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The Law G14
Law's Custom Menu Screen

Version 1.1
The Law G14
9/4/09

Introduction
Hey R3! This a pretty useful script that completely changes the menu interface. I contains many features such as icons in the command window and face graphics instead of character graphics. I hope you guys find it useful for your game.

Features
There are now face graphics instead of character graphics

The “G” in the Gold Window has been replaced with an icon.

You are able to assign icons to each command in the Command Window.

The step counter window has been replaced with a location window.

Script

Version 1.0 - Click to view attachment
Version 1.1 - Click to view attachment

Compatibility
This script is fully compatible with my Custom Equipment Screen, though there may be compatibility issues with some CMS’s. If you run into any compatibility issues, I’ll be happy to fix it.

Screenshots
[Show/Hide] Screenshot



Instructions
Step 1) Save this picture: in the pictures section of you recourse manager.

Step 2) Import all the face graphics of the playable characters in your game and name them as '1' for the first character, '2' for your second character, '3' for your third cahracter and so on. Be sure to know that '1' is the first actor in actors tab of the database.

Step 3) The last step is that you need to save as many images in the pictures section of your recourse manager as you have commands in the Command Window. So let’s say you have six commands in the Command Window which are “item”, “skill”, “equip”, “status”, “save”, “end game”. Since you have six commands, you’ll save six icons into the pictures section of your recourse manager. But, you have to save them like this: Menu0, Menu1, ect…EXACTLY how I spelled it. So Menu0 would be the icon for the “item” command and so on.

FAQ
No FAQ yet, but if you’d like to submit something, don’t hesitate to ask.


Terms and Conditions
All I ask for is proper credit where it is due.

Also, if you plan on hosting this script in other sites PLEASE TELL ME.

Special Thanks
Special Thanks to Blizzard for helping me with the Command Window icons.
Special Thanks to Ccoa’s tutorial about face graphics.
Icalasari
Did you make sure to include the feature you had to include for the custom equip screen? You know, the one that is needed in case if a game lets the player name the hero? tongue.gif

Looks great, Law. Equip screen, quick save, battle icons, menu screen...

tongue.gif Are you trying to rewrite the whole game? XD
The Law G14
QUOTE
Did you make sure to include the feature you had to include for the custom equip screen? You know, the one that is needed in case if a game lets the player name the hero?


Yeah, I can fix that for you if you need it smile.gif

QUOTE
Are you trying to rewrite the whole game?


Haha, just making some scripts for my game and then sharing it to the public smile.gif
Michael
This looks really good actually, I mainly like the little pictures next to the Menu Options. If I ever decide I need a Menu Script, this one would just suit me.
Xach-Crisis
This fits well to my side project thanks The Law, you will be credited for sure, your comming with alot of new scripts, your soon one of the few famous scripts i know which is

Yanfly, Woratana, Moghunter and Xiderwog
The Law G14
QUOTE
This looks really good actually, I mainly like the little pictures next to the Menu Options. If I ever decide I need a Menu Script, this one would just suit me.


Hey thanks Michael! I really appreciate your comments smile.gif

QUOTE
This fits well to my side project thanks The Law, you will be credited for sure, your comming with alot of new scripts, your soon one of the few famous scripts i know which is

Yanfly, Woratana, Moghunter and Xiderwog


Ah, thanks man smile.gif It makes me really happy when I see people using my scripts for their game smile.gif But It'll take me a while before I become as good as Yanfly, Woratana, Moghunter, and Xiderowg tongue.gif
BlackMask
Just Checking your profile and you got an awesome script right here i'm use this for my game it's just lovely..One question....if i use a different window screen will it change with it?
The Law G14
Hey glad you like it biggrin.gif

And what do you mean by window screen? Do you mean window skin, if that is what you're talking about, then yes, it does change with it smile.gif
BlackMask
oui,windowskin .....not windowscreen i'm so dumb /silly lol but merci this is bery helpful!!!!! laugh.gif laugh.gif

Yeah having a bit of a problem/says cant find graphic/picture/1 ? i used all the graphics you provided but i can figure this out..
BlackMask
Yeah i'm using charlie lees ffx like battle system and i'm having a major problem(fixed the one above but there like intertwined)

ok.. I did this -quote-Import all the face graphics of the playable characters in your game and name them exactly as the actual character the face graphic resembles.-quote but nothing happened....ok then i got the error like one above...so i renamed there face graphic 1-2-3-4 etc...
but charlie lee's script lets you change your active party members... so my pirate bardice has a picture of a girl...tina My brawler

Got your pm!!! can you fix this plz...
The Law G14
Are you trying to say that when you use that party swithcer by Charlie Lee the face graphic of the previous actor stays the same? If so, may I see Charie Lee's script?

