Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Pokemon Menu
#1
Pokemon Menu
Chrono Cry
April 20, 2005

This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.


Hello all i know there is already a code like this but here is my version of it i give credit to Matte and Momomo for a certain part of this script .

Ok let me begin

Firstly replace Scene_Menu with this:

Code:
#==============================================================================
# â–�  Scene_Menu
#------------------------------------------------------------------------------
#==============================================================================

class Scene_Menu
  #Pokémon Menu - Version 1
  #Developed By Chrono Cry and Scaboon (Same person lol)
  #Changes can easily be made to the scripts and i shall inform you step by step how to.
  def initialize(menu_index = 0)
     @menu_index = menu_index
  end
  #Here is the main line of command it basically makes everything happen
  def main
     # These are the chocies that appear on the menu
     s1 = "Pokédex"
     s2 = "Pokémon"
     s3 = "Bag"
     s4 = "Tora"
     s5 = "Save"
     s6 = "Exit"
     @spriteset = Spriteset_Map.new
     @command_window = Window_Command.new(140, [s1, s2, s3, s4, s5, s6]) # This arranges the order of the selection
     @command_window.index = @menu_index
     # -----------------------------------------
     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
     # プレイ時間ウィンドウを作æˆ
     Graphics.transition
     # メインループ
     loop do
        # ゲーãƒ� ç”»é¢ã‚’æ›´æ–°
        Graphics.update
        # å…¥å� ›æƒ…å� ±ã‚’æ›´æ–°
        Input.update
        # フレーãƒ� æ›´æ–°
        update
        # ç”»é¢ãŒåˆ‡ã‚� 替ã‚ã£ãŸã‚‰ãƒ«ãƒ¼ãƒ—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
     @spriteset.dispose
     @command_window.dispose
  end
  #--------------------------------------------------------------------------
  # ◠フレーãƒ� æ›´æ–°
  #--------------------------------------------------------------------------
  def update
     # ウィンドウを更新
     @spriteset.update
     @command_window.update
     # コマンドウィンドウãŒã‚¢ã‚¯ãƒ� ィブã®å� ´åˆ: update_command を呼ã¶
     if @command_window.active
        update_command
        return
     end
     # スãƒ� ータスウィンドウãŒã‚¢ã‚¯ãƒ� ィブã®å� ´åˆ: update_status を呼ã¶
     if @status_window.active
        update_status
        return
     end
  end
  #--------------------------------------------------------------------------
  # ◠フレーãƒ� æ›´æ–° (コマンドウィンドウãŒã‚¢ã‚¯ãƒ� ィブã®å� ´åˆ)
  #--------------------------------------------------------------------------
  def update_command
     # B ボタンãŒæ� ¼ã•ã‚ŒãŸå� ´åˆ
     if Input.trigger(Input::B)
        # キャンセル SE ã‚’æ¼”å¥
        $game_system.se_play($data_system.cancel_se)
        # マップ画é¢ã«åˆ‡ã‚� 替ãˆ
        $scene = Scene_Map.new
        return
     end
     # C ボタンãŒæ� ¼ã•ã‚ŒãŸå� ´åˆ
     if Input.trigger(Input::C)
        # パーãƒ� ィ人数㌠0 人ã§ã€ã‚»ãƒ¼ãƒ–ã€ã‚²ãƒ¼ãƒ� 終äº� 以外ã®ã‚³ãƒžãƒ³ãƒ‰ã®å� ´åˆ
        if $game_party.actors.size == 0 and @command_window.index < 4
           # ブザー SE ã‚’æ¼”å¥
           $game_system.se_play($data_system.buzzer_se)
           return
        end
        # コマンドウィンドウã®ã‚«ãƒ¼ã‚½ãƒ«ä½ç½®ã§åˆ� å²
        case @command_window.index
        # The selection below is what happens when a selection is made
