#============================================================================== # 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.fint.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 Male Warrior", 0, "Light Male Warrior", 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 Male Rogue", 0, "Light Male Rogue", 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 Male Samurai", 0, "Light Male Samurai", 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 Male Hunter", 0, "Light Male Hunter", 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 Male Siren", 0, "Light Male Siren", 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 Male Warrior", 0, "Dark Male Warrior", 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 Male Rogue", 0, "Dark Male Rogue", 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 Male Samurai", 0, "Dark Male Samurai", 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 Male Hunter", 0, "Dark Male Hunter", 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 Male Siren", 0, "Dark Male Siren", 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 Female Warrior", 0, "Light Female Warrior", 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 Female Rogue", 0, "Light Female Rogue", 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 Female Samurai", 0, "Light Female Samurai", 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 Female Hunter", 0, "Light Female Hunter", 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 Female Siren", 0, "Light Female Siren", 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 Female Warrior", 0, "Dark Female Warrior", 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 Female Rogue", 0, "Dark Female Rogue", 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 Female Samurai", 0, "Dark Female Samurai", 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 Female Hunter", 0, "Dark Female Hunter", 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 Female Siren", 0, "Dark Female Siren", 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