Also be sure to know that '1' is the first actor in actors tab of the database. So if you called the second actor in the database '1' there will be some problems.
BlackMask
i fixed it/ this was all my fault/ your script is still perfect...i made a simple typo that threw every thing off/ ughh... but you should change the directions to prevent further confusion.. so every one knows it worth of of numbers not by name
The Law G14
Yeah, just changed the directions a little while ago to prevent this type of confusion. Glad you were able to figure your problem biggrin.gif If you run into any more problems, be sure to post and ask questions smile.gif
Soul_Torn
QUOTE (The Law G14 @ Sep 26 2009, 10:54 AM) *
Yeah, just changed the directions a little while ago to prevent this type of confusion. Glad you were able to figure your problem biggrin.gif If you run into any more problems, be sure to post and ask questions smile.gif


Nice little script. Improves the quality of the game by a lot.
Cheer. biggrin.gif

- Soul_Torn
The Law G14
Thanks, glad you like it biggrin.gif If you find any errors, please report smile.gif
tmasssfd
Help! I can't get it to work. I am a noob. What code am I replacing, or am I making a new code? Please explain step-by-step if possible.

Thank you in advance.
The Law G14
Just open up the script editor in an rmxp project and scroll down to the bottom. Then, right click the main script and press insert. Now there should be a blank space. Copy my script into that blank space and then follow the instructions in the first post step by step and you should be fine biggrin.gif

tmasssfd
QUOTE (The Law G14 @ Oct 2 2009, 02:03 PM) *
Just open up the script editor in an rmxp project and scroll down to the bottom. Then, right click the main script and press insert. Now there should be a blank space. Copy my script into that blank space and then follow the instructions in the first post step by step and you should be fine biggrin.gif


Told you I was a noob. Got it now, thank you! I was trying to use the code to edit the original scripts. my bad. I do better with php...lol
The Law G14
You're welcome smile.gif

If you have anymore questions, please ask biggrin.gif
Zeffa
This looks nice. Especially the 'Location Window,' that is a must! I'll have a browse at it.

Oh and by the way... Thats one juicey coin.
The Law G14
Hey, thanks Zeff!

If you find any errors, please tell me smile.gif
nighthawk282
Law, my friend, it's good to see you're getting such excellent feedback. This menu may be just what I was looking for. Yes, I'm using RMXP now. Hopefully I'll be able to do this script justice. Excellent job. smile.gif
The Law G14
Cool, that's nice to here that you're using rmxp now smile.gif

If you find any problems wiht my script, please tell me biggrin.gif
Zeffa
Right, I've got a bit of an error.

It says:
Script 'Custom_Menu' line114: TypeError Occurred.
undefined superlass 'window_base'

Here is my line 114:
class Window_Location < Window_Base

I tried popping a '>' in at the end of Window_Base, but that didn't seem to work.

I've not really messed with the Scripting part of RMXP before so I'm not sure how the code is supposed to look.
Whats wrong this line Law?

Thanks! x
The Law G14
Hm, it would seem that you have another script interfering with the Window_Base class. Do you happen to have any other custom scripts?
Zeffa
No this was my first Custom Script. I've since tried the Bestiary and HP/SP image scripts but the custom menu was the first.
The Law G14
First of all, copy the script into a blank rmxp proect and see if it works. If that doesn't help, change line 114 to line 137 with this:

CODE
class Window_Location < Window_Base
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  alias law_init initialize
  def initialize
    law_init
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #-----------------------------------------------------------------------------
  # * Refresh
  #-----------------------------------------------------------------------------
  alias law_ref refresh
  def refresh
    law_ref
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Location")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
  end
end
thatbennyguy
Hi Law... great scrip'!
But whenever I try to load it, it can't find my mapXYZ.rxdata file where my starting position is...
If you could help me out that'd be fantastic! smile.gif
The Law G14
Hey thatbennyguy, glad you like my script smile.gif

However, I'm not too sure what you mean by this:

QUOTE
But whenever I try to load it, it can't find my mapXYZ.rxdata file


When you say that you're trying to load it, do you mean load your game, or put in my script?
Zeffa
Hmmm...

