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QuesTMajoR

Actor Classes on Menu

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Can someone Help me? I can't see the Actor's class at the Menu, The HP,MP, and the Name is only there...

 

BTW: Im using Juan's Custom Menu Script.. Thanks :D

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Can you post a link to where that is please, before I can help. It's easier on the script so we don't have to go around search for said script and get right to business.

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Here's The Juan's CMS but Ive already Modified a Lot, but not the Actor's Class.

 

 

 

 

#==============================================================================

# ** Juan's Custom Menu

#------------------------------------------------------------------------------

# Juan

# Version 5.7

# Date 8/10/07 (month, date, year)

# Date Last Updated 5/14/10 (month, date, year)

#==============================================================================

#

#

#Compatibility:

#The load menu should work with any script now. Compatible with the SDK 2.3

#This script should be 100% compatibly with everything except other cmses

#

#

#Features:

#

# -> menu commands "Item", "Skill", "Equip", "Status", "Options',

# "Save", "Load", "Exit"

# -> Equip submenu shows complete information about Status resistance/attack,

# Element resistance/attack and complete character stat changing.

# -> Status screen with overall information about character status

# -> Possibility to use a different equip system

# -> Icons

# -> Animated

#

#Version History

#

#Version 1.4

#-> Added option to show actor class

#-> Rewrote the status screen so it looks better/shows battles in status screen

#-> Fixed load bug

#-> Compatibly for SDK 2.3

#Version 1.7

#-> Added faceset support

#-> Added Elemental Wheel by Diego

#-> Added option to show battle picture in the status screen.

#Version 1.8

#-> Fixed alot of bugs

#Version 1.4

#-> Fixed Location text bug

#-> Fixed the location window size.

#Version 2.1

#-> Removed the Location Text size

#-> Added Menu Text

#-> Added Menu Size

#Version 2.3

# -> Updated face set support and now it can display faces in the menu and in the status window.

# -> Enhances the elemental wheel with Tsuko edits.

#Version 2.5

# -> Moved a few options to the game system class so that you can change them during

#game play.

# -> Fixed a few bugs with the skill status bug.

#Version 2.7

# -> Updated the status window.

# -> Fixed face set postion.

#Version 3.1

# -> Fixed a typo.

# -> Removed gradient bar script.

# -> Load command is also disabled unless you have a save file.

# -> Improved coding.

#Version 3.3

# -> Fixed a bug with the locatin script

# -> Improved coding.

#Version 3.6

# -> Fixed a bug that occured when using more than three party members.

# -> Fixed a bug that the status screen menu.

# -> Improve coding.

# Version 3.9

# -> Added icons to the menu

# -> Added options to use the map background

# -> Animated the menu

# Versiom 4.1

# -> Added option to animate the menu

# -> Added an exit animation

# Version 4.5

# -> Added chapter system

# -> Added option for real time

# -> Improved animated menu option

# -> Improved overall coding

# Version 4.8

# -> Improved coding

# -> Fixed a bug

# Version 5.0

# -> Fixed a minor equipment bug

# -> Added my options menu

# Version 5.1

# -> Improved coding

# Version 5.3

# -> Added Soul rage support

# -> Supports Unlimited Party Size

# -> Improved Coding

# Version 5.7

# -> Added Easy Overdrive Bar support

# -> Fixed the equip bar

# -> New Option Menu Layout

# -> Added RMOS Support

#

#

#Instructions

#Copy your character faces into a the folder called "Characters". The

#facesets must have the same names as the character spritesets with a _face

#added at the end and picture size should be 60x60. Make a folder

#called CMS in the icons folder. Make a new folder called CMS and put whatever

#icon you want in there. Also name the icons menu0 - menu 8. To lock the battle

# bgm turn on the battle_bgm_switch or only leave one battle bgm configured.

# You can also restore your battle bgm settings after a boss fight or something

# similar use $game_system.reset_battle_bgm.

#

#

#

#FAQ (Frequently Asked Questions):

#None so far

#

#

#Credits

#Blizzard for helping me disable load when you don't have a save file and

#for helping me animate the menu

#Nortos for helping make the menu lag less when animated.

#Wcw for helping make icons in the menu.

#Dingo for the elemental wheel.

#Legacyblade for some help

#Tsuko for telling the bugs in the location script. And also for an improved

#elemental wheel script(edited from the orginal script.)

#

#

#Author's Notes

# This cms will not work with existing save files before this cms

#Any bugs

#Report them here:

#http://forum.chaos-project.com/index.php?topic=11.0

#or

#Email me

#juanpena119@yahoo.com

#Thats it

#enjoy

 

 

#==============================================================================

# module Juan_Cfg

#==============================================================================

 

module Juan_Cfg

 

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# START Configuration

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# Basic menu configuration

# Fonts

Fonts = ['Arial', 'Bookman Old Style', 'Comic Sans MS', 'Mistral', 'Papyrus',

'Tahoma', 'Times New Roman']

# true/false if you want to use facesets

Face_Sets = false

# Display the time instead of playtime true/false

Real_Time = false

# Show menu icons next to the command window

Menu_Icons = false

# Set the menu transparenty value between 0 - 255

Menu_Opacity = 200

# Set the menu z transparenty value between 0 - 255

Menu_Z_Opacity = 200

# Show the map background in the menu

Map_Background = true

# Save file options

# The name of the save file usually Save or Saves/Save

Save_Name = 'Save'

# The number of save files you have note values start at 0 not 1 usually 3

Save_File_Number = 3

# Save file extention think rxdata, or dream4 usually

Save_Extention = 'rxdata'

#Option Menu Stuff

#Windowskins names

Windowskins = ['Red', 'Blue', 'Green', 'Black']

#Battle bgm name

Battle_Bgms = [

# ['BGM_NAME', VOLUME, PITCH, 'DISPLAY_NAME']

['001-Battle01', 100, 100, 'BGM 1'],

['002-Battle02', 100, 100, 'BGM 2'],

['003-Battle03', 100, 100, 'BGM 3'],

['004-Battle04', 100, 100, 'BGM 4']]

#battle bgm variable

Bgm_Variable = 50

# battle bgm lock variable

Bgm_Lock = 50

#number of elements applied in the element wheel.

Element_Number = 8

#elements that appear on the element wheel in

Elements = [1, 2, 3, 4, 5, 6, 7, 8]

# set this to true if you want to use a different equip system

Custom_Equip_Scene = false

# set this to true if you want to use a different options system

Custom_Options_Scene = false

#true if you want real time instead of a play time window

Real_Time = false

# Elemental Wheel Colors

Graph_Scaline_Color = Color.new(255, 255, 255, 128)

Graph_Scaline_Color_Shadow = Color.new(0, 0, 0, 192)

Graph_Line_Color_200 = Color.new(255, 64, 64,255)

Graph_Line_Color_150 = Color.new(255,128, 64,255)

Graph_Line_Color_100 = Color.new(255, 255, 64,255)

Graph_Line_Color_50 = Color.new(128, 255, 64, 255)

Graph_Line_Color_0 = Color.new(64 ,200 ,128 ,255)

Graph_Line_Color_Abs = Color.new(64, 64,255,255)

end

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# END Configuration

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

 

#==============================================================================

# Game_System

#==============================================================================

 

class Game_System

 

attr_accessor :bgm_volume

attr_accessor :sfx_volume

 

alias init_juan_cms_later initialize

def initialize

init_juan_cms_later

@bgm_volume = 100

@sfx_volume = 100

end

 

def reset_battle_bgm

bgm = Juan_Cfg::Battle_Bgms[$game_variables[Juan_Cfg::Bgm_Variable]]

$game_system.battle_bgm = RPG::AudioFile.new(bgm[0])

return # if an event calls this method the "return" is HIGHLY neccesary!

end

 

if $dream_music

def bgm_play(bgm)

@playing_bgm = bgm

if bgm != nil && bgm.name != ''

vol = correction(@bgm_volume)

dream_ed = bgm.clone

dream_ed.volume = dream_ed.volume * vol / 100

DREAM.play_encrypted_audio('Audio/BGM/', dream_ed, 0)

else

Audio.bgm_stop

end

Graphics.frame_reset

end

 

def bgs_play(bgs)

@playing_bgs = bgs

if bgs != nil && bgs.name != ''

vol = correction(@sfx_volume)

dream_ed = bgs.clone

dream_ed.volume = dream_ed.volume * vol / 100

DREAM.play_encrypted_audio('Audio/BGS/', dream_ed, 1)

else

Audio.bgs_stop

end

Graphics.frame_reset

end

 

def me_play(me)

if me != nil && me.name != ''

vol = correction(@bgm_volume)

dream_ed = me.clone

dream_ed.volume = dream_ed.volume * vol / 100

DREAM.play_encrypted_audio('Audio/ME/', dream_ed, 2)

else

Audio.me_stop

end

Graphics.frame_reset

end

 

def se_play(se)

if se != nil && se.name != ''

vol = correction(@sfx_volume)

dream_ed = se.clone

dream_ed.volume = dream_ed.volume * vol / 100

DREAM.play_encrypted_audio('Audio/SE/', dream_ed, 3)

end

end

else

def bgm_play(bgm)

@playing_bgm = bgm

if bgm != nil && bgm.name != ''

vol = correction(@bgm_volume)

Audio.bgm_play('Audio/BGM/' + bgm.name , bgm.volume * vol / 100, bgm.pitch)

else

Audio.bgm_stop

end

Graphics.frame_reset

end

 

def bgs_play(bgs)

@playing_bgs = bgs

if bgs != nil && bgs.name != ''

vol = correction(@sfx_volume)

Audio.bgs_play('Audio/BGS/' + bgs.name, bgs.volume * vol / 100, bgs.pitch)

else

Audio.bgs_stop

end

Graphics.frame_reset

end

 

def me_play(me)

if me != nil && me.name != ''

vol = correction(@bgm_volume)

Audio.me_play('Audio/ME/' + me.name, me.volume * vol / 100, me.pitch)

else

Audio.me_stop

end

Graphics.frame_reset

end

 

def se_play(se)

if se != nil && se.name != ''

vol = correction(@sfx_volume)

Audio.se_play('Audio/SE/' + se.name, se.volume * vol / 100, se.pitch)

end

end

end

 

def correction(volume)

case volume

when 100 then return 100

when 95 then return 97

when 90 then return 95

when 85 then return 92

when 80 then return 90

when 75 then return 87

when 70 then return 85

when 65 then return 82

when 60 then return 80

when 55 then return 77

when 50 then return 75

when 45 then return 72

when 40 then return 70

when 35 then return 65

when 30 then return 60

when 25 then return 55

when 20 then return 50

when 15 then return 40

when 10 then return 35

when 5 then return 25

end

return 0

end

 

end

 

