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Question

so here are my problems.

 

1. the offset of "lvl. 2" or whatever level you are, is messed up. changing the offset in the main menu screws it up a whole lot more everywhere else.

 

2. in the items and skills menus, i want the part where you chose what character to use stuff on, to be always visible at the bottom, and for the menu to scroll when i press the left and right arrow keys, instead of the up and down like it is now.

 

3. the status screen is messy, i need each character to have their own window, and for everything to be moved around so it all fits correctly. also, the name of the character shouldn't be under the character's face.

 

4. the equipment screen isn't updated until you exit. e.i if you have a wooden sword equipped, but change to an iron sword, it will still say wooden sword until you exit the menu. i also want the part that says what is equipped to say "weapon: sword" or something instead of just "sword"

 

how do you change a screen to show the map as a background instead of the annoying black background? i want to do that for the shop

 

here are the scripts

 

 

put them in this order

 

 

#==============================================================================
# ** Nortos
# Nortos Beyond CMS Version
# Version 1.0b
#==============================================================================
BG_item = 'items'
BG_skill = 'skills'
BG_equip = 'equipment'
BG_status = 'stats'
BG_save = 'save'
BG_load = 'load'
BG_exit = 'exit'
BG_location = 'location'
BG_playtime = 'playtime'
BG_gold = 'MC'

#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
#  This window class contains cursor movement and scroll functions.
#==============================================================================

class Window_Selectable1 < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :index					# cursor position
  attr_reader   :help_window			  # help window
  #--------------------------------------------------------------------------
  # * Object Initialization
  #	 x	  : window x-coordinate
  #	 y	  : window y-coordinate
  #	 width  : window width
  #	 height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
	super(x, y, width, height)
	@item_max = 1
	@column_max = 1
	@index = -1
  end
  #--------------------------------------------------------------------------
  # * Set Cursor Position
  #	 index : new cursor position
  #--------------------------------------------------------------------------
  def index=(index)
	@index = index
	# Update Help Text (update_help is defined by the subclasses)
	if self.active and @help_window != nil
	  update_help
	end
	# Update cursor rectangle
	update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Get Row Count
  #--------------------------------------------------------------------------
  def row_max
	# Compute rows from number of items and columns
	return (@item_max + @column_max - 1) / @column_max
  end
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
	# Divide y-coordinate of window contents transfer origin by 1 row
	# height of 32
	return self.oy / 32
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #	 row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
	# If row is less than 0, change it to 0
	if row < 0
	  row = 0
	end
	# If row exceeds row_max - 1, change it to row_max - 1
	if row > row_max - 1
	  row = row_max - 1
	end
	# Multiply 1 row height by 32 for y-coordinate of window contents
	# transfer origin
	self.oy = row * 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
	# Subtract a frame height of 32 from the window height, and divide it by
	# 1 row height of 32
	return (self.height - 32) / 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_item_max
	# Multiply row count (page_row_max) times column count (@column_max)
	return page_row_max * @column_max
  end
  #--------------------------------------------------------------------------
  # * Set Help Window
  #	 help_window : new help window
  #--------------------------------------------------------------------------
  def help_window=(help_window)
	@help_window = help_window
	# Update help text (update_help is defined by the subclasses)
	if self.active and @help_window != nil
	  update_help
	end
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
	# If cursor position is less than 0
	if @index < 0
	  self.cursor_rect.empty
	  return
	end
	# Get current row
	row = @index / @column_max
	# If current row is before top row
	if row < self.top_row
	  # Scroll so that current row becomes top row
	  self.top_row = row
	end
	# If current row is more to back than back row
	if row > self.top_row + (self.page_row_max - 1)
	  # Scroll so that current row becomes back row
	  self.top_row = row - (self.page_row_max - 1)
	end
	# Calculate cursor width
	cursor_width = self.width / @column_max - 32
	# Calculate cursor coordinates
	x = @index % @column_max * (cursor_width + 32)
	y = @index / @column_max * 32 - self.oy
	# Update cursor rectangle
	self.cursor_rect.set(x, y, cursor_width, 32)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
	super
	# If cursor is movable
	if self.active and @item_max > 0 and @index >= 0
	  # If the right directional button was pressed
	  if Input.repeat?(Input::LEFT)
		# If column count is 2 or more, and cursor position is closer to front
		# than (item count -1)
		if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or
		   @index >= @column_max
		  # Move cursor up
		  $game_system.se_play($data_system.cursor_se)
		  @index = (@index - @column_max + @item_max) % @item_max
		end
	  end
	  # If the left directional button was pressed
	  if Input.repeat?(Input::RIGHT)
		# If column count is 2 or more, and cursor position is more back than 0
		if (@column_max == 1 and Input.trigger?(Input::LEFT)) or
		   @index < @item_max - @column_max
		  # Move cursor down
		  $game_system.se_play($data_system.cursor_se)
		  @index = (@index + @column_max) % @item_max
		end
	  end
	end
	# Update help text (update_help is defined by the subclasses)
	if self.active and @help_window != nil
	  update_help
	end
	# Update cursor rectangle
	update_cursor_rect
  end
end

class Window_Base < Window
  def fc
	face = RPG::Cache.picture("")
  end  

  def draw_fc(actor,x,y)
	face = RPG::Cache.picture(actor.name + "_fc") rescue fc
	fw = face.width
	fh = face.height
	src_rect = Rect.new(0, 0, fw, fh)
	self.contents.blt(x , y - fh, face, src_rect)	
  end  
end

class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
	super(0, 0, 160, 64)
	self.contents = Bitmap.new(width - 32, height - 32)
	refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
	self.contents.clear
	self.contents.font.name = "Tahoma"
   self.contents.font.size = 14
	self.contents.font.color = system_color
	self.contents.draw_text(0, 0, 122, 32, "Play Time:")
	@total_sec = Graphics.frame_count / Graphics.frame_rate
	hour = @total_sec / 60 / 60
	min = @total_sec / 60 % 60
	sec = @total_sec % 60
	text = sprintf("%02d:%02d:%02d", hour, min, sec)
	self.contents.font.color = normal_color
	self.contents.draw_text(4, 0, 122, 32, text, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
	super
	if Graphics.frame_count / Graphics.frame_rate != @total_sec
	  refresh
	end
  end
end
#--------------------------------------------------------------------------
# * Window Location
#--------------------------------------------------------------------------

class Window_Location < Window_Base

def initialize
  super(0, 0, 300, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = "Tahoma"
   self.contents.font.size = 18
   refresh
end

def refresh
   self.contents.clear
   data = load_data("Data/MapInfos.rxdata")
   self.contents.font.color = system_color
   self.contents.draw_text(0, 0, 248, 32, "Location:")
   self.contents.font.color = normal_color
   self.contents.draw_text(0, 0, 200, 32, data[$game_map.map_id].name, 2)
  end
end

