RPGM-VX Help. An interesting way to change Actor Graphics? Not as it sounds ^^

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Sweet Tooth Alligator
Okay so I recently got back into RPG Maker VX and for the project I'm working on I'd like to be able to change my actors graphics and sprite from a button in the menu.

My actor has two forms and I would like them to be able to swap and change between forms from the menu whenever they like. Also if swapping to one form could possibly turn on a switch making events that were previously hidden visible. Is there anyway in which I could do this?

I've searched for a while and it seems I can't find an answer to my issue anywhere. Forgive me if this is a total newbie question. I am kind of a newbie when it come to more complicated things xD

Any help is greatly appreciated ^^
Stripy

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What menu system are you using (if any)? The easiest thing that I can think of is having the actual effects of the menu selection be a common event that gets called. Everything you need to do can be done this way, so long as you can call the common event directly from the menu.

Let me know what menu system you're using, and I'm sure I can explain how to do this to you better. :)

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You know, I think its all gonna be okay.
For going the distance for a balanced breakfast.Project of the Month winner for June 2009For being a noted contributor to the RMRK Wiki2013 Best WriterSilver Writing ReviewerSecret Santa 2013 Participant
Hm. I dunno, man, it seems that if you wanted to have a command on the menu to make said change, you'd need a CMS script to add it to the menu options. You could just make it a skill that is governed by a common event, that would be easier. Even here, you have the choice to replce the character graphic by itself or to replace the actor entirely. If you choose the latter method, you can give the actor a whole new skillset and equipment options.

As far as the hidden events go, you'd have to set up each interactive event with a conditional branch that was dependant on a switch enabled or disabled by the current form- that switch would be part of your common event that controls the form change. In other words, if your change event turns switch 001 ON, in the events you want that form to have avalable you set the condition somewhere in the event (either in the left-hand checkbox or in a conditional branch) that switch 001 has to be ON for them to work.

Complex, but not difficult, I should think.
:tinysmile:

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my name is Timothy what's yours
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I think a system like this is most easily dealt with through scripts, especially as it seeks to alter the menu. Eventing things for the menu can be a real pain. If you'd like, I could script an option in the menu (perhaps the status screen?) to change the actor's 'form'. It shouldn't take very long to make, but I'd have to check some things with you first.

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If he's just wanting it as an addition to the main menu, that's easy, and I still think that handling the rest of it through a common event would be rather simple as well. In that case, all you'd need to do is add a new option to the command window that would call the common event in question, which seems simple enough. Just have a conditional branch at the beginning of the common event concerning whether or not the alternate form is in use, and do the rest of the processing accordingly (change actor graphic, turn on or off the switch to make certain events visible, so on and so forth).

From that, all you'd need to do is create a new option in Scene_Menu that calls the common event in question and returns to the map, if I'm not mistaken. Writing a whole script for it seems like overkill to me.

Still waiting to hear back from StripyWolf about what he's already using, though, because that can change my opinion of how things need to be done. Some more details about the desired effect wouldn't hurt, either.

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my name is Timothy what's yours
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I would rather simply write an addition to the status menu that, upon pressing a certain button, changes the actor's form. Another thing that would be cool is a completely new scene with a selection of the actors' forms.

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I would rather simply write an addition to the status menu that, upon pressing a certain button, changes the actor's form. Another thing that would be cool is a completely new scene with a selection of the actors' forms.

That's true enough, can't argue with that one, especially with the whole idea of multiple forms to choose from. That could be extended into a very interesting system, in fact. :)

**
Rep: +0/-0Level 56
Sweet Tooth Alligator
At the moment I'm using the default menu system but I might change it in the future as my project develops. Reading through your replies make me glad that this can be done ^^ It's a major part of the game that I'd really like to include ^^

As for more detail I'll let you in on what's going on in the game ^^ The main actor has a normal 'form' and their Shadow Thief form. In the Shadow Thief form the actor can see event or interact with events that they couldn't in their normal form. I was thinking that instead of only making it so the the actor can only change between 'forms' when it is relevant to game progress e.g switching to find a secret passage way out of a prison cell. I thought it would be so much better if the actor could switch whenever they wanted and maybe discover random items laying around or in chest that weren't there before.