        when 0 # Opens up pokedex scene you have to make this yourself i suggest the biestary script
           # 決定 � SE ã‚’æ¼”å¥
           $game_system.se_play($data_system.decision_se)
           # アイãƒ� ãƒ� ç”»é¢ã«åˆ‡ã‚� 替ãˆ
           $scene = Scene_MonsterBook.new
        when 1 # This opens up the pokemon scene you will need to make this yourself
           # 決定 SE ã‚’æ¼”å¥
           $game_system.se_play($data_system.decision_se)
           # ゲーãƒ� 終äº� ç”»é¢ã«åˆ‡ã‚� 替ãˆ
           $scene = Scene_Pokemon.new
        when 2 # This opens up the item screen
           # 決定 SE ã‚’æ¼”å¥
           $game_system.se_play($data_system.decision_se)
           # スãƒ� ータスウィンドウをアクムィブã«ã™ã‚‹
           $scene = Scene_Item.new
        when 3 # This opens up status screen i recommend you mess around with Window_Status to get what you want it to look like
           # 決定 SE ã‚’æ¼”å¥
           $game_system.se_play($data_system.decision_se)
           # スãƒ� ータスウィンドウをアクムィブã«ã™ã‚‹
           $scene = Scene_Status.new
        when 4 # This brings up save menu
           # セーブç¦æ­¢ã®å� ´åˆ
           if $game_system.save_disabled
              # ブザー SE ã‚’æ¼”å¥
              $game_system.se_play($data_system.buzzer_se)
              return
           end
           # 決定 SE ã‚’æ¼”å¥
           $game_system.se_play($data_system.decision_se)
           # セーブ画é¢ã«åˆ‡ã‚� 替ãˆ
           $scene = Scene_Save.new
        when 5 # This brings up exit choice
           # 決定 SE ã‚’æ¼”å¥
           $game_system.se_play($data_system.decision_se)
           # ゲーãƒ� 終äº� ç”»é¢ã«åˆ‡ã‚� 替ãˆ
           $scene = Scene_End.new
        end
        return
     end
  end
  #--------------------------------------------------------------------------
  # ◠フレーãƒ� æ›´æ–° (スãƒ� ータスウィンドウãŒã‚¢ã‚¯ãƒ� ィブã®å� ´åˆ)
  #--------------------------------------------------------------------------
  def update_status
     # B ボタンãŒæ� ¼ã•ã‚ŒãŸå� ´åˆ
     if Input.trigger(Input::B)
        # キャンセル SE ã‚’æ¼”å¥
        $game_system.se_play($data_system.cancel_se)
        # コマンドウィンドウをアクãƒ� ィブã«ã™ã‚‹
        @command_window.active = true
        @status_window.active = false
        @status_window.index = -1
        return
     end
     # C ボタンãŒæ� ¼ã•ã‚ŒãŸå� ´åˆ
     if Input.trigger(Input::C)
        # コマンドウィンドウã®ã‚«ãƒ¼ã‚½ãƒ«ä½ç½®ã§åˆ� å²
        case @command_window.index
        when 1   # スキル
           # ã“ã®ã‚¢ã‚¯ã‚¿ãƒ¼ã®è¡Œå‹•åˆ¶é™ãŒ 2 以ä¸� ã®å� ´åˆ
           if $game_party.actors[@status_window.index].restriction >= 2
              # ブザー SE ã‚’æ¼”å¥
              $game_system.se_play($data_system.buzzer_se)
              return
           end
           # 決定 SE ã‚’æ¼”å¥
           $game_system.se_play($data_system.decision_se)
           # スキル画é¢ã«åˆ‡ã‚� 替ãˆ
           $scene = Scene_Skill.new(@status_window.index)
        when 2   # 装備
           # 決定 SE ã‚’æ¼”å¥
           $game_system.se_play($data_system.decision_se)
           # 装備画é¢ã«åˆ‡ã‚� 替ãˆ
           $scene = Scene_Equip.new(@status_window.index)
        when 3   # スãƒ� ータス
           # 決定 SE ã‚’æ¼”å¥
           $game_system.se_play($data_system.decision_se)
           # スãƒ� ータス画é¢ã«åˆ‡ã‚� 替ãˆ
           $scene = Scene_Status.new(@status_window.index)
        end
        return
     end
  end
end