#--------------------------------------------------------------------------
# * Window Gold
#--------------------------------------------------------------------------

class Window_Gold < Window_Base

  def initialize
	super(0, 0, 160, 64)
	self.contents = Bitmap.new(width - 32, height - 32)
	refresh
  end

  def refresh
	self.contents.clear
	self.contents.font.name = "Tahoma"
	cx = contents.text_size($data_system.words.gold).width
	self.contents.font.color = normal_color
	self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
	self.contents.font.color = system_color
	self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
  end
end

#--------------------------------------------------------------------------
# * Menu_Status
#--------------------------------------------------------------------------

class Window_MenuStatus < Window_Selectable1

  def initialize
	super(0, 0, 700, 120)
	self.contents = Bitmap.new(width - 32, height - 32)
	refresh
	self.active = false
	self.index = -1
  end

  def refresh
	self.contents.font.name = "Tahoma"
	self.contents.font.size = 14
	self.contents.clear
	@item_max = $game_party.actors.size
	for i in 0...$game_party.actors.size
	  x = i * 220
	  y = 0
	  actor = $game_party.actors[i]
	  draw_fc(actor,x + 25,y + 46)
	  draw_actor_name(actor, x+25, y - 12)
	  draw_actor_level(actor, x + 70, y + 36)
	  draw_actor_state(actor, x+20, y + 36)
	  draw_actor_exp(actor, x + 30, y + 55)
	  draw_actor_hp(actor, x + 65, y-9)
	  draw_actor_sp(actor, x + 65, y+11)
	end
  end
  def update_cursor_rect
	if @index < 0
	  self.cursor_rect.empty
	else
	  self.cursor_rect.set(@index * 220, 0, self.width - 480, 64)
	end
  end
end

#--------------------------------------------------------------------------
# * Menu Scene
#--------------------------------------------------------------------------
class Scene_Menu

  def initialize(menu_index = 0)
	 @menu_index = menu_index
  end

  def main
	@sprite = Spriteset_Map.new
	viewport = Viewport.new(0, 0, 600, 480)
	s1 = $data_system.words.item
	s2 = $data_system.words.skill
	s3 = $data_system.words.equip
	s4 = "Stats"
	s5 = "Save"
	s6 = "Load"
	s7 = "Exit"
	@command_window = Window_Command1.new(175, [s1, s2, s3, s4, s5, s6, s7])
	@command_window.x = 450 + 175
	@command_window.y = 40
	@command_window.height = 257
	@command_window.back_opacity = 170
	@command_window.index = @menu_index
	# If number of party members is 0
	if $game_party.actors.size == 0
	  # Disable items, skills, equipment, and status
	  @command_window.disable_item(0)
	  @command_window.disable_item(1)
	  @command_window.disable_item(2)
	  @command_window.disable_item(3)
	end
	if $game_system.save_disabled
	  # Disable save
	  @command_window.disable_item(4)
	end
	@window_PlayTime = Window_PlayTime.new
	@window_PlayTime.x = -170
	@window_PlayTime.y = 300
	@window_PlayTime.back_opacity = 170
	@window_Gold = Window_Gold.new
	@window_Gold.x = -170
	@window_Gold.y = 230
	@window_Gold.back_opacity = 170
	@window_Location = Window_Location.new
	@window_Location.y = 300
	@window_Location.x = 344 + 300	
	@window_Location.back_opacity = 170
	@status_window = Window_MenuStatus.new
	@status_window.x = -30
	@status_window.y = 370 + 110
	@status_window.back_opacity = 170
	@item = Sprite.new
	@item.bitmap = RPG::Cache.icon(BG_item)
	@item.x = 600 + 160
	@item.y = 60
	@item.z = @item.z + 255
	@skill = Sprite.new
	@skill.bitmap = RPG::Cache.icon(BG_skill)
	@skill.x = 600 + 160
	@skill.y = 92
	@skill.z = @skill.z + 255
	@equip = Sprite.new
	@equip.bitmap = RPG::Cache.icon(BG_equip)
	@equip.x = 600 + 160
	@equip.y = 124
	@equip.z = @equip.z + 255
	@status = Sprite.new
	@status.bitmap = RPG::Cache.icon(BG_status)
	@status.x = 600 + 160
	@status.y = 156
	@status.z = @status.z + 255
	@save = Sprite.new
	@save.bitmap = RPG::Cache.icon(BG_save)
	@save.x = 600 + 160
	@save.y = 188
	@save.z = @save.z + 255
	@load = Sprite.new
	@load.bitmap = RPG::Cache.icon(BG_load)
	@load.x = 600 + 160
	@load.y = 220
	@load.z = @load.z + 255
	@quit = Sprite.new
	@quit.bitmap = RPG::Cache.icon(BG_exit)
	@quit.x = 600 + 160
	@quit.y = 252
	@quit.z = @quit.z + 255
	@location = Sprite.new
	@location.bitmap = RPG::Cache.icon(BG_location)
	@location.x = 600 + 160
	@location.y = 320
	@location.z = @location.z + 255
	@playtime = Sprite.new
	@playtime.bitmap = RPG::Cache.icon(BG_playtime)
	@playtime.x = -160
	@playtime.y = 320
	@playtime.z = @playtime.z + 255
	@gold = Sprite.new
	@gold.bitmap = RPG::Cache.icon(BG_gold)
	@gold.x = -250
	@gold.y = 250
	@gold.z = @gold.z + 255
	Graphics.transition
	# Main loop
	loop do
	  # Update game screen
	  Graphics.update
	  # Update input information
	  Input.update
	  # Frame update
	  update
	  # Abort loop if screen is changed
	  if $scene != self
		break
	  end
	end
	  # Prepare for transition
	Graphics.freeze
	# Dispose of windows
	viewport.dispose
	@command_window.dispose
	@window_PlayTime.dispose
	@window_Gold.dispose
	@window_Location.dispose
	@status_window.dispose
	@item.dispose
	@skill.dispose
	@equip.dispose
	@status.dispose
	@save.dispose
	@load.dispose
	@quit.dispose
	@gold.dispose
	@playtime.dispose
	@location.dispose
	@sprite.dispose
  end

