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Advanced Menu Screen
#2
Part 2

Code:
#==============================================================================
# ** Window_Equip_Parameter
#==============================================================================

class Window_Equip_Parameter < Window_Base
 #--------------------------------------------------------------------------
 # * Initialization
 #--------------------------------------------------------------------------
 def initialize(actor)
   super(640, 192, 320, 288)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = CMS::Font_Name
   self.contents.font.size = CMS::Font_Size
   self.opacity = 255
   @actor = actor
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   draw_actor_parameter(@actor, 0, 0, 0)
   draw_actor_parameter(@actor, 0, 32, 1)
   draw_actor_parameter(@actor, 0, 64, 2)
   draw_actor_parameter(@actor, 0, 96, 3)
   draw_actor_parameter(@actor, 0, 128, 4)
   draw_actor_parameter(@actor, 0, 160, 5)
   draw_actor_parameter(@actor, 0, 192, 6)
   if @new_atk != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 0, 36, 32, ">>", 2)
     if @new_atk > @actor.atk
       color = plus_color
     elsif @new_atk < @actor.atk
       color = minus_color
     else
       color = normal_color
     end
     self.contents.font.color = color
     self.contents.draw_text(206, 0, 36, 32, @new_atk.to_s, 2)
   end
   if @new_pdef != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 32, 36, 32, ">>", 2)
     if @new_pdef > @actor.pdef
       color = plus_color
     elsif @new_pdef < @actor.pdef
       color = minus_color
     else
       color = normal_color
     end
     self.contents.font.color = color
     self.contents.draw_text(206, 32, 36, 32, @new_pdef.to_s, 2)
   end
   if @new_mdef != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 64, 36, 32, ">>", 2)
     if @new_mdef > @actor.mdef
       color = plus_color
     elsif @new_mdef < @actor.mdef
       color = minus_color
     else
       color = normal_color
     end
     self.contents.font.color = color
     self.contents.draw_text(206, 64, 36, 32, @new_mdef.to_s, 2)
   end
   if @new_str != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 96, 36, 32, ">>", 2)
     if @new_str > @actor.str
       color = plus_color
     elsif @new_str < @actor.str
       color = minus_color
     else
       color = normal_color
     end
     self.contents.font.color = color
     self.contents.draw_text(206, 96, 36, 32, @new_str.to_s, 2)
   end
   if @new_dex != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 128, 36, 32, ">>", 2)
     if @new_dex > @actor.dex
       color = plus_color
     elsif @new_dex < @actor.dex
       color = minus_color
     else
       color = normal_color
     end
     self.contents.font.color = color
     self.contents.draw_text(206, 128, 36, 32, @new_dex.to_s, 2)
   end
   if @new_agi != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 160, 36, 32, ">>", 2)
     if @new_agi > @actor.agi
       color = plus_color
     elsif @new_agi < @actor.agi
       color = minus_color
     else
       color = normal_color
     end
     self.contents.font.color = color
     self.contents.draw_text(206, 160, 36, 32, @new_agi.to_s, 2)
   end
   if @new_int != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 192, 36, 32, ">>", 2)
     if @new_int > @actor.int
       color = plus_color
     elsif @new_int < @actor.int
       color = minus_color
     else
       color = normal_color
     end
     self.contents.font.color = color
     self.contents.draw_text(206, 192, 36, 32, @new_int.to_s, 2)
   end
 end
 #--------------------------------------------------------------------------
 # * Set parameters 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 or @new_pdef != new_pdef or @new_mdef != new_mdef or @new_str != new_str or @new_dex != new_dex or @new_agi != new_agi or @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_Equipment
#==============================================================================

class Window_Equipment < Window_Selectable
 #--------------------------------------------------------------------------
 # * Initialization
 #--------------------------------------------------------------------------
 def initialize(actor)
   super(640, 192, 320, 288)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.opacity = 255
   @actor = actor
   refresh
   self.index = 0
 end
 #--------------------------------------------------------------------------
 # * Item Acquisition
 #--------------------------------------------------------------------------
 def item
   return @data[self.index]
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.name = CMS::Font_Name
   self.contents.font.size = CMS::Font_Size
   @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 = special_color
   self.contents.draw_text(0, 0, 160, 32, $data_system.words.weapon)
   self.contents.draw_text(0, 48, 160, 32, $data_system.words.armor1)
   self.contents.draw_text(0, 96, 160, 32, $data_system.words.armor2)
   self.contents.draw_text(0, 144, 160, 32, $data_system.words.armor3)
   self.contents.draw_text(0, 192, 160, 32, $data_system.words.armor4)
   draw_item_name(@data[0], 0, 24)
   draw_item_name(@data[1], 0, 72)
   draw_item_name(@data[2], 0, 120)
   draw_item_name(@data[3], 0, 168)
   draw_item_name(@data[4], 0, 216)
 end
 #--------------------------------------------------------------------------
 # * Help Text Update
 #--------------------------------------------------------------------------
 def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
 #--------------------------------------------------------------------------
 # * Cursor Rectangle Update
 #--------------------------------------------------------------------------
 def update_cursor_rect
   if @index < 0
     self.cursor_rect.empty
   else
     self.cursor_rect.set(-4, 24 + @index * 48, self.width - 96, 30)
   end
 end
end