Much thanks for your help ^^

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my name is Timothy what's yours
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So do you just want the actor's graphics changed and a flipped switch upon selection?

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Yanfly's Melody Main Menu script provides a means of calling common events from the Main Menu as a command in that menu which you could use. Here's the script:

Code: [Select]
#===============================================================================
#
# Yanfly Engine Melody - Main Menu Melody
# Last Date Updated: 2010.06.13
# Level: Normal, Hard, Lunatic
#
# This script allows for menu item reordering along with importing in custom
# script scenes with ease so that there becomes little need to change the base
# menu script in order to add in a few items. This is a YEM version of the
# popular KGC Custom Menu Command. No credits will be taken on part of my own
# behalf for the work KGC did. All I merely did was use it to extend the
# capabilities of adding in common events, imported commands, and beefed up
# engine efficiency.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 2010.06.13 - Bugfix regarding imported commands and common events.
# o 2010.05.15 - Conversion to Yanfly Engine Melody.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Considering the special
# nature of this script, it is highly recommended that you place this script
# above all non-core scripts. Remember to save.
#
# Scroll down and edit the module as you see fitting for your game.
#
# -----------------------------------------------------------------------------
# Debug Shortcuts - Only during $TEST and $BTEST mode
# -----------------------------------------------------------------------------
# During testplay mode, pressing F5 while the main menu is active will fill
# all party members' HP and MP to full.
#===============================================================================

$imported = {} if $imported == nil
$imported["MainMenuMelody"] = true

module YEM
  module MENU
   
    #===========================================================================
    # Section I. Menu Commands
    # -------------------------------------------------------------------------
    # Adjust the following hash to modify which commands will appear where. Use
    # the following table to input in the commands as you see fit.
    #
    #   :items ............Default Item Menu
    #   :skill ............Default Skill Menu
    #   :equip ............Default Equip menu
    #   :status ...........Default Status Menu
    #   :save .............Default Save Menu
    #   :system ...........Default Game End Menu
    #
    # For those that have imported KGC scripts.
    #
    #   :kgc_largeparty ...Requires KGC's Large Party
    #   :kgc_apviewer .....Requires KGC's Equip Learn Skill
    #   :kgc_skillcp ......Requires KGC's Skill CP System
    #   :kgc_difficulty ...Requires KGC's Battle Difficulty
    #   :kgc_distribute ...Requires KGC's Distribute Parameter
    #   :kgc_enemyguide ...Requires KGC's Enemy Guide
    #   :kgc_outline ......Requires KGC's Outline
    #
    # For those who are still attached to the YERD scripts.
    #
    #   :yerd_classchange .Requires YERD Subclass Selection System
    #   :yerd_learnskill ..Requires YERD Subclass Selection System
    #   :yerd_equipslots ..Requires YERD Equip Skill Slots
    #   :yerd_bestiary ....Requires YERD Bestiary + Scanned Enemy
    #===========================================================================
    MENU_COMMANDS =[ # Follow the instructions above.
      :items,          # Default Item Menu
      :status,         # Default Status Menu
      :skill,          # Default Skill Menu
      :equip,          # Default Equip menu
      :event2,         # Common Event
      :save,           # Default Save Menu
      :system,         # Default Game End Menu
    ] # Do not remove this.
   
    # This will determine whether or not your menu uses icons.
    USE_ICONS = true
   
    # If you're using icons, adjust the following hash to bind the right icons
    # to the right command.
    MENU_ICONS ={ # If an icon is not present, it will use the unused icon.
      :unused => 176,
      :items  => 144,
      :skill  => 159,
      :equip  =>  44,
      :status => 137,
      :save   => 149,
      :system => 134,
    } # Do not remove this.
   