  def entrance

  @command_window.x -= 25 if @command_window.x > 530  
  @window_PlayTime.x += 25 if @window_PlayTime.x < 0  
  @window_Location.x -= 25 if @window_Location.x > 344
  @window_Gold.x += 25 if @window_Gold.x < 0	
  @status_window.y -= 10 if @status_window.y > 370
  @item.x -= 20 if @item.x > 550
  @skill.x -= 20 if @skill.x > 550
  @equip.x -= 20 if @equip.x > 550
  @status.x -= 20 if @status.x > 550
  @save.x -= 20 if @save.x > 550
  @load.x -= 20 if @load.x > 550
  @quit.x -= 20 if @quit.x > 550
  @playtime.x += 13 if @playtime.x < 70
  @gold.x += 20 if @gold.x < 10
  @location.x -= 30 if @location.x > 600

  end

  def exit

  @command_window.x += 10 if @command_window.x < 655	
  @window_PlayTime.x -= 10 if @window_PlayTime.x > -160  
  @window_Location.x += 15 if @window_Location.x < 640
  @window_Gold.x -= 10 if @window_Gold.x > -160  
  @status_window.y += 10 if @status_window.y < 480
  @item.x += 10 if @item.x < 760
  @skill.x += 10 if @skill.x < 760
  @quit.x += 10 if @quit.x < 760
  @equip.x += 10 if @equip.x < 760
  @status.x += 10 if @status.x < 760
  @save.x += 10 if @save.x < 760
  @load.x += 10 if @load.x < 760
  @playtime.x -= 10 if @playtime.x > -160
  @gold.x -= 10 if @gold.x > -160
  @location.x += 10 if @location.x < 760

  if @status_window.y >= 480
	$scene = Scene_Map.new
	$game_map.autoplay  
	return
  end


  end

  def update

	if @intro == nil
	 entrance
   end

  if @exit == true	
	exit
	@intro = false
  end

	@status_window.update
	@window_Gold.update
	@window_PlayTime.update
	@window_Location.update
	@command_window.update

	# If command window is active: call update_command
	if @command_window.active
	  update_command
	  return
	end
	# If status window is active: call update_status
	if @status_window.active
	  update_status
	  return
	end
  end

  def update_command
  # If B button was pressed
	if Input.trigger?(Input::B)
  # Play cancel SE
	  $game_system.se_play($data_system.cancel_se)
	  @exit = true
	  return
	end
	# If C button was pressed
	if Input.trigger?(Input::C)
	  # If command other than save or end game, and party members = 0
	  if $game_party.actors.size == 0 and @command_window.index < 4
		# Play buzzer SE
		$game_system.se_play($data_system.buzzer_se)
		return
	  end
	  # Branch by command window cursor position
	  case @command_window.index
	  when 0
	   $game_system.se_play($data_system.decision_se)
	   $scene = Scene_Item.new
	  when 1
		  $game_system.se_play($data_system.decision_se)
		  @command_window.active = false
		  @status_window.active = true
		  @status_window.index = 0
	  when 2
		  $game_system.se_play($data_system.decision_se)
		  @command_window.active = false
		  @status_window.active = true
		  @status_window.index = 0
	  when 3
		  $game_system.se_play($data_system.decision_se)
		  @command_window.active = false
		  @status_window.active = true
		  @status_window.index = 0
	  when 4
		  if $game_system.save_disabled
			  $game_system.se_play($data_system.buzzer_se)
			return
		  end
		  $game_system.se_play($data_system.decision_se)
		$scene = Scene_Save.new
	  when 5  
		  $game_system.se_play($data_system.decision_se)
		  $scene = Scene_Load_New.new
	  when 6  
		  $game_system.se_play($data_system.decision_se)
		  $scene = Scene_End.new
	  end
	  return
	end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
	# If B button was pressed
	if Input.trigger?(Input::B)
	  # Play cancel SE
	  $game_system.se_play($data_system.cancel_se)
	  # Make command window active
	  @command_window.active = true
	  @status_window.active = false
	  @status_window.index = -1
	  return
	end
	# If C button was pressed
	if Input.trigger?(Input::C)
	  # Branch by command window cursor position
	  case @command_window.index
	  when 1  # skill
		# If this actor's action limit is 2 or more
		if $game_party.actors[@status_window.index].restriction >= 2
		  # Play buzzer SE
		  $game_system.se_play($data_system.buzzer_se)
		  return
		end
		# Play decision SE
		$game_system.se_play($data_system.decision_se)
		# Switch to skill screen
		$scene = Scene_Skill.new(@status_window.index)
	  when 2  # equipment
		# Play decision SE
		$game_system.se_play($data_system.decision_se)
		# Switch to equipment screen
		$scene = Scene_Equip.new(@status_window.index)
	  when 3  # status
		# Play decision SE
		$game_system.se_play($data_system.decision_se)
		# Switch to status screen
		$scene = Scene_Status.new(@status_window.index)
	  end
	  return
	end
  end
end

#==============================================================================
# ** Scene_Load_New
#------------------------------------------------------------------------------
#  New Load Screen
#==============================================================================