#==============================================================================

# ** Window_New_MenuStatus

#------------------------------------------------------------------------------

# This window displays party member status on the menu screen.

#==============================================================================

 

class Window_New_MenuStatus < Window_Selectable

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 480, 430)

@item_max = $game_party.actors.size

if @item_max > 4

height = @item_max * 118

else

height = 430

end

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

refresh

self.active = false

self.index = -1

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

@item_max = $game_party.actors.size

$game_party.actors.each_index {|i|

x = 54

y = i * 104

actor = $game_party.actors

if Juan_Cfg::Face_Sets

draw_actor_face(actor, x - 60, y + 20)

else

draw_actor_graphic(actor, x - 40, y + 50)

end

draw_actor_name(actor, x, y)

draw_actor_level(actor, x + 144, y)

draw_actor_state(actor, x + 210, y)

draw_actor_hp(actor, x, y + 22)

draw_actor_sp(actor, x + 160, y + 22)

if $crls

if BlizzCFG::SRS_ACTIVE && BlizzCFG::DRAW_BAR

draw_actor_sr_with_bar(actor, x, y + 50)

draw_actor_exp(actor, x + 160, y + 50)

else

draw_actor_sr_with_bar(actor, x, y + 50)

draw_actor_exp(actor, x + 160, y + 50)

end

elsif $easy_overdrive

if BlizzCFG::DRAW_OVERDRIVE_BAR

draw_actor_overdrive_with_bar(actor, x, y + 50)

else

draw_actor_overdrive(actor, x, y + 50)

end

draw_actor_exp(actor, x + 160, y + 50)

else

draw_actor_exp(actor, x , y + 50)

end

}

end

#--------------------------------------------------------------------------

# * Cursor Rectangle Update

#--------------------------------------------------------------------------

def update_cursor_rect

if @index < 0

self.cursor_rect.empty

return

end

row = @index / @column_max

if row < self.top_row

self.top_row = row

elsif row > top_row + (page_row_max - 1)

self.top_row = row - (page_row_max - 1)

end

y = (@index / @column_max) * 100 - self.oy

self.cursor_rect.set(0, y, self.width - 32, 96)

end

#--------------------------------------------------------------------------

# * Top Row

#--------------------------------------------------------------------------

def top_row

return self.oy / 100

end

#--------------------------------------------------------------------------

# * Set Top Row

# row : new row

#--------------------------------------------------------------------------

def top_row=(row)

self.oy = (row % row_max) * 100

end

#--------------------------------------------------------------------------

# * Page Row Max

#--------------------------------------------------------------------------

def page_row_max

return (self.height / 100)

end

 

end

 

 

#==============================================================================

# ** Window_New_Command

#------------------------------------------------------------------------------

# This window deals with general command choices.

#==============================================================================

 

class Window_New_Command < Window_Command

#--------------------------------------------------------------------------

# * Draw Item

# index : item number

# color : text color

#--------------------------------------------------------------------------

if Juan_Cfg::Menu_Icons

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.blt(4, 4 + index*32, RPG::Cache.icon("CMS/menu#{index}"), Rect.new(0, 0, 24, 24))

self.contents.draw_text(32, index*32, 148, 32, @commands[index])

end

end

 

end

 

 

 

#==============================================================================

# Scene_Title

#==============================================================================

 

class Scene_Title

 

alias main_juan_cms_later main

def main

$map_infos = load_data('Data/MapInfos.rxdata')

$map_infos.keys.each {|key| $map_infos[key] = $map_infos[key].name}

main_juan_cms_later

end

end

 

 

#==============================================================================

# Bitmap

#==============================================================================

class Bitmap

 

#--------------------------------------------------------------------------

# * Draw Line

#--------------------------------------------------------------------------

def draw_elemental_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)

distance = (start_x - end_x).abs + (start_y - end_y).abs

if end_color == start_color

(1..distance).each {|i|

x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i

y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i

if width == 1

self.set_pixel(x, y, start_color)

else

self.fill_rect(x, y, width, width, start_color)

end

}

else

(1..distance).each {|i|

x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i

y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i

r = start_color.red * (distance-i)/distance + end_color.red * i/distance

g = start_color.green * (distance-i)/distance + end_color.green * i/distance

b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance

a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance

if width == 1

self.set_pixel(x, y, Color.new(r, g, b, a))

else

self.fill_rect(x, y, width, width, Color.new(r, g, b, a))

end

}

end

end

end

 

 

# Elemental Star Settings

#--------------------------------------------------------------------------

# Element Star made by Tsu, based on Prefix's Element Wheel

#--------------------------------------------------------------------------

#----------------------------------------------------------------------------

# Draws a triangle that passes (angle-wise) from start to end color

#----------------------------------------------------------------------------

 

def draw_triangle(cx, cy, start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)

distance = (start_x - end_x).abs + (start_y - end_y).abs

(1..distance).each {|i|

x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i

y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i

r = start_color.red * (distance-i)/distance + end_color.red * i/distance

g = start_color.green * (distance-i)/distance + end_color.green * i/distance

b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance

a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance

draw_elemental_line(cx, cy, x, y, Color.new(r, g, b, a), width, Color.new(r, g, b, a))

}

end

 

 

#==============================================================================

# Window_Base

#==============================================================================

class Window_Base < Window

 

alias draw_actor_parameter_juan_cms_later draw_actor_parameter

def draw_actor_parameter(actor, x, y, type)

if type == 7

self.contents.font.color = system_color

self.contents.draw_text(x, y, 120, 32, 'Evasion')

self.contents.font.color = normal_color

self.contents.draw_text(x + 120, y, 36, 32, actor.eva.to_s, 2)

else

draw_actor_parameter_juan_cms_later(actor, x, y, type)

end

end

 

 

#--------------------------------------------------------------------------

# *Draw Elemental Wheel Settings

# Elemental Star based on Dingo's Elemental Wheel

#--------------------------------------------------------------------------

def draw_actor_element_radar_graph(actor, x, y, radius = 53)

cx = x + radius + 24 + 48

cy = y + radius + 24 + 32

(0..Juan_Cfg::Element_Number).each {|loop_i|

if loop_i != 0

@pre_x = @now_x

@pre_y = @now_y

@pre_ex = @now_ex

@pre_ey = @now_ey

@color1 = @color2

end

if loop_i == Juan_Cfg::Element_Number

eo = Juan_Cfg::Elements[0]

else

eo = Juan_Cfg::Elements[loop_i]

end

er = actor.element_rate(eo)

estr = $data_system.elements[eo]

@color2 = er<0 ? Juan_Cfg::Graph_Line_Color_Abs: er==0 ? Juan_Cfg::Graph_Line_Color_0 : er<=50 ? Juan_Cfg::Graph_Line_Color_50 : er<=100 ? Juan_Cfg::Graph_Line_Color_100 : er<=150 ? Juan_Cfg::Graph_Line_Color_150 : Juan_Cfg::Graph_Line_Color_200

ers = er<0 ? '[' + (-er).to_s + '%]' : er.to_s + '%'

er = er < 0 ? 100 : 90 - (er*0.3)

th = Math::PI * (0.5 - 2.0 * loop_i / Juan_Cfg::Element_Number)

@now_x = cx + (radius * Math.cos(th)).floor

@now_y = cy - (radius * Math.sin(th)).floor

@now_wx = cx - 6 + ((radius + 24 * 3 / 2) * Math.cos(th)).floor - 24

@now_wy = cy - ((radius + 24 * 1 / 2) * Math.sin(th)).floor - 24/2

@now_vx = cx + ((radius + 24 * 8 / 2) * Math.cos(th)).floor - 24

@now_vy = cy - ((radius + 24 * 3 / 2) * Math.sin(th)).floor - 24/2

@now_ex = cx + (er*radius/100 * Math.cos(th)).floor

@now_ey = cy - (er*radius/100 * Math.sin(th)).floor

if loop_i == 0

@pre_x = @now_x

@pre_y = @now_y

@pre_ex = @now_ex

@pre_ey = @now_ey

@color1 = @color2

else

end

next if loop_i == 0

if loop_i != Juan_Cfg::Element_Number

self.contents.draw_elemental_line(cx+1,cy+1, @now_x+1,@now_y+1, Juan_Cfg::Graph_Scaline_Color_Shadow)

end

self.contents.draw_elemental_line(@pre_x+1,@pre_y+1, @now_x+1,@now_y+1, Juan_Cfg::Graph_Scaline_Color_Shadow)

self.contents.draw_elemental_line(cx,cy, @now_x,@now_y, Juan_Cfg::Graph_Scaline_Color)

self.contents.draw_elemental_line(@pre_x,@pre_y, @now_x,@now_y, Juan_Cfg::Graph_Scaline_Color)

self.contents.draw_elemental_line(@pre_ex+1,@pre_ey+1, @now_ex+1,@now_ey+1, Juan_Cfg::Graph_Scaline_Color_Shadow)

self.contents.draw_triangle(cx, cy, @pre_ex,@pre_ey, @now_ex,@now_ey, @color1, 1, @color2)

self.contents.font.color = system_color

self.contents.draw_text(@now_wx,@now_wy, 24*3.1, 24, estr, 1)

self.contents.font.color = Color.new(255,255,255,128)

self.contents.draw_text(@now_vx,@now_vy, 24*2, 24, ers, 2)

self.contents.font.color = normal_color

}

end

#--------------------------------------------------------------------------

# * Get Gold Text Color

#--------------------------------------------------------------------------

def gold_color

return Color.new(255, 255, 0, 255)

end

#--------------------------------------------------------------------------

# * Get Up Text Color

#--------------------------------------------------------------------------

def up_color

return Color.new(0, 255, 0 )

end

#--------------------------------------------------------------------------

# * Get Down Text Color

#--------------------------------------------------------------------------

def down_color

return Color.new(255, 0, 0)

end

#----------------------------------------------------------------------------

# * Draw Actor Battlers

#-----------------------------------------------------------------------------

def draw_actor_battler(actor, x, y)

if actor != nil && actor.battler_name != ''

bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)

cw = bitmap.width

ch = bitmap.height

src_rect = Rect.new(0, 0, cw,ch)

self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)

end

end

 

 

def draw_actor_face(actor, x, y)

if actor != nil && actor.character_name != ''

if $tons_version == nil || $tons_version < 3.71 || !FACE_HUE

hue = 0

else

hue = (FACE_HUE ? actor.character_hue : 0)

end

bitmap = RPG::Cache.character("#{actor.character_name}_face", hue)

src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)

self.contents.blt(x, y, bitmap, src_rect)

end

end

 

end

 

 

#==============================================================================

# Game_Map

#==============================================================================

class Game_Map

def name

return $map_infos[@map_id]

end

end

 

