QUOTE (ChrisMarsh @ Feb 25 2012, 05:34 PM)

i love you!

but do you think you can move the windows a little to make it look even more like the FF8 one? :3
but you don't have to i still love this ALOT!
thanks
Do you want it to look "exactly" like the FF8 one? I will try but I do not guarantee that it will look better than before...
P.S.
Try this one:
CODE
# FF VIII MENU SCRIPT
# V 1.1
# Author: Feoden
# Feel free to use it, just do not claim it as your own
#--------------------------------------------------------------------------------
# Setting the Maps names
#--------------------------------------------------------------------------------
class Game_Map
def name
$map_names[@map_id]
end
end
class Scene_Title
$map_names = load_data("Data/MapInfos.rxdata")
for key in $map_names.keys
$map_names[key] = $map_names[key].name
end
end
class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
def initialize
super(0, 480-64, 480, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 135, 32, $game_map.name)
end
end
#--------------------------------------------------------------------------------
# This is the menu on the left
#--------------------------------------------------------------------------------
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
def initialize
super(16, 64, 480-32, 480-128)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size > 3 ? 3 : $game_party.actors.size
for i in 0...@item_max
x = 64
y = i * (96+16)
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 90)
draw_actor_name(actor, x - 64, y)
draw_actor_class(actor, x + 32, y + 32)
draw_actor_level(actor, x + 32, y)
draw_actor_state(actor, x + 32, y + 64)
draw_actor_exp(actor, x + 140, y)
draw_actor_hp(actor, x + 140, y + 32,180)
draw_actor_sp(actor, x + 140, y + 64,180)
end
end
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * (96+16), self.width - 32, 96)
end
end
end
class Window_Help2 < Window_Base
#--------------------------------------------------------------------------
def initialize
super(0, 0, 480, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
end
#--------------------------------------------------------------------------
def set_text_menu(index, align = 0)
# テキストとアラインメントの少なくとも一方が前回と違っ
いる場合
case index
when 0
text = "Opens the item menu,"
when 1
text = "Opens the skills menu"
when 2
text = "Opens the equipment menu."
when 3
text = "Check heroes stats and equipment."
when 4
text = "Save the game."
when 5
text = "Ends the game."
else
text = ""
end
if text != @text or align != @align
# テキストを再描画
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
end
#--------------------------------------------------------------------------------
# This is the whole scene menu
#--------------------------------------------------------------------------------
class Scene_Menu
#--------------------------------------------------------------------------
def main
# コマンドウィンドウを作成
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Save"
s6 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.x = 480
# パーティ人数が 0 人の場合
if $game_party.actors.size == 0
# アイテム、スキル、装備、ステータスを無効化
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# セーブ禁止の場合
if $game_system.save_disabled
# セーブを無効にする
@command_window.disable_item(4)
end
@index = @command_window.index
@cursor = Sprite.new
@cursor.bitmap = RPG::Cache.picture("HandCursor")
@cursor.x = 480 - @cursor.bitmap.width/2
@cursor.y = 32 + 32*@index - @cursor.bitmap.width/2
@cursor.z = 1000
# プレイ時間ウィンドウを作成
@playtime_window = Window_PlayTime.new
@playtime_window.x = 480
@playtime_window.y = 224
# 歩数ウィンドウを作成
@steps_window = Window_Steps.new
@steps_window.x = 480
@steps_window.y = 320
# ゴールドウィンドウを作成
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 416
# ステータスウィンドウを作成
@status_window = Window_MenuStatus.new
@help = Window_Help2.new
@help.set_text_menu(@index)
# トランジション実行
@window_map = Window_Mapname.new
Graphics.transition
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# ウィンドウを解放
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@cursor.dispose
@window_map.dispose
@help.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# ウィンドウを更新
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
if @index != @command_window.index
@index = @command_window.index
@help.set_text_menu(@index)
@cursor.x = 480 - @cursor.bitmap.width/2
@cursor.y = 32 + 32*@index - @cursor.bitmap.width/2
end
# コマンドウィンドウがアクティブの場合: update_command を呼ぶ
if @command_window.active
update_command
return
end
# ステータスウィンドウがアクティブの場合: update_status を呼ぶ
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
end