RPG Maker XP
Gene Selector Script: Change your gender, race, and class!
Introduction
This script allows the use of calling "$scene = Scene_Gene.new" to select the player's gender (male, female), race (light, dark), and class (warrior, rogue, samurai, hunter, siren). Names of genders, races, and classes can be changed. Script is also 100% full customizable, and can be used for both commercial and non-commercial use. You even get to decide what parts you want, and which ones you don't. Even choosing to credit the creator or not is up to you! Just try the script out, and see how it feels!
-Ghozt [OE]
Features
Ability to change actor gender, race, and class.
Gender:
Male
Female
Race:
Light Skin
Dark Skin
Class:
Warrior
Rogue
Samurai
Hunter
Siren
Screenshots
Downloads
gene-selector-script-26570.txt
License Terms
Attribution 3.0 Unported - You must attribute the work in the manner specified by the author or licensor. Commerical use allowed.
Frequently Asked Questions
Q: Is there a demo?
A: Yes
Q: Why are there two Script downloads?
A: It wouldn’t let me delete the "Gene Selector Script"
Instructions
Place above "Main" and below all default scripts.
Change any graphics that you like to your own.
Author Notes
Check out the demo if you’re lost!
Compatibility
No known compatibility issues.
Version History
1.0
Initial release.
#==============================================================================
# Gene Selector Script
# by Ghozt [OE]
#——————————————————————————
# Recommendations:
# Use with my Fortune Telling Script.
#——————————————————————————
# Version 1.0
# use "$scene = Scene_Gene.new" to call it
# uses $game_variables[42, 43, 44]
# uses $game_switches[2, 3]
# $game_variables[42] is for gender
# $game_switches[2, 3] are secondary gender switches
# $game_variables[43] is for race
# $game_variables[44] are for class
#——————————————————————————
# Instructions:
# Place above "Main" and below all default scripts.
# Change any graphics that you like to your own.
#——————————————————————————
# -License begin-
#
# License:
# You may do anything that you see fit to this script, EXCEPT…
# credit anyone other than Ghozt [OE] as the creator.
#
# What is okay:
# Adding or removing anything to this script.
# Editing or modifying this script.
# Redistributing this script.
# Combining this script with another script (or scripts).
# Choosing to credit the creator of this script.
# Choosing to not credit the creator of this script.
# Using this script for any commercial or non-commercial use.
#
# What is not okay:
# Claiming this script was created by anyone other than Ghozt [OE].
#
# -License end-
#==============================================================================
#==============================================================================
# Window_GeneCommand
#——————————————————————————
# This sets up the general command choices for this specific script.
#==============================================================================
class Window_GeneCommand < Window_Selectable
#————————————————————————–
# Object Initialization
# width : window width
# commands : command text string array
#————————————————————————–
def initialize(width, commands)
# Compute window height from command quantity
super(0, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width – 32, @item_max * 32)
# The font name and font size of the GeneCommand window.
self.contents.font.size = 24
refresh
self.index = 0
end
#————————————————————————–
# Refresh
#————————————————————————–
def refresh
self.contents.clear
for i in 0…@item_max
draw_item(i, normal_color)
end
end
#————————————————————————–
# Draw Item
# index : item number
# color : text color
#————————————————————————–
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])
# The font name and font size of the choices text.
self.contents.font.size = 24
end
#————————————————————————–
# Disable Item
# index : item number
#————————————————————————–
def disable_item(index)
draw_item(index, disabled_color)
end
end
#==============================================================================
# Window_CurrentInfo1
#——————————————————————————
# This controls the first CurrentInfo window.
#==============================================================================
class Window_CurrentInfo1 < Window_Base
def initialize
super(320, 112, 100, 100)
self.contents = Bitmap.new(width – 32, height – 32)
# The font name and font size of the first CurrentInfo window.
self.contents.font.size = 24
refresh
end
def refresh
self.contents.clear
# displays player graphic
if $game_variables[42] == 1
draw_actor_graphic($game_party.actors[0], 30, 75)
elsif $game_variables[42] == 2
draw_actor_graphic($game_party.actors[0], 30, 70)