 

#==============================================================================

# ** Scene_Menu

#------------------------------------------------------------------------------

# This class performs menu screen processing.

#==============================================================================

 

class Scene_Menu

#--------------------------------------------------------------------------

# * Object Initialization

# menu_index : command cursor's initial position

#--------------------------------------------------------------------------

def initialize(menu_index = 0)

@menu_index = menu_index

end

#--------------------------------------------------------------------------

# * Main Processing

#--------------------------------------------------------------------------

def main

# Make command window

s1 = $data_system.words.item

s2 = $data_system.words.skill

s3 = $data_system.words.equip

s4 = 'Status'

s5 = 'Change Party'

s6 = 'Quests'

s7 = 'Load'

s8 = 'Save'

s9 = 'Exit'

@command_window = Window_New_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9])

@command_window.index = @menu_index

@command_window.opacity = Juan_Cfg::Menu_Opacity

@command_window.height = 224

@command_window.x = 0

@command_window.y = -1000

@continue = (0..Juan_Cfg::Save_File_Number).any? {|i|

@continue_enabled = (0...CPSL::Save_number).any? {|i|FileTest.exist?(CPSL.make_savename(i))}

FileTest.exist?("#{Juan_Cfg::Save_Name}#{i + 1}.#{Juan_Cfg::Save_Extention}")}

# If save is forbidden disable save

@command_window.disable_item(5) if $game_system.save_disabled

# If there are no save files disable load.

@command_window.disable_item(6) unless @continue

# If number of party members is 0 disable items, skills, equipment, and status

(0..3).each {|i| @command_window.disable_item(i)} if $game_party.actors.size == 0

# Make info window

@info_window = Window_Info.new

@info_window.x = -1000

@info_window.y = 224

# Make location window

@window_location = New_Window_Location.new

@window_location.x = -1000

@window_location.y = 430

# Make status window

@status_window = Window_New_MenuStatus.new

@status_window.x = 160

@status_window.y = -1000

# Make spriteset

@spriteset = Spriteset_Map.new if Juan_Cfg::Map_Background

# Execute transition

Graphics.transition

# Main loop

loop {

# Update game screen

Graphics.update

# Update input information

Input.update

# Frame update

update

# Abort loop if screen is changed

break if $scene != self

}

# Prepare for transition

Graphics.freeze

# Dispose of windows

@command_window.dispose

@info_window.dispose

@window_location.dispose

@status_window.dispose

@spriteset.dispose if Juan_Cfg::Map_Background

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

# Update windows

@command_window.update

@info_window.update

@window_location.update

@status_window.update

@spriteset.update if Juan_Cfg::Map_Background

# Animate windows

animate

# If command window is active: call update_command

if @command_window.active

update_command

# If status window is active: call update_status

elsif @status_window.active

update_status

end

end

#--------------------------------------------------------------------------

# * Animating windows

#--------------------------------------------------------------------------

def animate

if @intro == nil

@command_window.y += 100 if @command_window.y < 0

@info_window.x += 100 if @info_window.x < 0

@window_location.x += 100 if @window_location.x < 0

@status_window.y += 100 if @status_window.y < 0

# Animate initial windows upon exiting menu

elsif @intro == true

@command_window.y -= 100 if @command_window.y > -1000

@info_window.x -= 100 if @info_window.x > -1000

@window_location.x -= 100 if @window_location.x > -1000

@status_window.y -= 100 if @status_window.y > -1000

# Switch to map screen

$scene = Scene_Map.new if @status_window.y == -1000

end

end

#--------------------------------------------------------------------------

# * Frame Update (when command window is active)

#--------------------------------------------------------------------------

def update_command

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Use exit animation

@intro = true

# If C button was pressed

elsif Input.trigger?(Input::C)

# If command other than save or end game, and party members = 0

if $game_party.actors.size == 0 && @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 # item

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Switch to item screen

$scene = New_Scene_Item.new

when 1 # skill

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Make status window active

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 2 # equipment

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Make status window active

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 3 # status

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Make status window active

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 4 # options

# Play decision SE

$game_system.se_play($data_system.decision_se)

$scene = Scene_Party_Changer.new

when 5 # quests

$game_system.se_play($data_system.decision_se)

# Switch to item screen

$scene = Scene_Journal.new

when 6 # save

if $game_system.save_disabled

# Play buzzer SE

$game_system.se_play($data_system.buzzer_se)

return

end

unless @continue

# Play buzzer SE

$game_system.se_play($data_system.buzzer_se)

return

end # If saving is forbidden

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Switch to save screen

$scene = New_Scene_Load.new

 

when 7 # load

 

 

 

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Switch to load game screen

$scene = Scene_New_Save.new

when 8 # end game

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Switch to end game screen

$scene = New_Scene_End.new

end

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

# If C button was pressed

elsif 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 = New_Scene_Skill.new(@status_window.index)

when 2 # equipment

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Switch to equipment screen

if Juan_Cfg::Custom_Equip_Scene

$scene = Scene_Equip.new(@status_window.index)

else

$scene = Scene_New_Equip.new(@status_window.index)

end

when 3 # status

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Switch to status screen

$scene = New_Scene_Status.new(@status_window.index)

end

end

end

end

 

 

#==============================================================================

# New_Scene_End

#==============================================================================

 

class New_Scene_End

#--------------------------------------------------------------------------

# * Main Processing

#--------------------------------------------------------------------------

def main

# Make command window

s1 = ' Cancel'

s2 = ' Exit to Menu'

s3 = ' Exit to Desktop'

@command_window = Window_Command.new(180, [s1, s2, s3])

@command_window.x = 320 - @command_window.width / 2

@command_window.y = 240 - @command_window.height / 2

@command_window.opacity = Juan_Cfg::Menu_Opacity

@spriteset = Spriteset_Map.new

# Execute transition

Graphics.transition

# Main loop

loop {

# Update game screen

Graphics.update

# Update input information

Input.update

# Frame Update

update

# Abort loop if screen is changed

break if $scene != self

}

# Prepare for transition

Graphics.freeze

# Dispose of window

@command_window.dispose

@spriteset.dispose

# If switching to title screen

if $scene.is_a?(Scene_Title)

# Fade out screen

Graphics.transition

Graphics.freeze

end

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

# Update command window

@command_window.update

@spriteset.update

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to menu screen

$scene = Scene_Menu.new(7)

# If C button was pressed

elsif Input.trigger?(Input::C)

# Branch by command window cursor position

case @command_window.index

when 0 # quit

command_cancel

when 1 # to title

command_to_title

when 2 # shutdown

command_shutdown

end

end

end

#--------------------------------------------------------------------------

# * Process When Choosing [To Title] Command

#--------------------------------------------------------------------------

def command_to_title

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Fade out BGM, BGS, and ME

Audio.bgm_fade(800)

Audio.bgs_fade(800)

Audio.me_fade(800)

# Switch to title screen

$scene = Scene_Title.new

end

#--------------------------------------------------------------------------

# * Process When Choosing [shutdown] Command

#--------------------------------------------------------------------------

def command_shutdown

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Fade out BGM, BGS, and ME

Audio.bgm_fade(800)

Audio.bgs_fade(800)

Audio.me_fade(800)

# Shutdown

$scene = nil

end

#--------------------------------------------------------------------------

# * Process When Choosing [Cancel] Command

#--------------------------------------------------------------------------

def command_cancel

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Switch to menu screen

$scene = Scene_Menu.new(7)

end

end

 

 

#==============================================================================

# New_Scene_Item

#==============================================================================

 

class New_Scene_Item

#--------------------------------------------------------------------------

# * Main Processing

#--------------------------------------------------------------------------

def main

# Make help window, item window

@help_window = Window_Help.new

@item_window = Window_Item.new

# Associate help window

@item_window.help_window = @help_window

# Make target window (set to invisible / inactive)

@target_window = Window_Target.new

@target_window.visible = false

@target_window.active = false

@help_window.opacity = Juan_Cfg::Menu_Opacity

@item_window.opacity = Juan_Cfg::Menu_Opacity

@target_window.opacity = Juan_Cfg::Menu_Opacity

@spriteset = Spriteset_Map.new

# Execute transition

Graphics.transition

# Main loop

loop {

# Update game screen

Graphics.update

# Update input information

Input.update

# Frame update

update

# Abort loop if screen is changed

break if $scene != self

}

# Prepare for transition

Graphics.freeze

# Dispose of windows

@help_window.dispose

@item_window.dispose

@target_window.dispose

@spriteset.dispose

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

# Update windows

@help_window.update

@item_window.update

@target_window.update

@spriteset.update

# If item window is active: call update_item

if @item_window.active

update_item

# If target window is active: call update_target

elsif @target_window.active

update_target

end

end

#--------------------------------------------------------------------------

# * Frame Update (when item window is active)

#--------------------------------------------------------------------------

def update_item

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to menu screen

$scene = Scene_Menu.new(0)

# If C button was pressed

elsif Input.trigger?(Input::C)

# Get currently selected data on the item window

@item = @item_window.item

# If not a use item and if it can't be used

unless @item.is_a?(RPG::Item) && $game_party.item_can_use?(@item.id)

# Play buzzer SE

$game_system.se_play($data_system.buzzer_se)

return

end

# If effect scope is an ally

if @item.scope >= 3

# Activate target window

@item_window.active = false

@target_window.x = (@item_window.index + 1) % 2 * 304

@target_window.visible = true

@target_window.active = true

# Set cursor position to effect scope (single / all)

@target_window.index = [4, 6].include?(@item.scope) ? -1 : 0

# If effect scope is other than an ally and command event ID is valid

elsif @item.common_event_id > 0

# Command event call reservation

$game_temp.common_event_id = @item.common_event_id

# Play item use SE

$game_system.se_play(@item.menu_se)

# If consumable

if @item.consumable

# Decrease used items by 1

$game_party.lose_item(@item.id, 1)

# Draw item window item

@item_window.draw_item(@item_window.index)

end

# Switch to map screen

$scene = Scene_Map.new

end

end

end

#--------------------------------------------------------------------------

# * Frame Update (when target window is active)

#--------------------------------------------------------------------------

def update_target

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# If unable to use because items ran out

unless $game_party.item_can_use?(@item.id)

# Remake item window contents

@item_window.refresh

end

# Erase target window

@item_window.active = true

@target_window.visible = false

@target_window.active = false

# If C button was pressed

elsif Input.trigger?(Input::C)

# If items are used up

if $game_party.item_number(@item.id) == 0

# Play buzzer SE

$game_system.se_play($data_system.buzzer_se)

return

end

# If target is all

if @target_window.index == -1

# Apply item effects to entire party

used = false

$game_party.actors.each {|actor| used |= actor.item_effect(@item)}

# If single target

elsif @target_window.index >= 0

# Apply item use effects to target actor

target = $game_party.actors[@target_window.index]

used = target.item_effect(@item)

end

# If an item was used

if used

# Play item use SE

$game_system.se_play(@item.menu_se)

# If consumable

if @item.consumable

# Decrease used items by 1

$game_party.lose_item(@item.id, 1)

# Redraw item window item

@item_window.draw_item(@item_window.index)

end

# Remake target window contents

@target_window.refresh

# If all party members are dead

if $game_party.all_dead?