class Scene_Load_New < Scene_File
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
	# Remake temporary object
	$game_temp = Game_Temp.new
	# Timestamp selects new file
	$game_temp.last_file_index = 0
	latest_time = Time.at(0)
	for i in 0..3
	  filename = make_filename(i)
	  if FileTest.exist?(filename)
		file = File.open(filename, "r")
		if file.mtime > latest_time
		  latest_time = file.mtime
		  $game_temp.last_file_index = i
		end
		file.close
	  end
	end
	super("Which file would you like to load?")
  end
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(filename)
	# If file doesn't exist
	unless FileTest.exist?(filename)
	  # Play buzzer SE
	  $game_system.se_play($data_system.buzzer_se)
	  return
	end
	# Play load SE
	$game_system.se_play($data_system.load_se)
	# Read save data
	file = File.open(filename, "rb")
	read_save_data(file)
	file.close
	# Restore BGM and BGS
	$game_system.bgm_play($game_system.playing_bgm)
	$game_system.bgs_play($game_system.playing_bgs)
	# Update map (run parallel process event)
	$game_map.update
	# Switch to map screen
	$scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
	# Play cancel SE
	  $game_system.se_play($data_system.cancel_se)
	  # Switch to menu screen
	  $scene = Scene_Menu.new(0)
  end
  #--------------------------------------------------------------------------
  # * Read Save Data
  #	 file : file object for reading (opened)
  #--------------------------------------------------------------------------
  def read_save_data(file)
	# Read character data for drawing save file
	characters = Marshal.load(file)
	# Read frame count for measuring play time
	Graphics.frame_count = Marshal.load(file)
	# Read each type of game object
	$game_system		= Marshal.load(file)
	$game_switches	  = Marshal.load(file)
	$game_variables	 = Marshal.load(file)
	$game_self_switches = Marshal.load(file)
	$game_screen		= Marshal.load(file)
	$game_actors		= Marshal.load(file)
	$game_party		 = Marshal.load(file)
	$game_troop		 = Marshal.load(file)
	$game_map		   = Marshal.load(file)
	$game_player		= Marshal.load(file)
	# If magic number is different from when saving
	# (if editing was added with editor)
	if $game_system.magic_number != $data_system.magic_number
	  # Load map
	  $game_map.setup($game_map.map_id)
	  $game_player.center($game_player.x, $game_player.y)
	end
	# Refresh party members
	$game_party.refresh
  end
end

#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
#  This window deals with general command choices.
#==============================================================================

class Window_Command1 < 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 * 40 + 32)
	@item_max = commands.size
	@commands = commands
	self.contents = Bitmap.new(width - 32, @item_max * 32)
	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(26, 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])
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #	 index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
	draw_item(index, disabled_color)
  end
end

 

 

 

 

 

 

#==============================================================================
# ** RPG::Cache
#==============================================================================
module RPG::Cache
  def self.faces(filename, hue = 0)
	self.load_bitmap('Graphics/Faces/', filename, hue)
  end
end

 

 

 

 

 

#==============================================================================
# ** Window_Base
#==============================================================================
class Window_Base < Window
  #--------------------------------------------------------------------------
  def draw_text_outline(x, y, width, height, string, alignment = 0)
	self.contents.font.color = Color.new(0,0,0)
	self.contents.draw_text(x - 1, y - 1, width, height, string, alignment)
	self.contents.draw_text(x + 1, y - 1, width, height, string, alignment)
	self.contents.draw_text(x + 1, y + 1, width, height, string, alignment)
	self.contents.draw_text(x - 1, y + 1, width, height, string, alignment)
  end
  #--------------------------------------------------------------------------
  def draw_actor_battle_face(actor, x, y)
	begin
	  face = RPG::Cache.faces(actor.character_name)
	  fw, fh = face.width, face.height
	  src_rect = Rect.new(0, 0, fw, fh)
	  self.contents.blt(x - fw / 23, y - fh, face, src_rect)
	rescue
	end
  end
  #--------------------------------------------------------------------------
  def draw_actor_name_menu(actor, x, y)
	draw_text_outline(x, y, 120, 32, actor.name)
	self.contents.font.color = normal_color
	self.contents.draw_text(x, y, 120, 32, actor.name)
  end
  def draw_actor_class_menu(actor, x, y)
	draw_text_outline(x + 42, y, 236, 32, actor.class_name)
	self.contents.font.color = normal_color
	self.contents.draw_text(x + 42, y, 236, 32, actor.class_name)
  end
  #--------------------------------------------------------------------------
  def draw_actor_exp_menu(actor, x, y)
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 24, 32, "Exp")
	draw_text_outline(x + 10, y, 120, 32, actor.exp_s + " / " + actor.next_exp_s, 2)
	self.contents.font.color = normal_color
	self.contents.draw_text(x + 10, y, 120, 32, actor.exp_s + " / " + actor.next_exp_s, 2)
  end
  #--------------------------------------------------------------------------
  def draw_actor_hp_menu(actor, x, y, width = 144)
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
	if width - 32 >= 108
	  hp_x = x + width - 108
	  flag = true
	elsif width - 32 >= 48
	  hp_x = x + width - 48
	  flag = false
	end
	x2 = 15
	draw_text_outline(hp_x - x2, y, 48, 32, actor.hp.to_s, 2)
	self.contents.font.color = actor.hp == 0 ? knockout_color :
	  actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
	self.contents.draw_text(hp_x - x2, y, 48, 32, actor.hp.to_s, 2)
	if flag
	  draw_text_outline(hp_x + 48 - x2, y, 12, 32, "/", 1)
	  draw_text_outline(hp_x + 60 - x2, y, 48, 32, actor.maxhp.to_s)
	  self.contents.font.color = normal_color
	  self.contents.draw_text(hp_x + 48 - x2, y, 12, 32, "/", 1)
	  self.contents.draw_text(hp_x + 60 - x2, y, 48, 32, actor.maxhp.to_s)
	end
  end
  #--------------------------------------------------------------------------
  def draw_actor_sp_menu(actor, x, y, width = 144)
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
	if width - 32 >= 108
	  sp_x = x + width - 108
	  flag = true
	elsif width - 32 >= 48
	  sp_x = x + width - 48
	  flag = false
	end
	x2 = 15
	draw_text_outline(sp_x - x2, y, 48, 32, actor.sp.to_s, 2)
	self.contents.font.color = actor.sp == 0 ? knockout_color :
	  actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
	self.contents.draw_text(sp_x - x2, y, 48, 32, actor.sp.to_s, 2)
	if flag
	  draw_text_outline(sp_x + 48 - x2, y, 12, 32, "/", 1)
	  draw_text_outline(sp_x + 60 - x2, y, 48, 32, actor.maxsp.to_s)
	  self.contents.font.color = normal_color
	  self.contents.draw_text(sp_x + 48 - x2, y, 12, 32, "/", 1)
	  self.contents.draw_text(sp_x + 60 - x2, y, 48, 32, actor.maxsp.to_s)
	end
  end
  #--------------------------------------------------------------------------
  def draw_actor_parameter_menu(actor, x, y, type)
	case type
	when 0
	  parameter_name = "WPN STR"
	  parameter_value = actor.atk
	when 1
	  parameter_name = "DEF"
	  parameter_value = actor.pdef
	when 2
	  parameter_name = "RES"
	  parameter_value = actor.mdef
	when 3
	  parameter_name = "ATK"
	  parameter_value = actor.str
	when 4
	  parameter_name = "ACC"
	  parameter_value = actor.dex
	when 5
	  parameter_name = "SPD"
	  parameter_value = actor.agi
	when 6
	  parameter_name = $data_system.words.int
	  parameter_value = actor.int
	end
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 120, 32, parameter_name)
	self.contents.font.color = normal_color
	self.contents.draw_text(x + 80, y, 36, 32, parameter_value.to_s, 2)
  end
  #--------------------------------------------------------------------------