end
# sets text bold and italic on or off
self.contents.font.bold = false
self.contents.font.italic = true
end
end
#==============================================================================
# Window_InfoHelp1
#——————————————————————————
# This sets up the first InfoHelp window.
#==============================================================================
class Window_InfoHelp1 < Window_Base
def initialize
super(150, 48, 340, 64)
self.contents = Bitmap.new(width – 32, height – 32)
# The font name and font size of the first InfoHelp window.
self.contents.font.size = 26
refresh
end
def refresh
# What the first InfoHelp window will read.
self.contents.draw_text(0, -20, 340, 64, "Please select your gender")
end
end
#==============================================================================
# Window_CurrentInfo2
#——————————————————————————
# This controls the second CurrentInfo window.
#==============================================================================
class Window_CurrentInfo2 < Window_Base
def initialize
super(320, 112, 170, 125)
self.contents = Bitmap.new(width – 32, height – 32)
# The font name and font size of the second CurrentInfo window.
self.contents.font.size = 24
refresh
end
def refresh
self.contents.clear
# displays player graphic
draw_actor_graphic($game_party.actors[0], 30, 60)
# displays player name
draw_actor_name($game_party.actors[0], 60, 0)
# sets text bold and italic on or off
self.contents.font.bold = false
self.contents.font.italic = true
# displays player gender
if $game_variables[42] == 1
self.contents.draw_text(60, 10, 100, 50, "Male")
elsif $game_variables[42] == 2
self.contents.draw_text(60, 10, 100, 50, "Female")
end
# displays player race
if $game_variables[43] == 1
self.contents.draw_text(60, 30, 100, 50, "Light skin")
elsif $game_variables[43] == 2
self.contents.draw_text(60, 30, 100, 50, "Dark skin")
end
# displays player class
draw_actor_class($game_party.actors[0], 60, 60)
end
end
#==============================================================================
# Window_InfoHelp2
#——————————————————————————
# This sets up the second InfoHelp window.
#==============================================================================
class Window_InfoHelp2 < Window_Base
def initialize
super(150, 48, 340, 64)
self.contents = Bitmap.new(width – 32, height – 32)
# The font name and font size of the second InfoHelp window.
self.contents.font.size = 26
refresh
end
def refresh
# What the second Infohelp window will read.
self.contents.draw_text(0, -20, 340, 64, "Please select your race")
end
end
#==============================================================================
# Window_CurrentInfo3
#——————————————————————————
# This controls the third CurrentInfo window.
#==============================================================================
class Window_CurrentInfo3 < Window_Base
def initialize
super(320, 112, 170, 125)
self.contents = Bitmap.new(width – 32, height – 32)
# The font name and font size of the third CurrentInfo window.
self.contents.font.size = 24
refresh
end
def refresh
self.contents.clear
# displays player graphic
draw_actor_graphic($game_party.actors[0], 30, 60)
# displays player name
draw_actor_name($game_party.actors[0], 60, 0)
# sets text bold and italic on or off
self.contents.font.bold = false
self.contents.font.italic = true
# displays player gender
if $game_variables[42] == 1
self.contents.draw_text(60, 10, 100, 50, "Male")
elsif $game_variables[42] == 2
self.contents.draw_text(60, 10, 100, 50, "Female")
end
# displays player race
if $game_variables[43] == 1
self.contents.draw_text(60, 30, 100, 50, "Light skin")
elsif $game_variables[43] == 2
self.contents.draw_text(60, 30, 100, 50, "Dark skin")
end
# displays player class
draw_actor_class($game_party.actors[0], 60, 60)
end
end
#==============================================================================
# Window_InfoHelp3
#——————————————————————————
# This sets up the third InfoHelp window.
#==============================================================================
class Window_InfoHelp3 < Window_Base
def initialize
super(150, 48, 340, 64)
self.contents = Bitmap.new(width – 32, height – 32)
# The font name and font size of the third InfoHelp window.
self.contents.font.size = 26
refresh
end
def refresh
# What the third InfoHelp window will read.
self.contents.draw_text(0, -20, 340, 64, "Please select your class")