# Switch to game over screen

$scene = Scene_Gameover.new

# If common event ID is valid

elsif @item.common_event_id > 0

# Common event call reservation

$game_temp.common_event_id = @item.common_event_id

# Switch to map screen

$scene = Scene_Map.new

end

# If item wasn't used

else

# Play buzzer SE

$game_system.se_play($data_system.buzzer_se)

end

end

end

end

 

 

#==============================================================================

# New_Scene_Skill

#==============================================================================

 

class New_Scene_Skill

#--------------------------------------------------------------------------

# * Object Initialization

# actor_index : actor index

#--------------------------------------------------------------------------

def initialize(actor_index = 0, equip_index = 0)

@actor_index = actor_index

end

#--------------------------------------------------------------------------

# * Main Processing

#--------------------------------------------------------------------------

def main

# Get actor

@actor = $game_party.actors[@actor_index]

# Make help window, status window, and skill window

@help_window = Window_Help.new

@status_window = New_Window_SkillStatus.new(@actor)

@skill_window = Window_Skill.new(@actor)

# Associate help window

@skill_window.help_window = @help_window

# Make target window (set to invisible / inactive)

@target_window = Window_Target.new

@target_window.visible = false

@target_window.active = false

@help_window.opacity = Juan_Cfg::Menu_Opacity

@status_window.opacity = Juan_Cfg::Menu_Opacity

@skill_window.opacity = Juan_Cfg::Menu_Opacity

@target_window.opacity = Juan_Cfg::Menu_Opacity

@spriteset = Spriteset_Map.new

# Execute transition

Graphics.transition

# Main loop

loop {

# Update game screen

Graphics.update

# Update input information

Input.update

# Frame update

update

# Abort loop if screen is changed

break if $scene != self

}

# Prepare for transition

Graphics.freeze

# Dispose of windows

@help_window.dispose

@status_window.dispose

@skill_window.dispose

@target_window.dispose

@spriteset.dispose

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

# Update windows

@help_window.update

@status_window.update

@skill_window.update

@target_window.update

@spriteset.update

# If skill window is active: call update_skill

if @skill_window.active

update_skill

# If skill target is active: call update_target

elsif @target_window.active

update_target

end

end

#--------------------------------------------------------------------------

# * Frame Update (if skill window is active)

#--------------------------------------------------------------------------

def update_skill

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to menu screen

$scene = Scene_Menu.new(1)

# If C button was pressed

elsif Input.trigger?(Input::C)

# Get currently selected data on the skill window

@skill = @skill_window.skill

# If unable to use

if @skill == nil || !@actor.skill_can_use?(@skill.id)

# Play buzzer SE

$game_system.se_play($data_system.buzzer_se)

return

end

# Play decision SE

$game_system.se_play($data_system.decision_se)

# If effect scope is ally

if @skill.scope >= 3

# Activate target window

@skill_window.active = false

@target_window.x = (@skill_window.index + 1) % 2 * 304

@target_window.visible = true

@target_window.active = true

# Set cursor position to effect scope (single / all)

if [4, 6].include?(@skill.scope)

@target_window.index = -1

elsif @skill.scope == 7

@target_window.index = @actor_index - 10

else

@target_window.index = 0

end

# If effect scope is other than ally and common event ID is valid

elsif @skill.common_event_id > 0

# Common event call reservation

$game_temp.common_event_id = @skill.common_event_id

# Play use skill SE

$game_system.se_play(@skill.menu_se)

# Use up SP

@actor.sp -= @skill.sp_cost

# Remake each window content

@status_window.refresh

@skill_window.refresh

@target_window.refresh

# Switch to map screen

$scene = Scene_Map.new

end

# If R pr Right button was pressed

elsif Input.trigger?(Input::R) || Input.trigger?(Input::RIGHT)

# Play cursor SE

$game_system.se_play($data_system.cursor_se)

# To next actor

@actor_index += 1

@actor_index %= $game_party.actors.size

# Switch to different skill screen

$scene = New_Scene_Skill.new(@actor_index)

# If L button or Left was pressed

elsif Input.trigger?(Input::L) || Input.trigger?(Input::LEFT)

# Play cursor SE

$game_system.se_play($data_system.cursor_se)

# To previous actor

@actor_index += $game_party.actors.size - 1

@actor_index %= $game_party.actors.size

# Switch to different skill screen

$scene = New_Scene_Skill.new(@actor_index)

end

end

#--------------------------------------------------------------------------

# * Frame Update (when target window is active)

#--------------------------------------------------------------------------

def update_target

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Erase target window

@skill_window.active = true

@target_window.visible = false

@target_window.active = false

# If C button was pressed

elsif Input.trigger?(Input::C)

# If unable to use because SP ran out

unless @actor.skill_can_use?(@skill.id)

# Play buzzer SE

$game_system.se_play($data_system.buzzer_se)

return

end

# If target is all

if @target_window.index == -1

# Apply skill use effects to entire party

used = false

$game_party.actors.each {|actor|

used |= actor.skill_effect(@actor, @skill)

}

end

# If target is user

if @target_window.index <= -2

# Apply skill use effects to target actor

target = $game_party.actors[@target_window.index + 10]

used = target.skill_effect(@actor, @skill)

end

# If single target

if @target_window.index >= 0

# Apply skill use effects to target actor

target = $game_party.actors[@target_window.index]

used = target.skill_effect(@actor, @skill)

end

# If skill was used

if used

# Play skill use SE

$game_system.se_play(@skill.menu_se)

# Use up SP

@actor.sp -= @skill.sp_cost

# Remake each window content

@status_window.refresh

@skill_window.refresh

@target_window.refresh

# If entire party is dead

if $game_party.all_dead?

# Switch to game over screen

$scene = Scene_Gameover.new

# If command event ID is valid

elsif @skill.common_event_id > 0

# Command event call reservation

$game_temp.common_event_id = @skill.common_event_id

# Switch to map screen

$scene = Scene_Map.new

end

# If skill wasn't used

else

# Play buzzer SE

$game_system.se_play($data_system.buzzer_se)

end

end

end

end

 

 

#==============================================================================

# ** Scene_Equip

#------------------------------------------------------------------------------

# This class performs equipment screen processing.

#==============================================================================

 

class Scene_New_Equip

#--------------------------------------------------------------------------

# * Object Initialization

# actor_index : actor index

# equip_index : equipment index

#--------------------------------------------------------------------------

def initialize(actor_index = 0, equip_index = 0)

@actor_index = actor_index

@equip_index = equip_index

end

#--------------------------------------------------------------------------

# * Main Processing

#--------------------------------------------------------------------------

def main

# Get actor

@actor = $game_party.actors[@actor_index]

# Make windows

@help_window = Window_Help.new

@help_window.opacity = Juan_Cfg::Menu_Opacity

@left_window = Window_New_EquipLeft.new(@actor)

@right_window = Window_New_EquipRight.new(@actor)

@item_windows = []

(0..4).each {|i| @item_windows.push(Window_New_EquipItem.new(@actor, i))}

# Associate help window

@right_window.help_window = @help_window

@item_windows.each {|win| win.help_window = @help_window}

# Make sprite set

@spriteset = Spriteset_Map.new if Juan_Cfg::Map_Background

# Set cursor position

@right_window.index = @equip_index

refresh

# Execute transition

Graphics.transition

# Main loop

loop {

# Update game screen

Graphics.update

# Update input information

Input.update

# Frame update

update

# Abort loop if screen is changed

if $scene != self

break

end

}

# Prepare for transition

Graphics.freeze

# Dispose of windows

@help_window.dispose

@left_window.dispose

@right_window.dispose

@item_windows.each {|win| win.dispose}

@spriteset.dispose

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

# Set item windows to visible

@item_windows.each_index {|i|

@item_windows.visible = (@right_window.index == i)

}

# Get currently equipped item

item1 = @right_window.item

# Set current item window to @item_window

@item_window = @item_windows[@right_window.index]

@spriteset.update if Juan_Cfg::Map_Background

# Set current item window to @item_window

newmode = [@right_window.index, 1].min

if newmode != @left_window.mode

@left_window.mode = newmode

@left_window.refresh

end

# If right window is active

if @right_window.active

# Erase parameters for after equipment change

@left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil,

'', '')

end

# If item window is active

if @item_window.active

# Get currently selected item

item2 = @item_window.item

# Change equipment

last_hp = @actor.hp

last_sp = @actor.sp

old_atk = @actor.atk

old_pdef = @actor.pdef

old_mdef = @actor.mdef

old_str = @actor.str

old_dex = @actor.dex

old_agi = @actor.agi

old_int = @actor.int

old_eva = @actor.eva

@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)

# Get parameters for after equipment change

new_atk = @actor.atk

new_pdef = @actor.pdef

new_mdef = @actor.mdef

new_str = @actor.str

new_dex = @actor.dex

new_agi = @actor.agi

new_int = @actor.int

new_eva = @actor.eva

@left_window.changes = [0, 0, 0, 0, 0, 0, 0, 0]

if new_atk > old_atk

@left_window.changes[0] = 1

end

if new_atk < old_atk

@left_window.changes[0] = -1

end

if new_pdef > old_pdef

@left_window.changes[1] = 1

end

if new_pdef < old_pdef

@left_window.changes[1] = -1

end

if new_mdef > old_mdef

@left_window.changes[2] = 1

end

if new_mdef < old_mdef

@left_window.changes[2] = -1

end

if new_str > old_str

@left_window.changes[3] = 1

end

if new_str < old_str

@left_window.changes[3] = -1

end

if new_dex > old_dex

@left_window.changes[4] = 1

end

if new_dex < old_dex

@left_window.changes[4] = -1

end

if new_agi > old_agi

@left_window.changes[5] = 1

end

if new_agi < old_agi

@left_window.changes[5] = -1

end

if new_int > old_int

@left_window.changes[6] = 1

end

if new_int < old_int

@left_window.changes[6] = -1

end

if new_eva > old_eva

@left_window.changes[7] = 1

end

if new_eva < old_eva

@left_window.changes[7] = -1

end

elem_text = make_elem_text(item2)

stat_text = make_stat_text(item2)

# Return equipment

@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)

