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(REQUEST) Make a HUD script for my game.

0 Members and 1 Guest are viewing this topic.

**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
I need this hud in my game, can anyone make an script with these images and sounds? (attached)

I want the "Low Health.wav" to loop like in LTTP when your health is low.

There is an preview of how i want it attached.

****
Rep:
Level 83
What would those keys be for?  How would you be using them as well?

And I'll make this for you shouldn't take long.  

[Update]

I'm, nearly done I just need you to answer my questions. Here is what I have.

Spoiler for Script:
#===============================================================================
# Created by: Mr Wiggles
# V 1.0
#===============================================================================
#
# Instructions:
#  Place above main in the scripts data base, and be sure the place all of the
#  resources in their proper places.
#
#===============================================================================
# CONFIG
#===============================================================================

HP_LOW     = 20      # Percent at which to play low hp SE.
HP_SE_WAIT = 60      # Frames to wait to play SE again.
HP_SE_VOL  = 100     # Volume to play low hp SE at.

#===============================================================================
class Window_HUD < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    @actor = $game_party.actors[0]
    @hp_se_wait = 0
    refresh
  end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
  def refresh
    self.contents.clear
#-----------------------    
# Make HUD
    base = RPG::Cache.picture('Base')
    self.contents.blt(0, 0, base, Rect.new(0, 0, 640, 480))
#-----------------------
# Draw HP
    percent = @actor.hp / @actor.maxhp.to_f
    hp_bar = RPG::Cache.picture('HP Bar')
    self.contents.blt(276, 16, hp_bar, Rect.new(0, 0, 91 * percent, 11))
    # play low hp SE
    @hp_se_wait -= 1 if @hp_se_wait > 0
    if ((percent * 100) < HP_LOW) and @hp_se_wait == 0
      @hp_se_wait = HP_SE_WAIT
      Audio.se_play("Audio/SE/" + "Low Health", HP_SE_VOL, 100)
    end
#-----------------------
# Draw SP
    percent = @actor.sp / @actor.maxsp.to_f
    sp_bar = RPG::Cache.picture('SP Bar')
    self.contents.blt(276, 35, sp_bar, Rect.new(0, 0, 91 * percent, 11))
#-----------------------
# Draw Equipment
    # weapon
    if @actor.weapon_id != 0
      weapon_icon = RPG::Cache.icon($data_weapons[@actor.weapon_id].icon_name)
      self.contents.blt( 27, 36, weapon_icon, Rect.new(0, 0, 24, 24))
    end
    # shield
    if @actor.armor1_id != 0
      shield_icon = RPG::Cache.icon($data_armors[@actor.armor1_id].icon_name)
      self.contents.blt( 59, 36, shield_icon, Rect.new(0, 0, 24, 24))
    end
    # head
    if @actor.armor2_id != 0
      head_icon = RPG::Cache.icon($data_armors[@actor.armor2_id].icon_name)
      self.contents.blt( 27, 64, head_icon, Rect.new(0, 0, 24, 24))
    end
    # body
    if @actor.armor3_id != 0
      body_icon = RPG::Cache.icon($data_armors[@actor.armor3_id].icon_name)
      self.contents.blt( 59, 64, body_icon, Rect.new(0, 0, 24, 24))
    end
#-----------------------
  end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
  def update
# Dim hud if its in the way
    # define HUD size
    hud_size_x = 400
    hud_size_y = 120
    hud_location_x = -10
    hud_location_y = -10
    range_x = hud_size_x + hud_location_x
    range_y = hud_size_y + hud_location_y
    # get player location
    player_x = ($game_player.real_x - $game_map.display_x) / 4
    player_y = ($game_player.real_y - $game_map.display_y) / 4
    player_y -= 30 if player_x <= 150 and player_y >= range_y
    # if HUD is in the way
    if player_x < range_x and player_x > hud_location_x - 5 and
       player_y > hud_location_y and player_y < range_y
      self.contents_opacity -= 10 if  self.contents_opacity > 120
    else
      self.contents_opacity += 10 if  self.contents_opacity < 255
    end
# Refresh HUD
    refresh
  end
end

#==============================================================================
# * Scene_Map
#==============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Draw
  #--------------------------------------------------------------------------
  alias hud_main main
  def main
    @hud = Window_HUD.new
    hud_main
    @hud.dispose
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias hud_update update
  def update
    hud_update
    @hud.update
  end
end    
« Last Edit: March 27, 2010, 10:57:56 PM by Mr_Wiggles »
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
I want the key bar to show all keys with /K) in the name. (example: /K)Bronze key will be added while Gold key won't. Becouse it doesn't contain /K).)