    # This is the maximum number of rows to be displayed before the command
    # box will be cut off.
    MAX_ROWS = 10
   
    # Set the alignment for the text in your menu. By default, alignment is 0.
    #   0..Left Align, 1..Center Align, 2..Right Align
    ALIGN = 0
   
    # Setting this to true will cause the menu to shift to the right side of
    # the screen while moving the party status window over to the left side.
    MENU_RIGHT_SIDE = true
   
    # If this is set to true, the menu will not obscure the map until actor
    # selection is required. Events on the map will be frozen in place.
    ON_SCREEN_MENU = true
   
    #===========================================================================
    # Section II.A. Custom Menu Command - Lunatic Mode - Common Events
    # -------------------------------------------------------------------------
    # For those who would like to launch command events from the main menu,
    # modify this hash here to fit your liking. Then, add in the newly added
    # method to the MENU_COMMANDS array above.
    #
    #   HideSw - This is the hide switch. Set to nil to not use a switch.
    #   DisbSw - This is the disable switch. Set to nil to not use a switch.
    #   Debug? - This item will only appear if it's $TEST mode.
    #   CEvent - This is the common event that will launch.
    #   Icon   - This is the icon used if the option is given.
    #   Title  - This is the text that will appear.
    #===========================================================================
    COMMON_EVENTS ={ # Follow the instructions above.
      # Method => [HideSw, DisbSw, Debug?, CEvent, Icon, Title Name]
      :event1  => [   nil,    nil,   true,     11,  101, "Debug"],
      :event2  => [   nil,    nil,  false,     12,  117, "Camp"],
    } # Do not remove this.
     
    #===========================================================================
    # Section II.B. Custom Menu Command - Lunatic Mode - Imported Commands
    # -------------------------------------------------------------------------
    # The following is what KGC originally was going to have in his script but
    # was actually missing it in his publicized script. This will regain
    # functionality and also lift the "limit" of only 100 extra commands. The
    # following will explain how to set up the individual options.
    #
    #   HideSw - Switch used to hide the command. Set to nil if not used.
    #   DisbSw - Switch used to disable the command. Set to nil if not used.
    #   Actor? - Does this select an actor. Set to true if it does.
    #     Icon - Determines what icon will be used for this item.
    #    Title - The title text that appears for the event.
    #    Scene - The scene used to launch the respective scene.
    #
    # Note that this does not automatically detect what will and will not
    # disable the command ingame. You must understand and create a work
    # around with them (if they do disable the commands) with switches.
    # After binding your imported commands, go back to MENU_COMMANDS and
    # insert the proper command ID at the proper location.
    #===========================================================================
    IMPORTED_COMMANDS ={ # Follow the instructions above.
    # Method  => [HideSw, DisbSw, Actor?, Icon, Title Name, Scene Name.new]
     :quests  => [     8,      9,  false,   99,   "Quests", "Scene_Quest"],
     :faction => [    10,     11,  false,  100, "Factions", "Scene_Factions"],
     :row     => [   nil,    nil,  false,  101,     "Rows", "Scene_Row"],
     :record  => [   nil,    nil,  false,  102,  "Records", "Scene_Record"],
     :craft   => [   nil,    nil,  false,  103, "Crafting", "Scene_Crafting"],
    } # Do not remove this.
   
    #===========================================================================
    # Section III.A. Multi Variable Window
    # -------------------------------------------------------------------------
    # Imported straight from Scene Menu ReDux, this alters the gold window at
    # the bottom to display variables, time, steps, etc. This window appears
    # at the bottom of the screen.
    #===========================================================================
    USE_MULTI_VARIABLE_WINDOW = true
   
    # Variables will be shown in this order. Use 0 to show gold. Adjust the
    # following information as seen necessary.
    VARIABLES_SHOWN = [-5, -1, -2, 0]
    VARIABLES_ICONS = true
    VARIABLES_HASH  ={ # Note that value zero must exist.
    # VarID => [Icon, Text]
          -5 => [ 153, "Map"],
          -2 => [  48, "Steps"],
          -1 => [ 188, "Time"],
           0 => [ 205, "Gold"],
           1 => [ 200, "Jewels"],
    }# Do not remove this.
   