Sorry to be a pain in the arse but it's working-ish. I just tried it all again after testing it on a blank project and... Voila! It worked.
So yeah, it looks all nice.

But then... When I run my game, I get another error.
This time it is because I have the Save option in the main menu disabled. This seems to be conflicting with the script.

The error:
line234: NoMethodError Occurred
undefined method 'disable_item' for
#<Window_Command_New:0x2c03600>

Here are my lines (234 in bold):
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end

Again... Not sure how the script should look here.

Also, I have a quick question for you.

If I wanted to keep the same actor but change their face image in the menu through out the game, how would I go about this?

Would I have to call upon the script to change which image it reads...?
Or is there a way to do this using events?

Thanks again, it looks all sassy. wink.gif x
The Law G14
QUOTE
But then... When I run my game, I get another error.
This time it is because I have the Save option in the main menu disabled. This seems to be conflicting with the script.

The error:
line234: NoMethodError Occurred
undefined method 'disable_item' for
#<Window_Command_New:0x2c03600>

Here are my lines (234 in bold):
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end

Again... Not sure how the script should look here.


Yeah, I've been getting that error also but I just deleted those lines since they seemed to be useless but then I realized that the save option in the menu isn't grey anymore when you disabled it, so I've finally found out how to fix it smile.gif

After line 452 of my script, add these couple of lines:

CODE
#--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end


Now you should be set smile.gif


QUOTE
Also, I have a quick question for you.

If I wanted to keep the same actor but change their face image in the menu through out the game, how would I go about this?

Would I have to call upon the script to change which image it reads...?
Or is there a way to do this using events?


One way you could do this is by making several actors in the database that are the same character. Then when you want to change the face of the actor, use the 'change actor graphic' event command and then click actor and choose the new actor. This will not change how your character will look since all the actors in the actors tab of the database are the same character. But, when you set it to the different actor, the face graphic would be changed since it went to a different actor.

Hope I explained that okay smile.gif
Zeffa
Cheers mate, that is awesome!

Yeah you explained the bottom part sound. Will give this a try.

>> Yep it's all working fine! Thanks again!
The Law G14
Great, glad it all worked out biggrin.gif

Please post back if you have anymore questions!
coinology
Hey Law,

I really like your script and the layout of the menu is excellent. Except one little request I have. I recently found Amaranth's 'Super Simple Journal Script' and the idea of this journal used to keep track of quest entries is also something I really would like to use. The problem is that when these 2 scripts are combined (working together) get an error code on line 283 @location_window.update so I up'd the number of instances (items, steps, etc..) from 5 to 6 and it still error'd. So I deleted that line and it seems to work fine. But the location ability obviously doesn't work now. If you could please assist me with this I would appreciate this.


Thanks for reading this.

coinology
Sorry bout that, I got side tracked.

The journal script is this;

CODE
#======================================================================
========
# ** Journal
#------------------------------------------------------------------------------
# This window displays a journal.
#==============================================================================

class Window_Journal < Window_Selectable
# ------------------------
def initialize
super(0, 32, 460, 330)
@column_max = 1
refresh
self.index = 0
end


#--------------------------------------------------------------------------
# * Draw the contents of the item window
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end

# variables
@journal_height = (2)*32 # y coord of entire journal (# of entries - 1) * 32
@n = 0 # y coord for each entry
@item_max = 0 # max items to dispaly