I hope you understand what i mean.

****
Rep:
Level 83
yea I get what you mean... I'll update when I add it in.

do you want it to appear in any sort of order? cause that will need you to edit a little thing like " \k1 for gold, or \k2 for bronze " and then gold would appear on the far right and bronze would appear first.

[edit] it would just be easier/ faster to have you impute the four id numbers of the items that are keys.  Would that be ok?
« Last Edit: March 28, 2010, 10:18:05 AM by Mr_Wiggles »
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


****
Rep:
Level 83
Here it is... you'll need to input the item IDs of the keys at the top of the script. if its not what you want just tell me.   :D

Spoiler for Script:
#===============================================================================
# Created by: Mr Wiggles
# V 1.2
#===============================================================================
#
# Instructions:
#  Place above main in the scripts data base, and be sure the place all of the
#  resources in their proper places.
#
#===============================================================================
# CONFIG
#===============================================================================

HP_LOW     = 20      # Percent at which to play low hp SE.
HP_SE_WAIT = 60      # Frames to wait to play SE again.
HP_SE_VOL  = 100     # Volume to play low hp SE at.

BRONZE_ID   = 1      # Item ID of the first key in the HUD
SILVER_ID   = 2      # Item ID of the second key in the HUD
GOLD_ID     = 3      # Item ID of the third key in the HUD
PLATINUM_ID = 4      # Item ID of the fourth key in the HUD

#===============================================================================
class Window_HUD < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    @actor = $game_party.actors[0]
    @hp_se_wait = 0
    refresh
  end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
  def refresh
    self.contents.clear
#-----------------------    
# Make HUD
    base = RPG::Cache.picture('Base')
    self.contents.blt(0, 0, base, Rect.new(0, 0, 640, 480))
#-----------------------
# Draw HP
    percent = @actor.hp / @actor.maxhp.to_f
    hp_bar = RPG::Cache.picture('HP Bar')
    self.contents.blt(276, 16, hp_bar, Rect.new(0, 0, 91 * percent, 11))
    # play low hp SE
    @hp_se_wait -= 1 if @hp_se_wait > 0
    if ((percent * 100) < HP_LOW) and @hp_se_wait == 0
      @hp_se_wait = HP_SE_WAIT
      Audio.se_play("Audio/SE/" + "Low Health", HP_SE_VOL, 100)
    end
#-----------------------
# Draw SP
    percent = @actor.sp / @actor.maxsp.to_f
    sp_bar = RPG::Cache.picture('SP Bar')
    self.contents.blt(276, 35, sp_bar, Rect.new(0, 0, 91 * percent, 11))
#-----------------------
# Draw Equipment
    # weapon
    if @actor.weapon_id != 0
      weapon_icon = RPG::Cache.icon($data_weapons[@actor.weapon_id].icon_name)
      self.contents.blt( 27, 36, weapon_icon, Rect.new(0, 0, 24, 24))
    end
    # shield
    if @actor.armor1_id != 0
      shield_icon = RPG::Cache.icon($data_armors[@actor.armor1_id].icon_name)
      self.contents.blt( 59, 36, shield_icon, Rect.new(0, 0, 24, 24))
    end
    # head
    if @actor.armor2_id != 0
      head_icon = RPG::Cache.icon($data_armors[@actor.armor2_id].icon_name)
      self.contents.blt( 27, 64, head_icon, Rect.new(0, 0, 24, 24))
    end
    # body
    if @actor.armor3_id != 0
      body_icon = RPG::Cache.icon($data_armors[@actor.armor3_id].icon_name)
      self.contents.blt( 59, 64, body_icon, Rect.new(0, 0, 24, 24))
    end
#-----------------------
# Draw Keys
    # bronze key
    if $game_party.item_number(BRONZE_ID) > 0
      bronze_icon = RPG::Cache.icon($data_items[BRONZE_ID].icon_name)
      self.contents.blt( 120, 18, bronze_icon, Rect.new(0, 0, 24, 24))
    end
    # silver key
    if $game_party.item_number(SILVER_ID) > 0
      silver_icon = RPG::Cache.icon($data_items[SILVER_ID].icon_name)
      self.contents.blt( 148, 18, silver_icon, Rect.new(0, 0, 24, 24))
    end
    # gold key
    if $game_party.item_number(GOLD_ID) > 0
      gold_icon = RPG::Cache.icon($data_items[GOLD_ID].icon_name)
      self.contents.blt( 176, 18, gold_icon, Rect.new(0, 0, 24, 24))
    end
    # platinum key
    if $game_party.item_number(PLATINUM_ID) > 0
      platinum_icon = RPG::Cache.icon($data_items[PLATINUM_ID].icon_name)
      self.contents.blt( 204, 18, platinum_icon, Rect.new(0, 0, 24, 24))
    end
#-----------------------
  end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
  def update
# Dim hud if its in the way
    # define HUD size
    hud_size_x = 400
    hud_size_y = 120
    hud_location_x = -10
    hud_location_y = -10
    range_x = hud_size_x + hud_location_x
    range_y = hud_size_y + hud_location_y
    # get player location
    player_x = ($game_player.real_x - $game_map.display_x) / 4
    player_y = ($game_player.real_y - $game_map.display_y) / 4
    player_y -= 30 if player_x <= 150 and player_y >= range_y
    # if HUD is in the way
    if player_x < range_x and player_x > hud_location_x - 5 and
       player_y > hud_location_y and player_y < range_y
      self.contents_opacity -= 10 if  self.contents_opacity > 120
    else
      self.contents_opacity += 10 if  self.contents_opacity < 255
    end
# Refresh HUD
    refresh
  end
end