  end # MENU
end # YEM

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

#===============================================================================
# Scene_Menu
#===============================================================================

class Scene_Menu < Scene_Base
 
  #--------------------------------------------------------------------------
  # new method: create_command_list
  #--------------------------------------------------------------------------
  def create_command_list
    vocab = []
    commands = []
    icons = []
    index_list = {}
    YEM::MENU::MENU_COMMANDS.each_with_index { |c,i|
      case c
      when :items
        index_list[:items] = commands.size
        vocab.push(Vocab.item)
       
      when :skill # Skills
        index_list[:skill] = commands.size
        vocab.push(Vocab.skill)
       
      when :equip # Equip
        index_list[:equip] = commands.size
        vocab.push(Vocab.equip)
       
      when :status # Status
        index_list[:status] = commands.size
        vocab.push(Vocab.status)
       
      when :save # Save
        index_list[:save] = commands.size
        vocab.push(Vocab.save)
       
      when :system # System
        index_list[:system] = commands.size
        vocab.push(Vocab.game_end)
       
      #----- KGC Imported Scripts -----
       
      when :kgc_largeparty # KGC's Large Party
        next unless $imported["LargeParty"]
        index_list[:partyform] = commands.size
        @__command_partyform_index = commands.size
        vocab.push(Vocab.partyform)
       
      when :kgc_apviewer # KGC's AP Viewer
        next unless $imported["EquipLearnSkill"]
        index_list[:ap_viewer] = commands.size
        @__command_ap_viewer_index = commands.size
        vocab.push(Vocab.ap_viewer)
       
      when :kgc_skillcp # KGC's CP Skill System
        next unless $imported["SkillCPSystem"]
        index_list[:set_battle_skill] = commands.size
        @__command_set_battle_skill_index = commands.size
        vocab.push(Vocab.set_battle_skill)
       
      when :kgc_difficulty # KGC's Battle Difficulty
        next unless $imported["BattleDifficulty"]
        index_list[:set_difficulty] = commands.size
        @__command_set_difficulty_index = commands.size
        vocab.push(KGC::BattleDifficulty.get[:name])
       
      when :kgc_distribute # KGC's Distribute Parameter
        next unless $imported["DistributeParameter"]
        index_list[:distribute_parameter] = commands.size
        @__command_distribute_parameter_index = commands.size
        vocab.push(Vocab.distribute_parameter)
       
      when :kgc_enemyguide # KGC's Enemy Guide
        next unless $imported["EnemyGuide"]
        index_list[:enemy_guide] = commands.size
        @__command_enemy_guide_index = commands.size
        vocab.push(Vocab.enemy_guide)
       
      when :kgc_outline # KGC's Outline
        next unless $imported["Outline"]
        index_list[:outline] = commands.size
        @__command_outline_index = commands.size
        vocab.push(Vocab.outline)
       
      #----- YERD Imported Scripts -----
       
      when :yerd_classchange # Yanfly Subclass Class Change
        next unless $imported["SubclassSelectionSystem"]
        next unless YE::SUBCLASS::MENU_CLASS_CHANGE_OPTION
        next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH]
        index_list[:classchange] = commands.size
        @command_class_change = commands.size
        vocab.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE)

      when :yerd_learnskill # Yanfly Subclass Learn Skill
        next unless $imported["SubclassSelectionSystem"]
        next unless YE::SUBCLASS::USE_JP_SYSTEM and
        YE::SUBCLASS::LEARN_SKILL_OPTION
        next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH]
        index_list[:learnskill] = commands.size
        @command_learn_skill = commands.size
        vocab.push(YE::SUBCLASS::LEARN_SKILL_TITLE)
       
