09-17-2012, 11:01 AM 
	
	
	
		Hello, 
I was wondering if someone could help me. I'm using a compact menu script created by The Sleeping Leonhart (Version: 1.2) to combine all magic, item and armor selection into one menu.
The cursor used to select various items which works fine on Items and Magic, but not the Equip section.
The difference with the equip section is that it has two tiers of selection. You choose equip then you pick the armor type (accessory, henshin etc). The cursor is visible when selecting armor type but then disappears when picking from an armor type selection. The selection still works but the cursor disappears.
I've attached ascript I am using - if a screenshot would be helpful of the required behaviour I can add this too.
If someone is able to help I'd appreciate it.
Thanks
	
	
	
	
	
I was wondering if someone could help me. I'm using a compact menu script created by The Sleeping Leonhart (Version: 1.2) to combine all magic, item and armor selection into one menu.
The cursor used to select various items which works fine on Items and Magic, but not the Equip section.
The difference with the equip section is that it has two tiers of selection. You choose equip then you pick the armor type (accessory, henshin etc). The cursor is visible when selecting armor type but then disappears when picking from an armor type selection. The selection still works but the cursor disappears.
I've attached ascript I am using - if a screenshot would be helpful of the required behaviour I can add this too.
If someone is able to help I'd appreciate it.
Thanks
Code:
#======================================================================== 
= 
===== 
# ** Compact Menu 
#------------------------------------------------------------------------------ 
# Autore: The Sleeping Leonhart 
# Versione: 1.2 
# Data di rilascio: 26/07/2008 
#------------------------------------------------------------------------------ 
# Description: 
# Menu that permits the use of objects, magic and armours all on one screen. 
#------------------------------------------------------------------------------ 
# Insturctions: 
# Edit the images to adapt the menu to your liking. 
# The images of party memebers have to be placed in the pictures section and 
# have to be named the same as their battler graphic. 
#============================================================================== 
class Game_Actor < Game_Battler 
def now_exp 
return @exp - @exp_list[@level] 
end 
def next_exp 
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 
end 
end 
class Window_Base < Window 
def draw_actor_exps(actor, x, y) 
self.contents.font.color = system_color 
self.contents.draw_text(x, y, 28, 32, "Exp") 
self.contents.font.color = normal_color 
if actor.now_exp != 0 
text = (actor.now_exp.to_f / actor.next_exp.to_f)*100.00 
text = text.round 
else 
text = 0 
end 
self.contents.draw_text(x + 40, y, 84, 32, text.to_s+"%") 
end 
def draw_actor_parameter(actor, x, y, type) 
case type 
when 0 
parameter_name = $data_system.words.atk 
parameter_value = actor.atk 
when 1 
parameter_name = $data_system.words.pdef 
parameter_value = actor.pdef 
when 2 
parameter_name = $data_system.words.mdef 
parameter_value = actor.mdef 
when 3 
parameter_name = $data_system.words.str 
parameter_value = actor.str 
when 4 
parameter_name = $data_system.words.dex 
parameter_value = actor.dex 
when 5 
parameter_name = $data_system.words.agi 
parameter_value = actor.agi 
when 6 
parameter_name = $data_system.words.int 
parameter_value = actor.int 
when 7 
parameter_name = "Evasion" 
parameter_value = actor.eva 
end 
self.contents.font.color = system_color 
self.contents.draw_text(x, y, 120, 32, parameter_name) 
self.contents.font.color = normal_color 
self.contents.draw_text(x + 88, y, 36, 32, parameter_value.to_s, 2) 
end 
end 
class Window_MenuStatus < Window_Selectable 
def initialize(actor) 
super(220, 48, 480, 96+32) 
self.contents = Bitmap.new(width - 32, height - 32) 
self.opacity = 0 
@actor = actor 
refresh 
self.active = false 
self.index = -1 
end 
def refresh 
self.contents.clear 
@item_max = 1 
x = 0 
y = 0 
