#============================================================================== # Fortune Telling Script # by Ghozt [OE] #------------------------------------------------------------------------------ # Recommendations: # Use with my Gene Selector Script. # Tweaking the font and font size to your liking. #------------------------------------------------------------------------------ # Version 1.0 # use "$scene = Scene_Fortune.new" to call it # uses $game_variables[27, 28, 29, 30] # $game_variables[27] is for first fortune card # $game_variables[28] is for second fortune card # $game_variables[29] is for final fortunes # $game_variables[30] is for checking if fortune has been taken yet #------------------------------------------------------------------------------ # 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_FortuneCommand #------------------------------------------------------------------------------ # This sets up the general command choices for this specific script. #============================================================================== class Window_FortuneCommand < 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 size of the FortuneCommand 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 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_Sentence1 #------------------------------------------------------------------------------ # This sets up the first Sentence window. #============================================================================== class Window_Sentence1 < Window_Base def initialize super(40, 28, 340, 68) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the first Sentence window. self.contents.font.size = 26 refresh end def refresh # What the first Sentence window will read. self.contents.draw_text(0, -20, 340, 64, "So you want a fortune telling, eh?") end end #============================================================================== # Window_CardDescription1 #------------------------------------------------------------------------------ # This controls the first CardDescription window. #============================================================================== class Window_CardDescription1 < Window_Base def initialize super(210, 96, 296, 160) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the second CardDescription window. self.contents.font.size = 24 refresh end def refresh self.contents.clear # displays first card type # First card choice description if $game_variables[27] == 1 self.contents.draw_text(0, -20, 250, 64, "There will be much life in your") self.contents.draw_text(0, 0, 250, 64, "future. Many will live, but you") self.contents.draw_text(0, 20, 270, 64, "will re-live your past in your mind...") # Second card choice description elsif $game_variables[27] == 2 self.contents.draw_text(0, -20, 270, 64, "There will be much much death in") self.contents.draw_text(0, 0, 250, 64, "your life. But you will live, you") self.contents.draw_text(0, 20, 250, 64, "will be the only one left alive...") # Third card choice description elsif $game_variables[27] == 3 self.contents.draw_text(0, -20, 250, 64, "Ooohh, you will have lots of gold") self.contents.draw_text(0, 0, 250, 64, "in your life. Piles and piles of it") self.contents.draw_text(0, 20, 250, 64, "will cover even the ground...") # Fourth card choice description elsif $game_variables[27] == 4 self.contents.draw_text(0, -20, 250, 64, "There will be a life of loathing") self.contents.draw_text(0, 0, 250, 64, "ahead of you. Many people will") self.contents.draw_text(0, 20, 250, 64, "dislike you, perhaps even your") self.contents.draw_text(0, 40, 250, 64, "precious Leah...") end # sets text bold and italic on or off self.contents.font.bold = false self.contents.font.italic = true end end #============================================================================== # Window_Sentence2 #------------------------------------------------------------------------------ # This sets up the second Sentence window. #============================================================================== class Window_Sentence2 < Window_Base def initialize super(40, 28, 340, 68) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the second Sentence window. self.contents.font.size = 26 refresh end def refresh # What the second Sentence window will read. self.contents.draw_text(0, -20, 340, 64, "Alright, pick a card...") end end #============================================================================== # Window_CardDescription2 #------------------------------------------------------------------------------ # This controls the second CardDescription window. #============================================================================== class Window_CardDescription2 < Window_Base def initialize super(210, 96, 296, 160) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the third CardDescription window. self.contents.font.size = 24 refresh end def refresh self.contents.clear # displays second card type # First card choice description if $game_variables[28] == 1 self.contents.draw_text(0, -20, 250, 64, "There will be much health in the") self.contents.draw_text(0, 0, 250, 64, "coming days. You will survive") self.contents.draw_text(0, 20, 250, 64, "massive battles, and even help the") self.contents.draw_text(0, 40, 250, 64, "lost, become found...") # Second card choice description elsif $game_variables[28] == 2 self.contents.draw_text(0, -20, 250, 64, "There will be so little alive in") self.contents.draw_text(0, 0, 270, 64, "your future, most will be taken from") self.contents.draw_text(0, 20, 270, 64, "you by a plague. But you will always") self.contents.draw_text(0, 40, 270, 64, "have shiny metal on your side,") self.contents.draw_text(0, 60, 250, 64, "the gold...") # Third card choice description elsif $game_variables[28] == 3 self.contents.draw_text(0, -20, 250, 64, "Oh my, you will be begging for") self.contents.draw_text(0, 0, 270, 64, "change and bread crumbs, life will") self.contents.draw_text(0, 20, 250, 64, "be tough. But you chose that path,") self.contents.draw_text(0, 40, 250, 64, "so you can handle it...") # Fourth card choice description elsif $game_variables[28] == 4 self.contents.draw_text(0, -20, 270, 64, "There will be a life of Fame ahead") self.contents.draw_text(0, 0, 270, 64, "of you. Many people will love you,") self.contents.draw_text(0, 20, 250, 64, "but of most, your precious Leah.") end # sets text bold and italic on or off self.contents.font.bold = false self.contents.font.italic = true end end #============================================================================== # Window_Sentence3 #------------------------------------------------------------------------------ # This sets up the third Sentence window. #============================================================================== class Window_Sentence3 < Window_Base def initialize super(40, 28, 340, 68) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the third Sentence window. self.contents.font.size = 26 refresh end def refresh # What the third Sentence window will read. self.contents.draw_text(0, -20, 340, 64, "Now choose another...") end end #============================================================================== # Window_CardDescription3 #------------------------------------------------------------------------------ # This controls the third CardDescription window. #============================================================================== class Window_CardDescription3 < Window_Base def initialize super(210, 96, 296, 160) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the fourth CardDescription window. self.contents.font.size = 24 refresh end def refresh self.contents.clear # sets text bold and italic on or off self.contents.font.bold = false self.contents.font.italic = true # displays final fortune description # 1st fortune chance if $game_variables[29] == 1 self.contents.draw_text(0, -20, 250, 64, "Your life will be prosperous and") self.contents.draw_text(0, 0, 270, 64, "long lasting, you will live for many") self.contents.draw_text(0, 20, 250, 64, "years, and never alone...") # 2nd fortune chance elsif $game_variables[29] == 2 self.contents.draw_text(0, -20, 250, 64, "Your life will be filled with") self.contents.draw_text(0, 0, 250, 64, "happiness and love, but surely no") self.contents.draw_text(0, 20, 250, 64, "riches and gold...") # 3rd fortune chance elsif $game_variables[29] == 3 self.contents.draw_text(0, -20, 250, 64, "Your life will become a good mix,") self.contents.draw_text(0, 0, 250, 64, "you will be happy, but not alone,") self.contents.draw_text(0, 20, 250, 64, "so many will love you...") # 4th fortune chance elsif $game_variables[29] == 4 self.contents.draw_text(0, -20, 270, 64, "The death of your life will be filled") self.contents.draw_text(0, 0, 250, 64, "with the death of the ones that you") self.contents.draw_text(0, 20, 250, 64, "help to send back to the grave...") # 5th fortune chance elsif $game_variables[29] == 5 self.contents.draw_text(0, -20, 270, 64, "The death of your life will be filled") self.contents.draw_text(0, 0, 250, 64, "with a terrible fortune. You will") self.contents.draw_text(0, 20, 270, 64, "have no one to love, not even gold...") # 6th fortune chance elsif $game_variables[29] == 6 self.contents.draw_text(0, -20, 270, 64, "The death of your life gets a little") self.contents.draw_text(0, 0, 250, 64, "worse with fame. So many people") self.contents.draw_text(0, 20, 250, 64, "will love you, so many more will") self.contents.draw_text(0, 40, 250, 64, "die from your cause...") # 7th fortune chance elsif $game_variables[29] == 7 self.contents.draw_text(0, -20, 250, 64, "The money in your life with feel") self.contents.draw_text(0, 0, 250, 64, "alive with health. Many pieces of") self.contents.draw_text(0, 20, 250, 64, "gold will be given to you by") self.contents.draw_text(0, 