# draw the bitmap. the text will appear on this bitmap
self.contents = Bitmap.new(width - 32, height+@journal_height)

# populate your journal with entries. Each entry must match its switch number!
@data = []
@data[1] = "Task 1"
@data[2] = "Task 2"
@data[3] = "Task 3"

for i in 1..3
if $game_switches[i] == true
draw_item(i)
@item_max += 1
end
end

end

#--------------------------------------------------------------------------
# * Draw an individual item in the window
# index : Index of the item to be drawn
#--------------------------------------------------------------------------

def draw_item(index)
item = @data[index]
rect = Rect.new(10, @n, 640, 32)
self.contents.fill_rect(rect, Color.new(0,0,0,0))
self.contents.draw_text(10, @n, 640, 32, "●", 0)
self.contents.draw_text(25, @n, 640, 32, item, 0)
@n += 32

end

end


Thanx
The Law G14
Alright, I'll try to get to this tomorrow since it's late where I am and I'm glad you like my script smile.gif

EDIT: Here's the new version of my script:

[Show/Hide] Menu Script

CODE
#------------------------------------------------------------------------------
#==============================================================================
#==============================================================================
#====================*Law's Custom Menu Screen*================================
#=========================Author: The Law G14==================================
#============================Version 1.0=======================================
#==============================================================================
#------------------------------------------------------------------------------
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles the map. It includes scrolling and passable determining
#  functions. Refer to "$game_map" for the instance of this class.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :tileset_name             # tileset file name
  attr_accessor :autotile_names           # autotile file name
  attr_accessor :panorama_name            # panorama file name
  attr_accessor :panorama_hue             # panorama hue
  attr_accessor :fog_name                 # fog file name
  attr_accessor :fog_hue                  # fog hue
  attr_accessor :fog_opacity              # fog opacity level
  attr_accessor :fog_blend_type           # fog blending method
  attr_accessor :fog_zoom                 # fog zoom rate
  attr_accessor :fog_sx                   # fog sx
  attr_accessor :fog_sy                   # fog sy
  attr_accessor :battleback_name          # battleback file name
  attr_accessor :display_x                # display x-coordinate * 128
  attr_accessor :display_y                # display y-coordinate * 128
  attr_accessor :need_refresh             # refresh request flag
  attr_reader   :passages                 # passage table
  attr_reader   :priorities               # prioroty table
  attr_reader   :terrain_tags             # terrain tag table
  attr_reader   :events                   # events
  attr_reader   :fog_ox                   # fog x-coordinate starting point
  attr_reader   :fog_oy                   # fog y-coordinate starting point
  attr_reader   :fog_tone                 # fog color tone
  attr_reader   :name
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @map_id = 0
    @display_x = 0
    @display_y = 0
  end
  #--------------------------------------------------------------------------
  # * Setup
  #     map_id : map ID
  #--------------------------------------------------------------------------
  def setup(map_id)
    # Put map ID in @map_id memory
    @map_id = map_id
    # Load map from file and set @map
    @map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
    # set tile set information in opening instance variables
    tileset = $data_tilesets[@map.tileset_id]
    @tileset_name = tileset.tileset_name
    @autotile_names = tileset.autotile_names
    @panorama_name = tileset.panorama_name
    @panorama_hue = tileset.panorama_hue
    @fog_name = tileset.fog_name
    @fog_hue = tileset.fog_hue
    @fog_opacity = tileset.fog_opacity
    @fog_blend_type = tileset.fog_blend_type
    @fog_zoom = tileset.fog_zoom
    @fog_sx = tileset.fog_sx
    @fog_sy = tileset.fog_sy
    @battleback_name = tileset.battleback_name
    @passages = tileset.passages
    @priorities = tileset.priorities
    @terrain_tags = tileset.terrain_tags
    # Initialize displayed coordinates
    @display_x = 0
    @display_y = 0
    # Clear refresh request flag
    @need_refresh = false
    # Set map event data
    @events = {}
    for i in @map.events.keys
      @events[i] = Game_Event.new(@map_id, @map.events[i])
    end
    # Set common event data
    @common_events = {}
    for i in 1...$data_common_events.size
      @common_events[i] = Game_CommonEvent.new(i)
    end
    # Initialize all fog information
    @fog_ox = 0
    @fog_oy = 0
    @fog_tone = Tone.new(0, 0, 0, 0)
    @fog_tone_target = Tone.new(0, 0, 0, 0)
    @fog_tone_duration = 0
    @fog_opacity_duration = 0
    @fog_opacity_target = 0
    # Initialize scroll information
    @scroll_direction = 2
    @scroll_rest = 0
    @scroll_speed = 4
    @name = load_data("Data/MapInfos.rxdata")[@map_id].name
  end
end