#==============================================================================
# ** Window_Equipment_Status
#==============================================================================

class Window_Equipment_Status < Window_Base
 #--------------------------------------------------------------------------
 # * Initialization
 #--------------------------------------------------------------------------
 def initialize(actor)
   super(640, 64, 320, 128)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = CMS::Font_Name
   self.contents.font.size = CMS::Font_Size
   self.opacity = 255
   @actor = actor
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   draw_actor_name(@actor, 0, 0)
   draw_actor_hp_bar(@actor, 0, 32)
   draw_actor_sp_bar(@actor, 0, 64)
   draw_actor_level(@actor, 160, 0)
 end
end

#==============================================================================
# ** Window_EquipItem
#==============================================================================

class Window_EquipItem < Window_Selectable
 #--------------------------------------------------------------------------
 # * Initialization
 #--------------------------------------------------------------------------
 def initialize(actor, equip_type)
   super(960, 64, 320, 416)
   self.opacity = 255
   @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 = []
   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
   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
   @data.push(nil)
   @item_max = @data.size
   self.contents = Bitmap.new(width - 32, row_max * 32)
   (0...@item_max-1).each {|i| draw_item(i)}
   self.contents.font.color = system_color
   self.contents.font.name = CMS::Font_Name
   self.contents.font.size = CMS::Font_Size
   self.contents.draw_text(4, (@item_max - 1) * 32, 100, 32, "Unequip")
 end
 #--------------------------------------------------------------------------
 # * Draw Item
 #--------------------------------------------------------------------------
 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.font.name = CMS::Font_Name
   self.contents.font.size = CMS::Font_Size
   self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
   self.contents.draw_text(x + 256, 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
 #--------------------------------------------------------------------------
 # * Item Max
 #--------------------------------------------------------------------------
 def item_max
   return @item_max
 end
end

#==============================================================================
# ** Window_EquipHelp
#==============================================================================

class Window_EquipHelp < Window_Base
 #--------------------------------------------------------------------------
 # * Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(640, 0, 640, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = CMS::Font_Name
   self.contents.font.size = CMS::Font_Size
   self.opacity = 255
 end
 #--------------------------------------------------------------------------
 # * Set Text
 #--------------------------------------------------------------------------
 def set_text(text, align = 0)
   if text != @text or align != @align
     self.contents.clear
     self.contents.font.color = normal_color
     self.contents.draw_text(0, 0, self.width - 40, 32, text, align)
     @text = text
     @align = align
     @actor = nil
   end
   self.visible = true
 end
end

#==============================================================================
# ** Window_Status_Parameter
#==============================================================================

class Window_Status_Parameter < Window_Base
 #--------------------------------------------------------------------------
 # * Initialization
 #--------------------------------------------------------------------------
 def initialize(actor)
   super(640, 64, 320, 416)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = CMS::Font_Name
   self.contents.font.size = CMS::Font_Size
   self.opacity = 255
   @actor = actor
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   draw_actor_graphic(@actor, 156, 64)
   draw_actor_name(@actor, 0, 0)
   draw_actor_class(@actor, 0, 32)
   draw_actor_level(@actor, 0, 64)
   draw_actor_hp_bar(@actor, 0, 96, 172)
   draw_actor_sp_bar(@actor, 0, 128, 172)
   draw_actor_parameter(@actor, 0, 160, 0)
   draw_actor_parameter(@actor, 0, 192, 1)
   draw_actor_parameter(@actor, 0, 224, 2)
   draw_actor_parameter(@actor, 0, 256, 3)
   draw_actor_parameter(@actor, 0, 288, 4)
   draw_actor_parameter(@actor, 0, 320, 5)
   draw_actor_parameter(@actor, 0, 352, 6)
 end
end

#==============================================================================
# ** Window_Status_Equipment
#==============================================================================

class Window_Status_Equipment < Window_Base
 #--------------------------------------------------------------------------
 # * Initialization
 #--------------------------------------------------------------------------
 def initialize(actor)
   super(960, 192, 320, 288)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = CMS::Font_Name
   self.contents.font.size = CMS::Font_Size
   self.opacity = 255
   @actor = actor
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.font.color = special_color
   self.contents.draw_text(0, 0, 160, 34, $data_system.words.weapon)
   self.contents.draw_text(0, 48, 160, 32, $data_system.words.armor1)
   self.contents.draw_text(0, 96, 160, 32, $data_system.words.armor2)
   self.contents.draw_text(0, 144, 160, 32, $data_system.words.armor3)
   self.contents.draw_text(0, 192, 160, 32, $data_system.words.armor4)
   self.contents.font.color = normal_color
   draw_item_name($data_weapons[@actor.weapon_id], 0, 24)
   draw_item_name($data_armors[@actor.armor1_id], 0, 72)
   draw_item_name($data_armors[@actor.armor2_id], 0, 120)
   draw_item_name($data_armors[@actor.armor3_id], 0, 168)
   draw_item_name($data_armors[@actor.armor4_id], 0, 216)
 end
end