40, 250, 64, "strangers...") # 8th fortune chance elsif $game_variables[29] == 8 self.contents.draw_text(0, -20, 250, 64, "The money in your life will be") self.contents.draw_text(0, 0, 250, 64, "steady. But many will die from a") self.contents.draw_text(0, 20, 270, 64, "terrible plague, if you have enough") self.contents.draw_text(0, 40, 250, 64, "gold, you may be able to buy") self.contents.draw_text(0, 60, 250, 64, "them back...") # 9th fortune chance elsif $game_variables[29] == 9 self.contents.draw_text(0, -20, 250, 64, "The money in your life will be") self.contents.draw_text(0, 0, 250, 64, "covered with your reknown. You") self.contents.draw_text(0, 20, 250, 64, "will have the gold for anything") self.contents.draw_text(0, 40, 250, 64, "you want, and all will let you") self.contents.draw_text(0, 60, 250, 64, "have it...") # 10th fortune chance elsif $game_variables[29] == 10 self.contents.draw_text(0, -20, 250, 64, "The loathing of your life will be") self.contents.draw_text(0, 0, 250, 64, "filled with the health of the few") self.contents.draw_text(0, 20, 270, 64, "that still love you. The people will") self.contents.draw_text(0, 40, 250, 64, "never forget what you will soon") self.contents.draw_text(0, 60, 250, 64, "do, they will live long hateful") self.contents.draw_text(0, 80, 250, 64, "lives because of you...") # 11th fortune chance elsif $game_variables[29] == 11 self.contents.draw_text(0, -20, 250, 64, "The loathing of your life will") self.contents.draw_text(0, 0, 270, 64, "known through the lands, but only") self.contents.draw_text(0, 20, 250, 64, "because so many will fall to the") self.contents.draw_text(0, 40, 250, 64, "plague that you unleash...") # 12th fortune chance elsif $game_variables[29] == 12 self.contents.draw_text(0, -20, 270, 64, "The loathing of your life will have") self.contents.draw_text(0, 0, 250, 64, "not fortune, but many that hate") self.contents.draw_text(0, 20, 270, 64, "you will leave behind their gold.") self.contents.draw_text(0, 40, 270, 64, "You may choose to take it, but they") self.contents.draw_text(0, 60, 250, 64, "may kill you if you do...") end end end #============================================================================== # Window_Sentence4 #------------------------------------------------------------------------------ # This sets up the fourth Sentence window. #============================================================================== class Window_Sentence4 < Window_Base def initialize super(40, 28, 340, 68) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the fourth Sentence window. self.contents.font.size = 26 refresh end def refresh # displays final fortune sentence # 1st fortune chance if $game_variables[29] == 1 self.contents.draw_text(0, -20, 340, 64, "Your fortune is life and health...") # 2nd fortune chance elsif $game_variables[29] == 2 self.contents.draw_text(0, -20, 340, 64, "Your fortune is life and poverty...") # 3rd fortune chance elsif $game_variables[29] == 3 self.contents.draw_text(0, -20, 340, 64, "Your fortune is life and fame...") # 4th fortune chance elsif $game_variables[29] == 4 self.contents.draw_text(0, -20, 340, 64, "Your fortune is death and disease...") # 5th fortune chance elsif $game_variables[29] == 5 self.contents.draw_text(0, -20, 340, 64, "Your fortune is death and poverty...") # 6th fortune chance elsif $game_variables[29] == 6 self.contents.draw_text(0, -20, 340, 64, "Your fortune is death and fame...") # 7th fortune chance elsif $game_variables[29] == 7 self.contents.draw_text(0, -20, 340, 64, "Your fortune is money and health...") # 8th fortune chance elsif $game_variables[29] == 8 self.contents.draw_text(0, -20, 340, 64, "Your fortune is money and disease...") # 9th fortune chance elsif $game_variables[29] == 9 self.contents.draw_text(0, -20, 340, 64, "Your fortune is money and fame...") # 10th fortune chance elsif $game_variables[29] == 10 self.contents.draw_text(0, -20, 340, 64, "Your fortune is loathing and health...") # 11th fortune chance elsif $game_variables[29] == 11 self.contents.draw_text(0, -20, 340, 64, "Your fortune is loathing and disease...") # 12th fortune chance elsif $game_variables[29] == 12 self.contents.draw_text(0, -20, 340, 64, "Your fortune is loathing and poverty...") end end end #============================================================================== # Scene_Fortune #------------------------------------------------------------------------------ # This sets up what the opening fortune telling will be. #============================================================================== class Scene_Fortune def main # The names of your confirmation choices. m1 = "Yes" m2 = "No" @command_window = Window_FortuneCommand.new(170, [m1, m2]) @command_window.x = 40 @command_window.y = 96 @sentence_window = Window_Sentence1.