@actor.hp = last_hp

@actor.sp = last_sp

# Draw in left window

@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,

new_dex, new_agi, new_int, new_eva, elem_text, stat_text)

end

end

#--------------------------------------------------------------------------

# * Make Element Text

# item : item

#--------------------------------------------------------------------------

def make_elem_text(item)

text = ''

flag = false

 

if item.is_a?(RPG::Weapon)

for i in item.element_set

if flag

text += ', '

end

text += $data_system.elements

flag = true

end

end

 

if item.is_a?(RPG::Armor)

for i in item.guard_element_set

if flag

text += ', '

end

text += $data_system.elements

flag = true

end

end

return text

end

#--------------------------------------------------------------------------

# * Make Status Text

# item : item

#--------------------------------------------------------------------------

def make_stat_text(item)

text = ''

flag = false

 

if item.is_a?(RPG::Weapon)

for i in item.plus_state_set

if flag

text += ', '

end

text += $data_states.name

flag = true

end

end

 

if item.is_a?(RPG::Armor)

for i in item.guard_state_set

if flag

text += ', '

end

text += $data_states.name

flag = true

end

end

return text

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

# Update windows

@left_window.update

@right_window.update

@item_window.update

refresh

# If right window is active: call update_right

if @right_window.active

update_right

# If item window is active: call update_item

elsif @item_window.active

update_item

end

end

#--------------------------------------------------------------------------

# * Frame Update (when right window is active)

#--------------------------------------------------------------------------

def update_right

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to menu screen

$scene = Scene_Menu.new(2)

# If C button was pressed

elsif Input.trigger?(Input::C)

# If equipment is fixed

if @actor.equip_fix?(@right_window.index)

# Play buzzer SE

$game_system.se_play($data_system.buzzer_se)

return

end

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Activate item window

@right_window.active = false

@item_window.active = true

@item_window.index = 0

# If R button was pressed

elsif Input.trigger?(Input::R)

# Play cursor SE

$game_system.se_play($data_system.cursor_se)

# To next actor

@actor_index += 1

@actor_index %= $game_party.actors.size

# Switch to different equipment screen

$scene = Scene_Equip.new(@actor_index, @right_window.index)

# If L button was pressed

elsif Input.trigger?(Input::L)

# Play cursor SE

$game_system.se_play($data_system.cursor_se)

# To previous actor

@actor_index += $game_party.actors.size - 1

@actor_index %= $game_party.actors.size

# Switch to different equipment screen

$scene = Scene_Equip.new(@actor_index, @right_window.index)

end

end

#--------------------------------------------------------------------------

# * Frame Update (when item window is active)

#--------------------------------------------------------------------------

def update_item

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Activate right window

@right_window.active = true

@item_window.active = false

@item_window.index = -1

# If C button was pressed

elsif Input.trigger?(Input::C)

# Play equip SE

$game_system.se_play($data_system.equip_se)

# Get currently selected data on the item window

item = @item_window.item

# Change equipment

@actor.equip(@right_window.index, item == nil ? 0 : item.id)

# Activate right window

@right_window.active = true

@item_window.active = false

@item_window.index = -1

# Remake right window and item window contents

@right_window.refresh

@item_window.refresh

end

end

 

end

 

 

#==============================================================================

# ** Window_New_EquipLeft

#------------------------------------------------------------------------------

# This window displays actor parameter changes on the equipment screen.

#==============================================================================

 

class Window_New_EquipLeft < Window_Base

#--------------------------------------------------------------------------

# * Public Instance Variables

#--------------------------------------------------------------------------

attr_accessor :mode

attr_accessor :changes

#--------------------------------------------------------------------------

# * Object Initialization

# actor : actor

#--------------------------------------------------------------------------

def initialize(actor)

super(0, 64, 272, 416)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

@actor = actor

@mode = 0

@changes = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]

@elem_text = ''

@stat_text = ''

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

draw_actor_name(@actor, 4, 0)

draw_actor_level(@actor, 180, 0)

self.contents.font.color = normal_color

(0..6).each {|i| draw_actor_parameter(@actor, 4, 32 + 32 * i, i)}

if @mode == 0

self.contents.font.color = system_color

self.contents.draw_text(4, 256, 200, 32, 'Elemental Attack:')

self.contents.draw_text(4, 320, 224, 32, 'Status Infliction:')

self.contents.font.color = normal_color

elsif @mode == 1

self.contents.font.color = system_color

self.contents.draw_text(4, 256, 200, 32, 'Elemental Resistance:')

self.contents.draw_text(4, 320, 224, 32, 'Status Resistance:')

self.contents.font.color = normal_color

end

self.contents.draw_text(12, 288, 220, 32, @elem_text)

self.contents.draw_text(12, 352, 220, 32, @stat_text)

if @new_atk != nil

self.contents.font.color = system_color

self.contents.draw_text(160, 32, 40, 32, '»»', 1)

if @changes[0] == 0

self.contents.font.color = normal_color

elsif @changes[0] == -1

self.contents.font.color = down_color

else

self.contents.font.color = up_color

end

self.contents.draw_text(200, 32, 36, 32, @new_atk.to_s, 2)

end

if @new_pdef != nil

self.contents.font.color = system_color

self.contents.draw_text(160, 64, 40, 32, '»»', 1)

if @changes[1] == 0

self.contents.font.color = normal_color

elsif @changes[1] == -1

self.contents.font.color = down_color

else

self.contents.font.color = up_color

end

self.contents.draw_text(200, 64, 36, 32, @new_pdef.to_s, 2)

end

if @new_mdef != nil

self.contents.font.color = system_color

self.contents.draw_text(160, 96, 40, 32, '»»', 1)

if @changes[2] == 0

self.contents.font.color = normal_color

elsif @changes[2] == -1

self.contents.font.color = down_color

else

self.contents.font.color = up_color

end

self.contents.draw_text(200, 96, 36, 32, @new_mdef.to_s, 2)

end

if @new_str != nil

self.contents.font.color = system_color

self.contents.draw_text(160, 128, 40, 32, '»»', 1)

if @changes[3] == 0

self.contents.font.color = normal_color

elsif @changes[3] == -1

self.contents.font.color = down_color

else

self.contents.font.color = up_color

end

self.contents.draw_text(200, 128, 36, 32, @new_str.to_s, 2)

end

if @new_dex != nil

self.contents.font.color = system_color

self.contents.draw_text(160, 160, 40, 32, '»»', 1)

if @changes[4] == 0

self.contents.font.color = normal_color

elsif @changes[4] == -1

self.contents.font.color = down_color

else

self.contents.font.color = up_color

end

self.contents.draw_text(200, 160, 36, 32, @new_dex.to_s, 2)

end

if @new_agi != nil

self.contents.font.color = system_color

self.contents.draw_text(160, 192, 40, 32, '»»', 1)

if @changes[5] == 0

self.contents.font.color = normal_color

elsif @changes[5] == -1

self.contents.font.color = down_color

else

self.contents.font.color = up_color

end

self.contents.draw_text(200, 192, 36, 32, @new_agi.to_s, 2)

end

if @new_int != nil

self.contents.font.color = system_color

self.contents.draw_text(160, 224, 40, 32, '»»', 1)

if @changes[6] == 0

self.contents.font.color = normal_color

elsif @changes[6] == -1

self.contents.font.color = down_color

else

self.contents.font.color = up_color

end

self.contents.draw_text(200, 224, 36, 32, @new_int.to_s, 2)

end

end

#--------------------------------------------------------------------------

# * Set parameters after changing equipment

# new_atk : attack power after changing equipment

# new_pdef : physical defense after changing equipment

# new_mdef : magic defense after changing equipment

# new_str : strength after changing equipment

# new_dex : dexterity after changing equipment

# new_agi : agility after changing equipment

# new_int : intelligence after changing equipment

# new_eva : evasion after changing equipment

# elem_text : element rating after changing equipment

# stat_text : status rating after changing equipment

#--------------------------------------------------------------------------

def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,

new_agi, new_int, new_eva, elem_text, stat_text)

flag = false

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_eva != @new_eva || elem_text != @elem_text || stat_text != @stat_text

flag = true

end

@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_eva = new_eva

@elem_text = elem_text

@stat_text = stat_text

if flag

refresh

end

end

end

 

 

#==============================================================================

# ** Window_New_EquipRight

#------------------------------------------------------------------------------

# This window displays items the actor is currently equipped with on the

# equipment screen.

#==============================================================================

 

class Window_New_EquipRight < Window_Selectable

#--------------------------------------------------------------------------

# * Object Initialization

# actor : actor

#--------------------------------------------------------------------------

def initialize(actor)

super(272, 64, 368, 192)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

@actor = actor

refresh

self.index = 0

end

#--------------------------------------------------------------------------

# * Item Acquisition

#--------------------------------------------------------------------------

def item

return @data[self.index]

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

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])

@data.push($data_armors[@actor.armor3_id])

@data.push($data_armors[@actor.armor4_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, 64, 92, 32, $data_system.words.armor2)

self.contents.draw_text(4, 96, 92, 32, $data_system.words.armor3)

self.contents.draw_text(5, 128, 92, 32, $data_system.words.armor4)

@data.each_index {|i| draw_item_name(@data, 92, 32 * i)}

end

#--------------------------------------------------------------------------

# * Help Text Update

#--------------------------------------------------------------------------

def update_help

@help_window.set_text(self.item == nil ? '' : self.item.description)

end

 

end

 

 

#==============================================================================

# ** Window_New_EquipItem

#------------------------------------------------------------------------------

# This window displays choices when opting to change equipment on the

# equipment screen.

#==============================================================================

 

class Window_New_EquipItem < Window_Selectable

#--------------------------------------------------------------------------

# * Object Initialization

# actor : actor

# equip_type : equip region (0-3)

#--------------------------------------------------------------------------

def initialize(actor, equip_type)

super(272, 256, 368, 224)

self.opacity = Juan_Cfg::Menu_Opacity

@actor = actor

@equip_type = equip_type

@column_max = 1

refresh

self.active = false

self.index = -1

end

#--------------------------------------------------------------------------

# * Item Acquisition

#--------------------------------------------------------------------------

def item

return @data[self.index]

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

if self.contents != nil

self.contents.dispose

self.contents = nil

end

@data = []

# Add equippable weapons

if @equip_type == 0

weapon_set = $data_classes[@actor.class_id].weapon_set

(1...$data_weapons.size).each {|i|

if $game_party.weapon_number(i) > 0 && weapon_set.include?(i)

@data.push($data_weapons)

end

}

end

# Add equippable armor

if @equip_type != 0

armor_set = $data_classes[@actor.class_id].armor_set

(1...$data_armors.size).each {|i|

if $game_party.armor_number(i) > 0 && armor_set.include?(i)

if $data_armors.kind == @equip_type-1

@data.push($data_armors)

end

end

}

end

# Add blank page

@data.push(nil)