end
end
#==============================================================================
# Window_CurrentInfo4
#——————————————————————————
# This controls the fourth CurrentInfo window.
#==============================================================================
class Window_CurrentInfo4 < Window_Base
def initialize
super(320, 112, 170, 125)
self.contents = Bitmap.new(width – 32, height – 32)
# The font name and font size of the fourth CurrentInfo window.
self.contents.font.size = 24
refresh
end
def refresh
self.contents.clear
# displays player graphic
draw_actor_graphic($game_party.actors[0], 30, 60)
# displays player name
draw_actor_name($game_party.actors[0], 60, 0)
# sets text bold and italic on or off
self.contents.font.bold = false
self.contents.font.italic = true
# displays player gender
if $game_variables[42] == 1
self.contents.draw_text(60, 10, 100, 50, "Male")
elsif $game_variables[42] == 2
self.contents.draw_text(60, 10, 100, 50, "Female")
end
# displays player race
if $game_variables[43] == 1
self.contents.draw_text(60, 30, 100, 50, "Light skin")
elsif $game_variables[43] == 2
self.contents.draw_text(60, 30, 100, 50, "Dark skin")
end
# displays player class
draw_actor_class($game_party.actors[0], 60, 60)
end
end
#==============================================================================
# Scene_Gene
#——————————————————————————
# This sets up what gender you will be.
#==============================================================================
class Scene_Gene
def main
# The names of your gender choices.
m1 = "Male"
m2 = "Female"
m3 = "Confirm"
@command_window = Window_GeneCommand.new(170, [m1, m2, m3])
@command_window.x = 150
@command_window.y = 112
@currentinfo_window = Window_CurrentInfo1.new
@infohelp_window = Window_InfoHelp1.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@currentinfo_window.dispose
@infohelp_window.dispose
end
def update
@command_window.update
@currentinfo_window.update
@infohelp_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
# Graphic and variable set for the first gender choice.
$game_party.actors[0].set_graphic("Male", 0, "Male", 0)
$game_system.se_play($data_system.decision_se)
$game_variables[42] = 1
$game_player.refresh
@currentinfo_window.refresh
when 1
# Graphic and variable set for the second gender choice.
$game_party.actors[0].set_graphic("Female", 0, "Female", 0)
$game_system.se_play($data_system.decision_se)
$game_variables[42] = 2
$game_player.refresh
@currentinfo_window.refresh
when 2
# Checks if first gender choice variable is 1.
if $game_variables[42] == 1
$game_system.se_play($data_system.decision_se)
# This just resets the graphic, change "Blank" to the filename…
# of a transparent character and battler graphic.
$game_party.actors[0].set_graphic("Blank", 0, "Blank", 0)
# If you have secondary switches, they go here.
# If not, remove the two switches below.
$game_switches[2] = true
$game_switches[3] = false
$game_player.refresh
$scene = Scene_GeneMale.new
# Checks if second gender choice variable is 2.
elsif $game_variables[42] == 2
$game_system.se_play($data_system.decision_se)
# This just resets the graphic, change "Blank" to the filename…
# of a transparent character and battler graphic.
$game_party.actors[0].set_graphic("Blank", 0, "Blank", 0)
# If you have secondary switches, they go here.
# If not, remove the two switches below.
$game_switches[2] = false
$game_switches[3] = true
$game_player.refresh
$scene = Scene_GeneFemale.new
end
return
end
end
end
end
#==============================================================================
# Scene_GeneMale
#——————————————————————————
# This sets up what race you will be as a male.
#==============================================================================
class Scene_GeneMale
def main
# The names of your male race choices.
m1 = "Light skinned"
m2 = "Dark skinned"
m3 = "Confirm"
@command_window = Window_GeneCommand.new(170, [m1, m2, m3])
@command_window.x = 150
@command_window.y = 112
@currentinfo_window = Window_CurrentInfo2.new
@infohelp_window = Window_InfoHelp2.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@currentinfo_window.dispose
@infohelp_window.dispose
end
def update
@command_window.update
@currentinfo_window.update
@infohelp_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
$game_party.actors[0].set_graphic("Blank", 0, "Blank", 0)
$scene = Scene_Gene.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
# Graphic and variable set for the first male race choice.
$game_party.actors[0].set_graphic("Light Skin Male", 0, "Light Skin Male", 0)
$game_system.se_play($data_system.decision_se)
$game_variables[43] = 1
$game_player.refresh
@currentinfo_window.refresh
when 1
# Graphic and variable set for the second male race choice.
$game_party.actors[0].set_graphic("Dark Skin Male", 0, "Dark Skin Male", 0)
$game_system.se_play($data_system.decision_se)
$game_variables[43] = 2
$game_player.refresh
@currentinfo_window.refresh
when 2
# Checks if first male race choice variable is 1
if $game_variables[43] == 1
$game_system.se_play($data_system.decision_se)