      when :yerd_equipslots # Yanfly Equip Skill System
        next unless $imported["EquipSkillSlots"]
        next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH]
        index_list[:equipskill] = commands.size
        @command_equip_skill = commands.size
        vocab.push(YE::EQUIPSKILL::MENU_TITLE)
       
      when :yerd_bestiary  # Yanfly Bestiary
        next unless $imported["DisplayScannedEnemy"]
        next unless $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH]
        index_list[:bestiary] = commands.size
        @command_bestiary = commands.size
        vocab.push(YE::MENU::MONSTER::BESTIARY_TITLE)
       
      else # ---- Custom Commands ----
        if YEM::MENU::COMMON_EVENTS.include?(c)
          common_event = YEM::MENU::COMMON_EVENTS[c]
          next if !$TEST and common_event[2]
          next if common_event[0] != nil and $game_switches[common_event[0]]
          index_list[c] = commands.size
          vocab.push(common_event[5])
        elsif YEM::MENU::IMPORTED_COMMANDS.include?(c)
          command_array = YEM::MENU::IMPORTED_COMMANDS[c]
          next if command_array[0] != nil and $game_switches[command_array[0]]
          index_list[c] = commands.size
          vocab.push(command_array[4])
        else; next
        end
       
      end
      commands.push(c)
      icons.push(menu_icon(c))
    } # YEM::MENU::MENU_COMMANDS.each_with_index
    $game_temp.menu_command_index = index_list
    @menu_array = [vocab, commands, icons]
  end
 
  #--------------------------------------------------------------------------
  # new method: menu_icon
  #--------------------------------------------------------------------------
  def menu_icon(command)
    if YEM::MENU::MENU_ICONS.include?(command)
      return YEM::MENU::MENU_ICONS[command]
    elsif YEM::MENU::COMMON_EVENTS.include?(command)
      return YEM::MENU::COMMON_EVENTS[command][4]
    elsif YEM::MENU::IMPORTED_COMMANDS.include?(command)
      return YEM::MENU::IMPORTED_COMMANDS[command][3]
    else
      return YEM::MENU::MENU_ICONS[:unused]
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: create_command_window
  #--------------------------------------------------------------------------
  def create_command_window
    create_command_list
    @command_window = Window_MenuCommand.new(@menu_array)
    @command_window.height = [@command_window.height,
      YEM::MENU::MAX_ROWS * 24 + 32].min
    @command_window.index = [@menu_index, @menu_array[0].size - 1].min
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: update_command_selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      check_debug_enable
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif $TEST and Input.trigger?(Input::F5) # Debug Refresh Party
      Sound.play_recovery
      for member in $game_party.members
        member.hp += member.maxhp
        member.mp += member.maxmp
      end
      @status_window.refresh
    elsif Input.trigger?(Input::C)
      command = @command_window.method
      case command
      when :items # Item Command
        Sound.play_decision
        $scene = Scene_Item.new
      when :skill, :equip, :status # Skill, Equip, and Status Commands
        Sound.play_decision
        start_actor_selection
      when :save # Save Command
        if $game_system.save_disabled
          Sound.play_buzzer
        else
          Sound.play_decision
          $game_temp.menu_command_index[:save]
          $scene = Scene_File.new(true, false, false)
        end
      when :system # System Command
        Sound.play_decision
        $scene = Scene_End.new
      else # Custom Commands
        if YEM::MENU::COMMON_EVENTS.include?(command)
          array = YEM::MENU::COMMON_EVENTS[command]
          if array[1] != nil and $game_switches[array[1]]
            Sound.play_buzzer
          else
            Sound.play_decision
            $game_temp.common_event_id = array[3]
            $scene = Scene_Map.new
          end
        elsif YEM::MENU::IMPORTED_COMMANDS.include?(command)
          array = YEM::MENU::IMPORTED_COMMANDS[command]
          if array[1] != nil and $game_switches[array[1]]
            Sound.play_buzzer
          else
            Sound.play_decision
            if array[2]
              start_actor_selection
            else
              $scene = eval(array[5] + ".new")
            end
          end
        end
       