#==============================================================================
# * Scene_Map
#==============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Draw
  #--------------------------------------------------------------------------
  alias hud_main main
  def main
    @hud = Window_HUD.new
    hud_main
    @hud.dispose
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias hud_update update
  def update
    hud_update
    @hud.update
  end
end    
    
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
Thanks! I added a gold counter to the base image. I want the numbers to be on the right side of the coin.

****
Rep:
Level 83
sure no problem ill add it in for ya...

do you wanna be able to edit the font, size, and color?
« Last Edit: March 28, 2010, 10:39:13 AM by Mr_Wiggles »
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
You can decide for me.

****
Rep:
Level 83
Here you are, you can change the color and font at the top.

Spoiler for Script:
#===============================================================================
# Created by: Mr Wiggles
# V 1.3
#===============================================================================
#
# Instructions:
#  Place above main in the scripts data base, and be sure the place all of the
#  resources in their proper places.
#
#===============================================================================
# CONFIG
#===============================================================================

HP_LOW     = 20      # Percent at which to play low hp SE.
HP_SE_WAIT = 60      # Frames to wait to play SE again.
HP_SE_VOL  = 100     # Volume to play low hp SE at.

BRONZE_ID   = 1      # Item ID of the first key in the HUD
SILVER_ID   = 2      # Item ID of the second key in the HUD
GOLD_ID     = 3      # Item ID of the third key in the HUD
PLATINUM_ID = 4      # Item ID of the fourth key in the HUD

# Color of gold text in HUD (R, B, G, O)
GOLD_COLOR  = Color.new(255, 255, 255, 255)
# Font to use for gold text in HUD
GOLD_FONT = "Times New Roman"