# This just resets the graphic, change "Blank" to the filename…
# of a transparent character and battler graphic.
$game_party.actors[0].set_graphic("Light Skin Male", 0, "Light Skin Male", 0)
$game_player.refresh
$scene = Scene_GeneMaleLight.new
# Checks if second male race choice variable is 2.
elsif $game_variables[43] == 2
$game_system.se_play($data_system.decision_se)
# This just resets the graphic, change "Blank" to the filename…
# of a transparent character and battler graphic.
$game_party.actors[0].set_graphic("Dark Skin Male", 0, "Dark Skin Male", 0)
$game_player.refresh
$scene = Scene_GeneMaleDark.new
end
return
end
end
end
end
#==============================================================================
# Scene_GeneMaleLight
#——————————————————————————
# This sets up what class you will be as a light skinned male.
#==============================================================================
class Scene_GeneMaleLight
def main
# The names of your light male class choices.
s1 = "Warrior"
s2 = "Rogue"
s3 = "Samurai"
s4 = "Hunter"
s5 = "Siren"
s6 = "Confirm"
@command_window = Window_GeneCommand.new(170, [s1, s2, s3, s4, s5, s6])
@command_window.x = 150
@command_window.y = 112
@currentinfo_window = Window_CurrentInfo3.new
@infohelp_window = Window_InfoHelp3.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@currentinfo_window.dispose
@infohelp_window.dispose
end
def update
@command_window.update
@currentinfo_window.update
@infohelp_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
$game_party.actors[0].set_graphic("Blank", 0, "Blank", 0)
$scene = Scene_GeneMale.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
# Graphic and variable set for the first light male class choice.
$game_party.actors[0].set_graphic("Light Skin Male", 0, "Light Skin Male", 0)
# Class id in the database.
$game_party.actors[0].class_id = 1
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 1
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 1
# Graphic and variable set for the second light male class choice.
$game_party.actors[0].set_graphic("Light Skin Male", 0, "Light Skin Male", 0)
# Class id in the database.
$game_party.actors[0].class_id = 2
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 2
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 2
# Graphic and variable set for the third light male class choice.
$game_party.actors[0].set_graphic("Light Skin Male", 0, "Light Skin Male", 0)
# Class id in the database.
$game_party.actors[0].class_id = 3
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 3
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 3
# Graphic and variable set for the fourth light male class choice.
$game_party.actors[0].set_graphic("Light Skin Male", 0, "Light Skin Male", 0)
# Class id in the database.
$game_party.actors[0].class_id = 4
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 4
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 4
# Graphic and variable set for the fifth light male class choice.
$game_party.actors[0].set_graphic("Light Skin Male", 0, "Light Skin Male", 0)
# Class id in the database.
$game_party.actors[0].class_id = 5
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 5
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
end
#==============================================================================
# Scene_GeneMaleDark
#——————————————————————————
# This sets up what class you will be as a dark skinned male.
#==============================================================================
class Scene_GeneMaleDark
def main
# The names of your dark male class choices.
s1 = "Warrior"
s2 = "Rogue"
s3 = "Samurai"
s4 = "Hunter"
s5 = "Siren"
s6 = "Confirm"
@command_window = Window_GeneCommand.new(170, [s1, s2, s3, s4, s5, s6])
@command_window.x = 150
@command_window.y = 112
@currentinfo_window = Window_CurrentInfo4.new
@infohelp_window = Window_InfoHelp3.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@currentinfo_window.dispose
@infohelp_window.dispose
end
def update
@command_window.update
@currentinfo_window.update
@infohelp_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
$game_party.actors[0].set_graphic("Blank", 0, "Blank", 0)
$scene = Scene_GeneMale.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
# Graphic and variable set for the first dark male class choice.
$game_party.actors[0].set_graphic("Dark Skin Male", 0, "Dark Skin Male", 0)
# Class id in the database.
$game_party.actors[0].class_id = 1
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 1
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 1
# Graphic and variable set for the second dark male class choice.
$game_party.actors[0].set_graphic("Dark Skin Male", 0, "Dark Skin Male", 0)
# Class id in the database.
$game_party.actors[0].class_id = 2
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 2
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 2
# Graphic and variable set for the third dark male class choice
$game_party.actors[0].set_graphic("Dark Skin Male", 0, "Dark Skin Male", 0)
# Class id in the database.
$game_party.actors[0].class_id = 3
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 3
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 3
# Graphic and variable set for the fourth dark male class choice
$game_party.actors[0].set_graphic("Dark Skin Male", 0, "Dark Skin Male", 0)