#==============================================================================
# ** Window_Status_Exp
#==============================================================================

class Window_Status_Exp < Window_Base
 #--------------------------------------------------------------------------
 # * Initialization
 #--------------------------------------------------------------------------
 def initialize(actor)
   super(960, 64, 320, 128)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = CMS::Font_Name
   self.contents.font.size = CMS::Font_Size
   self.opacity = 255
   @actor = actor
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.font.color = system_color
   self.contents.draw_text(0, 0, 128, 32, "State:")
   draw_actor_state(@actor, 192, 0)
   draw_actor_current_exp(@actor, 0, 32)
   draw_actor_exp_bar(@actor, 0, 64)
 end
end

#==============================================================================
# ** Window_Status_Help
#==============================================================================

class Window_Status_Help < Window_Base
 #--------------------------------------------------------------------------
 # * Initialization
 #--------------------------------------------------------------------------
 def initialize(actor)
   super(640, 0, 640, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = CMS::Font_Name
   self.contents.font.size = CMS::Font_Size
   self.opacity = 255
   @actor = actor
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   if @actor.id == 1
     self.contents.font.color = system_color
     self.contents.draw_text(0, 0, 640, 32, "Aluxes' Status Overview.")
   end
   if @actor.id == 2
     self.contents.font.color = system_color
     self.contents.draw_text(0, 0, 640, 32, "Basil's Status Overview.")
   end
   if @actor.id == 3
     self.contents.font.color = system_color
     self.contents.draw_text(0, 0, 640, 32, "Cyrus' Status Overview.")
   end
   if @actor.id == 4
     self.contents.font.color = system_color
     self.contents.draw_text(0, 0, 640, 32, "Dorothy's Status Overview.")
   end
   if @actor.id == 5
     self.contents.font.color = system_color
     self.contents.draw_text(0, 0, 640, 32, "Esttele's Status Overview.")
   end
   if @actor.id == 6
     self.contents.font.color = system_color
     self.contents.draw_text(0, 0, 640, 32, "Felix's Status Overview.")
   end
   if @actor.id == 7
     self.contents.font.color = system_color
     self.contents.draw_text(0, 0, 640, 32, "Gloria's Status Overview.")
   end
   if @actor.id == 8
     self.contents.font.color = system_color
     self.contents.draw_text(0, 0, 640, 32, "Hilda's Status Overview.")
   end
 end
end

#==============================================================================
# ** Scene_Menu
#==============================================================================