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @sentence_window.dispose end def update @command_window.update @sentence_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 # result of the first confirmation choice. $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards.new when 1 # result of the second confirmation choice. $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new end return end end end #============================================================================== # Scene_FortuneCards #------------------------------------------------------------------------------ # This sets up what happens for the first confirmation choice. #============================================================================== class Scene_FortuneCards def main # The names of your first fortune card types. m1 = "Life" m2 = "Death" m3 = "Money" m4 = "Loathing" m5 = "Confirm" @command_window = Window_FortuneCommand.new(170, [m1, m2, m3, m4, m5]) @command_window.x = 40 @command_window.y = 96 @carddescription_window = Window_CardDescription1.new @sentence_window = Window_Sentence2.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @carddescription_window.dispose @sentence_window.dispose end def update @command_window.update @carddescription_window.update @sentence_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.buzzer_se) $game_variables[27] = 0 $game_variables[28] = 0 $game_variables[29] = 0 $game_variables[30] = 0 $scene = Scene_Fortune.new end if Input.trigger?(Input::C) case @command_window.index when 0 # Graphic and variable set for the first card. $game_system.se_play($data_system.decision_se) $game_variables[27] = 1 @carddescription_window.refresh when 1 # Graphic and variable set for the second card. $game_system.se_play($data_system.decision_se) $game_variables[27] = 2 @carddescription_window.refresh when 2 # Graphic and variable set for the third card. $game_system.se_play($data_system.decision_se) $game_variables[27] = 3 @carddescription_window.refresh when 3 # Graphic and variable set for the fourth card. $game_system.se_play($data_system.decision_se) $game_variables[27] = 4 @carddescription_window.refresh when 4 # Checks if first card variable is 1 if $game_variables[27] == 1 $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards2L.new # Checks if second card variable is 2 elsif $game_variables[27] == 2 $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards2D.new # Checks if third card variable is 3 elsif $game_variables[27] == 3 $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards2M.new # Checks if fourth card variable is 4 elsif $game_variables[27] == 4 $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards2F.new elsif $game_variables[27] == 0 $game_system.se_play($data_system.buzzer_se) end return end end end end #============================================================================== # Scene_FortuneCards2L #------------------------------------------------------------------------------ # This sets up what happens after you choose the first card type choice. #============================================================================== class Scene_FortuneCards2L def main # The names of your second fortune card types. s1 = "Health" s2 = "Poverty" s3 = "Fame" s4 = "Confirm" @command_window = Window_FortuneCommand.new(170, [s1, s2, s3, s4]) @command_window.x = 40 @command_window.y = 96 @carddescription_window = Window_CardDescription2.new @sentence_window = Window_Sentence3.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @carddescription_window.dispose @sentence_window.dispose end def update @command_window.update @carddescription_window.update @sentence_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 card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 1 $game_variables[29] = 1 @carddescription_window.refresh when 1 # Graphic and variable set for the second card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 3 $game_variables[29] = 2 @carddescription_window.refresh when 2 # Graphic and variable set for the third card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 4 $game_variables[29] = 3 @carddescription_window.refresh when 3 if $game_variables[28] == 0 $game_system.se_play($data_system.buzzer_se) else $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards3.new end end return end end end #============================================================================== # Scene_FortuneCards2D #------------------------------------------------------------------------------ # This sets up what happens after you choose the second card type choice. #============================================================================== class Scene_FortuneCards2D def main # The names of your second fortune card types. s1 = "Disease" s2 = "Poverty" s3 = "Fame" s4 = "Confirm" @command_window = Window_FortuneCommand.new(170, [s1, s2, s3, s4]) @command_window.x = 40 @command_window.y = 96 @carddescription_window = Window_CardDescription2.new @sentence_window = Window_Sentence3.