#==============================================================================
# ** Window_Location
#-----------------------------------------------------------------------------
# A window that shows your current Location.
#==============================================================================

class Window_Location < Window_Base
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 91)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #-----------------------------------------------------------------------------
  # * Refresh
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Location")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 25, 120, 32, $game_map.name, 2)
  end
end

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

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 480, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Draw Face Graphic
  #     actor : actor
  #     x : draw spot x-coordinate
  #     y : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_face_graphic(actor, x, y)
     bitmap = RPG::Cache.picture(actor.id.to_s)
     self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
   end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 116
      actor = $game_party.actors[i]
      draw_actor_face_graphic(actor, x - 64, y)
      draw_actor_name(actor, x + 93, y)
      draw_actor_class(actor, x + 135, y + 32)
      draw_actor_level(actor, x + 40, y + 32)
      draw_actor_state(actor, x + 270, y)
      draw_actor_exp(actor, x + 40, y + 64)
      draw_actor_hp(actor, x + 236, y + 32)
      draw_actor_sp(actor, x + 236, y + 64)
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
    end
  end
end

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

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Journal"
    s6 = "Save"
    s7 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
      end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    @command_window.x = 480
    # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 480
    @playtime_window.y = 256
    # Make location window
    @location_window = Window_Location.new
    @location_window.x = 480
    @location_window.y = 326
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 480
    @gold_window.y = 416
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 0
    @status_window.y = 0
    # 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
    @playtime_window.dispose
    @location_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @playtime_window.update
    @location_window.update
    @gold_window.update
    @status_window.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::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # journal
          # Play decision SE
          $game_system.se_play($data_system.decision_se)
          # Switch to journal scene
          $scene = Scene_Journal.new  
      when 5  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 6  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # 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)
        # 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
#===============================================================================
# ** Window_Command_New
#-------------------------------------------------------------------------------
# This code allows the command window in the menu to display icons.
#===============================================================================

class Window_Command_New < Window_Selectable
  #-----------------------------------------------------------------------------
  # * Public Instance Variables
  #-----------------------------------------------------------------------------
  attr_reader :continue
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize(index, continue)
    commands = [$data_system.words.item, $data_system.words.skill, $data_system.words.equip,
        'Status', 'Save', 'End Game']
    super(0, 0, 160, commands.size * 32 + 32)
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
  end
  #-----------------------------------------------------------------------------
  # * Draw Item
  #-----------------------------------------------------------------------------
  def draw_item(i, color)
    self.contents.fill_rect(0, i*32, 148, 32, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon("Menu#{i}")
    opacity = (color == normal_color ? 255 : 128)
    self.contents.blt(4, 4 + i*32, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.font.color = color
    self.contents.draw_text(28, i*32, 148, 32, @commands[i])
  end
  #-----------------------------------------------------------------------------
  # * Refresh
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
#  This window displays amount of gold.
#==============================================================================

class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Draw Picture
  #--------------------------------------------------------------------------  
  def draw_picture(x, y)
    bitmap = RPG::Cache.picture("Coin")
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x, y, bitmap, src_rect)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_picture(105, 4)
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
  end
end



And here's the new version of the Journal Script:

[Show/Hide] Journal Script

CODE
#==========================================================================
# Window_Journal
#------------------------------------------------------------------------------
#  This window displays a journal.
#==========================================================================
    
class Window_Journal < Window_Selectable
    # ------------------------
    def initialize
       super(0, 32, 460, 330)
      
    #----------------------------------------------------------
    # populate your journal with entries.
       @data = []
       @data[1] = "Help Man"
       @data[2] = "Kill Chicken"
       @data[3] = "Make cow eat"
       @data[4] = "Sniff the Glove"
       @data[5] = "Jump off a bridge after your friends"
      
    # this is the offset for your switches. If you start with switch 100, set
    # @offset = 99
    
    @offset = 0
      
    ### to change the windowskin for the journal
    #   self.windowskin = RPG::Cache.windowskin("RMXP4life_Wood.png")
    
    
    #----------------------------------------------------------
    
       @column_max = 1
       refresh
       self.index = 0
     end
    
    
    #--------------------------------------------------------------------------
    # * Draw the contents of the item window
    #--------------------------------------------------------------------------
     def refresh
       if self.contents != nil
         self.contents.dispose
         self.contents = nil
       end
      