#===============================================================================
class Window_HUD < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    @actor = $game_party.actors[0]
    @hp_se_wait = 0
    refresh
  end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
  def refresh
    self.contents.clear
#-----------------------   
# Make HUD
    base = RPG::Cache.picture('Base')
    self.contents.blt(0, 0, base, Rect.new(0, 0, 640, 480))
#-----------------------
# Draw HP
    percent = @actor.hp / @actor.maxhp.to_f
    hp_bar = RPG::Cache.picture('HP Bar')
    self.contents.blt(276, 16, hp_bar, Rect.new(0, 0, 91 * percent, 11))
    # play low hp SE
    @hp_se_wait -= 1 if @hp_se_wait > 0
    if ((percent * 100) < HP_LOW) and @hp_se_wait == 0
      @hp_se_wait = HP_SE_WAIT
      Audio.se_play("Audio/SE/" + "Low Health", HP_SE_VOL, 100)
    end
#-----------------------
# Draw SP
    percent = @actor.sp / @actor.maxsp.to_f
    sp_bar = RPG::Cache.picture('SP Bar')
    self.contents.blt(276, 35, sp_bar, Rect.new(0, 0, 91 * percent, 11))
#-----------------------
# Draw Equipment
    # weapon
    if @actor.weapon_id != 0
      weapon_icon = RPG::Cache.icon($data_weapons[@actor.weapon_id].icon_name)
      self.contents.blt( 27, 36, weapon_icon, Rect.new(0, 0, 24, 24))
    end
    # shield
    if @actor.armor1_id != 0
      shield_icon = RPG::Cache.icon($data_armors[@actor.armor1_id].icon_name)
      self.contents.blt( 59, 36, shield_icon, Rect.new(0, 0, 24, 24))
    end
    # head
    if @actor.armor2_id != 0
      head_icon = RPG::Cache.icon($data_armors[@actor.armor2_id].icon_name)
      self.contents.blt( 27, 64, head_icon, Rect.new(0, 0, 24, 24))
    end
    # body
    if @actor.armor3_id != 0
      body_icon = RPG::Cache.icon($data_armors[@actor.armor3_id].icon_name)
      self.contents.blt( 59, 64, body_icon, Rect.new(0, 0, 24, 24))
    end
#-----------------------
# Draw Keys
    # bronze key
    if $game_party.item_number(BRONZE_ID) > 0
      bronze_icon = RPG::Cache.icon($data_items[BRONZE_ID].icon_name)
      self.contents.blt( 120, 18, bronze_icon, Rect.new(0, 0, 24, 24))
    end
    # silver key
    if $game_party.item_number(SILVER_ID) > 0
      silver_icon = RPG::Cache.icon($data_items[SILVER_ID].icon_name)
      self.contents.blt( 148, 18, silver_icon, Rect.new(0, 0, 24, 24))
    end
    # gold key
    if $game_party.item_number(GOLD_ID) > 0
      gold_icon = RPG::Cache.icon($data_items[GOLD_ID].icon_name)
      self.contents.blt( 176, 18, gold_icon, Rect.new(0, 0, 24, 24))
    end
    # platinum key
    if $game_party.item_number(PLATINUM_ID) > 0
      platinum_icon = RPG::Cache.icon($data_items[PLATINUM_ID].icon_name)
      self.contents.blt( 204, 18, platinum_icon, Rect.new(0, 0, 24, 24))
    end
#-----------------------
# Draw Gold
    self.contents.font.name = GOLD_FONT
    self.contents.font.color = GOLD_COLOR
    self.contents.draw_text(407, 7, 120, 32, $game_party.gold.to_s, 0)
#-----------------------
  end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
  def update
# Dim hud if its in the way
    # define HUD size
    hud_size_x = 480
    hud_size_y = 120
    hud_location_x = -10
    hud_location_y = -10
    range_x = hud_size_x + hud_location_x
    range_y = hud_size_y + hud_location_y
    # get player location
    player_x = ($game_player.real_x - $game_map.display_x) / 4
    player_y = ($game_player.real_y - $game_map.display_y) / 4
    player_y -= 30 if player_x <= 150 and player_y >= range_y
    # if HUD is in the way
    if player_x < range_x and player_x > hud_location_x - 5 and
       player_y > hud_location_y and player_y < range_y
      self.contents_opacity -= 10 if  self.contents_opacity > 120
    else
      self.contents_opacity += 10 if  self.contents_opacity < 255
    end
# Refresh HUD
    refresh
  end
end

#==============================================================================
# * Scene_Map
#==============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Draw
  #--------------------------------------------------------------------------
  alias hud_main main
  def main
    @hud = Window_HUD.new
    hud_main
    @hud.dispose
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias hud_update update
  def update
    hud_update
    @hud.update
  end
end   
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
Are you good at menus? If so, then i want you to make a script with these. (attached.)

The Equip and Save/load menu can be default for the moment.

When you select "SAVE" i want to get a window with four choises on. (Save,Load,Quit,Cancel)

And i want it to work with the hud. Becouse i need both of them in my game (Lucifer's Quest)
The game only have one actor. So when pressing equip/stats you will only get the window for the first actor.
« Last Edit: March 28, 2010, 12:28:56 PM by Roll Chan »

****
Rep:
Level 83
It will take me longer then the hud but im sure I can get it done.

some questions...

what does "map" go to? (script)
you want the pink area to see through to map?