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @carddescription_window.dispose @sentence_window.dispose end def update @command_window.update @carddescription_window.update @sentence_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 card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 2 $game_variables[29] = 4 @carddescription_window.refresh when 1 # Graphic and variable set for the second card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 3 $game_variables[29] = 5 @carddescription_window.refresh when 2 # Graphic and variable set for the third card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 4 $game_variables[29] = 6 @carddescription_window.refresh when 3 if $game_variables[28] == 0 $game_system.se_play($data_system.buzzer_se) else $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards3.new end end return end end end #============================================================================== # Scene_FortuneCards2M #------------------------------------------------------------------------------ # This sets up what happens after you choose the third card type choice. #============================================================================== class Scene_FortuneCards2M def main # The names of your second fortune card types. s1 = "Health" s2 = "Disease" s3 = "Fame" s4 = "Confirm" @command_window = Window_FortuneCommand.new(170, [s1, s2, s3, s4]) @command_window.x = 40 @command_window.y = 96 @carddescription_window = Window_CardDescription2.new @sentence_window = Window_Sentence3.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @carddescription_window.dispose @sentence_window.dispose end def update @command_window.update @carddescription_window.update @sentence_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 card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 1 $game_variables[29] = 7 @carddescription_window.refresh when 1 # Graphic and variable set for the second card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 2 $game_variables[29] = 8 @carddescription_window.refresh when 2 # Graphic and variable set for the third card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 4 $game_variables[29] = 9 @carddescription_window.refresh when 3 if $game_variables[28] == 0 $game_system.se_play($data_system.buzzer_se) else $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards3.new end end return end end end #============================================================================== # Scene_FortuneCards2F #------------------------------------------------------------------------------ # This sets up what happens after you choose the fourth card type choice. #============================================================================== class Scene_FortuneCards2F def main # The names of your second fortune card types. s1 = "Health" s2 = "Disease" s3 = "Poverty" s4 = "Confirm" @command_window = Window_FortuneCommand.new(170, [s1, s2, s3, s4]) @command_window.x = 40 @command_window.y = 96 @carddescription_window = Window_CardDescription2.new @sentence_window = Window_Sentence3.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @carddescription_window.dispose @sentence_window.dispose end def update @command_window.update @carddescription_window.update @sentence_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 card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 1 $game_variables[29] = 10 @carddescription_window.refresh when 1 # Graphic and variable set for the second card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 2 $game_variables[29] = 11 @carddescription_window.refresh when 2 # Graphic and variable set for the third card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 3 $game_variables[29] = 12 @carddescription_window.refresh when 3 if $game_variables[28] == 0 $game_system.se_play($data_system.buzzer_se) else $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards3.new end end return end end end #============================================================================== # Scene_FortuneCards3 #------------------------------------------------------------------------------ # This sets up what happens after your second card type choice. #============================================================================== class Scene_FortuneCards3 def main # The names of your last choices. s1 = "Done" @command_window = Window_FortuneCommand.new(170, [s1]) @command_window.x = 40 @command_window.y = 96 @carddescription_window = Window_CardDescription3.new @sentence_window = Window_Sentence4.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @carddescription_window.dispose @sentence_window.dispose end def update @command_window.update @carddescription_window.update @sentence_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 if $game_variables[29] == 0 $game_system.se_play($data_system.buzzer_se) else $game_system.se_play($data_system.decision_se) $game_variables[30] = 1 $scene = Scene_Map.new end end return end end end