class Scene_Menu
 #--------------------------------------------------------------------------
 # * Initialization
 #--------------------------------------------------------------------------
 def initialize(menu_index = 0)
   @menu_index = menu_index
 end
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   @update_frame = 0
   @spriteset = Spriteset_Map.new
   @viewport = Viewport.new(0, 0, 640, 480)
   @viewport.tone = Tone.new(0, 0, 0,166)
   @command_window = Window_New_Command.new(@menu_index)
   @command_window.index = @menu_index
   @command_window.x = 640
   @command_window.y = 0
   if $game_party.actors.size == 0
     @command_window.disable_item(0)
     @command_window.disable_item(1)
     @command_window.disable_item(2)
     @command_window.disable_item(3)
   end
   if $game_system.save_disabled
     @command_window.disable_item(4)
   end
   @status_window = Window_Menu_Status.new
   @status_window.x = -480
   @status_window.y = 0
   @player_stats_window = Window_Player_Status.new
   @player_stats_window.x = 0
   @player_stats_window.y = 480
   if $game_party.actors.size == 1
     @window_sprite1 = Window_Sprite1.new
     @window_sprite1.frame_update
   elsif $game_party.actors.size == 2
     @window_sprite1 = Window_Sprite1.new
     @window_sprite1.frame_update
     @window_sprite2 = Window_Sprite2.new
     @window_sprite2.frame_update
   elsif $game_party.actors.size == 3
     @window_sprite1 = Window_Sprite1.new
     @window_sprite1.frame_update
     @window_sprite2 = Window_Sprite2.new
     @window_sprite2.frame_update
     @window_sprite3 = Window_Sprite3.new
     @window_sprite3.frame_update
   elsif $game_party.actors.size == 4
     @window_sprite1 = Window_Sprite1.new
     @window_sprite1.frame_update
     @window_sprite2 = Window_Sprite2.new
     @window_sprite2.frame_update
     @window_sprite3 = Window_Sprite3.new
     @window_sprite3.frame_update
     @window_sprite4 = Window_Sprite4.new
     @window_sprite4.frame_update
   end
   @command_exit_window = Window_New_Command_Exit.new(@menu_index)
   @command_exit_window.index = @menu_index
   Graphics.transition(CMS::Transition_Wait, CMS::Transition)
   loop do
     Graphics.update
     Input.update
     @update_frame += 1
     if @update_frame == 10
       @update_frame = 0
       if $game_party.actors.size == 1
         @window_sprite1.frame_update
       elsif $game_party.actors.size == 2
         @window_sprite1.frame_update
         @window_sprite2.frame_update
       elsif $game_party.actors.size == 3
         @window_sprite1.frame_update
         @window_sprite2.frame_update
         @window_sprite3.frame_update
       elsif $game_party.actors.size == 4
         @window_sprite1.frame_update
         @window_sprite2.frame_update
         @window_sprite3.frame_update
         @window_sprite4.frame_update
       end
     end
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   @spriteset.dispose
   @viewport.dispose
   @command_window.dispose
   @status_window.dispose
   @player_stats_window.dispose
   @command_exit_window.dispose
   if $game_party.actors.size == 1
     @window_sprite1.dispose
   elsif $game_party.actors.size == 2
     @window_sprite1.dispose
     @window_sprite2.dispose
   elsif $game_party.actors.size == 3
     @window_sprite1.dispose
     @window_sprite2.dispose
     @window_sprite3.dispose
   elsif $game_party.actors.size == 4
     @window_sprite1.dispose
     @window_sprite2.dispose
     @window_sprite3.dispose
     @window_sprite4.dispose
   end
 end
 #--------------------------------------------------------------------------
 # * Defining the delay
 #--------------------------------------------------------------------------
 def delay(seconds)
   for i in 0...(seconds * 1)
     sleep 0.01
     Graphics.update
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   @command_window.update
   @status_window.update
   @player_stats_window.update
   @command_exit_window.update
   if @command_window.x > 480
     @command_window.x -= 40
   end
   if @player_stats_window.y > 384
     @player_stats_window.y -= 32
   end
   if @status_window.x < 0
     @status_window.x += 40
   end
   if $game_party.actors.size == 1
     if @window_sprite1.x < 0
       @window_sprite1.x += 40
     end
   elsif $game_party.actors.size == 2
     if @window_sprite1.x < 0
       @window_sprite1.x += 40
     end
     if @window_sprite2.x < 0
       @window_sprite2.x += 40
     end
   elsif $game_party.actors.size == 3
     if @window_sprite1.x < 0
       @window_sprite1.x += 40
     end
     if @window_sprite2.x < 0
       @window_sprite2.x += 40
     end
     if @window_sprite3.x < 0
       @window_sprite3.x += 40
     end
   elsif $game_party.actors.size == 4
     if @window_sprite1.x < 0
       @window_sprite1.x += 40
     end
     if @window_sprite2.x < 0
       @window_sprite2.x += 40
     end
     if @window_sprite3.x < 0
       @window_sprite3.x += 40
     end
     if @window_sprite4.x < 0
       @window_sprite4.x += 40
     end
   end
   #------------------------------------------------------------------------
   # If command window is active: call update_command
   #------------------------------------------------------------------------
   if @command_window.active
     update_command
     return
   end
   #------------------------------------------------------------------------
   # If exit command window is active: call update_command
   #------------------------------------------------------------------------
   if @command_exit_window.active
     if @command_exit_window.x > 480
       @command_exit_window.x -= 40
     end
     update_exit
     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 Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     loop do
       if @command_window.x < 640
         @command_window.x += 40
       end
       if @player_stats_window.y < 480
         @player_stats_window.y += 32
       end
       if @status_window.x > -480
         @status_window.x -= 60
       end
       if $game_party.actors.size == 1
         if @window_sprite1.x > -480
           @window_sprite1.x -= 60
         end
       elsif $game_party.actors.size == 2
         if @window_sprite1.x > -480
           @window_sprite1.x -= 60
         end
         if @window_sprite2.x > -480
           @window_sprite2.x -= 60
         end
       elsif $game_party.actors.size == 3
         if @window_sprite1.x > -480
           @window_sprite1.x -= 60
         end
         if @window_sprite2.x > -480
           @window_sprite2.x -= 60
         end
         if @window_sprite3.x > -480
           @window_sprite3.x -= 60
         end
       elsif $game_party.actors.size == 4
         if @window_sprite1.x > -480
           @window_sprite1.x -= 60
         end
         if @window_sprite2.x > -480
           @window_sprite2.x -= 60
         end
         if @window_sprite3.x > -480
           @window_sprite3.x -= 60
         end
         if @window_sprite4.x > -480
           @window_sprite4.x -= 60
         end
       end
       delay(0.01)
       if @command_window.x >= 640
         if @status_window.x <= -480
           break
         end
       end
     end
     $scene = Scene_Map.new
     return
   end
   if Input.trigger?(Input::C)
     if $game_party.actors.size == 0 and @command_window.index < 4
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     case @command_window.index
     when 0  
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Item.new
     when 1  
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 2  
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 3
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 4  
       $game_system.se_play($data_system.decision_se)
       @command_exit_window.visible = true
       @command_exit_window.active = true
       @command_exit_window.index = 0
       @command_window.active = false
     end
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when status window is active)