Also some thoughts, I don't think there is a font to match the writing you have i can use images but it will take longer.

And will you need every thing done like this? (Menu, Window_File, Items Window, Equip Window,...)

Side note, are you any good at character sprites?


[edit] - Here I started work on it I got thus far...

Spoiler for Menu Script:
#===============================================================================
# ** Game Menu Script
#-------------------------------------------------------------------------------
# Created by: Mr Wiggles
# V 0.6
#===============================================================================
# CONFIG
#===============================================================================

STATUS_WIN_FONT = 'Times New Roman'   # Font for status window

#===============================================================================
class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
#---------------------------
# Make commands
    s1 = $data_system.words.item
    s2 = $data_system.words.equip
    s3 = "Status"
    s4 = "Map"
    s5 = "Save"
    @commands = Window_Command.new(160, [s1, s2, s3, s4, s5])
    @commands.index = @menu_index
    @commands.visible = false
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @commands.disable_item(0)
      @commands.disable_item(1)
      @commands.disable_item(2)
      @commands.disable_item(3)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @commands.disable_item(4)
    end
#---------------------------   
# Make Windows
    # Status Window
    @status_window = Window_Menu_Status.new
    # Make Map back
    @spriteset = Spriteset_Map.new
    # Make Command Window
    @command_window = Window_Commands.new
#---------------------------
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @commands.dispose
    @status_window.dispose
    @spriteset.dispose
    @command_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @commands.update
    @status_window.update
    @command_window.update(@commands.index)
    update_command
  end
  #--------------------------------------------------------------------------
  # * Command window location update
  #--------------------------------------------------------------------------
  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 map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @commands.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @commands.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(0)
      when 2  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(0)
      when 3  # map
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
      when 4  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # 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 save screen
        $scene = Scene_Save.new
      end
      return
    end
  end
end #class

#==============================================================================
# ** Window_MenuStatus
#==============================================================================
class Window_Menu_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(-20, -20, 700, 600)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    @actor = $game_party.actors[0]
    @x = 165
    @y = 56
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
      # Draw window back
      status_window = RPG::Cache.picture('Status')
      self.contents.blt(@x, @y, status_window, Rect.new(0, 0, 640, 480))
      # Draw battler
      battler = RPG::Cache.battler(@actor.battler_name, @actor.battler_hue)
      self.contents.blt(@x + 270, @y + 40, battler, Rect.new(0, 0, 640, 480))
#-------------------------
# Draw HP Bar
    percent = @actor.hp / @actor.maxhp.to_f
    hp_bar = RPG::Cache.picture('HP Bar2')
    offset = 207 - 103 * percent
    self.contents.blt(@x + 54, @y + offset, hp_bar, Rect.new(0, 0, 16, 103 * percent))
#-------------------------
# Draw SP Bar
    percent = @actor.sp / @actor.maxsp.to_f
    sp_bar = RPG::Cache.picture('SP Bar2')
    offset = 207 - 103 * percent
    self.contents.blt(@x + 26, @y + offset, sp_bar, Rect.new(0, 0, 16, 103 * percent))
#-------------------------
# Draw actor info
      # set up text
      self.contents.font.name = STATUS_WIN_FONT
      self.contents.font.color = Color.new(255, 255, 255, 255)
      # draw name
      self.contents.font.size = 50
      self.contents.draw_text(@x + 10, @y - 20, 200, 100, @actor.name, 0)
      self.contents.font.size = 15
      # draw level
      self.contents.draw_text(@x + 178, @y +  77, 120, 32, @actor.level.to_s, 0)
      # draw state
      state = make_battler_state_text(@actor, 160, true)
      self.contents.draw_text(@x + 174, @y + 89, 120, 32, state, 0)
      # draw INT
      self.contents.draw_text(@x + 155, @y + 100, 120, 32, @actor.int.to_s, 0)
      # draw DEX
      self.contents.draw_text(@x + 155, @y + 111, 120, 32, @actor.dex.to_s, 0)
      # draw AGI
      self.contents.draw_text(@x + 155, @y + 122, 120, 32, @actor.agi.to_s, 0)
      # draw STR
      self.contents.draw_text(@x + 160, @y + 133, 120, 32, @actor.str.to_s, 0)
      # draw ATK
      self.contents.draw_text(@x + 160, @y + 144, 120, 32, @actor.atk.to_s, 0)
      # draw PDEF
      self.contents.draw_text(@x + 165, @y + 155, 120, 32, @actor.pdef.to_s, 0)
      # draw MDEF
      self.contents.draw_text(@x + 165, @y + 166, 120, 32, @actor.mdef.to_s, 0)
#-------------------------
    end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    refresh
  end
end