# Make a bit map and draw all items

@item_max = @data.size

self.contents = Bitmap.new(width - 32, row_max * 32)

(0...@item_max-1).each {|i| draw_item(i)}

s = @data.size-1

self.contents.draw_text(4, s*32, 100, 32, '[Remove]')

end

#--------------------------------------------------------------------------

# * Draw Item

# index : item number

#--------------------------------------------------------------------------

def draw_item(index)

item = @data[index]

item = @data[index]

x = 4

y = index * 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 + 288, y, 16, 32, ':', 1)

self.contents.draw_text(x + 304, y, 24, 32, number.to_s, 2)

end

#--------------------------------------------------------------------------

# * Help Text Update

#--------------------------------------------------------------------------

def update_help

@help_window.set_text(self.item == nil ? '' : self.item.description)

end

 

end

 

 

#==============================================================================

# New_Scene_Status

#==============================================================================

class New_Scene_Status

#--------------------------------------------------------------------------

# * Object Initialization

# actor_index : actor index

#--------------------------------------------------------------------------

def initialize(actor_index = 0, equip_index = 0)

@actor_index = actor_index

end

#--------------------------------------------------------------------------

# * Main Processing

#--------------------------------------------------------------------------

def main

# Get actor

@actor = $game_party.actors[@actor_index]

# Make status window

@status_window = New_Window_Status.new(@actor)

@status_window.opacity = Juan_Cfg::Menu_Opacity

@spriteset = Spriteset_Map.new

# Execute transition

Graphics.transition

# Main loop

loop {

# Update game screen

Graphics.update

# Update input information

Input.update

# Frame update

update

# Abort loop if screen is changed

break if $scene != self

}

# Prepare for transition

Graphics.freeze

# Dispose of windows

@status_window.dispose

@spriteset.dispose

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

@spriteset.update

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to menu screen

$scene = Scene_Menu.new(3)

# If R or Right button was pressed

elsif Input.trigger?(Input::R) || Input.trigger?(Input::RIGHT)

# Play cursor SE

$game_system.se_play($data_system.cursor_se)

# To next actor

@actor_index += 1

@actor_index %= $game_party.actors.size

# Switch to different status screen

$scene = New_Scene_Status.new(@actor_index)

# If L or Left button was pressed

elsif Input.trigger?(Input::L) || Input.trigger?(Input::LEFT)

# Play cursor SE

$game_system.se_play($data_system.cursor_se)

# To previous actor

@actor_index += $game_party.actors.size - 1

@actor_index %= $game_party.actors.size

# Switch to different status screen

$scene = New_Scene_Status.new(@actor_index)

end

end

end

 

 

 

#==============================================================================

# Scene_Save

#==============================================================================

 

class Scene_New_Save < Scene_Save

#--------------------------------------------------------------------------

# * Decision Processing

#--------------------------------------------------------------------------

def on_decision(filename)

# Play save SE

$game_system.se_play($data_system.save_se)

# Write save data

file = File.open(filename, 'wb')

write_save_data(file)

file.close

# If called from event

if $game_temp.save_calling

# Clear save call flag

$game_temp.save_calling = false

# Switch to map screen

$scene = Scene_Map.new

return

end

# Switch to menu screen

$scene = Scene_Menu.new(5)

end

#--------------------------------------------------------------------------

# * Cancel Processing

#--------------------------------------------------------------------------

def on_cancel

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# If called from event

if $game_temp.save_calling

# Clear save call flag

$game_temp.save_calling = false

# Switch to map screen

$scene = Scene_Map.new

return

end

# Switch to menu screen

$scene = Scene_Menu.new(5)

end

end

 

 

#==============================================================================

# New_Scene_Load

#==============================================================================

 

class New_Scene_Load < Scene_Load

#--------------------------------------------------------------------------

# * Cancel Processing

#--------------------------------------------------------------------------

def on_cancel

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to title screen

$scene = Scene_Menu.new(6)

end

end

 

 

#==============================================================================

# New_Window_SkillStatus

#==============================================================================

class New_Window_SkillStatus < Window_Base

#--------------------------------------------------------------------------

# * Object Initialization

# actor : actor

#--------------------------------------------------------------------------

def initialize(actor)

super(0, 64, 640, 64)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

@actor = actor

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

draw_actor_name(@actor, 4, 0)

draw_actor_state(@actor, 140, 0)

draw_actor_hp(@actor, 284, 0)

draw_actor_sp(@actor, 460, 0)

end

end

 

 

 

#==============================================================================

# Window_Info

#==============================================================================

 

class Window_Info < Window_Base

 

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 160, 120)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

self.contents.font.color = system_color

 

case $game_party.gold

when 0..999

gold = $game_party.gold

when 1000..9999

gold = $game_party.gold.to_s

array = gold.split(//)

gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s

when 10000..99999

gold = $game_party.gold.to_s

array = gold.split(//)

gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s

when 100000..999999

gold = $game_party.gold.to_s

array = gold.split(//)

gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s

when 1000000..9999999

gold = $game_party.gold.to_s

array = gold.split(//)

gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s

end

 

self.contents.font.color = text_color(6)

gold_word = $data_system.words.gold.to_s + ":"

cx = contents.text_size(gold_word).width

cx2=contents.text_size(gold.to_s).width

self.contents.draw_text(0, 0, 150-cx-2, 32, gold_word)

self.contents.font.color = text_color(0)

self.contents.draw_text(124-cx2+2, 0, cx2, 32, gold.to_s, 2)

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

super

if Graphics.frame_count / Graphics.frame_rate != @total_sec

refresh

end

end

end

 

 

#==============================================================================

# New_Window_Status

#==============================================================================

 

class New_Window_Status < Window_Base

#--------------------------------------------------------------------------

# * Object Initialization

# actor : actor

#--------------------------------------------------------------------------

def initialize(actor)

super(0, 0, 640, 480)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

@actor = actor

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

draw_actor_graphic(@actor, 32, 135)

draw_actor_battler(@actor, 290, 200)

draw_actor_name(@actor, 0, 0)

draw_actor_class(@actor, 0, 20)

draw_actor_level(@actor, 0, 40)

draw_actor_state(@actor, 0, 60)

draw_actor_hp(@actor, 0, 130, 162)

draw_actor_sp(@actor, 0, 160, 162)

draw_actor_exp(@actor, 0, 190)

self.contents.font.size = 20

(0..7).each {|i| draw_actor_parameter(@actor, 0, 220 + 28 * i, i)}

self.contents.font.color = system_color

self.contents.font.size = 16

draw_actor_element_radar_graph(@actor, 200, 240)

self.contents.font.size = 20

self.contents.font.bold = true

self.contents.draw_text(450, 0, 96, 32, 'Equipment')

self.contents.draw_text(450, 40, 96, 32, 'Weapon')

self.contents.draw_text(450, 80, 96, 32, 'Shield')

self.contents.draw_text(450, 120, 96, 32, 'Helmet')

self.contents.draw_text(450, 160, 96, 32, 'Armor')

self.contents.draw_text(450, 200, 96, 32, 'Amulet')

equips = [$data_weapons[@actor.weapon_id], $data_armors[@actor.armor1_id],

$data_armors[@actor.armor2_id], $data_armors[@actor.armor3_id],

$data_armors[@actor.armor4_id]]

equips.each_index {|i|

if @actor.equippable?(equips)

draw_item_name(equips, 450, 60 + i*40)

else

self.contents.font.color = (i == 0 ? knockout_color : crisis_color)

self.contents.draw_text(450, 60 + i*40, 182, 32, 'Nothing equipped')

end}

end

end

 

 

#==============================================================================

# New_Window_Location

#==============================================================================

class New_Window_Location < Window_Base

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 640, 50)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

self.z = Juan_Cfg::Menu_Z_Opacity

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

self.contents.font.color = system_color

self.contents.draw_text(0, -9, 100, 32, 'Location')

self.contents.font.color = normal_color

if $game_map.name.include?('*')

self.contents.draw_text(4, -9, 605, 32, $game_map.name.delete!('*'), 2)

else

self.contents.draw_text(4, -9, 605, 32, $game_map.name, 2)

end

end

end

 

 

#==============================================================================

# ** Window_Options

#------------------------------------------------------------------------------

# This window displays options on the menu screen.

#==============================================================================

 

class Window_Options < Window_Selectable

#--------------------------------------------------------------------------

# * Object Initialization

# width : window width

# commands : command text string array

#--------------------------------------------------------------------------

def initialize

super(0, 0, 430, 380)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

@commands = ['Font', 'Font Size', 'Windowskin', 'Bgm Volume', 'Sfx Volume',

'Battle Bgm']

@commands.push 'Bar Style', 'Bar Opacity' if $tons_version && $game_system.BARS

@item_max = @commands.size

refresh

self.index = 0

end

#--------------------------------------------------------------------------

# * Get Command

#--------------------------------------------------------------------------

def get_command

return @commands[index]

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

(0...@item_max).each {|i| draw_item(i, normal_color)}

end

#--------------------------------------------------------------------------

# * Draw Item

# index : item number

#--------------------------------------------------------------------------

def draw_item(index, color)

self.contents.font.color = color

rect = Rect.new(0, 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])

self.contents.draw_text(0, index / 1 * 32 , self.width - 32, 32, @commands[index], 96)

end

#--------------------------------------------------------------------------

# * Disable Item

# index : item number

#--------------------------------------------------------------------------

def disable_item(index)

draw_item(index, disabled_color)

end

 

end

 

 

#==============================================================================

# ** Window_Option_Help

#------------------------------------------------------------------------------

# This window displays menu function on the menu screen.

#==============================================================================

 

class Window_Option_Help < Window_Base

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 640, 50)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update(option_update)

self.contents.clear

self.contents.font.color = normal_color

self.contents.draw_text(4, -9, 440, 32, option_update, 2)

end

 

end

 

 

#==============================================================================

# ** Window_Option_Help2

#------------------------------------------------------------------------------

# This window displays configure option on the menu screen.

#==============================================================================

 

class Window_Option_Help2 < Window_Base

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 640, 50)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

self.contents.font.color = normal_color

self.contents.draw_text(4, -9, 440, 32, 'Configure Options', 0)

end

 

end

 

 

#==============================================================================

# ** Window_Font

#------------------------------------------------------------------------------

# This window displays font on the menu screen.

#==============================================================================

 

class Window_Font < Window_Base

attr_accessor :current_font

attr_reader :font_name

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 160, 96)