 #--------------------------------------------------------------------------
 def update_status
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @command_window.active = true
     @status_window.active = false
     @status_window.index = -1
     return
   end
   if Input.trigger?(Input::C)
     case @command_window.index
     when 1  
       if $game_party.actors[@status_window.index].restriction >= 2
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       $game_system.se_play($data_system.decision_se)
       loop do
         if @command_window.x < 640
           @command_window.x += 40
         end
         if @player_stats_window.y < 480
           @player_stats_window.y += 32
         end
         if @status_window.x > -480
           @status_window.x -= 60
         end
         if $game_party.actors.size == 1
           if @window_sprite1.x > -480
             @window_sprite1.x -= 60
           end
         elsif $game_party.actors.size == 2
           if @window_sprite1.x > -480
             @window_sprite1.x -= 60
           end
           if @window_sprite2.x > -480
             @window_sprite2.x -= 60
           end
         elsif $game_party.actors.size == 3
           if @window_sprite1.x > -480
             @window_sprite1.x -= 60
           end
           if @window_sprite2.x > -480
           @window_sprite2.x -= 60
           end
           if @window_sprite3.x > -480
             @window_sprite3.x -= 60
           end
         elsif $game_party.actors.size == 4
           if @window_sprite1.x > -480
             @window_sprite1.x -= 60
           end
           if @window_sprite2.x > -480
             @window_sprite2.x -= 60
           end
           if @window_sprite3.x > -480
             @window_sprite3.x -= 60
           end
           if @window_sprite4.x > -480
             @window_sprite4.x -= 60
           end
         end
         delay(0.01)
         if @command_window.x >= 640
           if @status_window.x <= -480
             break
           end
         end
       end
       $scene = Scene_New_Skill.new(@status_window.index)
     when 2  
       $game_system.se_play($data_system.decision_se)
       loop do
         if @command_window.x < 640
           @command_window.x += 40
         end
         if @player_stats_window.y < 480
           @player_stats_window.y += 32
         end
         if @status_window.x > -480
           @status_window.x -= 60
         end
         if $game_party.actors.size == 1
           if @window_sprite1.x > -480
             @window_sprite1.x -= 60
           end
         elsif $game_party.actors.size == 2
           if @window_sprite1.x > -480
             @window_sprite1.x -= 60
           end
           if @window_sprite2.x > -480
             @window_sprite2.x -= 60
           end
         elsif $game_party.actors.size == 3
           if @window_sprite1.x > -480
             @window_sprite1.x -= 60
           end
           if @window_sprite2.x > -480
           @window_sprite2.x -= 60
           end
           if @window_sprite3.x > -480
             @window_sprite3.x -= 60
           end
         elsif $game_party.actors.size == 4
           if @window_sprite1.x > -480
             @window_sprite1.x -= 60
           end
           if @window_sprite2.x > -480
             @window_sprite2.x -= 60
           end
           if @window_sprite3.x > -480
             @window_sprite3.x -= 60
           end
           if @window_sprite4.x > -480
             @window_sprite4.x -= 60
           end
         end
         delay(0.01)
         if @command_window.x >= 640
           if @status_window.x <= -480
             break
           end
         end
       end
       $scene = Scene_New_Equip.new(@status_window.index)
     when 3
       $game_system.se_play($data_system.decision_se)
       loop do
         if @command_window.x < 640
           @command_window.x += 40
         end
         if @player_stats_window.y < 480
           @player_stats_window.y += 32
         end
         if @status_window.x > -480
           @status_window.x -= 60
         end
         if $game_party.actors.size == 1
           if @window_sprite1.x > -480
             @window_sprite1.x -= 60
           end
         elsif $game_party.actors.size == 2
           if @window_sprite1.x > -480
             @window_sprite1.x -= 60
           end
           if @window_sprite2.x > -480
             @window_sprite2.x -= 60
           end
         elsif $game_party.actors.size == 3
           if @window_sprite1.x > -480
             @window_sprite1.x -= 60
           end
           if @window_sprite2.x > -480
           @window_sprite2.x -= 60
           end
           if @window_sprite3.x > -480
             @window_sprite3.x -= 60
           end
         elsif $game_party.actors.size == 4
           if @window_sprite1.x > -480
             @window_sprite1.x -= 60
           end
           if @window_sprite2.x > -480
             @window_sprite2.x -= 60
           end
           if @window_sprite3.x > -480
             @window_sprite3.x -= 60
           end
           if @window_sprite4.x > -480
             @window_sprite4.x -= 60
           end
         end
         delay(0.01)
         if @command_window.x >= 640
           if @status_window.x <= -480
             break
           end
         end
       end
       $scene = Scene_New_Status.new(@status_window.index)
     end
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when exit window is active)
 #--------------------------------------------------------------------------
 def update_exit
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     loop do
       if @command_exit_window.x < 640
         @command_exit_window.x += 40
       end
       delay(0.01)
       if @command_exit_window.x >= 640
         break
       end
     end
     @command_window.active = true
     @command_exit_window.active = false
     return
   end
   if Input.trigger?(Input::C)
     case @command_exit_window.index
     when 0
       command_to_title
     when 1
       command_cancel
     when 2
       command_shutdown
     end
     return
   end
 end
 def command_to_title
   $game_system.se_play($data_system.decision_se)
   Audio.bgm_fade(800)
   Audio.bgs_fade(800)
   Audio.me_fade(800)
   $scene = Scene_Title.new
 end
 def command_cancel
   $game_system.se_play($data_system.decision_se)
   loop do
     if @command_window.x < 640
       @command_window.x += 60
     end
     if @player_stats_window.y < 480
       @player_stats_window.y += 32
     end
     if @status_window.x > -480
       @status_window.x -= 60
     end
     if $game_party.actors.size == 1
       if @window_sprite1.x > -480
         @window_sprite1.x -= 60
       end
     elsif $game_party.actors.size == 2
       if @window_sprite1.x > -480
         @window_sprite1.x -= 60
       end
       if @window_sprite2.x > -480
         @window_sprite2.x -= 60
       end
     elsif $game_party.actors.size == 3
       if @window_sprite1.x > -480
         @window_sprite1.x -= 60
       end
       if @window_sprite2.x > -480
         @window_sprite2.x -= 60
       end
       if @window_sprite3.x > -480
         @window_sprite3.x -= 60
       end
     elsif $game_party.actors.size == 4
       if @window_sprite1.x > -480
         @window_sprite1.x -= 60
       end
       if @window_sprite2.x > -480
         @window_sprite2.x -= 60
       end
       if @window_sprite3.x > -480
         @window_sprite3.x -= 60
       end
       if @window_sprite4.x > -480
         @window_sprite4.x -= 60
       end
     end
     if @command_exit_window.x < 640
       @command_exit_window.x += 40
     end
     delay(0.01)
     if @command_window.x >= 640
       if @status_window.x <= -480
         if @command_exit_window.x >= 640
           break
         end
       end
     end
   end
   $scene = Scene_Map.new
 end
 def command_shutdown
   $game_system.se_play($data_system.decision_se)
   Audio.bgm_fade(800)
   Audio.bgs_fade(800)
   Audio.me_fade(800)
   $scene = nil
 end
end