#==============================================================================
# ** Window_Commands
#==============================================================================
class Window_Commands < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    @curser_pos = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # Draw Menu Back
    command_window = RPG::Cache.picture('Commando')
    self.contents.blt(26, 26,command_window, Rect.new(0, 0, 640, 480))
    # Create Gold
    self.contents.draw_text(54, 295, 200, 32, $game_party.gold.to_s, 0)
    # Create Arrow
    arrow = RPG::Cache.picture('Arrow')
    x = @curser_pos * 16 + 54
    self.contents.blt(34, x, arrow, Rect.new(0, 0, 640, 480))
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update(menu_index)
    @curser_pos = menu_index
    refresh
  end
end

#==============================================================================
# ** Scene_Save
#==============================================================================
class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # * 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(4)
  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(4)
  end
end

#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
#  This class performs load screen processing.
#==============================================================================
class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(filename)
    # If file doesn't exist
    unless FileTest.exist?(filename)
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play load SE
    $game_system.se_play($data_system.load_se)
    # Read save data
    file = File.open(filename, "rb")
    read_save_data(file)
    file.close
    # Restore BGM and BGS
    $game_system.bgm_play($game_system.playing_bgm)
    $game_system.bgs_play($game_system.playing_bgs)
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    # Play cancel SE
    $game_system.se_play($data_system.cancel_se)
    # Switch to title screen
    $scene = Scene_Title.new
  end
end

#==============================================================================
# ** Scene_Equip
#==============================================================================
class Scene_Equip
  #--------------------------------------------------------------------------
  # * 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(1)
      return
    end
    # If C button was pressed
    if 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
      return
    end
    # If R button was pressed
    if 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)
      return
    end
    # If L button was pressed
    if 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)
      return
    end
  end
end

#==============================================================================
# ** Scene_Status
#==============================================================================

class Scene_Status
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def 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(2)
      return
    end
    # If R button was pressed
    if 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 status screen
      $scene = Scene_Status.new(@actor_index)
      return
    end
    # If L button was pressed
    if 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 status screen
      $scene = Scene_Status.new(@actor_index)
      return
    end
  end
end



Also do you have a window skin for the save. load scenes? I put this together real quick...


« Last Edit: March 29, 2010, 05:04:01 AM by Mr_Wiggles »
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
You forgot the SP and HP bar.

The "map" goes to a world map. And the pink area is where you will see through to map.
I will make the letters/numbers later.

I love making characters.

I didn't have any windowskin for it, so thanks!

BTW: I just love your scripts.
« Last Edit: March 29, 2010, 05:15:15 AM by Roll Chan »

****
Rep:
Level 83
Would you mind completing a task for me? I just need some more help on creating the character suffixes for my game, and i was wondering if you could do a few if i give you all of the stuff.

So world map? like they enter zones or something? and how do they go about exiting?

Like a teleport to the world map? (you'll need to use 3 var. world map id, x, y.  and you can set those in events so you can make it bring them where ever you want.


{edit} Yea but i updated it with them in there, sorry i sent it then realized so i added it in.
the one ^ up there does have SP and HP in it.
« Last Edit: March 29, 2010, 05:24:29 AM by Mr_Wiggles »
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
I edited the commando window. (attached)

What's a suffix? And about the world map, how do you mean?


I need to go to school now.

****
Rep:
Level 83
I'll update with your new attachment. (can't find it)

Well im using an ABS for my game called XAS, and when you use your equipped items and weapons on the map to attack it will change the player graphic to a suffix that you have set for that Tool.
(when i use the sword it shows the player swinging the sword)


Well what i was wondering is if the player walks around on the world map and then enters the towns or places they're on top of.  And then if when they use "Map" from the menu they teleport back to the world map and our out side of the place where they entered.
« Last Edit: March 29, 2010, 05:55:26 AM by Mr_Wiggles »
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
I will make some suffixes for you.
And about the map, i won't have any ff styled world map. I was more thinking of showing a picture of the world.
But it's a really smart idea.
There could be places like castles and fortresses where you won't be able to escape to map.

