini
QUOTE (SowS @ Jan 10 2009, 11:50 PM) *
he'll get an error with that script dry.gif
because of the line: if Input.trigger?(Input::cool.gif

there's an EMOTICON in the script!


didnt watched that one o_O
SowS
i was a victim of that too! laugh.gif
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