actor = @actor 
self.contents.font.size = 18 
draw_actor_name(actor, x, y) 
draw_actor_hp(actor, x + 92, y) 
draw_actor_sp(actor, x + 236, y) 
draw_actor_state(actor, x, y + 18) 
draw_actor_level(actor, x, y + 36) 
draw_actor_exps(actor, x, y + 54) 
draw_actor_parameter(actor, x + 92, y + 16, 0) 
draw_actor_parameter(actor, x + 92, y + 32, 1) 
draw_actor_parameter(actor, x + 92, y + 48, 2) 
draw_actor_parameter(actor, x + 92, y + 64, 6) 
draw_actor_parameter(actor, x + 236, y + 16, 3) 
draw_actor_parameter(actor, x + 236, y + 32, 4) 
draw_actor_parameter(actor, x + 236, y + 48, 5) 
draw_actor_parameter(actor, x + 236, y + 64, 7) 
end 
def update_cursor_rect 
if @index < 0 
self.cursor_rect.empty 
else 
self.cursor_rect.set(0, @index * 96, self.width - 32, 96) 
end 
end 
end 
class Window_MenuSkill < Window_Selectable 
def initialize(actor) 
super(287, 299, 278, 56) 
@actor = actor 
@column_max = 10 
@row_max = 1 
refresh 
self.opacity = 0 
self.index = 0 
end 
def skill 
return @data[self.index] 
end 
def refresh 
if self.contents != nil 
self.contents.dispose 
self.contents = nil 
end 
@data = [] 
for i in 0...@actor.skills.size 
skill = $data_skills[@actor.skills[i]] 
if skill != nil 
@data.push(skill) 
end 
end 
@item_max = @data.size 
if @item_max > 0 
self.contents = Bitmap.new(width-32, row_max*32) 
for i in 0...@item_max 
draw_item(i) 
end 
end 
end 
def draw_item(index) 
skill = @data[index] 
if @actor.skill_can_use?(skill.id) 
self.contents.font.color = normal_color 
else 
self.contents.font.color = disabled_color 
end 
x = index % 10 * 24 
y = index / 10 * 24 
rect = Rect.new(x, y, self.width / @column_max - 32, 32) 
self.contents.font.size = 14 
bitmap = RPG::Cache.icon(skill.icon_name) 
opacity = self.contents.font.color == normal_color ? 255 : 128 
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity) 
self.contents.draw_text(x+12,y+8,128,24,skill.sp_cost.to_s) 
end 
def update_help 
@help_window.set_text(self.skill == nil ? "" : self.skill.name+": "+self.skill.description) 
end 
def update_cursor_rect 
if self.active 
self.cursor_rect.set(@index % 10 * 24, 0, 24, 24) 
self.oy = index / 10 * 24 
else 
self.cursor_rect.set(0, 0, 0, 0) 
end 
end 
end 
class Window_MenuItem < Window_Selectable 
def initialize 
super(287, 355, 278, 56+24) 
@column_max = 10 
refresh 
self.index = 0 
self.opacity = 0 
end 
def item 
return @data[self.index] 
end 
def refresh 
if self.contents != nil 
self.contents.dispose 
self.contents = nil 
end 
@data = [] 
for i in 1...$data_items.size 
if $game_party.item_number(i) > 0 
@data.push($data_items[i]) 
end 
end 
@item_max = @data.size 
if @item_max > 0 
self.contents = Bitmap.new(width - 32, row_max * 32) 
for i in 0...@item_max 
draw_item(i) 
end 
end 
end 
def draw_item(index) 
item = @data[index] 
case item 
when RPG::Item 
number = $game_party.item_number(item.id) 
when RPG::Weapon 
number = $game_party.weapon_number(item.id) 
when RPG::Armor 
number = $game_party.armor_number(item.id) 
end 
if item.is_a?(RPG::Item) and 
$game_party.item_can_use?(item.id) 
self.contents.font.color = normal_color 
else 
self.contents.font.color = disabled_color 
end 
x = index % 10 * 24 
y = index / 10 * 24 
rect = Rect.new(x, y, 24, 24) 
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) 
self.contents.font.size = 14 
bitmap = RPG::Cache.icon(item.icon_name) 
opacity = self.contents.font.color == normal_color ? 255 : 128 
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity) 
self.contents.draw_text(x + 12, y + 4, 24, 32, number.to_s) 
end 
def update_help 
@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description) 
end 
def update_cursor_rect 
if self.active 
if @index < 0 
self.cursor_rect.empty 
return 
end 
row = @index / @column_max 
if row < self.top_row 
self.top_row = row 
end 
if row > self.top_row + 1 
self.top_row = row - 1 
end 
cursor_width = self.width / @column_max - 32 
self.oy = (self.oy/32)*24 
x = @index % @column_max * 24 
y = @index / @column_max * 24 - (self.oy/24)*24 
self.cursor_rect.set(x, y, 24, 24) 
else 
self.cursor_rect.set(0, 0, 0, 0) 
end 
end 
end 