end

#==============================================================================
# ** Window_Target_Item
#==============================================================================
class Window_Target_Item < Window_Selectable
  def initialize
	super(0, 64, 640, 250)
	self.contents = Bitmap.new(width - 32, height - 32)
	self.z += 10
	@item_max = 3
	self.contents.font.size = 18
	self.contents.font.bold = true
	refresh
		@pattern = @anime_count = 0
  end
	def refresh_actor_graphic
		for i in 0...$game_party.actors.size
			x = i * 203 + 20
			y = 184
			actor = $game_party.actors[i]
			bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
			cw = bitmap.width / 4
			ch = bitmap.height / 4
			x -= cw / 2
			y -= ch
			self.contents.fill_rect( x, y, cw, ch, Color.new( 0,0,0,0 ) )
			src_rect = Rect.new( @pattern * cw , 0, cw, ch )
			self.contents.blt( x, y, bitmap, src_rect )
		end
	end
  def refresh
	self.contents.clear
	for i in 0...$game_party.actors.size
	  x = i * 203
	  y = 4
	  actor = $game_party.actors[i]
	  draw_actor_name_menu(actor, x, y)
	  draw_actor_class_menu(actor, x + 80, y)
	  draw_actor_battle_face(actor, x + 5, y + 105)
	  draw_actor_graphic(actor, x + 20, y + 180)
	  draw_actor_state(actor, x + 15, y + 187)
	  draw_actor_hp_menu(actor, x + 82, y + 28)
	  draw_actor_sp_menu(actor, x + 82, y + 53)
	  draw_actor_exp_menu(actor, x + 52, y + 100)
	  draw_actor_level(actor, x + 82, y + 80)
	  draw_actor_parameter_menu(actor, x + 50, y + 123, 3)
	  draw_actor_parameter_menu(actor, x + 50, y + 138, 6)
	  draw_actor_parameter_menu(actor, x + 50, y + 153, 5)
	  draw_actor_parameter_menu(actor, x + 50, y + 168, 4)
	end
  end
	def update
		super
		@anime_count += 1
		if @anime_count > 10
			@pattern = ( @pattern + 1 ) % 4
			@anime_count = 0
			refresh_actor_graphic
		end
	end
  def update_cursor_rect
	self.cursor_rect.set(index*203, 5, 200, 215)
  end
end

#==============================================================================
# ** Window_EquipStatus
#==============================================================================
class Window_EquipStatus < Window_Base
	#--------------------------------------------------------------------------
  def initialize(actor)
	super(272, 64, 368, 192)
	self.contents = Bitmap.new(width - 32, height - 32)
	self.contents.font.size = 20
	self.contents.font.bold = true
	@actor = actor
	refresh
  end
  #--------------------------------------------------------------------------
  def refresh
	self.contents.clear
		draw_item_name($data_weapons[@actor.weapon_id], 0, 0)
		draw_item_name($data_armors[@actor.armor1_id], 0, 50)
		draw_item_name($data_armors[@actor.armor2_id], 0, 100)
  end
  #--------------------------------------------------------------------------
  def draw_atk(x,y)
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 22, 22, "Atk:")
	self.contents.font.color = normal_color
	w = @item.atk.to_s.size * 6
	self.contents.draw_text(x + 22, y, w, 22, @item.atk.to_s, 2)
	return 22 + w + 4
  end
  def draw_pdef(x,y)
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 33, 22, "P. Def:")
	self.contents.font.color = normal_color
	w = @item.pdef.to_s.size * 6
	self.contents.draw_text(x + 33, y, w, 22, @item.pdef.to_s, 2)
	return 33 + w + 4
  end
  def draw_mdef(x,y)
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 35, 22, "M. Def:")
	self.contents.font.color = normal_color
	w = @item.mdef.to_s.size * 6
	self.contents.draw_text(x + 35, y, w, 22, @item.mdef.to_s, 2)
	return 35 + w + 4
  end
  def draw_for(x,y)
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 24, 22, "Str:")
	self.contents.font.color = normal_color
	w = @item.str_plus.to_s.size * 6
	self.contents.draw_text(x + 21, y, w, 22, @item.str_plus.to_s, 2)
	return 25 + w
  end
end