#==============================================================================
# ** Scene_New_Skill
#==============================================================================

class Scene_New_Skill
 #--------------------------------------------------------------------------
 # * Initialization
 #--------------------------------------------------------------------------
 def initialize(actor_index = 0, equip_index = 0)
   @actor_index = actor_index
 end
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   @spriteset = Spriteset_Map.new
   @viewport = Viewport.new(0, 0, 640, 480)
   @viewport.tone = Tone.new(0, 0, 0,166)
   @actor = $game_party.actors[@actor_index]
   @help_window = Window_SkillHelp.new
   @status_window = Window_Skill_Status.new(@actor)
   @skill_window = Window_Skill.new(@actor)
   @skill_window.help_window = @help_window
   @detail_window = Window_Skill_Detail.new(@skill_window.skill)
   @target_window = Window_Skill_Target.new
   @target_window.x = 640
   @target_window.active = false
   Graphics.transition(CMS::Transition_Wait, CMS::Transition)
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   @spriteset.dispose
   @viewport.dispose
   @help_window.dispose
   @status_window.dispose
   @skill_window.dispose
   @target_window.dispose
   @detail_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Defining the delay
 #--------------------------------------------------------------------------
 def delay(seconds)
   for i in 0...(seconds * 1)
     sleep 0.01
     Graphics.update
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   @help_window.update
   @status_window.update
   @skill_window.update
   @target_window.update
   @detail_window.update
   if @help_window.x > 0
     @help_window.x -= 40
   end
   if @status_window.x > 0
     @status_window.x -= 40
   end
   if @skill_window.x > 320
     @skill_window.x -= 40
   end
   if @detail_window.x > 0
     @detail_window.x -= 40
   end
   #------------------------------------------------------------------------
   # If skill window is active: call update_skill
   #------------------------------------------------------------------------
   if @skill_window.active
     update_skill
     return
   end
   #------------------------------------------------------------------------
   # If skill target is active: call update_target
   #------------------------------------------------------------------------
   if @target_window.active
     if @target_window.x > 320
       @target_window.x -= 40
     end
     update_target
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (if skill window is active)
 #--------------------------------------------------------------------------
 def update_skill
   if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
     @detail_window.refresh(@skill_window.skill)
   end
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     loop do
       if @help_window.x < 640
         @help_window.x += 60
       end
       if @status_window.x < 640
         @status_window.x += 60
       end
       if @skill_window.x < 640
         @skill_window.x += 60
       end
       if @detail_window.x < 640
         @detail_window.x += 60
       end
       delay(0.01)
       if @help_window.x >= 640
         if @status_window.x >= 640
           if @skill_window.x >= 640
             if @detail_window.x >= 640
               break
             end
           end
         end
       end
     end
     $scene = Scene_Menu.new(1)
     return
   end
   if Input.trigger?(Input::C)
     @skill = @skill_window.skill
     if @skill == nil or not @actor.skill_can_use?(@skill.id)
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     if @skill.scope >= 3
       @skill_window.active = false
       @target_window.active = true
       if @skill.scope == 4 || @skill.scope == 6
         @target_window.index = -1
       elsif @skill.scope == 7
         @target_window.index = @actor_index - 10
       else
         @target_window.index = 0
       end
     else
       if @skill.common_event_id > 0
         $game_temp.common_event_id = @skill.common_event_id
         $game_system.se_play(@skill.menu_se)
         @actor.sp -= @skill.sp_cost
         @status_window.refresh
         @skill_window.refresh
         @target_window.refresh
         $scene = Scene_Map.new
         return
       end
     end
     return
   end
   if Input.trigger?(Input::R)
     if $game_party.actors.size == 1
       $game_system.se_play($data_system.buzzer_se)
     else
       $game_system.se_play($data_system.decision_se)
       @actor_index += 1
       @actor_index %= $game_party.actors.size
       $scene = Scene_New_Skill.new(@actor_index)
     end
     return
   end
   if Input.trigger?(Input::L)
     if $game_party.actors.size == 1
       $game_system.se_play($data_system.buzzer_se)
     else
       $game_system.se_play($data_system.cursor_se)
       @actor_index += $game_party.actors.size - 1
       @actor_index %= $game_party.actors.size
       $scene = Scene_New_Skill.new(@actor_index)
     end
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when target window is active)
 #--------------------------------------------------------------------------
 def update_target
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     loop do
       if @target_window.x < 640
         @target_window.x += 40
       end
       delay(0.01)
       if @target_window.x >= 640
         break
       end
     end
     @skill_window.active = true
     @target_window.active = false
     return
   end
   if Input.trigger?(Input::C)
     unless @actor.skill_can_use?(@skill.id)
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     if @target_window.index == -1
       used = false
       for i in $game_party.actors
         used |= i.skill_effect(@actor, @skill)
       end
     end
     if @target_window.index <= -2
       target = $game_party.actors[@target_window.index + 10]
       used = target.skill_effect(@actor, @skill)
     end
     if @target_window.index >= 0
       target = $game_party.actors[@target_window.index]
       used = target.skill_effect(@actor, @skill)
     end
     if used
       $game_system.se_play(@skill.menu_se)
       @actor.sp -= @skill.sp_cost
       @status_window.refresh
       @skill_window.refresh
       @target_window.refresh
       if $game_party.all_dead?
         $scene = Scene_Gameover.new
         return
       end
       if @skill.common_event_id > 0
         $game_temp.common_event_id = @skill.common_event_id
         $scene = Scene_Map.new
         return
       end
     end
     unless used
       $game_system.se_play($data_system.buzzer_se)
     end
     return
   end
 end
end