class Window_Target < Window_Selectable 
def initialize 
super(0, 0, $game_party.actors.size*48+32, 96) 
self.contents = Bitmap.new(width - 32, height - 32) 
self.z += 10 
@column_max = @item_max = $game_party.actors.size 
refresh 
end 
def refresh 
self.contents.clear 
for i in 0...$game_party.actors.size 
x = 48*i+24 
y = 52 
actor = $game_party.actors[i] 
draw_actor_graphic(actor, x, y) 
end 
end 
def update_cursor_rect 
if @index <= -2 
self.cursor_rect.set((@index + 10) * 48, 0, 48, 64) 
elsif @index == -1 
self.cursor_rect.set(0, 0, @item_max * 48, 64) 
else 
self.cursor_rect.set(@index * 48, 0, 48, 64) 
end 
end 
end 
class Window_MenuEquipped < Window_Selectable 
def initialize(actor) 
super(272, 158, 368, 26*2+32) 
self.contents = Bitmap.new(width - 32, 32 * 5 - 32) 
self.opacity = 0 
self.active = false 
self.index = 0 
@item_max = 5 
@column_max = 1 
@actor = actor 
refresh 
end 
def item 
return @data[self.index] 
end 
def refresh 
self.contents.clear 
@data = [] 
@data.push($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.font.size = 16 
self.contents.draw_text(16, 26 * 0, 92, 32, $data_system.words.weapon) 
self.contents.draw_text(16, 26 * 1, 92, 32, $data_system.words.armor1) 
self.contents.draw_text(16, 26 * 2, 92, 32, $data_system.words.armor2) 
self.contents.draw_text(16, 26 * 3, 92, 32, $data_system.words.armor3) 
self.contents.draw_text(16, 26 * 4, 92, 32, $data_system.words.armor4) 
draw_item_name(@data[0], 92, 26 * 0) 
draw_item_name(@data[1], 92, 26 * 1) 
draw_item_name(@data[2], 92, 26 * 2) 
draw_item_name(@data[3], 92, 26 * 3) 
draw_item_name(@data[4], 92, 26 * 4) 
end 
def update_help 
@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description) 
end 
def update_cursor_rect 
if self.active 
y = @index % 2 * 26 
self.cursor_rect.set(12, y + 9, 244, 16) 
self.oy = (@index - @index % 2) * 26 
else 
self.cursor_rect.set(0, 0, 0, 0) 
end 
end 
end 
class Window_MenuEquip < Window_Selectable 
def initialize(actor, type) 
super(287, 243-24, 272, 80) 
@actor = actor 
@column_max = 10 
@row_max = 2 
@equip_type = type 
self.index = 0 
self.opacity = 0 
self.active = false 
refresh 
end 
def item 
return @data[self.index] 
end 
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) 
for i in 0...@item_max-1 
draw_item(i) 
end 
end 
def draw_item(index) 
item = @data[index] 
case item 
when RPG::Weapon 
number = $game_party.weapon_number(item.id) 
when RPG::Armor 
number = $game_party.armor_number(item.id) 
end 
x = index % 10 * 24 
y = index / 10 * 24 
rect = Rect.new(x, y, self.width / @column_max - 32, 32) 
self.contents.font.size = 14 
bitmap = RPG::Cache.icon(item.icon_name) 
opacity = self.contents.font.color == normal_color ? 255 : 128 
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity) 
self.contents.draw_text(x+12,y+8,128,24, number.to_s) 
end 
def update_help 
@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description) 
end 
def update_cursor_rect 
if self.active 
self.cursor_rect.set(@index % 10 * 24, 0, 24, 24) 
self.oy = index / 10 * 24 
else 
self.cursor_rect.set(0, 0, 0, 0) 
end 
end 
end 
class Scene_Menu 
def initialize(menu_index = 0) 
@menu_index = menu_index 
end 
def main 
@actor_index = 0 
@target = "" 
scene_window 
Graphics.transition 
loop do 
Graphics.update 
Input.update 
update 
if $scene != self 
break 
end 
end 
Graphics.freeze 
scene_dispose 
end 
def scene_window 
@actor = $game_party.actors[@actor_index] 
@map = Spriteset_Map.new 
@bg = Sprite.new 
@bg.bitmap = Bitmap.new("Graphics/Pictures/MenuBG3") 
@pg = Sprite.new 
@pg.bitmap = Bitmap.new("Graphics/Pictures/"+@actor.battler_name) 
@pg.y = 64 
@arrow = Sprite.new 
@arrow.x = 264 
@arrow.y = 170 
@arrow.bitmap = Bitmap.new("Graphics/Pictures/Arrow") 
@lr = Sprite.new 
@lr.bitmap = Bitmap.new("Graphics/Pictures/LR") if $game_party.actors.size > 1 
s1 = "" 
@command_window = Window_Command.new(160, [s1, s1, s1, s1, s1]) 
@menu_index = 3 if @menu_index == 4 
@menu_index = 4 if @menu_index == 5 
@command_window.index = @menu_index 
@command_window.visible = false 
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 
@help_window = Window_Help.new 