#==============================================================================
# ** Window_EquipLeft
#==============================================================================
class Window_EquipLeft < Window_Base
  Weakest_Color = Color.new(255,   0,   0)
  Weak_Color	= Color.new(255, 128,  64)
  Neutral_Color = Color.new(255, 255, 255)
  Resist_Color  = Color.new(  0, 128, 255)
  Imune_Color   = Color.new(  0, 255, 255)
  Absorb_Color  = Color.new(  0, 255,   0)
  Element_Resists_Exhibition = 0
  Max_Elements_Shown = 8
	#--------------------------------------------------------------------------
	def initialize(actor)
		super(0, 64, 272, 416)
		self.contents = Bitmap.new(width - 32, height - 32)
		@actor = actor
		self.contents.font.size = 18
		self.contents.font.bold = true
		refresh
	end
	#--------------------------------------------------------------------------
	def refresh
		self.contents.clear
		y = -8
		draw_actor_name_menu(@actor, 0, y)
		draw_actor_class_menu(@actor, 80, y)
		draw_actor_battle_face(@actor, 5, y + 105)
		draw_actor_graphic(@actor, 20, y + 180)
		draw_actor_hp_menu(@actor, 82, y + 28)
		draw_actor_sp_menu(@actor, 82, y + 53)
		draw_actor_exp_menu(@actor, x + 52, y + 100)
		draw_actor_level(@actor, x + 82, y + 80)
		self.contents.font.size = 20
		draw_actor_parameter_menu(@actor, x, y + 185, 0)
		draw_actor_parameter_menu(@actor, x, y + 200, 1)
		draw_actor_parameter_menu(@actor, x, y + 215, 2)
		draw_actor_parameter_menu(@actor, x + 50, y + 123, 3)
		draw_actor_parameter_menu(@actor, x + 50, y + 138, 6)
		draw_actor_parameter_menu(@actor, x + 50, y + 153, 5)
		draw_actor_parameter_menu(@actor, x + 50, y + 168, 4)
	draw_element_resist(@actor, 0, 230)
		if @new_atk != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 175, 40, 32, "->", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 175, 36, 32, @new_atk.to_s, 2)
		end
		if @new_pdef != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 190, 40, 32, "->", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 190, 36, 32, @new_pdef.to_s, 2)
		end
		if @new_mdef != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 205, 40, 32, "->", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 205, 36, 32, @new_mdef.to_s, 2)
		end
		if @new_str != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 123, 40, 32, "->", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 123, 36, 32, @new_str.to_s, 2)
		end
		if @new_dex != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 138, 40, 32, "->", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 138, 36, 32, @new_dex.to_s, 2)
		end
		if @new_agi != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 153, 40, 32, "->", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 153, 36, 32, @new_agi.to_s, 2)
		end
		if @new_int != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 168, 40, 32, "->", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 168, 36, 32, @new_int.to_s, 2)
		end
	end
	#--------------------------------------------------------------------------
  def draw_element_resist(actor, x, y)
	max_elment = [Max_Elements_Shown, 8].min
	elements = $data_classes[@actor.class_id].element_ranks
	base = value = 0
	case Element_Resists_Exhibition
	when 0
	  table = [0] + ['Weakest','Weak','Normal','Resist','Imune','Absorb']
	when 1
	  table = [0] + ['-100%','-50%','0%','50%','100%','200%']
	else
	  table = [0] + ['200%','150%','100%','50%','0%','-100%']
	end
	for i in 0...7#$data_system.elements.size
	  begin
		bitmap = RPG::Cache.icon($data_system.elements[i] + '_elm')
		self.contents.blt(x + (base * 112), y + (value * 25), bitmap, Rect.new(0, 0, 24, 24))	
		result = table[elements[i]]
		case elements[i]
		when 1 ; self.contents.font.color = Weakest_Color
		when 2 ; self.contents.font.color = Weak_Color
		when 3 ; self.contents.font.color = Neutral_Color
		when 4 ; self.contents.font.color = Resist_Color
		when 5 ; self.contents.font.color = Imune_Color
		when 6 ; self.contents.font.color = Absorb_Color
		end
		case Element_Resists_Exhibition
		when 0
		  self.contents.draw_text(x + 28 + (base * 112), y - 4 + (value * 25), 180, 32, result.to_s, 0)
		else
		  self.contents.draw_text(x + (base * 112), y - 4 + (value * 25), 72, 32, result.to_s, 2)
		end
		value += 1
		base += 1 if value == max_elment
		value = value % max_elment
	  rescue
	  end
	end
	for i in 8...$data_system.elements.size
	  begin
		bitmap = RPG::Cache.icon($data_system.elements[i] + '_elm')
		self.contents.blt(x + (base * 112) + 100, y + (value) , bitmap, Rect.new(0, 0, 24, 24))	
		result = table[elements[i]]
		case elements[i]
		when 1 ; self.contents.font.color = Weakest_Color
		when 2 ; self.contents.font.color = Weak_Color
		when 3 ; self.contents.font.color = Neutral_Color
		when 4 ; self.contents.font.color = Resist_Color
		when 5 ; self.contents.font.color = Imune_Color
		when 6 ; self.contents.font.color = Absorb_Color
		end
		case Element_Resists_Exhibition
		when 0
		  self.contents.draw_text(x + 28 + (base * 112) + 100, y - 4 + (value), 180, 32, result.to_s, 0)
		else
		  self.contents.draw_text(x + (base * 112), y - 4 + (value * 25), 72, 32, result.to_s, 2)
		end
		value += 1
		base += 1 if value == max_elment
		value = value % max_elment
	  rescue
	  end
	end	
  end
	#--------------------------------------------------------------------------
	def set_new_parameters(new_atk = nil, new_pdef  = nil, new_mdef = nil,
		new_str = nil, new_dex = nil, new_agi = nil, new_int = nil)
		if @new_atk != new_atk || @new_pdef != new_pdef || @new_mdef != new_mdef ||
			@new_str != new_str || @new_dex != new_dex || @new_agi != new_agi ||
			@new_int != new_int
			@new_atk = new_atk
			@new_pdef = new_pdef
			@new_mdef = new_mdef
			@new_str = new_str
			@new_dex = new_dex
			@new_agi = new_agi
			@new_int = new_int
			refresh
		end
	end
end

#==============================================================================
# ** Window_EquipRight
#==============================================================================
class Window_EquipRight < Window_Selectable
  #--------------------------------------------------------------------------
  def initialize(actor)
	super(272, 256, 368, 224)
	self.contents = Bitmap.new(width - 32, height - 32)
	@actor = actor
	refresh
	self.index = 0
  end
  #--------------------------------------------------------------------------
  def item
	return @data[self.index]
  end
  #--------------------------------------------------------------------------
  def refresh
	self.contents.clear
	@data = []
	@data.push($data_weapons[@actor.weapon_id])
	@data.push($data_armors[@actor.armor1_id])
	@data.push($data_armors[@actor.armor2_id])
	@item_max = @data.size
	self.contents.font.color = system_color
	self.contents.draw_text(4, 0, 92, 32, $data_system.words.weapon)
	self.contents.draw_text(4, 32, 92, 32, $data_system.words.armor1)
	self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
	draw_item_name(@data[0], 92, 0)
	draw_item_name(@data[1], 92, 32)
	draw_item_name(@data[2], 92, 32 * 2)
  end
  #--------------------------------------------------------------------------
  def update_help
	@help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