#==============================================================================
# ** Scene_New_Equip
#==============================================================================

class Scene_New_Equip
 #--------------------------------------------------------------------------
 # * Initialization
 #--------------------------------------------------------------------------
 def initialize(actor_index = 0, equip_index = 0)
   @actor_index = actor_index
   @equip_index = equip_index
 end
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   @spriteset = Spriteset_Map.new
   @viewport = Viewport.new(0, 0, 640, 480)
   @viewport.tone = Tone.new(0, 0, 0,166)
   @actor = $game_party.actors[@actor_index]
   @help_window = Window_EquipHelp.new
   @left_window = Window_Equip_Parameter.new(@actor)
   @left_window.visible = false
   @stats_window = Window_Equipment_Status.new(@actor)
   @right_window = Window_Equipment.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)
   @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
   @right_window.index = @equip_index
   refresh
   Graphics.transition(CMS::Transition_Wait, CMS::Transition)
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   @spriteset.dispose
   @viewport.dispose
   @help_window.dispose
   @left_window.dispose
   @right_window.dispose
   @item_window1.dispose
   @item_window2.dispose
   @item_window3.dispose
   @item_window4.dispose
   @item_window5.dispose
   @stats_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Defining the delay
 #--------------------------------------------------------------------------
 def delay(seconds)
   for i in 0...(seconds * 1)
     sleep 0.01
     Graphics.update
   end
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   @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)
   item1 = @right_window.item
    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.active
     @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
   end
   if @item_window.active
     item2 = @item_window.item
     last_hp = @actor.hp
     last_sp = @actor.sp
     @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
     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
     @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
     @actor.hp = last_hp
     @actor.sp = last_sp
     @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
   @left_window.update
   @right_window.update
   @item_window.update
   @stats_window.update
   if @stats_window.x > 0
     @stats_window.x -= 40
   end
   if @help_window.x > 0
     @help_window.x -= 40
   end
   if @left_window.x > 0
     @left_window.x -= 40
   end
   if @right_window.x > 0
     @right_window.x -= 40
   end
   if @item_window1.x > 320
     @item_window1.x -= 40
   end
   if @item_window2.x > 320
     @item_window2.x -= 40
   end
   if @item_window3.x > 320
     @item_window3.x -= 40
   end
   if @item_window4.x > 320
     @item_window4.x -= 40
   end
   if @item_window5.x > 320
     @item_window5.x -= 40
   end
   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 Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     loop do
       if @stats_window.x < 640
         @stats_window.x += 60
       end
       if @help_window.x < 640
         @help_window.x += 60
       end
       if @left_window.x < 640
         @left_window.x += 60
       end
       if @right_window.x < 640
         @right_window.x += 60
       end
       if @item_window1.x < 640
         @item_window1.x += 60
       end
       if @item_window2.x < 640
         @item_window2.x += 60
       end
       if @item_window3.x < 640
         @item_window3.x += 60
       end
       if @item_window4.x < 640
         @item_window4.x += 60
       end
       if @item_window5.x < 640
         @item_window5.x += 60
       end
       delay(0.01)
       if @stats_window.x >= 640
         if @help_window.x >= 640
           if @left_window.x >= 640
             if @right_window.x >= 640
               if @item_window1.x >= 640
                 if @item_window2.x >= 640
                   if @item_window3.x >= 640
                     if @item_window4.x >= 640
                       if @item_window5.x >= 640
                         break
                       end
                     end
                   end
                 end
               end
             end
           end
         end
       end
     end
     @left_window.visible = false
     $scene = Scene_Menu.new(2)
     return
   end
   if Input.trigger?(Input::C)
     if @actor.equip_fix?(@right_window.index)
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     @right_window.active = false
     @right_window.visible = false
     @item_window.active = true
     @item_window.index = 0
     @left_window.visible = true
     return
   end
   if Input.trigger?(Input::R)
     if $game_party.actors.size == 1
       $game_system.se_play($data_system.buzzer_se)
     else
       $game_system.se_play($data_system.decision_se)
       @actor_index += 1
       @actor_index %= $game_party.actors.size
       $scene = Scene_New_Equip.new(@actor_index, @right_window.index)
     end
     return
   end
   if Input.trigger?(Input::L)
     if $game_party.actors.size == 1
       $game_system.se_play($data_system.buzzer_se)
     else
       $game_system.se_play($data_system.cursor_se)
       @actor_index += $game_party.actors.size - 1
       @actor_index %= $game_party.actors.size
       $scene = Scene_New_Equip.new(@actor_index, @right_window.index)
     end
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when item window is active)
 #--------------------------------------------------------------------------
 def update_item
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @right_window.active = true
     @right_window.visible = true
     @item_window.active = false
     @item_window.index = -1
     @left_window.visible = false
     return
   end
   if Input.trigger?(Input::C)
     $game_system.se_play($data_system.equip_se)
     item = @item_window.item
     @actor.equip(@right_window.index, item == nil ? 0 : item.id)
     @right_window.active = true
     @right_window.visible = true
     @left_window.visible = false
     @item_window.active = false
     @item_window.index = -1
     @right_window.refresh
     @item_window.refresh
     return
   end
 end
end