Here's the letters/numbers you wanted.

Sorry, i was in a hurry and forgot to attach the commando menu. Here you go.
« Last Edit: March 29, 2010, 11:47:57 AM by Roll Chan »

****
Rep:
Level 83
Well the letters are not what i meant, sorry. I was just wondering if you have a font file that you where using, cause i can't use the image for the text on the screen.

I'm updating with the new comando now.


for the world map, unless you find a world map script, ill have to write one for you.

Cool, I'll PM you the stuff for the suffixes i need, thanks.

[Update]

Spoiler for Script:
#===============================================================================
# ** Game Menu Script
#-------------------------------------------------------------------------------
# Created by: Mr Wiggles
# V 0.6
#===============================================================================
# CONFIG
#===============================================================================

STATUS_WIN_FONT = 'Times New Roman'   # Font for status window

#===============================================================================
class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
#---------------------------
# Make commands
    s1 = $data_system.words.item
    s2 = $data_system.words.equip
    s3 = "Status"
    s4 = "Map"
    s5 = "Save"
    s6 = "Load"
    s7 = "Quit"
    @commands = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @commands.index = @menu_index
    @commands.visible = false
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @commands.disable_item(0)
      @commands.disable_item(1)
      @commands.disable_item(2)
      @commands.disable_item(3)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @commands.disable_item(4)
    end
    # If a save file exsists
    @loading_disabled = true
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
         @loading_disabled = false
      end
    end
#---------------------------    
# Make Windows
    # Status Window
    @status_window = Window_Menu_Status.new
    # Make Map back
    @spriteset = Spriteset_Map.new
    # Make Command Window
    @command_window = Window_Commands.new
#---------------------------
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @commands.dispose
    @status_window.dispose
    @spriteset.dispose
    @command_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @commands.update
    @status_window.update
    @command_window.update(@commands.index)
    update_command
  end
  #--------------------------------------------------------------------------
  # * Command window location update
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Return to title for Scene_Load
      $game_system.return_to_menu = false
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @commands.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @commands.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(0)
      when 2  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(0)
      when 3  # map
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
      when 4  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # 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 save screen
        $scene = Scene_Save.new
      when 5  # load
        # If there is no save file
        if @loading_disabled == true
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Return to game Menu
        $game_system.return_to_menu = true
        # Switch to load screen
        $scene = Scene_Load.new
      when 6  # quit
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Return to title for Scene_Load
        $game_system.return_to_menu = false
        # Call Scene_End
        $scene = Scene_End.new
      end
      return
    end
  end
end #class

#==============================================================================
# ** Window_MenuStatus
#==============================================================================
class Window_Menu_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(-20, -20, 700, 600)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    @actor = $game_party.actors[0]
    @x = 165
    @y = 56
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
      # Draw window back
      status_window = RPG::Cache.picture('Status')
      self.contents.blt(@x, @y, status_window, Rect.new(0, 0, 640, 480))
      # Draw battler
      battler = RPG::Cache.battler(@actor.battler_name, @actor.battler_hue)
      self.contents.blt(@x + 270, @y + 40, battler, Rect.new(0, 0, 640, 480))
#-------------------------
# Draw HP Bar
    percent = @actor.hp / @actor.maxhp.to_f
    hp_bar = RPG::Cache.picture('HP Bar2')
    offset = 207 - 103 * percent
    self.contents.blt(@x + 54, @y + offset, hp_bar, Rect.new(0, 0, 16, 103 * percent))
#-------------------------
# Draw SP Bar
    percent = @actor.sp / @actor.maxsp.to_f
    sp_bar = RPG::Cache.picture('SP Bar2')
    offset = 207 - 103 * percent
    self.contents.blt(@x + 26, @y + offset, sp_bar, Rect.new(0, 0, 16, 103 * percent))
#-------------------------
# Draw actor info
      # set up text
      self.contents.font.name = STATUS_WIN_FONT
      self.contents.font.color = Color.new(255, 255, 255, 255)
      # draw name
      self.contents.font.size = 50
      self.contents.draw_text(@x + 10, @y - 20, 200, 100, @actor.name, 0)
      self.contents.font.size = 15
      # draw level
      self.contents.draw_text(@x + 178, @y +  77, 120, 32, @actor.level.to_s, 0)
      # draw state
      state = make_battler_state_text(@actor, 160, true)
      self.contents.draw_text(@x + 174, @y + 89, 120, 32, state, 0)
      # draw INT
      self.contents.draw_text(@x + 155, @y + 100, 120, 32, @actor.int.to_s, 0)
      # draw DEX
      self.contents.draw_text(@x + 155, @y + 111, 120, 32, @actor.dex.to_s, 0)
      # draw AGI
      self.contents.draw_text(@x + 155, @y + 122, 120, 32, @actor.agi.to_s, 0)
      # draw STR
      self.contents.draw_text(@x + 160, @y + 133, 120, 32, @actor.str.to_s, 0)
      # draw ATK
      self.contents.draw_text(@x + 160, @y + 144, 120, 32, @actor.atk.to_s, 0)
      # draw PDEF
      self.contents.draw_text(@x + 165, @y + 155, 120, 32, @actor.pdef.to_s, 0)
      # draw MDEF
      self.contents.draw_text(@x + 165, @y + 166, 120, 32, @actor.mdef.to_s, 0)
#-------------------------
    end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    refresh
  end
end