      end # if case check
    end # end if
  end # end update_command_selection
 
  #--------------------------------------------------------------------------
  # overwrite method: update_actor_selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
      @status_window.close if YEM::MENU::ON_SCREEN_MENU
    elsif $TEST and Input.trigger?(Input::F5) # Debug Refresh Party
      Sound.play_recovery
      for member in $game_party.members
        member.hp += member.maxhp
        member.mp += member.maxmp
      end
      @status_window.refresh
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      command = @command_window.method
      case command
      when :skill # Skill Command
        $scene = Scene_Skill.new(@status_window.index)
      when :equip # Equip Command
        $scene = Scene_Equip.new(@status_window.index)
      when :status # Status Command
        $scene = Scene_Status.new(@status_window.index)
      else # Custom Commands
        if YEM::MENU::IMPORTED_COMMANDS.include?(command)
          array = YEM::MENU::IMPORTED_COMMANDS[command]
          $scene = eval(array[5] + ".new(@status_window.index)")
        end
      end
     
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: start
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    if YEM::MENU::USE_MULTI_VARIABLE_WINDOW
      @gold_window = Window_MultiVariableWindow.new
    else
      @gold_window = Window_Gold.new(0, 360)
    end
    @status_window = Window_MenuStatus.new(160, 0)
    @right_side = YEM::MENU::MENU_RIGHT_SIDE
    if YEM::MENU::ON_SCREEN_MENU
      @gold_window.y = @command_window.height
      @status_window.openness = 0
      @right_side = true if $game_player.screen_x <= 176
      @right_side = false if $game_player.screen_x >= 368
      $game_temp.on_screen_menu = false
    end
    if @right_side
      @status_window.x = 0
      @command_window.x = 384
      @gold_window.x = 384
    end
  end
 
  #--------------------------------------------------------------------------
  # alias method: start_actor_selection
  #--------------------------------------------------------------------------
  alias start_actor_selection_mmz start_actor_selection unless $@
  def start_actor_selection
    if YEM::MENU::ON_SCREEN_MENU
      @status_window.open
    end
    start_actor_selection_mmz
  end
 
  #--------------------------------------------------------------------------
  # new method: create_menu_background
  #--------------------------------------------------------------------------
  if YEM::MENU::ON_SCREEN_MENU
  def create_menu_background
    @menuback_sprite = Spriteset_Map.new
  end
  end
 
end # Scene_Menu

#==============================================================================
# Imported from KGC's Custom Menu Command
# to improve compatibility amongst KGC scripts
#==============================================================================
$imported["CustomMenuCommand"] = true
class Game_Temp
  attr_accessor :menu_command_index
  attr_accessor :next_scene_actor_index
  attr_accessor :on_screen_menu
 
  alias initialize_KGC_CustomMenuCommand initialize unless $@
  def initialize
    initialize_KGC_CustomMenuCommand
    @menu_command_index = {}
    @next_scene_actor_index = 0
  end
end

module KGC
module Commands
  module_function
  def call_item
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_item
    $game_temp.next_scene_actor_index = 0
    $game_temp.menu_command_index = {}
  end
  def call_skill(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_skill
    $game_temp.next_scene_actor_index = actor_index
    $game_temp.menu_command_index = {}
  end
  def call_equip(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_equip
    $game_temp.next_scene_actor_index = actor_index
    $game_temp.menu_command_index = {}
  end
  def call_status(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_status
    $game_temp.next_scene_actor_index = actor_index
    $game_temp.menu_command_index = {}
  end
end
end

