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RPG Maker XP    Posted May 31, 2014 by Orbital_Entertainment

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

    76.61KB, .plain

    Download

    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)

    • 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

    • 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.

    • 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.

    Leave a Reply

    Orbital_Entertainment

    • Posted about 11 years ago

    • Engine
      RPG Maker XP
    • Category
      Misc System
    • License
      Attribution 3.0 Unported
    • Version
      1.0

    Stats

    3,289 views

    8 comments

    Tags

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