#==============================================================================
# ** Window_Commands
#==============================================================================
class Window_Commands < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    @curser_pos = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # Draw Menu Back
    command_window = RPG::Cache.picture('Commando')
    self.contents.blt(26, 26,command_window, Rect.new(0, 0, 640, 480))
    # Create Gold
    self.contents.draw_text(54, 295, 200, 32, $game_party.gold.to_s, 0)
    # Create Arrow
    arrow = RPG::Cache.picture('Arrow')
    x = @curser_pos * 16 + 54
    self.contents.blt(34, x, arrow, Rect.new(0, 0, 640, 480))
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update(menu_index)
    @curser_pos = menu_index
    refresh
  end
end

#==============================================================================
# ** Game_System
#--------------------------------------------------------------------------
# Sets up variables
#==============================================================================
class Game_System
   attr_accessor :return_to_menu
  
alias game_menu_init initialize
  def initialize
    game_menu_init
    @return_to_menu = false
  end
end

#==============================================================================
# ** Scene_Save
#==============================================================================
class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # * 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(4)
  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(4)
  end
end

#==============================================================================
# ** Scene_Load
#==============================================================================
class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    # Play cancel SE
    $game_system.se_play($data_system.cancel_se)
    # Determan where to go.
    if $game_system.return_to_menu == true
      # Switch to menu screen
      $scene = Scene_Menu.new(5)
    else
      # Switch to title screen
      $scene = Scene_Title.new
    end
  end
end

#==============================================================================
# ** Scene_Equip
#==============================================================================
class Scene_Equip
  #--------------------------------------------------------------------------
  # * 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(1)
      return
    end
    # If C button was pressed
    if 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
      return
    end
  end
end

#==============================================================================
# ** Scene_Status
#==============================================================================
class Scene_Status
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def 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(2)
      return
    end
  end
end

#==============================================================================
# ** Scene_End
#==============================================================================
class Scene_End
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.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(6)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # to title
        command_to_title
      when 1  # shutdown
        command_shutdown
      when 2  # quit
        command_cancel
      end
      return
    end
  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(6)
  end
end

« Last Edit: March 29, 2010, 08:41:39 PM by Mr_Wiggles »
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
Wow! You should post the script in script database.
It's amazing.  You should call it "Picture-based 1-man CMS" or something.
« Last Edit: March 30, 2010, 05:38:46 AM by Roll Chan »

****
Rep:
Level 83
Aw shucks, nah, it was built for your game. And besides I'd have to change a few things and the user would have to know a little about scripting to use it.

You still need the Window_File done? (save and load)

Also what about the Map command?
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
About that map command, i want it to show a picture called Map.png. (lttp styled map, exept the mode 7)
The map should only work if you have the world map item. (use item ID)

When i get home i will make the map picture. (im in school right now)

****
Rep:
Level 83
ok, cool... Yea I'll make it set up just they way it does for those keys in the HUD I wrote. (enter map items ID at the top of the script)
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet

**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
Srry for double posting, but i needed to bump this.

Let's use this world map for the moment. It's from Zelda.

****
Rep:
Level 83
k, I'll make it so that the player can scroll around on it too with the arrow keys.

do you want something like a blinking dot on a location when you need it?
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
Yes, that would be great!