@font_name = Font.default_name

@current_font = Juan_Cfg::Fonts.index(@font_name)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

self.contents.font.color = system_color

self.contents.draw_text(4, 0, 120, 32, 'Font')

self.contents.font.color = normal_color

@font_name = Juan_Cfg::Fonts[@current_font]

self.contents.font.name = @font_name

self.contents.draw_text(4, 32, 120, 32, @font_name, 2)

self.contents.font.name = Font.default_name

end

 

end

 

 

#==============================================================================

# ** Window_Font_Size

#------------------------------------------------------------------------------

# This window displays font size on the menu screen.

#==============================================================================

 

class Window_Font_Size < Window_Base

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 160, 96)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

self.contents.font.color = system_color

self.contents.draw_text(4, 0, 120, 32, 'Font size')

self.contents.font.color = normal_color

self.contents.draw_text(4, 32, 120, 32, Font.default_size.to_s, 2)

end

 

end

 

 

#==============================================================================

# ** Window_Windowskin

#------------------------------------------------------------------------------

# This window displays windowskin name on the option screen.

#==============================================================================

 

class Window_Windowskin < Window_Base

attr_reader :current_skin

attr_reader :skin_name

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 160, 96)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

self.contents.font.color = system_color

self.contents.draw_text(4, 0, 120, 32, 'Windowskin')

self.contents.font.color = normal_color

@skin_name = Juan_Cfg::Windowskins[self.current_skin]

self.contents.draw_text(4, 32, 120, 32, @skin_name)

end

 

def current_skin

return (@current_skin == nil ? 0 : @current_skin)

end

 

def current_skin=(val)

@current_skin = (val.is_a?(Numeric) ? val : 0)

end

 

end

 

 

 

#==============================================================================

# ** Window_Bgm_Volume

#------------------------------------------------------------------------------

# This window displays bgm volume on the option screen.

#==============================================================================

 

class Window_Bgm_Volume < Window_Base

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 160, 96)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

self.contents.font.color = system_color

self.contents.draw_text(4, 0, 120, 32, 'Bgm Volume')

self.contents.font.color = normal_color

self.contents.draw_text(4, 32, 120, 32, $game_system.bgm_volume.to_s, 2)

end

 

end

 

 

#==============================================================================

# ** Window_Sfx_Volume

#------------------------------------------------------------------------------

# This window displays sfx volume on the option screen.

#==============================================================================

 

class Window_Sfx_Volume < Window_Base

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 160, 96)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

self.contents.font.color = system_color

self.contents.draw_text(4, 0, 120, 32, 'Sfx Volume')

self.contents.font.color = normal_color

self.contents.draw_text(4, 32, 120, 32, $game_system.sfx_volume.to_s, 2)

end

 

end

 

 

#==============================================================================

# ** Window_Battle_Bgm

#------------------------------------------------------------------------------

# This window displays battle bgm name on the menu screen.

#==============================================================================

 

class Window_Battle_Bgm < Window_Base

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 160, 96)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

bgm = Juan_Cfg::Battle_Bgms[$game_variables[Juan_Cfg::Bgm_Variable]][3]

self.contents.font.color = system_color

self.contents.draw_text(4, 0, 120, 32, 'Battle Bgm')

self.contents.font.color = normal_color

self.contents.draw_text(4, 32, 120, 32, bgm, 2)

end

 

end

 

 

#==============================================================================

# ** Window_Bar_Style

#------------------------------------------------------------------------------

# This window displays bar style on the menu screen.

#==============================================================================

 

class Window_Bar_Style < Window_Base

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 160, 96)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

self.contents.font.color = system_color

self.contents.draw_text(4, 0, 120, 32, 'Bar Style')

self.contents.font.color = normal_color

self.contents.draw_text(4, 32, 120, 32, $game_system.bar_style.to_s, 2)

end

 

end

 

 

#==============================================================================

# ** Window_Bar_Opacity

#------------------------------------------------------------------------------

# This window displays bar opacity on the menu screen.

#==============================================================================

 

class Window_Bar_Opacity < Window_Base

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 160, 96)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = Juan_Cfg::Menu_Opacity

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

self.contents.font.color = system_color

self.contents.draw_text(4, 0, 120, 32, 'Bar Opacity')

self.contents.font.color = normal_color

self.contents.draw_text(4, 32, 120, 32, $game_system.bar_opacity.to_s, 2)

end

 

end

 

 

#==============================================================================

# ** Scene_New_Options

#------------------------------------------------------------------------------

# This class performs option menu screen processing.

#==============================================================================

 

class Scene_New_Options

#--------------------------------------------------------------------------

# * Object Initialization

# menu_index : command cursor's initial position

#--------------------------------------------------------------------------

def initialize(menu_index = 0)

@menu_index = menu_index

end

#--------------------------------------------------------------------------

# * Main Processing

#--------------------------------------------------------------------------

def main

# Make command window

@command_window = Window_Options.new

@command_window.x = 0

@command_window.y = 50

# If battle bgm is forbidden.

if $game_switches[Juan_Cfg::Bgm_Lock] || Juan_Cfg::Battle_Bgms.size <= 1

@command_window.disable_item(5)

end

# Make font command window

@font_command_window = Window_Font.new

@font_command_window.x = 430

@font_command_window.y = 50

@font_command_window.active = false

@font_command_window.visible = false

# Make font size command window

@font_size_command_window = Window_Font_Size.new

@font_size_command_window.x = 430

@font_size_command_window.y = 50

@font_size_command_window.active = false

@font_size_command_window.visible = false

# Make windowskin command window

@windowskin_command_window = Window_Windowskin.new

@windowskin_command_window.x = 430

@windowskin_command_window.y = 50

@windowskin_command_window.active = false

@windowskin_command_window.visible = false

# Make bgm volume command window

@bgm_command_window = Window_Bgm_Volume.new

@bgm_command_window.x = 430

@bgm_command_window.y = 50

@bgm_command_window.active = false

@bgm_command_window.visible = false

# Make sfx volume command window

@sfx_command_window = Window_Sfx_Volume.new

@sfx_command_window.x = 430

@sfx_command_window.y = 50

@sfx_command_window.active = false

@sfx_command_window.visible = false

# Make battle bgm command window

@battle_bgm_command_window = Window_Battle_Bgm.new

@battle_bgm_command_window.x = 430

@battle_bgm_command_window.y = 50

@battle_bgm_command_window.active = false

@battle_bgm_command_window.visible = false

if $tons_version && $game_system.BARS

# Make bar style command window

@bar_style_command_window = Window_Bar_Style.new

@bar_style_command_window.x = 430

@bar_style_command_window.y = 50

@bar_style_command_window.active = false

@bar_style_command_window.visible = false

# Make bar opacity

@bar_opacity_command_window = Window_Bar_Opacity.new

@bar_opacity_command_window.x = 430

@bar_opacity_command_window.y = 50

@bar_opacity_command_window.active = false

@bar_opacity_command_window.visible = false

end

# Make option help window

@option_help_window = Window_Option_Help.new

@option_help_window.x = 0

@option_help_window.y = 430

# Make option help2 window

@option_help_window2 = Window_Option_Help2.new

@option_help_window2.x = 0

@option_help_window2.y = 0

# Make spriteset

@spriteset = Spriteset_Map.new

# Execute transition

Graphics.transition

# Main loop

loop {

# Update game screen

Graphics.update

# Update input information

Input.update

# Frame update

update

# Abort loop if screen is changed

if $scene != self

break

end

}

# Prepare for transition

Graphics.freeze

# Dispose of windows

@command_window.dispose

@font_command_window.dispose

@font_size_command_window.dispose

@bgm_command_window.dispose

@sfx_command_window.dispose

@windowskin_command_window.dispose

@battle_bgm_command_window.dispose

@bar_style_command_window.dispose if $tons_version && $game_system.BARS

@bar_opacity_command_window.dispose if $tons_version && $game_system.BARS

@option_help_window.dispose

@option_help_window2.dispose

@spriteset.dispose

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

# Update windows

@command_window.update

@font_command_window.update

@font_size_command_window.update

@windowskin_command_window.update

@bgm_command_window.update

@sfx_command_window.update

@battle_bgm_command_window.update

@bar_style_command_window.update if $tons_version && $game_system.BARS

@bar_opacity_command_window.update if $tons_version && $game_system.BARS

@option_help_window2.update

@spriteset.update

command_window_check

option_update

end

#--------------------------------------------------------------------------

# * Command Window Check

# checks which command window is active

#--------------------------------------------------------------------------

def command_window_check

# If command window is active: call update_command

if @command_window.active

update_command

# If font command window is active: call update_font_command

elsif @font_command_window.active

update_font_command

# If font size command is active: call update_font_size

elsif @font_size_command_window.active

update_font_size_command

# If windowskin command window is active: call update_windowskin_command

elsif @windowskin_command_window.active

update_windowskin_command

# If bgm command window is active: call update_bgm_command

elsif @bgm_command_window.active

update_bgm_command

# If sfx command window is active: call update_sfx_command

elsif @sfx_command_window.active

update_sfx_command

# If battle bgm is active: call update_battle_bgm_command

elsif @battle_bgm_command_window.active

update_battle_bgm_command

# If bar style command window is active: call update_bar_style_command

elsif @bar_style_command_window.active

update_bar_style_command

# If bar opacity command window is active: call update_bar_opacity_command

elsif @bar_opacity_command_window.active

update_bar_opacity_command

end

end

#--------------------------------------------------------------------------

# * Option Window Frame Update

#--------------------------------------------------------------------------

def option_update

# Branch by command window name

case @command_window.get_command

when 'Font'

@option_help_window.update('Change the font.')

when 'Windowskin'

@option_help_window.update('Change the game\'s menu apperence.')

when 'Bgm Volume'

@option_help_window.update('Change the bgm volume')

when 'Sfx Volume'

@option_help_window.update('Change the sfx volume')

when 'Battle Bgm'

@option_help_window.update('Change the battle music.')

when 'Bar Style'

@option_help_window.update('Change the bars visual apperence')

when 'Bar Opacity'

@option_help_window.update('Change the bar visibility.')

end

end

#--------------------------------------------------------------------------

# * Frame Update (when command window is active)

#--------------------------------------------------------------------------

def update_command

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to menu screen

$scene = Scene_Menu.new(4)

# If C button was pressed

elsif Input.trigger?(Input::C)

# Branch by command window cursor position

case @command_window.get_command

when 'Font'

# Make font command window active

@font_command_window.active = true

@font_command_window.visible = true

@command_window.active = false

@command_window.index = -1

when 'Font Size'

# Make font size window active

@font_size_command_window.active = true

@font_size_command_window.visible = true

@command_window.active = false

@command_window.index = -1

when 'Windowskin'

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Make windowskin command window active

@command_window.active = false

@command_window.index = -1

@windowskin_command_window.active = true

@windowskin_command_window.visible = true

#@windowskin_command_window.index = 0

when 'Bgm Volume'