Then replace Window_Command with this

Code:
#==============================================================================
# â–�  Window_Command edited by Chrono Cry
#------------------------------------------------------------------------------
class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def initialize(width, commands)
     # This defines the position of the command bar
     super(500, 0, width, commands.size * 32 + 32)
     @item_max = commands.size
     @commands = commands
     self.contents = Bitmap.new(width - 32, @item_max * 32)
     self.contents.font.name = $fontface
     self.contents.font.size = $fontsize
     refresh
     self.index = 0
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def refresh
     self.contents.clear
     for i in 0...@item_max
       draw_item(i, normal_color)
     end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def draw_item(index, color)
     self.contents.font.color = color
     rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
     self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
     self.contents.draw_text(rect, @commands[index])
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def disable_item(index)
     draw_item(index, disabled_color)
  end
end

nd now for the biggest feature to this

Make a new script above main called Pokedex and paste this into it
By the way this was developed by momomo and matte fixed it so i have no credit for this part

Code:
# Originally released by: momomo?
# Removal of comments and fix: Matte


module Enemy_Book_Config
DROP_ITEM_NEED_ANALYZE = false
EVA_NAME = "Evasion"
SHOW_COMPLETE_TYPE = 3
end

class Game_Temp
attr_accessor :enemy_book_data
alias temp_enemy_book_data_initialize initialize
def initialize
   temp_enemy_book_data_initialize
   @enemy_book_data = Data_MonsterBook.new
end
end

class Game_Party
attr_accessor :enemy_info
#--------------------------------------------------------------------------
alias book_info_initialize initialize
def initialize
   book_info_initialize
   @enemy_info = {}
end
#--------------------------------------------------------------------------
def add_enemy_info(enemy_id, type = 0)
   case type
   when 0
      if @enemy_info[enemy_id] == 2
        return false
      end
      @enemy_info[enemy_id] = 1
   when 1
      @enemy_info[enemy_id] = 2
   when -1
      @enemy_info[enemy_id] = 0
   end
end
#--------------------------------------------------------------------------
def enemy_book_max
   return $game_temp.enemy_book_data.id_data.size - 1
end
#--------------------------------------------------------------------------
def enemy_book_now
   now_enemy_info = @enemy_info.keys
   no_add = $game_temp.enemy_book_data.no_add_element
   new_enemy_info = []
   for i in now_enemy_info
      enemy = $data_enemies[i]
      next if enemy.name == ""
      if enemy.element_ranks[no_add] == 1
         next
      end
      new_enemy_info.push(enemy.id)
   end
   return new_enemy_info.size
end
#--------------------------------------------------------------------------
def enemy_book_complete_percentage
   e_max = enemy_book_max.to_f
   e_now = enemy_book_now.to_f
   comp = e_now / e_max * 100
   return comp.truncate
end
end

class Interpreter
def enemy_book_max
   return $game_party.enemy_book_max
end
def enemy_book_now
   return $game_party.enemy_book_now
end
def enemy_book_comp
   return $game_party.enemy_book_complete_percentage
end
end

class Scene_Battle
alias add_enemy_info_start_phase5 start_phase5
def start_phase5
   for enemy in $game_troop.enemies
      unless enemy.hidden
         $game_party.add_enemy_info(enemy.id, 0)
      end
   end
   add_enemy_info_start_phase5
end
end