       # variables
       @journal_height = (@data.size - 1)*32   # y coord of entire journal (# of entries - 1) * 32
       @n = 0                     # y coord for each entry
       @item_max = 0              # max items to display
      
       # draw the bitmap. the text will appear on this bitmap
       self.contents = Bitmap.new(width - 32, @journal_height)
          
       for i in 1..@data.size
         if $game_switches[i + @offset] == true
           draw_item(i)
           @item_max += 1
         end
       end        
      
     end
      
    #--------------------------------------------------------------------------
    # * Draw an individual item in the window
    #     index : Index of the item to be drawn
    #--------------------------------------------------------------------------
    
     def draw_item(index)
          item = @data[index]
          rect = Rect.new(10, @n, 640, 32)
          self.contents.fill_rect(rect, Color.new(0,0,0,0))        
          self.contents.draw_text(10, @n, 640, 32, "●", 0)
          self.contents.draw_text(25, @n, 640, 32, item, 0)
          @n += 32
          
     end
    
    end
#==============================================================================
    # ■ Scene_Status
    #------------------------------------------------------------------------------
    #  This class contains the windows for the character status menu that can be
    #   accessed from the main menu.
#==========================================================================
    
    class Scene_Journal
      #--------------------------------------------------------------------------
      # ● Initialize the Status menu
      #--------------------------------------------------------------------------
      def initialize(callback = 0)  #callback from menu
        @callback = callback
      end
      
      def main
    
        @journal_window = Window_Journal.new
        @journal_window.x = 90
        @journal_window.y = 70
        
        Graphics.transition
    
        loop do
          Graphics.update
          Input.update
          update
          if $scene != self
            break
          end  
        end
    
        Graphics.freeze
        @journal_window.dispose
    
      end
      #--------------------------------------------------------------------------
      # ● Draw the Status menu
      #--------------------------------------------------------------------------
      def update
        @journal_window.update
        if @journal_window.active
          update_item
          return
        end
      end
    
      #--------------------------------------------------------------------------
      # ● Update menu after player makes a selection
      #--------------------------------------------------------------------------
      def update_item
      
        # Cancel key pressed (go to menu)
        if Input.trigger?(Input::B) or Input.trigger?(Input::L)
          $game_system.se_play($data_system.cancel_se)
          if @callback == 0
            $scene = Scene_Menu.new(4)
          else
            $scene = Scene_Map.new
          end
          return
        end
        
      end
      
    end
class Scene_Map
      alias journal_update update
      
      def update
        journal_update
        if Input.trigger?(Input::L)
          $scene = Scene_Journal.new(1)
        end
      end
    end

coinology
Sorry Law but when I put those newly edited scripts in it now gives me an error sad.gif of

Script 'Window_Journal' Line 150: SystemStackError occured. Stack level too deep.

That error is given as soon as the game is opened. Not just when I try to open the Menu.

Any Ideas???
The Law G14
First of all, make sure the journal script is below my menu script, also are you using any other scripts?
Yusshin
Sorry to bump, but...

Where does this go? Does it need a specific name?

I tried to put this script in and it didn't change nei my current saves or new games;

also, does this work with your other scripts:

http://www.rpgrevolution.com/forums/index....t=0&start=0

http://www.rpgrevolution.com/forums/index....showtopic=35665

?

My current scripts are SDK, RGSS.Map, RGSS.Window.Movable, Map Name HUD < all of these basically allow me to have a pop-up displaying the name of the map(s) I walk onto.

I also have Window_Message to allow facesets to be displayed.
The Law G14
It should be under all your custom scripts (Including the SDK) and yes, it is compatible with my equipment screen and skill screen. Also, it's supposed to be changing the screen that opens once you open up the menu. And thanks for using my scripts smile.gif
Yusshin
They're awesome; I got them all to work but the Equipment screen one. I get an error stating NilClass. What's that mean o.o
The Law G14
What else does it say besides NilClass? Also, what order did you put your scripts in?
Yusshin
Skill Menu Change
Main Menu Change
Equipment Menu Change
Main

and it says specifically...