#==============================================================================
# ** Window_EquipItem
#==============================================================================
class Window_EquipItem < Window_Selectable
	#--------------------------------------------------------------------------
	def initialize(actor, equip_type)
		super(272, 256, 368, 224)
		@actor = actor
		@equip_type, @column_max, self.contents_opacity = equip_type, 1, 0
	self.opacity, self.back_opacity = 255, 100
		refresh
		self.active, self.index = false, -1
	end
	#--------------------------------------------------------------------------
	def item
		return @data[self.index]
	end
	#--------------------------------------------------------------------------
	def refresh
		if self.contents != nil; self.contents.dispose; self.contents = nil; end
		@data = []
		if @equip_type == 0
			weapon_set = $data_classes[@actor.class_id].weapon_set
			for i in 1...$data_weapons.size
				if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
					@data.push($data_weapons[i])
				end
			end
		end
		if @equip_type != 0
			armor_set = $data_classes[@actor.class_id].armor_set
			for i in 1...$data_armors.size
				if $game_party.armor_number(i) > 0 and armor_set.include?(i)
					@data.push($data_armors[i]) if $data_armors[i].kind == @equip_type-1
				end
			end
		end
		@data.push(nil)
		@item_max = @data.size
		self.contents = Bitmap.new(width - 32, @item_max * 32)
		(0...@item_max-1).each {|i| draw_item(i)}
		self.contents.font.color = system_color
		self.contents.draw_text(4, (@item_max-1)*32, 100, 32, '[unequip]')
	end
	#--------------------------------------------------------------------------
	def draw_item(index)
		item = @data[index]
		x = 4 + index % 1 * (288 + 32)
		y = index / 1 * 32
		case item
		when RPG::Weapon ; number = $game_party.weapon_number(item.id)

		when RPG::Armor ;	number = $game_party.armor_number(item.id)

		end
		bitmap = RPG::Cache.icon(item.icon_name)
		self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
		self.contents.font.color = normal_color
		self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
		self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
		self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
	end
	#--------------------------------------------------------------------------
	def update_help
		@help_window.set_text(self.item == nil ? "" : self.item.description)
	end
end




#==============================================================================
# ** Window_Status
#==============================================================================
class Window_Status_new < Window_Base
	#--------------------------------------------------------------------------
	def initialize
		super(0, 0, 640, 480)
		self.contents = Bitmap.new(width - 32, height - 32)
		self.contents.font.size = 18
		self.contents.font.bold = true
		refresh
	end
	#--------------------------------------------------------------------------
	def refresh
		self.contents.clear
		for i in 0...$game_party.actors.size
			x = i * 203
			y = -8
			actor = $game_party.actors[i]
			draw_actor_name_menu(actor, x, y)
			draw_actor_class_menu(actor, x + 80, y)
			draw_actor_battle_face(actor, x + 3, y + 130)
			draw_actor_graphic(actor, x + 20, y + 180)
			draw_actor_state(actor, x + 15, y + 187)
			draw_actor_hp_menu(actor, x + 100, y + 28)
			draw_actor_sp_menu(actor, x + 82, y + 53)
			draw_actor_exp_menu(actor, x + 52, y + 100)
			draw_actor_level(actor, x + 82, y + 80)
			draw_actor_parameter_menu(actor, x + 50, y + 123, 3)
			draw_actor_parameter_menu(actor, x + 50, y + 138, 6)
			draw_actor_parameter_menu(actor, x + 50, y + 153, 5)
			draw_actor_parameter_menu(actor, x + 50, y + 168, 4)
			self.contents.font.color = system_color
	  x2 = 0
	  self.contents.draw_text(x + x2, y + 215, 96, 32, $data_system.words.weapon)
	  self.contents.draw_text(x + x2, y + 260, 96, 32, $data_system.words.armor1)
	  self.contents.draw_text(x + x2, y + 310, 96, 32, $data_system.words.armor2)
	  draw_item_name($data_weapons[actor.weapon_id], x + x2 + 16 , y + 240)
	  draw_item_name($data_armors[actor.armor1_id], x + x2 + 16, y + 285)
	  draw_item_name($data_armors[actor.armor2_id], x + x2 + 16, y + 335)
			draw_actor_parameter_menu(actor, x, y + 355, 0)
			draw_actor_parameter_menu(actor, x, y + 370, 1)
			draw_actor_parameter_menu(actor, x, y + 385, 2)
		end
	end
end

 

 

 

 

 

#==============================================================================
# ** Scene_Item
#==============================================================================
class Scene_Item
  #--------------------------------------------------------------------------
  def main
	@help_window = Window_Help.new
	@item_window = Window_Item.new
	@item_window.help_window = @help_window
	@target_window = Window_Target_Item.new
	@target_window.x = -250
	@target_window.visible = @target_window.active = false
	@item_window.opacity = @help_window.opacity = 255
	@help_window.back_opacity = @item_window.back_opacity = 100

	@spriteset = Spriteset_Map.new
	Graphics.transition
	loop do
	  Graphics.update
	  Input.update
	  update
	  break if $scene != self
	end
	Graphics.freeze
	@help_window.dispose
	@item_window.dispose
	@target_window.dispose
	@spriteset.dispose
  end
  #--------------------------------------------------------------------------
  def update
	if @target_window.active == true
	   @target_window.visible = true
	  if @target_window.x < 0
		 @target_window.x += 250
	  elsif @target_window.x >= 0
		 @target_window.x = 0	  
	  end  
	else
	  if @target_window.x > -250
		 @target_window.x -= 250
	  elsif @target_window.x >= -250
		 @target_window.x = -250
		 @target_window.visible = false
	  end
	end
	@help_window.update
	@item_window.update
	@target_window.update
	if @item_window.active
	  update_item
	  return
	end
	if @target_window.active
	  update_target
	  return
	end
  end
  #--------------------------------------------------------------------------
  alias cms_update_item update_item
  def update_item
	cms_update_item
  end
  #--------------------------------------------------------------------------
  alias cms_update_target update_target
  def update_target
	cms_update_target
  end
end

 

 

 

 

 