@help_window.opacity = 0 
@item_window = Window_MenuItem.new 
@skill_window = Window_MenuSkill.new(@actor) 
@status_window = Window_MenuStatus.new(@actor) 
@target_window = Window_Target.new 
@right_window = Window_MenuEquipped.new(@actor) 
@item_window1 = Window_MenuEquip.new(@actor, 0) 
@item_window2 = Window_MenuEquip.new(@actor, 1) 
@item_window3 = Window_MenuEquip.new(@actor, 2) 
@item_window4 = Window_MenuEquip.new(@actor, 3) 
@item_window5 = Window_MenuEquip.new(@actor, 4) 
@skill_window.help_window = @help_window 
@item_window.help_window = @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 
@item_equip_window = @item_window1 
@item_window1.visible = false 
@item_window2.visible = false 
@item_window3.visible = false 
@item_window4.visible = false 
@item_window5.visible = false 
@item_window.active = false 
@help_window.visible = false 
@skill_window.active = false 
@target_window.visible = false 
@target_window.active = false 
end 
def scene_dispose 
@command_window.dispose 
@item_window.dispose 
@item_window1.dispose 
@item_window2.dispose 
@item_window3.dispose 
@item_window4.dispose 
@item_window5.dispose 
@skill_window.dispose 
@status_window.dispose 
@target_window.dispose 
@right_window.dispose 
@help_window.dispose 
@map.dispose 
@bg.dispose 
@pg.dispose 
@arrow.dispose 
@lr.dispose 
end 
def update 
@command_window.update 
@item_window.update 
@item_window1.update 
@item_window2.update 
@item_window3.update 
@item_window4.update 
@item_window5.update 
@skill_window.update 
@status_window.update 
@target_window.update 
@right_window.update 
@map.update 
case @right_window.index 
when 0 
@item_equip_window.visible = false 
@item_equip_window = @item_window1 
@item_equip_window.visible = true 
when 1 
@item_equip_window.visible = false 
@item_equip_window = @item_window2 
@item_equip_window.visible = true 
when 2 
@item_equip_window.visible = false 
@item_equip_window = @item_window3 
@item_equip_window.visible = true 
when 3 
@item_equip_window.visible = false 
@item_equip_window = @item_window4 
@item_equip_window.visible = true 
when 4 
@item_equip_window.visible = false 
@item_equip_window = @item_window5 
@item_equip_window.visible = true 
end 
if $game_party.actors.size > 1 
if Input.trigger?(Input::R) 
$game_system.se_play($data_system.cursor_se) 
@actor_index += 1 
@actor_index %= $game_party.actors.size 
scene_dispose 
scene_window 
return 
end 
if Input.trigger?(Input::L) 
$game_system.se_play($data_system.cursor_se) 
@actor_index += $game_party.actors.size - 1 
@actor_index %= $game_party.actors.size 
scene_dispose 
scene_window 
return 
end 
end 
if @command_window.active 
update_command 
return 
end 
if @item_window.active 
update_item 
return 
end 
if @skill_window.active 
update_skill 
return 
end 
if @right_window.active 
update_right 
return 
end 
if @item_equip_window.active 
update_equip_item 
return 
end 
if @target_window.active 
update_item_target if @target == "item" 
update_skill_target if @target == "skill" 
return 
end 
end 
def update_command 
case @command_window.index 
when 2 
@help_window.set_text("Display & Use Items") 
@arrow.x = 264 
@arrow.y = 360 
when 1 
@help_window.set_text("Display & Use Magic") 
@arrow.x = 264 
@arrow.y = 300 
when 0 
@help_window.set_text("Display & Equip Armour, Accessories & Charms") 
@arrow.x = 264 
@arrow.y = 170 
when 3 
@help_window.set_text("Change Party Members") 
@arrow.x = 556 
@arrow.y = 464 
when 4 
@help_window.set_text("Options") 
@arrow.x = 590 
@arrow.y = 464 
end 
if Input.trigger?(Input:: 
$game_system.se_play($data_system.cancel_se) 
$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 2 
$game_system.se_play($data_system.decision_se) 
@command_window.active = false 
@item_window.active = true 
when 1 
$game_system.se_play($data_system.decision_se) 
@command_window.active = false 
@skill_window.active = true 
when 0 
$game_system.se_play($data_system.decision_se) 
@command_window.active = false 
@right_window.active = true 
when 3 
$game_system.se_play($data_system.decision_se) 
$game_temp.use_custom_graphic = true 
$scene = Scene_Party.new 