# Class id in the database.
$game_party.actors[0].class_id = 4
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 4
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 4
# Graphic and variable set for the fifth dark male class choice
$game_party.actors[0].set_graphic("Dark Skin Male", 0, "Dark Skin Male", 0)
# Class id in the database.
$game_party.actors[0].class_id = 5
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 5
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
end
#==============================================================================
# Scene_GeneFemale
#——————————————————————————
# This sets up what race you will be as a female.
#==============================================================================
class Scene_GeneFemale
def main
# The names of your female race choices.
m1 = "Light skinned"
m2 = "Dark skinned"
m3 = "Confirm"
@command_window = Window_GeneCommand.new(170, [m1, m2, m3])
@command_window.x = 150
@command_window.y = 112
@currentinfo_window = Window_CurrentInfo2.new
@infohelp_window = Window_InfoHelp2.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@currentinfo_window.dispose
@infohelp_window.dispose
end
def update
@command_window.update
@currentinfo_window.update
@infohelp_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
$game_party.actors[0].set_graphic("Blank", 0, "Blank", 0)
$scene = Scene_Gene.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
# Graphic and variable set on for the first female race choice.
$game_party.actors[0].set_graphic("Light Skin Female", 0, "Light Skin Female", 0)
$game_system.se_play($data_system.decision_se)
$game_variables[43] = 1
$game_player.refresh
@currentinfo_window.refresh
when 1
# Graphic and variable set for the second female race choice.
$game_party.actors[0].set_graphic("Dark Skin Female", 0, "Dark Skin Female", 0)
$game_system.se_play($data_system.decision_se)
$game_variables[43] = 2
$game_player.refresh
@currentinfo_window.refresh
when 2
# Checks if first female race choice variable is 1.
if $game_variables[43] == 1
$game_system.se_play($data_system.decision_se)
# This just resets the graphic, change "Blank" to the filename…
# of a transparent character and battler graphic.
$game_party.actors[0].set_graphic("Light Skin Female", 0, "Light Skin Female", 0)
$game_player.refresh
$scene = Scene_GeneFemaleLight.new
# Checks if second female race choice variable is 2.
elsif $game_variables[43] == 2
$game_system.se_play($data_system.decision_se)
# This just resets the graphic, change "Blank" to the filename…
# of a transparent character and battler graphic.
$game_party.actors[0].set_graphic("Dark Skin Female", 0, "Dark Skin Female", 0)
$game_player.refresh
$scene = Scene_GeneFemaleDark.new
end
return
end
end
end
end
#==============================================================================
# Scene_GeneFemaleLight
#——————————————————————————
# This sets up what class you will be as a light skinned female.
#==============================================================================
class Scene_GeneFemaleLight
def main
# The names of your light female class choices.
s1 = "Warrior"
s2 = "Rogue"
s3 = "Samurai"
s4 = "Hunter"
s5 = "Siren"
s6 = "Confirm"
@command_window = Window_GeneCommand.new(170, [s1, s2, s3, s4, s5, s6])
@command_window.x = 150
@command_window.y = 112
@currentinfo_window = Window_CurrentInfo3.new
@infohelp_window = Window_InfoHelp3.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@currentinfo_window.dispose
@infohelp_window.dispose
end
def update
@command_window.update
@currentinfo_window.update
@infohelp_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
$game_party.actors[0].set_graphic("Blank", 0, "Blank", 0)
$scene = Scene_GeneFemale.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
# Graphic and variable set for the first light female class choice.
$game_party.actors[0].set_graphic("Light Skin Female", 0, "Light Skin Female", 0)
# Class id in the database.
$game_party.actors[0].class_id = 1
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 1
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 1
# Graphic and variable set for the second light female class choice.
$game_party.actors[0].set_graphic("Light Skin Female", 0, "Light Skin Female", 0)
# Class id in the database.
$game_party.actors[0].class_id = 2
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 2
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 2
# Graphic and variable set for the third light female class choice.
$game_party.actors[0].set_graphic("Light Skin Female", 0, "Light Skin Female", 0)
# Class id in the database.
$game_party.actors[0].class_id = 3
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 3
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 3
# Graphic and variable set for the fourth light female class choice.
$game_party.actors[0].set_graphic("Light Skin Female", 0, "Light Skin Female", 0)