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Make bgm command window active

@command_window.active = false

@command_window.index = -1

@bgm_command_window.active = true

@bgm_command_window.visible = true

when 'Sfx Volume'

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Make sfx command window active

@command_window.active = false

@command_window.index = -1

@sfx_command_window.active = true

@sfx_command_window.visible = true

when 'Battle Bgm'

# If battle bgm is forbidden

if $game_switches[Juan_Cfg::Bgm_Lock] || Juan_Cfg::Battle_Bgms.size <= 1

# Play buzzer SE

$game_system.se_play($data_system.buzzer_se)

return

end

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Make battle bgm command window active

@command_window.active = false

@command_window.index = -1

@battle_bgm_command_window.active = true

@battle_bgm_command_window.visible = true

when 'Bar Style'

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Make bar style command window active

@command_window.active = false

@command_window.index = -1

@bar_style_command_window.active = true

@bar_style_command_window.visible = true

when 'Bar Opacity'

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Make bar opacity command window active

@command_window.active = false

@command_window.index = -1

@bar_opacity_command_window.active = true

@bar_opacity_command_window.visible = true

end

end

end

#--------------------------------------------------------------------------

# * Frame Update (when font command window is active)

#--------------------------------------------------------------------------

def update_font_command

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to map screen

@command_window.active = true

@command_window.index = 0

@font_command_window.active = false

@font_command_window.visible = false

elsif Input.repeat?(Input::RIGHT)

$game_system.se_play($data_system.decision_se)

@font_command_window.current_font += 1

@font_command_window.current_font %= Juan_Cfg::Fonts.size

@font_command_window.refresh

elsif Input.repeat?(Input::LEFT)

$game_system.se_play($data_system.decision_se)

@font_command_window.current_font += Juan_Cfg::Fonts.size - 1

@font_command_window.current_font %= Juan_Cfg::Fonts.size

@font_command_window.refresh

elsif Input.repeat?(Input::C)

$game_system.se_play($data_system.decision_se)

Font.default_name = @font_command_window.font_name

$scene = Scene_New_Options.new

end

end

#--------------------------------------------------------------------------

# * Frame Update (when font size command window is active)

#--------------------------------------------------------------------------

def update_font_size_command

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to map screen

@command_window.active = true

@command_window.index = 0

@font_size_command_window.active = false

@font_size_command_window.visible = false

elsif Input.repeat?(Input::RIGHT)

$game_system.se_play($data_system.decision_se)

Font.default_size += 1

if Font.default_size > 35

Font.default_size = 35

end

@font_size_command_window.refresh

elsif Input.repeat?(Input::LEFT)

Font.default_size -= 1

if Font.default_size < 15

Font.default_size = 15

end

@font_size_command_window.refresh

end

end

#--------------------------------------------------------------------------

# * Frame Update (when font command window is active)

#--------------------------------------------------------------------------

def update_windowskin_command

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to map screen

@command_window.active = true

@command_window.index = 0

@windowskin_command_window.active = false

@windowskin_command_window.visible = false

elsif Input.repeat?(Input::RIGHT)

$game_system.se_play($data_system.decision_se)

@windowskin_command_window.current_skin += 1

@windowskin_command_window.current_skin %= Juan_Cfg::Windowskins.size

@windowskin_command_window.refresh

elsif Input.repeat?(Input::LEFT)

$game_system.se_play($data_system.decision_se)

@windowskin_command_window.current_skin += Juan_Cfg::Windowskins.size - 1

@windowskin_command_window.current_skin %= Juan_Cfg::Windowskins.size

@windowskin_command_window.refresh

elsif Input.repeat?(Input::C)

$game_system.se_play($data_system.decision_se)

$game_system.windowskin_name = @windowskin_command_window.skin_name

end

end

#--------------------------------------------------------------------------

# * Frame Update (when font command window is active)

#--------------------------------------------------------------------------

def update_bgm_command

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to map screen

@command_window.active = true

@command_window.index = 0

@bgm_command_window.active = false

@bgm_command_window.visible = false

elsif Input.repeat?(Input::LEFT)

$game_system.bgm_volume -= 1

if $game_system.bgm_volume < 0

$game_system.bgm_volume = 0

end

$game_system.bgm_play($game_system.playing_bgm)

@bgm_command_window.refresh

elsif Input.repeat?(Input::RIGHT)

$game_system.bgm_volume += 1

if $game_system.bgm_volume > 100

$game_system.bgm_volume = 100

end

$game_system.bgm_play($game_system.playing_bgm)

@bgm_command_window.refresh

end

end

#--------------------------------------------------------------------------

# * Frame Update (when font command window is active)

#--------------------------------------------------------------------------

def update_sfx_command

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to map screen

@command_window.active = true

@command_window.index = 0

@sfx_command_window.active = false

@sfx_command_window.visible = false

elsif Input.repeat?(Input::LEFT)

$game_system.sfx_volume -= 1

if $game_system.sfx_volume < 0

$game_system.sfx_volume = 0

end

$game_system.se_play($data_system.cursor_se)

@sfx_command_window.refresh

elsif Input.repeat?(Input::RIGHT)

$game_system.sfx_volume += 1

if $game_system.sfx_volume > 100

$game_system.sfx_volume = 100

end

$game_system.se_play($data_system.cursor_se)

@sfx_command_window.refresh

end

end

 

#--------------------------------------------------------------------------

# * Frame Update (when battle bgm command window is active)

#--------------------------------------------------------------------------

def update_battle_bgm_command

ind = $game_variables[Juan_Cfg::Bgm_Variable]

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to map screen

@command_window.active = true

@command_window.index = 0

@battle_bgm_command_window.active = false

@battle_bgm_command_window.visible = false

elsif Input.repeat?(Input::LEFT)

# Play decision SE

$game_system.se_play($data_system.decision_se)

ind = (ind+Juan_Cfg::Battle_Bgms.size-1) % Juan_Cfg::Battle_Bgms.size

@battle_bgm_command_window.refresh

elsif Input.repeat?(Input::RIGHT) || Input.repeat?(Input::C)

# Play decision SE

$game_system.se_play($data_system.decision_se)

ind = (ind+1) % Juan_Cfg::Battle_Bgms.size

end

$game_variables[Juan_Cfg::Bgm_Variable] = ind

#$game_system.reset_battle_bgm

@battle_bgm_command_window.refresh

end

#--------------------------------------------------------------------------

# * Frame Update (when bar style command window is active)

#--------------------------------------------------------------------------

def update_bar_style_command

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to map screen

@command_window.active = true

@command_window.index = 0

@bar_style_command_window.active = false

@bar_style_command_window.visible = false

elsif Input.repeat?(Input::LEFT)

$game_system.bar_style = ($game_system.bar_style + 6) % 7

@bar_style_command_window.refresh

elsif Input.repeat?(Input::RIGHT)

$game_system.bar_style = ($game_system.bar_style + 1) % 7

$game_system.se_play($data_system.decision_se)

@bar_style_command_window.refresh

end

end

#--------------------------------------------------------------------------

# * Frame Update (when bar style command window is active)

#--------------------------------------------------------------------------

def update_bar_opacity_command

# If B button was pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Switch to map screen

@command_window.active = true

@command_window.index = 0

@bar_opacity_command_window.active = false

@bar_opacity_command_window.visible = false

elsif Input.repeat?(Input::LEFT)

$game_system.bar_opacity -= 1

@bar_opacity_command_window.refresh

elsif Input.repeat?(Input::RIGHT)

$game_system.bar_opacity += 1

$game_system.se_play($data_system.decision_se)

@bar_opacity_command_window.refresh

end

end

 

end

 

 

# Compatability for RMXOS

# Checks if RMOS is detected and if it's the correct version.

if defined?(RMXOS) && RMXOS::VERSION > 1.1

#==============================================================================

# Scene_Servers

#------------------------------------------------------------------------------

# Displays a connection dialog to connect to an existing server.

#==============================================================================

 

class Scene_Servers < Scene_Network

alias create_game_data_juan_cms_later create_game_data

#----------------------------------------------------------------------------

# Creates initial instances of the game classes.

#----------------------------------------------------------------------------

def create_game_data

# Load map info

$map_infos = load_data('Data/MapInfos.rxdata')

$map_infos.keys.each {|key| $map_infos[key] = $map_infos[key].name}

create_game_data_juan_cms_later

end

end

 

end

 

 

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Plug this in with main somewhere, or anywhere you need to plug it in. I just set it to print the name of the Actors Class. Im sure you'll need it to be different for your purposes.

 

  
if $game_party
  for actor in $game_party.actors
	print $data_classes[actor.class_id].name
  end
end

 

Modify it as you need to. If you need to use a different data type, change the .name to .inspect to get those properties.

 

Quick and dirty. Looks to me like the first time main is run, the $game_party isnt intialized yet. So if the array exists, then you can do what you need to do with it. So copy and paste that into the "while $scene != nil" loop. Does that help?

 

Edit: to avoid confusion, ".name" here is the Name of the Class. Like Fighter or Lancer, not the Actors name.

Edited by Heretic86

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Go to line 366-371 and paste this code anywhere between the 2 lines:

draw_actor_class(actor, x + 144, y)

Just change the x and y coordinates that you see fit.

 

Edit:

To learn more about windows and classes, you should study the default class in the RMXP and go to the help file as well if you click F1 while on the map or in the Script Editor.

 

Plug this in with main somewhere, or anywhere you need to plug it in. I just set it to print the name of the Actors Class. Im sure you'll need it to be different for your purposes.

 

  
if $game_party
  for actor in $game_party.actors
	print $data_classes[actor.class_id].name
  end
end

 

Modify it as you need to. If you need to use a different data type, change the .name to .inspect to get those properties.

 

Quick and dirty. Looks to me like the first time main is run, the $game_party isnt intialized yet. So if the array exists, then you can do what you need to do with it. So copy and paste that into the "while $scene != nil" loop. Does that help?

 

Edit: to avoid confusion, ".name" here is the Name of the Class. Like Fighter or Lancer, not the Actors name.

 

What the hell is all this? Why should he do all this just to input the actors class into window_menustatus

Edited by bigace

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Thanks bigace! I'm confused with Juan's CMS because I modified a Lot just Like I said..

 

Thanks! :D

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I saw that, I was thinking you were asking for how to get a specific bit of data into a script, then wanted to take it from there. My bad. Yeah, your line that said "Print $data_classes" is what made it constantly print. But if you grab the data the same way and instead of printing, put it in a variable, then you could manipulate it as you needed to.

 

As you saw, it would continually loop through that "print" scenario. You'd probably want to use that in an Initialize method so it doesnt run all the time. Not looking at the code specifically, but just in general...

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