class Game_Interpreter
  include KGC::Commands
end

class Scene_Map < Scene_Base
  alias update_scene_change_KGC_CustomMenuCommand update_scene_change unless $@
  def update_scene_change
    return if $game_player.moving?
    case $game_temp.next_scene
    when :menu_item
      call_menu_item
    when :menu_skill
      call_menu_skill
    when :menu_equip
      call_menu_equip
    when :menu_status
      call_menu_status
    else
      update_scene_change_KGC_CustomMenuCommand
    end
  end
  alias call_menu_mmz call_menu unless $@
  def call_menu
    $game_temp.on_screen_menu = true if YEM::MENU::ON_SCREEN_MENU
    call_menu_mmz
  end
  def call_menu_item
    $game_temp.next_scene = nil
    $scene = Scene_Item.new
  end
  def call_menu_skill
    $game_temp.next_scene = nil
    $scene = Scene_Skill.new($game_temp.next_scene_actor_index)
    $game_temp.next_scene_actor_index = 0
  end
  def call_menu_equip
    $game_temp.next_scene = nil
    $scene = Scene_Equip.new($game_temp.next_scene_actor_index)
    $game_temp.next_scene_actor_index = 0
  end
  def call_menu_status
    $game_temp.next_scene = nil
    $scene = Scene_Status.new($game_temp.next_scene_actor_index)
    $game_temp.next_scene_actor_index = 0
  end
end

class Scene_Menu < Scene_Base
  def check_debug_enable
    return unless Input.press?(Input::F5)
    return unless Input.press?(Input::F9)
    $TEST = true
  end
end

class Scene_Item < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:items)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:items])
    else
      $scene = Scene_Map.new
    end
  end
end

class Scene_Skill < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:skill)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:skill])
    else
      $scene = Scene_Map.new
    end
  end
end

class Scene_Equip < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:equip)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:equip])
    else
      $scene = Scene_Map.new
    end
  end
end

class Scene_Status < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:status)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:status])
    else
      $scene = Scene_Map.new
    end
  end
end

class Scene_File < Scene_Base
  alias return_scene_KGC_CustomMenuCommand return_scene unless $@
  def return_scene
    if @from_title || @from_event
      return_scene_KGC_CustomMenuCommand
    elsif $game_temp.menu_command_index.has_key?(:save)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:save])
    else
      $scene = Scene_Map.new
    end
  end
end

class Scene_End < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:system)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:system])
    else
      $scene = Scene_Map.new
    end
  end
end

#===============================================================================
# Game_Map
#===============================================================================

class Game_Map
 
  #--------------------------------------------------------------------------
  # map name
  #--------------------------------------------------------------------------
  unless method_defined?(:map_name)
  def map_name
    data = load_data("Data/MapInfos.rvdata")
    text = data[@map_id].name.gsub(/\[.*\]/) { "" }
    return text
  end
  end
 
end # Game_Map

#===============================================================================
# Game_Actor
#===============================================================================

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # new method: now_exp
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
 
  #--------------------------------------------------------------------------
  # new method: next_exp
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
 
end # Game_Actor

#===============================================================================
# Window_MultiVariableWindow
#===============================================================================

class Window_MultiVariableWindow < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    dh = 32 + 24 * YEM::MENU::VARIABLES_SHOWN.size
    dy = Graphics.height - dh
    super(0, dy, 160, dh)
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for i in YEM::MENU::VARIABLES_SHOWN
      next unless YEM::MENU::VARIABLES_HASH.include?(i)
      @time_index = @data.size if i == -1
      @data.push(i)
    end
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    sw = self.width - 32
    dy = WLH * index
    self.contents.clear_rect(rect)
    i = @data[index]
    case i
    when -5 # Draw Map Name
      self.contents.draw_text(0, dy, sw, WLH, $game_map.map_name, 1)
     
    when -2 # Draw Steps
      if YEM::MENU::VARIABLES_ICONS
        text = $game_party.steps
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YEM::MENU::VARIABLES_HASH[-2][0], sw-24, dy)
      else
        text = YEM::MENU::VARIABLES_HASH[-2][1]
        value = $game_party.steps
        cx = contents.text_size(text).width
        self.contents.font.color = normal_color
        self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
        self.contents.font.color = system_color
        self.contents.draw_text(0, dy, sw, WLH, text, 2)
      end
     
