Updates:
Added new percentage window.
Screenshots:


Script:
[Show/Hide] script
CODE
=begin
Script made from Genshyu.
Instructions:
Use variables 40, 41, 42, and 43. The names of the variables are in this demo.
=end
class Window_Chapter1 < Window_Base
def initialize(actor)
super(0, 104, 544, 208)
refresh
end
def refresh
self.contents.clear
end
def update
self.contents.clear
self.contents.draw_text(0, 0, 544, 49, "Chapter Complete.")
end
end
class Window_Chapter2 < Window_Base
def initialize(actor)
super(0, 104, 544, 208)
@items = $game_variables[41]
@items2 = $game_variables[42]
@chapter = $game_variables[40]
refresh
end
def refresh
self.contents.clear
end
def update
self.contents.clear
self.contents.draw_text(0, 0, 544, 49, "Results:")
self.contents.draw_text(0, 49, 544, 49, "Items Collected:" + " " + @items.to_s + " " + "/" + " " + @items2.to_s)
self.contents.draw_text(0, 65, 544, 49, "Next Chapter:" + " " + @chapter.to_s)
if @items == @items2
self.contents.draw_text(0, 96, 544, 49, "All Items Collected!")
end
end
end
class Window_ChapterIntro < Window_Base
def initialize
super(0, 104, 544, 208)
@items2 = $game_variables[42]
@chapter = $game_variables[40]
refresh
end
def refresh
self.contents.clear
end
def update
self.contents.clear
self.contents.draw_text(0, 0, 544, 49, "Chapter" + " " + @chapter.to_s + ".")
self.contents.draw_text(0, 49, 544, 49, "Items:" + " " + @items2.to_s)
end
end
class Scene_Chapter < Scene_Base
def initialize(actor_index = 0)
@actor_index = actor_index
end
def start
super
create_menu_background
@Window_Loading = Window_Chapter1.new(@actor)
end
def terminate
super
@Window_Loading.dispose
dispose_menu_background
end
def update
update_menu_background
@Window_Loading.update
if Input.trigger?(Input::C)
Sound.play_decision
$scene = Scene_Chapter2.new
end
super
end
end
class Scene_Chapter2 < Scene_Base
def initialize(actor_index = 0)
@actor_index = actor_index
end
def start
super
create_menu_background
@Window_Loading = Window_Chapter2.new(@actor)
end
def terminate
super
@Window_Loading.dispose
dispose_menu_background
end
def update
update_menu_background
@Window_Loading.update
if Input.trigger?(Input::C)
Sound.play_decision
$scene = Scene_Map.new
end
super
end
end
class Scene_ChapterIntro < Scene_Base
def initialize(actor_index = 0)
@actor_index = actor_index
end
def start
super
create_menu_background
@Window_Loading = Window_ChapterIntro.new
end
def terminate
super
@Window_Loading.dispose
dispose_menu_background
end
def update
update_menu_background
@Window_Loading.update
if Input.trigger?(Input::C)
Sound.play_decision
$scene = Scene_Map.new
end
super
end
end
class WindowChaperHud < Window_Base
def initialize
super(188, 134, 189, 149)
@items = $game_variables[41]
@maxitems = $game_variables[42]
@percent = $game_variables[43]
refresh
end
def refresh
end
def update
self.contents.clear
self.contents.draw_text(0, 16, 544, 49, "Items:" + " " + @items.to_s + "/ " + @maxitems.to_s)
self.contents.draw_text(0, 32, 544, 49, @percent.to_s + "%" + " " + "complete.")
end
end
class Scenechapterstatus < Scene_Base
def initialize
@chaptermessage = WindowChapermessage.new
@chapterstatus = WindowChaperHud.new
end
def terminate
@chaptermessage.dispose
@chapterstatus.dispose
end
def update
@chaptermessage.update
@chapterstatus.update
if Input.trigger?(Input::C)
Sound.play_decision
$scene = Scene_Map.new
end
end
end
class WindowChapermessage < Window_Base
def initialize
super(188, 283, 189, 96)
refresh
end
def refresh
end
def update
self.contents.draw_text(0, 0, 149, 49, "Press enter to continue.")
end
end
class Scene_Map < Scene_Base
def update_call_capterwindow
if Input.trigger?(Input::L)
Sound.play_decision
return if $game_map.interpreter.running? # Event being executed?
return if $game_system.menu_disabled # Menu forbidden?
$game_temp.menu_beep = true # Set SE play flag
$scene = Scenechapterstatus.new
end
end
def update
super
$game_map.interpreter.update # Update interpreter
$game_map.update # Update map
$game_player.update # Update player
$game_system.update # Update timer
@spriteset.update # Update sprite set
@message_window.update # Update message window
unless $game_message.visible # Unless displaying a message
update_transfer_player
update_encounter
update_call_menu
update_call_debug
update_scene_change
update_call_capterwindow
end
end
end
Script made from Genshyu.