#==============================================================================
# ** Scene_New_Status
#==============================================================================

class Scene_New_Status
 #--------------------------------------------------------------------------
 # * Initialization
 #--------------------------------------------------------------------------
 def initialize(actor_index = 0, equip_index = 0)
   @actor_index = actor_index
 end
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   @spriteset = Spriteset_Map.new
   @viewport = Viewport.new(0, 0, 640, 480)
   @viewport.tone = Tone.new(0, 0, 0,166)
   @actor = $game_party.actors[@actor_index]
   @status_para_window = Window_Status_Parameter.new(@actor)
   @status_equipment_window = Window_Status_Equipment.new(@actor)
   @status_help_window = Window_Status_Help.new(@actor)
   @status_exp_window = Window_Status_Exp.new(@actor)
   Graphics.transition(CMS::Transition_Wait, CMS::Transition)
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   @spriteset.dispose
   @viewport.dispose
   @status_para_window.dispose
   @status_equipment_window.dispose
   @status_help_window.dispose
   @status_exp_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Defining the delay
 #--------------------------------------------------------------------------
 def delay(seconds)
   for i in 0...(seconds * 1)
     sleep 0.01
     Graphics.update
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   if @status_para_window.x > 0
     @status_para_window.x -= 40
   end
   if @status_help_window.x > 0
     @status_help_window.x -= 40
   end
   if @status_equipment_window.x > 320
     @status_equipment_window.x -= 40
   end
   if @status_exp_window.x > 320
     @status_exp_window.x -= 40
   end
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     loop do
       if @status_para_window.x < 640
         @status_para_window.x += 60
       end
       if @status_help_window.x < 640
         @status_help_window.x += 60
       end
       if @status_equipment_window.x < 640
         @status_equipment_window.x += 60
       end
       if @status_exp_window.x < 640
         @status_exp_window.x += 60
       end
       delay(0.01)
       if @status_para_window.x >= 640
         if @status_help_window.x >= 640
           if @status_equipment_window.x >= 640
             if @status_exp_window.x >= 640
               break
             end
           end
         end
       end
     end
     $scene = Scene_Menu.new(3)
     return
   end
   if Input.trigger?(Input::R)
     if $game_party.actors.size == 1
       $game_system.se_play($data_system.buzzer_se)
     else
       $game_system.se_play($data_system.decision_se)
       @actor_index += 1
       @actor_index %= $game_party.actors.size
       $scene = Scene_New_Status.new(@actor_index)
     end
     return
   end
   if Input.trigger?(Input::L)
     if $game_party.actors.size == 1
       $game_system.se_play($data_system.buzzer_se)
     else
       $game_system.se_play($data_system.cursor_se)
       @actor_index += $game_party.actors.size - 1
       @actor_index %= $game_party.actors.size
       $scene = Scene_New_Status.new(@actor_index)
     end
     return
   end
 end
end

#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end
}


Messages In This Thread
Advanced Menu Screen - by Kanon - 11-21-2008, 01:00 PM
RE: Advanced Menu Screen - by Kanon - 11-21-2008, 01:00 PM

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