when 4 
$game_system.se_play($data_system.decision_se) 
$scene = Scene_Option.new 
end 
return 
end 
end 
def update_item 
if Input.trigger?(Input:: 
$game_system.se_play($data_system.cancel_se) 
@item_window.active = false 
@item_window.help_window.visible = false 
@command_window.active = true 
return 
end 
if Input.trigger?(Input::C) 
@item = @item_window.item 
unless @item.is_a?(RPG::Item) 
$game_system.se_play($data_system.buzzer_se) 
return 
end 
unless $game_party.item_can_use?(@item.id) 
$game_system.se_play($data_system.buzzer_se) 
return 
end 
$game_system.se_play($data_system.decision_se) 
if @item.scope >= 3 
@item_window.active = false 
@target_window.x = 287 
@target_window.y = 355 
@target_window.visible = true 
@target_window.active = true 
@target = "item" 
if @item.scope == 4 || @item.scope == 6 
@target_window.index = -1 
else 
@target_window.index = 0 
end 
else 
if @item.common_event_id > 0 
$game_temp.common_event_id = @item.common_event_id 
$game_system.se_play(@item.menu_se) 
if @item.consumable 
$game_party.lose_item(@item.id, 1) 
@item_window.draw_item(@item_window.index) 
end 
$scene = Scene_Map.new 
return 
end 
end 
return 
end 
end 
def update_item_target 
if Input.trigger?(Input:: 
$game_system.se_play($data_system.cancel_se) 
unless $game_party.item_can_use?(@item.id) 
@item_window.refresh 
end 
@target = "" 
@item_window.active = true 
@target_window.visible = false 
@target_window.active = false 
return 
end 
if Input.trigger?(Input::C) 
if $game_party.item_number(@item.id) == 0 
$game_system.se_play($data_system.buzzer_se) 
return 
end 
if @target_window.index == -1 
used = false 
for i in $game_party.actors 
used |= i.item_effect(@item) 
end 
end 
if @target_window.index >= 0 
target = $game_party.actors[@target_window.index] 
used = target.item_effect(@item) 
end 
if used 
$game_system.se_play(@item.menu_se) 
if @item.consumable 
$game_party.lose_item(@item.id, 1) 
@item_window.draw_item(@item_window.index) 
end 
@target_window.refresh 
if $game_party.all_dead? 
$scene = Scene_Gameover.new 
return 
end 
if @item.common_event_id > 0 
$game_temp.common_event_id = @item.common_event_id 
$scene = Scene_Map.new 
return 
end 
@status_window.refresh 
end 
unless used 
$game_system.se_play($data_system.buzzer_se) 
end 
return 
end 
end 
def update_skill 
if Input.trigger?(Input:: 
$game_system.se_play($data_system.cancel_se) 
@skill_window.active = false 
@skill_window.help_window.visible = false 
@command_window.active = true 
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.x = 287 
@target_window.y = 299 
@target_window.visible = true 
@target_window.active = true 
@target = "skill" 
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) 
@status_window.refresh 
@skill_window.refresh 
@target_window.refresh 
$scene = Scene_Map.new 
return 
end 
end 
return 
end 
end 
def update_skill_target 
if Input.trigger?(Input:: 
$game_system.se_play($data_system.cancel_se) 
@skill_window.active = true 
@target_window.visible = false 
@target_window.active = false 
@target = "" 
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 
def update_right 
if Input.trigger?(Input:: 
$game_system.se_play($data_system.cancel_se) 
@right_window.active = false 
@right_window.help_window.visible = false 
@command_window.active = true 
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 
@item_equip_window.active = true 
return 
end 
end 
def update_equip_item 
if Input.trigger?(Input:: 
$game_system.se_play($data_system.cancel_se) 
@right_window.active = true 
@item_equip_window.help_window.visible = false 
@item_equip_window.active = false 
return 
end 
if Input.trigger?(Input::C) 
$game_system.se_play($data_system.equip_se) 
type = @right_window.index 
item = @item_equip_window.item 
@actor.equip(type, item == nil ? 0 : item.id) 
@right_window.active = true 
@item_equip_window.active = false 
@right_window.refresh 
@item_equip_window.refresh 
@status_window.refresh 
return 
end 
end 
end
 
 
 Help with Compact Menu Selection Script
 Help with Compact Menu Selection Script
 

 

 
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