class Window_Base < Window

  def initialize(x, y, width, height)
   super()
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $fontface
   @windowskin_name = $game_system.windowskin_name
   self.windowskin = RPG::Cache.windowskin(@windowskin_name)
   self.x = x
   self.y = y
   self.width = width
   self.height = height
   self.z = 100
end
#--------------------------------------------------------------------------
def draw_enemy_drop_item(enemy, x, y)
   self.contents.font.color = normal_color
   self.contents.font.name = $fontface
   treasures = []
   if enemy.item_id > 0
      treasures.push($data_items[enemy.item_id])
   end
   if enemy.weapon_id > 0
      treasures.push($data_weapons[enemy.weapon_id])
   end
   if enemy.armor_id > 0
      treasures.push($data_armors[enemy.armor_id])
   end
   if treasures.size > 0
      item = treasures[0]
      bitmap = RPG::Cache.icon(item.icon_name)
      opacity = 255
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      name = treasures[0].name
   else
      self.contents.font.color = disabled_color
      self.contents.font.name = $fontface
      name = "No Item"
   end
   self.contents.draw_text(x+28, y, 212, 32, name)
end
#--------------------------------------------------------------------------
def draw_enemy_book_id(enemy, x, y)
   self.contents.font.color = normal_color
   self.contents.font.name = $fontface
   id = $game_temp.enemy_book_data.id_data.index(enemy.id)
   self.contents.draw_text(x, y, 32, 32, id.to_s)
end
#--------------------------------------------------------------------------
def draw_enemy_name(enemy, x, y)
   self.contents.font.color = normal_color
   self.contents.font.name = $fontface
   self.contents.draw_text(x, y, 152, 32, enemy.name)
end
#--------------------------------------------------------------------------
def draw_enemy_graphic(enemy, x, y, opacity = 255)
   bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue)
   cw = bitmap.width
   ch = bitmap.height
   src_rect = Rect.new(0, 0, cw, ch)
   x = x + (cw / 2 - x) if cw / 2 > x
   self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
end
#--------------------------------------------------------------------------
def draw_enemy_exp(enemy, x, y)
   self.contents.font.color = system_color
   self.contents.font.name = $fontface
   self.contents.draw_text(x, y, 120, 32, "EXP")
   self.contents.font.color = normal_color
   self.contents.font.name = $fontface
   self.contents.draw_text(x + 120, y, 36, 32, enemy.exp.to_s, 2)
end
#--------------------------------------------------------------------------
def draw_enemy_gold(enemy, x, y)
   self.contents.font.color = system_color
   self.contents.font.name = $fontface
   self.contents.draw_text(x, y, 120, 32, $data_system.words.gold)
   self.contents.font.color = normal_color
   self.contents.font.name = $fontface
   self.contents.draw_text(x + 120, y, 36, 32, enemy.gold.to_s, 2)
end
end

class Game_Enemy_Book < Game_Enemy
#--------------------------------------------------------------------------
def initialize(enemy_id)
   super(2, 1)
   @enemy_id = enemy_id
   enemy = $data_enemies[@enemy_id]
   @battler_name = enemy.battler_name
   @battler_hue = enemy.battler_hue
   @hp = maxhp
   @sp = maxsp
end
end

class Data_MonsterBook
attr_reader :id_data
#--------------------------------------------------------------------------
def initialize
   @id_data = enemy_book_id_set
end
#--------------------------------------------------------------------------
def no_add_element
   no_add = 0
   for i in 1...$data_system.elements.size
      if $data_system.elements[i] =~ /Monster Book/
         no_add = i
         break
      end
   end
   return no_add
end
#--------------------------------------------------------------------------
def enemy_book_id_set
   data = [0]
   no_add = no_add_element
   for i in 1...$data_enemies.size
      enemy = $data_enemies[i]
      next if enemy.name == ""
      if enemy.element_ranks[no_add] == 1
         next
      end
      data.push(enemy.id)
   end
   return data
end
end