    when -1 # Draw Time
      if YEM::MENU::VARIABLES_ICONS
        text = game_time
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YEM::MENU::VARIABLES_HASH[-1][0], sw-24, dy)
      else
        self.contents.font.color = normal_color
        text = game_time
        self.contents.draw_text(0, dy, sw, WLH, text, 1)
      end
     
    when 0 # Draw Gold
      if YEM::MENU::VARIABLES_ICONS
        text = $game_party.gold
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YEM::MENU::VARIABLES_HASH[0][0], sw-24, dy)
      else
        draw_currency_value($game_party.gold, 4, dy, 120)
      end
     
    else # Draw Variables
      if YEM::MENU::VARIABLES_ICONS
        text = $game_variables[i]
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YEM::MENU::VARIABLES_HASH[i][0], sw-24, dy)
      else
        text = YEM::MENU::VARIABLES_HASH[i][1]
        value = $game_variables[i]
        cx = contents.text_size(text).width
        self.contents.font.color = normal_color
        self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
        self.contents.font.color = system_color
        self.contents.draw_text(0, dy, sw, WLH, text, 2)
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # game_time
  #--------------------------------------------------------------------------
  def game_time
    gametime = Graphics.frame_count / Graphics.frame_rate
    hours = gametime / 3600
    minutes = gametime / 60 % 60
    seconds = gametime % 60
    result = sprintf("%d:%02d:%02d", hours, minutes, seconds)
    return result
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  if YEM::MENU::VARIABLES_SHOWN.include?(-1)
  def update
    if game_time != (Graphics.frame_count / Graphics.frame_rate)
      draw_item(@time_index)
    end
    super
  end
  end
 
end # Window_MultiVariableWindow

#===============================================================================
# Window_MenuCommand
#===============================================================================

class Window_MenuCommand < Window_Command
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(array)
    @data = array[1]
    @icons = array[2]
    super(160, array[0])
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
 
  #--------------------------------------------------------------------------
  # method
  #--------------------------------------------------------------------------
  def method; return @data[self.index]; end
   
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    #---
    text = @commands[index]
    icon = @icons[index]
    case @data[index]
    when :items, :skill, :equip, :status, :kgc_apviewer, :kgc_skillcp,
      :kgc_distribute, :yerd_classchange, :yerd_learnskill, :yerd_equipslots
      enabled = ($game_party.members.size == 0 ? false : true)
    when :save
      enabled = !$game_system.save_disabled
    when :kgc_largeparty
      enabled = ($game_party.members.size == 0 ? false : true)
      enabled = false if !$game_party.partyform_enable?
    else
      if YEM::MENU::COMMON_EVENTS.include?(@data[index])
        if YEM::MENU::COMMON_EVENTS[@data[index]][1] != nil
          switch_id = YEM::MENU::COMMON_EVENTS[@data[index]][1]
          enabled = !$game_switches[switch_id]
        end
      elsif YEM::MENU::IMPORTED_COMMANDS.include?(@data[index])
        if YEM::MENU::IMPORTED_COMMANDS[@data[index]][1] != nil
          switch_id = YEM::MENU::IMPORTED_COMMANDS[@data[index]][1]
          enabled = !$game_switches[switch_id]
        end
      end
    end
    #---
    self.contents.font.color.alpha = enabled ? 255 : 128
    dx = rect.x; dy = rect.y; dw = rect.width
    if YEM::MENU::USE_ICONS and icon.is_a?(Integer)
      draw_icon(icon, 0, dy, enabled)
      dx += 20; dw -= 20
    end
    self.contents.draw_text(dx, dy, dw, WLH, text, YEM::MENU::ALIGN)
  end
 
end # Window_MenuCommand

#===============================================================================
#
# END OF FILE
#
#===============================================================================
(Why do I always feel like it's the end of the world and I'm the last man standing?)

**
Rep: +0/-0Level 56
Sweet Tooth Alligator
Yeah, that's pretty much it Pacman but with a way to revert back to normal as well ^^

I'll have a look at that script Logan ^^