QUOTE ("Equipment Script")
Script 'Equipment Menu Change' line139: NoMethodError occurred.

undefined method `-@` for nil:NilClass


[Edit]

I tried putting Equipment Menu Change script above the Main Menu Change script but it didn't work.

[Edit]

Since I put in your scripts, it's conflicted with my SDK I believe :<
The Law G14
First of all, try cutting out the SDK and if the equipment screen starts working I would suggest you make a decisicion between the equipment screen and the SDK, because unless you have scripts that require the SDK, the SDK kinda gives alot of problems. If the SDK ends up not being the problem, replace the equipment screen with this:

CODE
#------------------------------------------------------------------------------
#==============================================================================
#==============================================================================
#====================*Law's Custom Equipment Screen*===========================
#=========================Author: The Law G14==================================
#============================Version 1.0=======================================
#==============================================================================
#------------------------------------------------------------------------------
#==============================================================================
# ** Window_EquipLeft
#------------------------------------------------------------------------------
#  This window displays actor parameter changes on the equipment screen.
#==============================================================================
class Window_EquipLeft < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(224, 64, 415, 232)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # * Draw Actor Face Graphic
  #--------------------------------------------------------------------------
  def draw_actor_face_graphic(actor, x, y)
    bitmap = RPG::Cache.picture(actor.id.to_s)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------    
  def refresh
    self.contents.clear
    draw_actor_face_graphic(@actor, x + 50, y - 20)
    draw_actor_name(@actor, 300, 0)
    draw_actor_level(@actor, 4, 0)
    draw_actor_parameter(@actor, 4, 24, 0)
    draw_actor_parameter(@actor, 4, 48, 1)
    draw_actor_parameter(@actor, 4, 72, 2)
    draw_actor_parameter(@actor, 4, 96, 3)
    draw_actor_parameter(@actor, 4, 120, 4)
    draw_actor_parameter(@actor, 4, 144, 5)
    draw_actor_parameter(@actor, 4, 168, 6)
     if @new_atk != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 24, 40, 32, '->', 1)
     if @new_atk > @actor.atk
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_atk < @actor.atk)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 24, 36, 32, @new_atk.to_s, 2)
     end
    if @new_pdef != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 48, 40, 32, '->', 1)
     if @new_pdef > @actor.pdef
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_pdef < @actor.pdef)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 48, 36, 32, @new_pdef.to_s, 2)
     end
    if @new_mdef != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 72, 40, 32, '->', 1)
     if @new_mdef > @actor.mdef
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_mdef < @actor.mdef)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 72, 36, 32, @new_mdef.to_s, 2)
     end
    if @new_str != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 96, 40, 32, '->', 1)
     if @new_str > @actor.str
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_str < @actor.str)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 96, 36, 32, @new_str.to_s, 2)
     end
    if @new_dex != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 120, 40, 32, '->', 1)
     if @new_dex > @actor.dex
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_dex < @actor.dex)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 120, 36, 32, @new_dex.to_s, 2)
     end
    if @new_agi != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 144, 40, 32, '->', 1)
     if @new_agi > @actor.agi
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_agi < @actor.agi)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 144, 36, 32, @new_agi.to_s, 2)
     end
    if @new_int != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 168, 40, 32, '->', 1)
     if @new_int > @actor.int
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_int < @actor.int)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 168, 36, 32, @new_int.to_s, 2)
     end
  end
  #--------------------------------------------------------------------------
  # * Set parameters after changing equipment
  #     new_atk  : attack power after changing equipment
  #     new_pdef : physical defense after changing equipment
  #     new_mdef : magic defense after changing equipment
  #--------------------------------------------------------------------------
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
                         new_agi, new_int)
    if @new_atk != new_atk || @new_pdef != new_pdef || @new_mdef != new_mdef ||
        @new_str != new_str || @new_dex != new_dex || @new_agi != new_agi ||
        @new_int != new_int
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      refresh
    end
  end
end
#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
#  equipment screen.
#==============================================================================