#==============================================================================
# ** Scene_Skill
#==============================================================================
class Scene_Skill
  #--------------------------------------------------------------------------
  def main
	@actor = $game_party.actors[@actor_index]
	@help_window = Window_Help.new
	@status_window = Window_SkillStatus.new(@actor)
	@skill_window = Window_Skill.new(@actor)
	@skill_window.help_window = @help_window
	@target_window = Window_Target_Item.new
	@target_window.visible = @target_window.active = false
	@help_window.opacity = @status_window.opacity = 255
	@help_window.back_opacity = @status_window.back_opacity = 100
	@skill_window.opacity, @skill_window.back_opacity = 255, 100
	@spriteset = Spriteset_Map.new
	Graphics.transition
	loop do
	  Graphics.update
	  Input.update
	  update
	  break if $scene != self
	end
	Graphics.freeze
	@help_window.dispose
	@status_window.dispose
	@skill_window.dispose
	@target_window.dispose
	@spriteset.dispose
  end
  #--------------------------------------------------------------------------
  def update
	if @target_window.active == true
	   @target_window.visible = true
	  if @target_window.x < 0
		 @target_window.x += 250
	  elsif @target_window.x >= 0
		 @target_window.x = 0	  
	  end  
	else
	  if @target_window.x > -250
		 @target_window.x -= 250
	  elsif @target_window.x >= -250
		 @target_window.x = -250
		 @target_window.visible = false
	  end
	end
	@help_window.update
	@status_window.update
	@skill_window.update
	@target_window.update
	if @skill_window.active
	  update_skill
	  return
	end
	if @target_window.active
	  update_target
	  return
	end
  end
  #--------------------------------------------------------------------------
  alias cms_update_skill update_skill
  def update_skill
	cms_update_skill
  end
  #--------------------------------------------------------------------------
  alias cms_update_target update_target
  def update_target
	cms_update_target
  end
end

 

 

 

 

 

#==============================================================================
# ** Scene_Equip
#==============================================================================
class Scene_Equip
  #--------------------------------------------------------------------------
  def main
	@actor = $game_party.actors[@actor_index]
	@help_window = Window_Help.new
	@left_window = Window_EquipLeft.new(@actor)
	@right_window = Window_EquipRight.new(@actor)
	@right_window.opacity = @left_window.opacity = @help_window.opacity = 255
	@right_window.back_opacity = @left_window.back_opacity = 100
	@help_window.back_opacity = 100
	@item_window1 = Window_EquipItem.new(@actor, 0)
	@item_window2 = Window_EquipItem.new(@actor, 1)
	@item_window3 = Window_EquipItem.new(@actor, 2)
	@status_window = Window_EquipStatus.new(@actor)
	@status_window.opacity, @status_window.back_opacity = 255, 100
	for i in 0...2
	  eval("@item_window#{1 + i}.visible = false")
	end
	@right_window.help_window = @help_window
	@item_window1.help_window = @help_window
	@item_window2.help_window = @help_window
	@item_window3.help_window = @help_window
	@right_window.index = @equip_index
	@spriteset = Spriteset_Map.new
	refresh
	Graphics.transition
	loop do
	  Graphics.update
	  Input.update
	  update
	  break if $scene != self
	end
	Graphics.freeze
	@help_window.dispose
	@left_window.dispose
	@right_window.dispose
	@item_window1.dispose
	@item_window2.dispose
	@item_window3.dispose
	@status_window.dispose
	@spriteset.dispose
  end
  #--------------------------------------------------------------------------
  def refresh
	@item_window1.visible = (@right_window.index == 0)
	@item_window2.visible = (@right_window.index == 1)
	@item_window3.visible = (@right_window.index == 2)
	item1 = @right_window.item
	eval("@item_window = @item_window#{@right_window.index + 1}")
	@left_window.set_new_parameters if @right_window.active
	if @item_window.active
	  item2 = @item_window.item
	  last_hp = @actor.hp
	  last_sp = @actor.sp
	  @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
	  new_atk = @actor.atk
	  new_pdef = @actor.pdef
	  new_mdef = @actor.mdef
	  new_str = @new_str
	  new_dex = @new_dex
	  new_agi = @new_agi
	  new_int = @new_int	
	  @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
	  @actor.hp = last_hp
	  @actor.sp = last_sp
	  @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
	  new_dex,new_agi,new_int)
	end
  end
  #--------------------------------------------------------------------------
  def update
	@left_window.update
	@right_window.update
	@item_window.update
	refresh
	if @right_window.active
	  @item_window1.visible = false
	  @item_window2.visible = false
	  @item_window3.visible = false	
	  @right_window.visible = true
	  update_right
	  return
	end
	if @item_window.active
	  @right_window.visible = false
	  @item_window.contents_opacity = 255
	  update_item
	  return
	end
  end
  #--------------------------------------------------------------------------
  alias cms_update_right update_right
  def update_right
	cms_update_right
  end
  #--------------------------------------------------------------------------
  alias cms_update_item update_item
  def update_item
	cms_update_item
  end
end

 

 

 

 

 

#==============================================================================
# ** Scene_Status
#==============================================================================
class Scene_Status
  #--------------------------------------------------------------------------
  def main
	@actor = $game_party.actors[@actor_index]
	@status_window = Window_Status_new.new
	@status_window.opacity, @status_window.back_opacity = 255, 100
	@spriteset = Spriteset_Map.new
	Graphics.transition
	loop do
	  Graphics.update
	  Input.update
	  update
	  break if $scene != self
	end
	Graphics.freeze
	@status_window.dispose
	@spriteset.dispose
  end
  #--------------------------------------------------------------------------
  def update
	if Input.trigger?(Input::B)
	  $game_system.se_play($data_system.cancel_se)
	  $scene = Scene_Menu.new(3)
	  return
	end
  end
end

 

 

 

 

 

so yea, that's it.

Edited by Bob423

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8 answers to this question

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  • 0

I am not sure what to tell you. I want to help, but I lack the skills. The only thing I can suggest, is make 1 thread per problem. Not 4 threads at the same time or 1 thread with 4 questions. Each problem could take allot of back and forth to solve, and it's a little overwhelming as is. Focus on one problem, solve it, then post another. To be honest, I don't think any of what you are asking for is as simple as you think it is otherwise someone probably would have helped already.

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'Simple' is a relative term based on the skill of the person saying it. I stand by the statement that if it was simple, someone would have solved it. I am only trying to think of a way to get you the help you need. I read your post and even if I knew how to solve it, I would still have to look through every script 4 times, 1 for each question. The post just seems confusing to me. I think that even pol would take an hour or more to solve all four problems, that doesn't seem simple to me. We have at least two skilled scripters who frequent and help on this site, neither has posted here, that should be a hint. I strongly suggest you divide the questions, or maybe wait till pol is free? I just hate to see a topic bumped this much without help, and am trying to ascertain why no one has come to your assistance.

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well it could be that neither of them are online. i think i worded it differently when i was talking to pol on skype though.

also, if you install the scripts, you'll probably see what i mean.

and making a bunch of topics to fix 4 problems with the same script that the creator, bigace, was supposed to fix, seems like a hassle to me. anyway, i appreciate your concern.

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