Instructions:
Use variables 40, 41, 42, and 43. The names of the variables are in this demo.
=end
class Window_Chapter1 < Window_Base
def initialize(actor)
super(0, 104, 544, 208)
refresh
end
def refresh
self.contents.clear
end
def update
self.contents.clear
self.contents.draw_text(0, 0, 544, 49, "Chapter Complete.")
end
end
class Window_Chapter2 < Window_Base
def initialize(actor)
super(0, 104, 544, 208)
@items = $game_variables[41]
@items2 = $game_variables[42]
@chapter = $game_variables[40]
refresh
end
def refresh
self.contents.clear
end
def update
self.contents.clear
self.contents.draw_text(0, 0, 544, 49, "Results:")
self.contents.draw_text(0, 49, 544, 49, "Items Collected:" + " " + @items.to_s + " " + "/" + " " + @items2.to_s)
self.contents.draw_text(0, 65, 544, 49, "Next Chapter:" + " " + @chapter.to_s)
if @items == @items2
self.contents.draw_text(0, 96, 544, 49, "All Items Collected!")
end
end
end
class Window_ChapterIntro < Window_Base
def initialize
super(0, 104, 544, 208)
@items2 = $game_variables[42]
@chapter = $game_variables[40]
refresh
end
def refresh
self.contents.clear
end
def update
self.contents.clear
self.contents.draw_text(0, 0, 544, 49, "Chapter" + " " + @chapter.to_s + ".")
self.contents.draw_text(0, 49, 544, 49, "Items:" + " " + @items2.to_s)
end
end
class Scene_Chapter < Scene_Base
def initialize(actor_index = 0)
@actor_index = actor_index
end
def start
super
create_menu_background
@Window_Loading = Window_Chapter1.new(@actor)
end
def terminate
super
@Window_Loading.dispose
dispose_menu_background
end
def update
update_menu_background
@Window_Loading.update
if Input.trigger?(Input::C)
Sound.play_decision
$scene = Scene_Chapter2.new
end
super
end
end
class Scene_Chapter2 < Scene_Base
def initialize(actor_index = 0)
@actor_index = actor_index
end
def start
super
create_menu_background
@Window_Loading = Window_Chapter2.new(@actor)
end
def terminate
super
@Window_Loading.dispose
dispose_menu_background
end
def update
update_menu_background
@Window_Loading.update
if Input.trigger?(Input::C)
Sound.play_decision
$scene = Scene_Map.new
end
super
end
end
class Scene_ChapterIntro < Scene_Base
def initialize(actor_index = 0)
@actor_index = actor_index
end
def start
super
create_menu_background
@Window_Loading = Window_ChapterIntro.new
end
def terminate
super
@Window_Loading.dispose
dispose_menu_background
end
def update
update_menu_background
@Window_Loading.update
if Input.trigger?(Input::C)
Sound.play_decision
$scene = Scene_Map.new
end
super
end
end
class WindowChaperHud < Window_Base
def initialize
super(188, 134, 189, 149)
@items = $game_variables[41]
@maxitems = $game_variables[42]
@percent = $game_variables[43]
refresh
end
def refresh
end
def update
self.contents.clear
self.contents.draw_text(0, 16, 544, 49, "Items:" + " " + @items.to_s + "/ " + @maxitems.to_s)
self.contents.draw_text(0, 32, 544, 49, @percent.to_s + "%" + " " + "complete.")
end
end
class Scenechapterstatus < Scene_Base
def initialize
@chaptermessage = WindowChapermessage.new
@chapterstatus = WindowChaperHud.new
end
def terminate
@chaptermessage.dispose
@chapterstatus.dispose
end
def update
@chaptermessage.update
@chapterstatus.update
if Input.trigger?(Input::C)
Sound.play_decision
$scene = Scene_Map.new
end
end
end
class WindowChapermessage < Window_Base
def initialize
super(188, 283, 189, 96)
refresh
end
def refresh
end
def update
self.contents.draw_text(0, 0, 149, 49, "Press enter to continue.")
end
end
class Scene_Map < Scene_Base
def update_call_capterwindow
if Input.trigger?(Input::L)
Sound.play_decision
return if $game_map.interpreter.running? # Event being executed?
return if $game_system.menu_disabled # Menu forbidden?
$game_temp.menu_beep = true # Set SE play flag
$scene = Scenechapterstatus.new
end
end
def update
super
$game_map.interpreter.update # Update interpreter
$game_map.update # Update map
$game_player.update # Update player
$game_system.update # Update timer
@spriteset.update # Update sprite set
@message_window.update # Update message window
unless $game_message.visible # Unless displaying a message
update_transfer_player
update_encounter
update_call_menu
update_call_debug
update_scene_change
update_call_capterwindow
end
end
end
Demo:
http://www.mediafire.com/download.php?y4tdjnzzoxc