# Class id in the database.
$game_party.actors[0].class_id = 4
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 4
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 4
# Graphic and variable set for the fifth light female class choice.
$game_party.actors[0].set_graphic("Light Skin Female", 0, "Light Skin Female", 0)
# Class id in the database.
$game_party.actors[0].class_id = 5
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 5
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
end
#==============================================================================
# Scene_GeneFemaleDark
#——————————————————————————
# This sets up what class you will be as a dark skinned female.
#==============================================================================
class Scene_GeneFemaleDark
def main
# The names of your dark female class choices.
s1 = "Warrior"
s2 = "Rogue"
s3 = "Samurai"
s4 = "Hunter"
s5 = "Siren"
s6 = "Confirm"
@command_window = Window_GeneCommand.new(170, [s1, s2, s3, s4, s5, s6])
@command_window.x = 150
@command_window.y = 112
@currentinfo_window = Window_CurrentInfo4.new
@infohelp_window = Window_InfoHelp3.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@currentinfo_window.dispose
@infohelp_window.dispose
end
def update
@command_window.update
@currentinfo_window.update
@infohelp_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
$game_party.actors[0].set_graphic("Blank", 0, "Blank", 0)
$scene = Scene_GeneFemale.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
# Graphic and variable set for the first dark female class choice.
$game_party.actors[0].set_graphic("Dark Skin Female", 0, "Dark Skin Female", 0)
# Class id in the database.
$game_party.actors[0].class_id = 1
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 1
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 1
# Graphic and variable set for the second dark female class choice.
$game_party.actors[0].set_graphic("Dark Skin Female", 0, "Dark Skin Female", 0)
# Class id in the database.
$game_party.actors[0].class_id = 2
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 2
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 2
# Graphic and variable set for the third dark female class choice.
$game_party.actors[0].set_graphic("Dark Skin Female", 0, "Dark Skin Female", 0)
# Class id in the database.
$game_party.actors[0].class_id = 3
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 3
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 3
# Graphic and variable set for the fourth dark female class choice.
$game_party.actors[0].set_graphic("Dark Skin Female", 0, "Dark Skin Female", 0)
# Class id in the database.
$game_party.actors[0].class_id = 4
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 4
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentinfo_window.refresh
when 4
# Graphic and variable set for the fifth dark female class choice.
$game_party.actors[0].set_graphic("Dark Skin Female", 0, "Dark Skin Female", 0)
# Class id in the database.
$game_party.actors[0].class_id = 5
# 1 = first class choice.
# 2 = second class choice.
# 3 = third class choice.
# 4 = fourth class choice.
# 5 = fifth class choice.
$game_variables[44] = 5
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentclass_window.refresh
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
end
Credits & Thanks
Ghozt [OE] – For scripting
Saltome – For Many Assistance
Terms & Conditions
-License begin-
License:
You may do anything that you see fit to this script, EXCEPT…
credit anyone other than Ghozt [OE] as the creator.
What is okay:
Adding or removing anything to this script.
Editing or modifying this script.
Redistributing this script.
Combining this script with another script (or scripts).
Choosing to credit the creator of this script.
Choosing to not credit the creator of this script.
Using this script for any commercial or non-commercial use.
What is not okay:
Claiming this script was created by anyone other than Ghozt [OE].
-License end-
Comments (8)
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Marked
I couldn't help but notice… no demo or script? 😛
Orbital_Entertainment
Won't let me remove files and reupload. "Game Selector DEMO" is the Gene Selector DEMO, sorry for typo. Also the "Gene Selector Script" is outdated, I could not remove it either.
-Ghozt
Marked
Sorry about that… it's my fault, I didn't build in that functionality. I wrote this system when I was quite busy and I figured I'd wait to see if it were popular for polishing off its features ^.^"
Also its completely up to you, but you can also have the script displayed on the page by saving it in pastebin then copying across the ID. But Both ways work well :>
EDIT: I removed those two files. I [i]think[/i] you can overwrite using the same filename.
Guest
Hi.
i just found this website. how do i download the Script? do i just copy all the text?
please respond.
Bob423
Download the demo. It'll be in there.
Guest
Hi, I realize no one has been here in sometime. Just wondering, in the script it says you can change the graphics, but there are no graphics to change. Are they supposed to be in their own folder? Also, is the demo just the script?
I apologize if the questions seem silly, but I'm new to this and I really like this script.
Guest
There is no demo to download…
black mage
True. The demo provided goes straight to the script. Perhaps that was intended.