class Window_MonsterBook < Window_Selectable
attr_reader    :data
#--------------------------------------------------------------------------
def initialize(index=0)
   super(0, 64, 640, 416)
   @column_max = 2
   @book_data = $game_temp.enemy_book_data
   @data = @book_data.id_data.dup
   @data.shift
   @item_max = @data.size
   self.index = 0
   refresh if @item_max > 0
end
#--------------------------------------------------------------------------
def data_set
   data = $game_party.enemy_info.keys
   data.sort!
   newdata = []
   for i in data
      next if $game_party.enemy_info[i] == 0
      if book_id(i) != nil
         newdata.push(i)
      end
   end
   return newdata
end
#--------------------------------------------------------------------------
def show?(id)
�  if $game_party.enemy_info[id] == 0 or $game_party.enemy_info[id] == nil
�     return false
�  else
�     return true
�  end
end
#--------------------------------------------------------------------------
def book_id(id)
   return @book_data.index(id)
end
#--------------------------------------------------------------------------
def item
   return @data[self.index]
end
#--------------------------------------------------------------------------
def refresh
   if self.contents != nil
      self.contents.dispose
      self.contents = nil
   end
   self.contents = Bitmap.new(width - 32, row_max * 32)
   if @item_max > 0
      for i in 0...@item_max
        draw_item(i)
      end
   end
end
#--------------------------------------------------------------------------
def draw_item(index)
   enemy = $data_enemies[@data[index]]
   return if enemy == nil
   x = 4 + index % 2 * (288 + 32)
   y = index / 2 * 32
   rect = Rect.new(x, y, self.width / @column_max - 32, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   self.contents.font.color = normal_color
   self.contents.font.name = $fontface
   draw_enemy_book_id(enemy, x, y)
   if show?(enemy.id)
      self.contents.draw_text(x + 28+16, y, 212, 32, enemy.name, 0)
   else
      self.contents.draw_text(x + 28+16, y, 212, 32, "ï¼?ï¼?ï¼?ï¼?ï¼?", 0)
      return
   end
   if analyze?(@data[index])
      self.contents.font.color = text_color(3)
      self.contents.font.name = $fontface
      self.contents.draw_text(x + 256, y, 24, 32, "Cancel", 2)
   end
end
#--------------------------------------------------------------------------
def analyze?(enemy_id)
   if $game_party.enemy_info[enemy_id] == 2
      return true
   else
      return false
   end
end
end


class Window_MonsterBook_Info < Window_Base
include Enemy_Book_Config
#--------------------------------------------------------------------------
def initialize
   super(0, 0+64, 640, 480-64)
   self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
def refresh(enemy_id)
   self.contents.clear
   self.contents.font.name = $fontface
   self.contents.font.size = 22
   enemy = Game_Enemy_Book.new(enemy_id)
   draw_enemy_graphic(enemy, 96, 240+48+64, 200)
   draw_enemy_book_id(enemy, 4, 0)
   draw_enemy_name(enemy, 48, 0)
   draw_actor_hp(enemy, 288, 0)
   draw_actor_sp(enemy, 288+160, 0)
   draw_actor_parameter(enemy, 288 �  � , � 32, 0)
   self.contents.font.color = system_color
   self.contents.draw_text(288+160, 32, 120, 32, EVA_NAME)
   self.contents.font.color = normal_color
   self.contents.draw_text(288+160 + 120, 32, 36, 32, enemy.eva.to_s, 2)
   draw_actor_parameter(enemy, 288 �  � , � 64, 3)
   draw_actor_parameter(enemy, 288+160, � 64, 4)
   draw_actor_parameter(enemy, 288 �  � , � 96, 5)
   draw_actor_parameter(enemy, 288+160, � 96, 6)
   draw_actor_parameter(enemy, 288 �  � , 128, 1)
   draw_actor_parameter(enemy, 288+160, 128, 2)
   draw_enemy_exp(enemy, 288, 160)
   draw_enemy_gold(enemy, 288+160, 160)
   if analyze?(enemy.id) or !DROP_ITEM_NEED_ANALYZE
      self.contents.draw_text(288, 192, 96, 32, "Drop Item")
      draw_enemy_drop_item(enemy, 288+96+4, 192)
      self.contents.font.color = normal_color
   end
end
#--------------------------------------------------------------------------
def analyze?(enemy_id)
   if $game_party.enemy_info[enemy_id] == 2
      return true
   else
      return false
   end
end
end