class Window_EquipRight < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(224, 295, 415, 185)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Item Acquisition
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32 * 0, 160, 32, $data_system.words.weapon)
    self.contents.draw_text(4, 32 * 1, 160, 32, $data_system.words.armor1)
    self.contents.draw_text(4, 32 * 2, 160, 32, $data_system.words.armor2)
    self.contents.draw_text(4, 32 * 3, 160, 32, $data_system.words.armor3)
    self.contents.draw_text(5, 32 * 4, 160, 32, $data_system.words.armor4)
    draw_item_name(@data[0], 140, 32 * 0)
    draw_item_name(@data[1], 140, 32 * 1)
    draw_item_name(@data[2], 140, 32 * 2)
    draw_item_name(@data[3], 140, 32 * 3)
    draw_item_name(@data[4], 140, 32 * 4)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
#  This window displays choices when opting to change equipment on the
#  equipment screen.
#==============================================================================

class Window_EquipItem < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor      : actor
  #     equip_type : equip region (0-3)
  #--------------------------------------------------------------------------
  def initialize(actor, equip_type)
    super(0, 64, 224, 415)
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Item Acquisition
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add equippable weapons
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    # Add equippable armor
    if @equip_type != 0
      armor_set = $data_classes[@actor.class_id].armor_set
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors[i].kind == @equip_type-1
            @data.push($data_armors[i])
          end
        end
      end
    end
    # Add blank page
    @data.push(nil)
    # Make a bit map and draw all items
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    for i in 0...@item_max-1
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 160, y, 16, 32, "x", 1)
    self.contents.draw_text(x + 163, y, 24, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs equipment screen processing.
#==============================================================================

class Scene_Equip
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_index : actor index
  #     equip_index : equipment index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Get actor
    @actor = $game_party.actors[@actor_index]
    # Make windows
    @help_window = Window_Help.new
    @left_window = Window_EquipLeft.new(@actor)
    @right_window = Window_EquipRight.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    # Associate help window
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    # Set cursor position
    @right_window.index = @equip_index
    refresh
    # 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
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Set item window to visible
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    # Get currently equipped item
    item1 = @right_window.item
    # Set current item window to @item_window
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    # If right window is active
    if @right_window.active
      # Erase parameters for after equipment change
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
    end
    # If item window is active
    if @item_window.active
      # Get currently selected item
      item2 = @item_window.item
      # Change equipment
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      # Get parameters for after equipment change
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int
      # Return equipment
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      # Draw in left window
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @left_window.update
    @right_window.update
    @item_window.update
    refresh
    # If right window is active: call update_right
    if @right_window.active
      update_right
      return
    end
    # If item window is active: call update_item
    if @item_window.active
      update_item
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when right window is active)
  #--------------------------------------------------------------------------
  def update_right
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(2)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If equipment is fixed
      if @actor.equip_fix?(@right_window.index)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Activate item window
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    # If R button was pressed
    if Input.trigger?(Input::R)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To next actor
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    # If L button was pressed
    if Input.trigger?(Input::L)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To previous actor
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play equip SE
      $game_system.se_play($data_system.equip_se)
      # Get currently selected data on the item window
      item = @item_window.item
      # Change equipment
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      # Remake right window and item window contents
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end
Bigace
Yo Law, nice script however the only thing that I need was the Icon part so I stripped it. Was is that okay with you.
The Law G14
Of course, you may do whatever you want with the script, I'm just glad you're using it in the first place lol tongue.gif
Bigace
QUOTE (The Law G14 @ Dec 14 2009, 04:31 PM) *
Of course, you may do whatever you want with the script, I'm just glad you're using it in the first place lol tongue.gif


Then okay dawg. laugh.gif
xxdarkwolfrosexx
Sorry to kind of bump a semi old topic, but I really love and need this but I have a big problem. When I use this my text in the menu disapears! I can't see any text at all.
The Law G14
Do you have any other scripts in use besides this one?
xxdarkwolfrosexx
Yeah, quiet a few actually. I can get the text back if I use Blizzard's Ultimate Text Override, however. But here's a list of my scripts...
¡ Sprite_Shadow (Sprite_Ombre )
SDK 1.3
Final Fantasy VII menu setup by AcedentProne
Final Fantasy Tactics Advance Shop System By Mac v. 0.7
Beastairy System by SephirothSpawn
This one
Advanced Time and Environment System (ATES) by Blizzard
AMS - Advanced Message Script - R4 by Dubealex
Tons of Add-ons by Blizzard
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