class Scene_MonsterBook
include Enemy_Book_Config
#--------------------------------------------------------------------------
def main
   $game_temp.enemy_book_data = Data_MonsterBook.new
   @title_window = Window_Base.new(0, 0, 640, 64)
   @title_window.contents = Bitmap.new(640 - 32, 64 - 32)
   @title_window.contents.draw_text(4, 0, 320, 32, "Monster Book", 0)
   if SHOW_COMPLETE_TYPE != 0
      case SHOW_COMPLETE_TYPE
      when 1
         e_now = $game_party.enemy_book_now
         e_max = $game_party.enemy_book_max
         text = e_now.to_s + "/" + e_max.to_s
      when 2
         comp = $game_party.enemy_book_complete_percentage
         text = comp.to_s + "%"
      when 3
         e_now = $game_party.enemy_book_now
         e_max = $game_party.enemy_book_max
         comp = $game_party.enemy_book_complete_percentage
         text = e_now.to_s + "/" + e_max.to_s + " " + comp.to_s + "%"
      end
      if text != nil
         @title_window.contents.draw_text(320, 0, 288, 32, � text, 2)
      end
   end
   @main_window = Window_MonsterBook.new
   @main_window.active = true
   @info_window = Window_MonsterBook_Info.new
   @info_window.z = 110
   @info_window.visible = false
   @info_window.active = false
   @visible_index = 0
   Graphics.transition
   loop do
      Graphics.update
      Input.update
      update
      if $scene != self
         break
      end
   end
   Graphics.freeze
   @main_window.dispose
   @info_window.dispose
   @title_window.dispose
end
#--------------------------------------------------------------------------
def update
   @main_window.update
   @info_window.update
   if @info_window.active
      update_info
      return
   end
   if @main_window.active
      update_main
      return
�  end
end
#--------------------------------------------------------------------------
def update_main
   if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
   end
   if Input.trigger?(Input::C)
      if @main_window.item == nil or @main_window.show?(@main_window.item) == false
         $game_system.se_play($data_system.buzzer_se)
         return
      end
      $game_system.se_play($data_system.decision_se)
      @main_window.active = false
      @info_window.active = true
      @info_window.visible = true
      @visible_index = @main_window.index
      @info_window.refresh(@main_window.item)
      return
   end
end
#--------------------------------------------------------------------------
def update_info
   if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @main_window.active = true
      @info_window.active = false
      @info_window.visible = false
      return
   end
   if Input.trigger?(Input::C)
      return
   end
   if Input.trigger?(Input::L)
      $game_system.se_play($data_system.decision_se)
      loop_end = false
      while loop_end == false
         if @visible_index != 0
            @visible_index -= 1
         else
            @visible_index = @main_window.data.size - 1
         end
         loop_end = true if @main_window.show?(@main_window.data[@visible_index])
      end
      id = @main_window.data[@visible_index]
      @info_window.refresh(id)
      return
   end
   if Input.trigger?(Input::R)
      $game_system.se_play($data_system.decision_se)
      loop_end = false
      while loop_end == false
         if @visible_index != @main_window.data.size - 1
            @visible_index += 1
         else
            @visible_index = 0
         end
         loop_end = true if @main_window.show?(@main_window.data[@visible_index])
      end
      id = @main_window.data[@visible_index]
      @info_window.refresh(id)
      return
   end
end
end


And that should do it

PS: I am currently working on some new projects that i would like to inform you on which are a fully working pokedex, a proper pokemon capture and use system and Fire Emblem battle system till i post next cya :D
}


Possibly Related Threads…
Thread Author Replies Views Last Post
  FF7 style menu system Narc the Jester 0 2,488 05-04-2010, 01:00 PM
Last Post: Narc the Jester
  L's Custom Menu Scenes Landarma 0 2,434 02-27-2009, 01:00 PM
Last Post: Landarma
  Advanced Menu Screen Kanon 1 3,150 11-21-2008, 01:00 PM
Last Post: Kanon
  Legend of dragoon type Equipment Menu Genshyu 0 2,353 09-02-2008, 01:00 PM
Last Post: Genshyu
  Final Fantasy III Menu Style DragonKnigth 0 2,427 09-07-2007, 01:00 PM
Last Post: DragonKnigth
  SilentSteps Menu System Silentwalker 0 1,972 06-17-2007, 01:00 PM
Last Post: Silentwalker
  Ring Menu for SDK2 Landarma 0 2,776 06-01-2007, 01:00 PM
Last Post: Landarma
  Variable Image Menu Chrono Cry 0 1,991 04-25-2007, 01:00 PM
Last Post: Chrono Cry
  Ztorm's Speed Menu ztorm 0 2,318 01-21-2007, 01:00 PM
Last Post: ztorm
  Kingdom Hearts Menu Leon Blade 0 2,358 12-29-2006, 01:00 PM
Last Post: Leon Blade



Users browsing this thread: