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[RMVXA] How do I display weapon and armor in menu? + Actors in grid

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Hey all you crazy scripters, hows life? :)

I'm currently working on a little custom menu. Right now I'm a bit stuck. I would like the actor's current weapon and shield to be displayed under their HP and MP.
Everything I've tried has just thrown errors back at me.

This is my latest attempt. I tried to place -
Code: [Select]
draw_equipments(actor, x)
Inside the "draw_actor_simple_status"

And above it, I placed.
Code: [Select]
  def draw_equipments(x, y)
      @actor.equips.each_with_index do |item, i|
      draw_item_name(item, x, y + line_height * i)
    end
  end

This just ends up giving me the error "Undefined method for 'equips'"
I don't know how to explain to it what equips is, as I'm not even sure what/where it is.

- part 2: actors in grid-

Hey, good to see you again. Glad you stuck with me and my idiocy.
I would like the actors to show up 2x2 (like the mockup) but currently, they just kinda continue off the screen.

Here is a mock up -


This is what I have so far -


« Last Edit: July 27, 2014, 07:38:04 AM by Lord Stark »
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So you still need all of this? Or did you do some already?

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I just need the actor's Weapon and Shield displayed under their HP/MP and the actors to be displayed in a grid.

Weapons/Shield: I have no clue where to even start with this one. I've googled it a billion different ways, but I can't find what I'm looking for. I tried seeing how both the equip screen, and the status screen displayed the actor equipment, but I don't understand either. :(

Actors in a grid: I figured out how to make them display horizontally, but not how to have them in a grid.


This is what the menu currently looks like -
Spoiler for:
« Last Edit: July 27, 2014, 07:03:47 PM by Lord Stark »
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Code: [Select]
draw_item_name(item, x, y, enabled?)
From what I've found, that is what draws the item name + icon.
for item you would use @actor.equips[index] Obviously make sure you are using @actor correctly and index is a number 0-? (you'll have to mess with it because I really don't know much about it haha) but it corresponds to the equip slots for each actor.

For the grid part, you'll need a formula for the x/y values. Here's one that i whipped up. If you need help actually making it work with your script, then I'll need your menu script xD
Spoiler for:
Code: [Select]
# for this equation index is equal to the current actor index [0-3]
y_offset = (index / 2).to_i
# the y coordinate for the top 2 boxes (replace Y with the actual coordinate)
y = Y
# add the offset (replace Height with the height of the boxes)
y += (Height + 16) * y_offset

# Replace the X_OFFSET with the width of the boxes
x_offset = (index.even) ? 0 : (X_OFFSET + 16)
# Replace X with the x cordinate for the left-most boxes
x = X + x_offset

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Well, that's disappointing. I thought I would be able to put it in myself, but nope, I failed. :(
All I did was make it error.




Well, here's the script. .-.
I don't know how to write script so I 'make' them by stealing pieces from the RTP scripts.

Code: [Select]
class Window_Base < Window
 
  def draw_actor_simple_status(actor, x, y)
    draw_actor_hp(actor, x, y)
    draw_actor_mp(actor, x, y + line_height * 1)
    end
  end
 
class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :pending_index            # Pending position (for formation)
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, window_width, window_height)
    @pending_index = -1
    refresh
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    Graphics.width - 0
  end
  #--------------------------------------------------------------------------
  # * Get Window Height
  #--------------------------------------------------------------------------
  def window_height
    Graphics.height - 160
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items
  #--------------------------------------------------------------------------
  def item_max
    $game_party.members.size
  end
  #--------------------------------------------------------------------------
  # * Get Item Height
  #--------------------------------------------------------------------------
  def item_height
    (height - standard_padding * 2) /2
  end
  #--------------------------------------------------------------------------
  # * Get Item Width
  #--------------------------------------------------------------------------
  def item_width
    (width - standard_padding * 2 + spacing) / col_max - spacing
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
    actor = $game_party.members[index]
    enabled = $game_party.battle_members.include?(actor)
    rect = item_rect(index)
    draw_item_background(index)
    draw_actor_face(actor, rect.x + 1, rect.y + 1, true)
    draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2)
  end
  #--------------------------------------------------------------------------
  # * Draw Background for Item
  #--------------------------------------------------------------------------
  def draw_item_background(index)
    if index == @pending_index
      contents.fill_rect(item_rect(index), pending_color)
    end
  end
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
    super
    $game_party.menu_actor = $game_party.members[index]
  end
  #--------------------------------------------------------------------------
  # * Restore Previous Selection Position
  #--------------------------------------------------------------------------
  def select_last
    select($game_party.menu_actor.index || 0)
  end
  #--------------------------------------------------------------------------
  # * Set Pending Position (for Formation)
  #--------------------------------------------------------------------------
  def pending_index=(index)
    last_pending_index = @pending_index
    @pending_index = index
    redraw_item(@pending_index)
    redraw_item(last_pending_index)
  end
end

#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  This command window appears on the menu screen.
#==============================================================================

class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Initialize Command Selection Position (Class Method)
  #--------------------------------------------------------------------------
  def self.init_command_position
    @@last_command_symbol = nil
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0)
    select_last
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    return 544
  end
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    item_max
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
    add_main_commands
    add_formation_command
    add_original_commands
    add_save_command
    add_game_end_command
  end
  #--------------------------------------------------------------------------
  # * Add Main Commands to List
  #--------------------------------------------------------------------------
  def add_main_commands
    add_command(Vocab::item,   :item,   main_commands_enabled)
    add_command(Vocab::equip,  :equip,  main_commands_enabled)
    add_command(Vocab::status, :status, main_commands_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Formation to Command List
  #--------------------------------------------------------------------------
  def add_formation_command

  end
  #--------------------------------------------------------------------------
  # * For Adding Original Commands
  #--------------------------------------------------------------------------
  def add_original_commands
  end
  #--------------------------------------------------------------------------
  # * Add Save to Command List
  #--------------------------------------------------------------------------
  def add_save_command
    add_command(Vocab::save, :save, save_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Exit Game to Command List
  #--------------------------------------------------------------------------
  def add_game_end_command

  end
  #--------------------------------------------------------------------------
  # * Add Save to Command List
  #--------------------------------------------------------------------------
  def add_save_command
    add_command(Vocab::save, :save, save_enabled)
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Main Commands
  #--------------------------------------------------------------------------
  def main_commands_enabled
    $game_party.exists
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Formation
  #--------------------------------------------------------------------------
  def formation_enabled
    $game_party.members.size >= 2 && !$game_system.formation_disabled
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Save
  #--------------------------------------------------------------------------
  def save_enabled
    !$game_system.save_disabled
  end
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
    @@last_command_symbol = current_symbol
    super
  end
  #--------------------------------------------------------------------------
  # * Restore Previous Selection Position
  #--------------------------------------------------------------------------
  def select_last
    select_symbol(@@last_command_symbol)
  end
# =-=-=-=-
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    return 1
  end
  #--------------------------------------------------------------------------
  # * Get Digit Count
  #--------------------------------------------------------------------------
  def col_max
    return 4
  end
  #--------------------------------------------------------------------------
  # * Get Spacing for Items Arranged Side by Side
  #--------------------------------------------------------------------------
  def spacing
    return 8
  end
  #--------------------------------------------------------------------------
  # * Calculate Width of Window Contents
  #--------------------------------------------------------------------------
  def contents_width
    (item_width + spacing) * item_max - spacing
  end
  #--------------------------------------------------------------------------
  # * Calculate Height of Window Contents
  #--------------------------------------------------------------------------
  def contents_height
    item_height
  end
  #--------------------------------------------------------------------------
  # * Get Leading Digits
  #--------------------------------------------------------------------------
  def top_col
    ox / (item_width + spacing)
  end
  #--------------------------------------------------------------------------
  # * Set Leading Digits
  #--------------------------------------------------------------------------
  def top_col=(col)
    col = 0 if col < 0
    col = col_max - 1 if col > col_max - 1
    self.ox = col * (item_width + spacing)
  end
  #--------------------------------------------------------------------------
  # * Get Trailing Digits
  #--------------------------------------------------------------------------
  def bottom_col
    top_col + col_max - 1
  end
  #--------------------------------------------------------------------------
  # * Set Trailing Digits
  #--------------------------------------------------------------------------
  def bottom_col=(col)
    self.top_col = col - (col_max - 1)
  end
  #--------------------------------------------------------------------------
  # * Scroll Cursor to Position Within Screen
  #--------------------------------------------------------------------------
  def ensure_cursor_visible
    self.top_col = index if index < top_col
    self.bottom_col = index if index > bottom_col
  end
  #--------------------------------------------------------------------------
  # * Get Rectangle for Displaying Items
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = super
    rect.x = index * (item_width + spacing)
    rect.y = 0
    rect
  end
  #--------------------------------------------------------------------------
  # * Get Alignment
  #--------------------------------------------------------------------------
  def alignment
    return 1
  end
  #--------------------------------------------------------------------------
  # * Move Cursor Down
  #--------------------------------------------------------------------------
  def cursor_down(wrap = false)
  end
  #--------------------------------------------------------------------------
  # * Move Cursor Up
  #--------------------------------------------------------------------------
  def cursor_up(wrap = false)
  end
  #--------------------------------------------------------------------------
  # * Move Cursor One Page Down
  #--------------------------------------------------------------------------
  def cursor_pagedown
  end
  #--------------------------------------------------------------------------
  # * Move Cursor One Page Up
  #--------------------------------------------------------------------------
  def cursor_pageup
  end
#-=-=-=-=-=-=-=-=
end

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    super
    create_command_window
    create_gold_window
    create_status_window
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_MenuCommand.new
    @command_window.y = 32
    @command_window.set_handler(:item,      method(:command_item))
    @command_window.set_handler(:equip,     method(:command_personal))
    @command_window.set_handler(:status,    method(:command_personal))
    @command_window.set_handler(:save,      method(:command_save))
    @command_window.set_handler(:cancel,    method(:return_scene))
  end
  #--------------------------------------------------------------------------
  # * Create Gold Window
  #--------------------------------------------------------------------------
  def create_gold_window

  end
  #--------------------------------------------------------------------------
  # * Create Status Window
  #--------------------------------------------------------------------------
  def create_status_window
    @status_window = Window_MenuStatus.new(@command_window.width, 0)
    @status_window.x = 0
    @status_window.y = 128
  end
  #--------------------------------------------------------------------------
  # * [Item] Command
  #--------------------------------------------------------------------------
  def command_item
    SceneManager.call(Scene_Item)
  end
  #--------------------------------------------------------------------------
  # * [Skill], [Equipment] and [Status] Commands
  #--------------------------------------------------------------------------
  def command_personal
    @status_window.select_last
    @status_window.activate
    @status_window.set_handler(:ok,     method(:on_personal_ok))
    @status_window.set_handler(:cancel, method(:on_personal_cancel))
  end
  #--------------------------------------------------------------------------
  # * [Formation] Command
  #--------------------------------------------------------------------------
  def command_formation
    @status_window.select_last
    @status_window.activate
    @status_window.set_handler(:ok,     method(:on_formation_ok))
    @status_window.set_handler(:cancel, method(:on_formation_cancel))
  end
  #--------------------------------------------------------------------------
  # * [Save] Command
  #--------------------------------------------------------------------------
  def command_save
    SceneManager.call(Scene_Save)
  end
  #--------------------------------------------------------------------------
  # * [Exit Game] Command
  #--------------------------------------------------------------------------
  def command_game_end
    SceneManager.call(Scene_End)
  end
  #--------------------------------------------------------------------------
  # * [OK] Personal Command
  #--------------------------------------------------------------------------
  def on_personal_ok
    case @command_window.current_symbol
    when :skill
      SceneManager.call(Scene_Skill)
    when :equip
      SceneManager.call(Scene_Equip)
    when :status
      SceneManager.call(Scene_Status)
    end
  end
  #--------------------------------------------------------------------------
  # * [Cancel] Personal Command
  #--------------------------------------------------------------------------
  def on_personal_cancel
    @status_window.unselect
    @command_window.activate
  end
  #--------------------------------------------------------------------------
  # * Formation [OK]
  #--------------------------------------------------------------------------
  def on_formation_ok
    if @status_window.pending_index >= 0
      $game_party.swap_order(@status_window.index,
                             @status_window.pending_index)
      @status_window.pending_index = -1
      @status_window.redraw_item(@status_window.index)
    else
      @status_window.pending_index = @status_window.index
    end
    @status_window.activate
  end
  #--------------------------------------------------------------------------
  # * Formation [Cancel]
  #--------------------------------------------------------------------------
  def on_formation_cancel
    if @status_window.pending_index >= 0
      @status_window.pending_index = -1
      @status_window.activate
    else
      @status_window.unselect
      @command_window.activate
    end
  end
end
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Alright I did most of it, but I'm not sure how to go about changing the cursor. You'll either need an edit to window_selectable to allow horizontal selection + vertical selection simultaneously or a new window altogether. It's up to you how you want to do this. You can either make an edit to the default window_selectable or make a new one >.>
Here's what I got so far
Spoiler for:

Code: [Select]
class Window_Base < Window
 
  def draw_actor_simple_status(actor, x, y)
    draw_actor_hp(actor, x, y)
    draw_actor_mp(actor, x, y + line_height * 1)
    end
  end
 
class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :pending_index            # Pending position (for formation)
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, window_width, window_height)
    @pending_index = -1
    refresh
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    Graphics.width - 0
  end
  #--------------------------------------------------------------------------
  # * Get Window Height
  #--------------------------------------------------------------------------
  def window_height
    Graphics.height - 160
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items
  #--------------------------------------------------------------------------
  def item_max
    $game_party.members.size
  end
  #--------------------------------------------------------------------------
  # * Get Item Height
  #--------------------------------------------------------------------------
  def item_height
    (height - 16 * 2) / 2
  end
  #--------------------------------------------------------------------------
  # * Get Item Width
  #--------------------------------------------------------------------------
  def item_width
    (width - 16 * 2) / 2
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
    actor = $game_party.members[index]
    enabled = $game_party.battle_members.include?(actor)
    rect = item_rect(index)
    draw_item_background(index)
    # calculate grid
    x = (index.even?) ? 0 : 288
    y = (index / 2).to_i
    y = (128) * y
    draw_actor_face(actor, x + 1, y + 1, true)
    draw_actor_simple_status(actor, x + 108, y)
    draw_item_name(actor.equips[0], x + 108, y + 48, true)
    draw_item_name(actor.equips[1], x + 108, y + 72, true)
  end
  #--------------------------------------------------------------------------
  # * Draw Background for Item
  #--------------------------------------------------------------------------
  def draw_item_background(index)
    if index == @pending_index
      contents.fill_rect(item_rect(index), pending_color)
    end
  end
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
    super
    $game_party.menu_actor = $game_party.members[index]
  end
  #--------------------------------------------------------------------------
  # * Restore Previous Selection Position
  #--------------------------------------------------------------------------
  def select_last
    select($game_party.menu_actor.index || 0)
  end
  #--------------------------------------------------------------------------
  # * Set Pending Position (for Formation)
  #--------------------------------------------------------------------------
  def pending_index=(index)
    last_pending_index = @pending_index
    @pending_index = index
    redraw_item(@pending_index)
    redraw_item(last_pending_index)
  end
end

#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  This command window appears on the menu screen.
#==============================================================================

class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Initialize Command Selection Position (Class Method)
  #--------------------------------------------------------------------------
  def self.init_command_position
    @@last_command_symbol = nil
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0)
    select_last
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    return 544
  end
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    item_max
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
    add_main_commands
    add_formation_command
    add_original_commands
    add_save_command
    add_game_end_command
  end
  #--------------------------------------------------------------------------
  # * Add Main Commands to List
  #--------------------------------------------------------------------------
  def add_main_commands
    add_command(Vocab::item,   :item,   main_commands_enabled)
    add_command(Vocab::equip,  :equip,  main_commands_enabled)
    add_command(Vocab::status, :status, main_commands_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Formation to Command List
  #--------------------------------------------------------------------------
  def add_formation_command

  end
  #--------------------------------------------------------------------------
  # * For Adding Original Commands
  #--------------------------------------------------------------------------
  def add_original_commands
  end
  #--------------------------------------------------------------------------
  # * Add Save to Command List
  #--------------------------------------------------------------------------
  def add_save_command
    add_command(Vocab::save, :save, save_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Exit Game to Command List
  #--------------------------------------------------------------------------
  def add_game_end_command

  end
  #--------------------------------------------------------------------------
  # * Add Save to Command List
  #--------------------------------------------------------------------------
  def add_save_command
    add_command(Vocab::save, :save, save_enabled)
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Main Commands
  #--------------------------------------------------------------------------
  def main_commands_enabled
    $game_party.exists
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Formation
  #--------------------------------------------------------------------------
  def formation_enabled
    $game_party.members.size >= 2 && !$game_system.formation_disabled
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Save
  #--------------------------------------------------------------------------
  def save_enabled
    !$game_system.save_disabled
  end
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
    @@last_command_symbol = current_symbol
    super
  end
  #--------------------------------------------------------------------------
  # * Restore Previous Selection Position
  #--------------------------------------------------------------------------
  def select_last
    select_symbol(@@last_command_symbol)
  end
# =-=-=-=-
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    return 1
  end
  #--------------------------------------------------------------------------
  # * Get Digit Count
  #--------------------------------------------------------------------------
  def col_max
    return 4
  end
  #--------------------------------------------------------------------------
  # * Get Spacing for Items Arranged Side by Side
  #--------------------------------------------------------------------------
  def spacing
    return 8
  end
  #--------------------------------------------------------------------------
  # * Calculate Width of Window Contents
  #--------------------------------------------------------------------------
  def contents_width
    (item_width + spacing) * item_max - spacing
  end
  #--------------------------------------------------------------------------
  # * Calculate Height of Window Contents
  #--------------------------------------------------------------------------
  def contents_height
    item_height
  end
  #--------------------------------------------------------------------------
  # * Get Leading Digits
  #--------------------------------------------------------------------------
  def top_col
    ox / (item_width + spacing)
  end
  #--------------------------------------------------------------------------
  # * Set Leading Digits
  #--------------------------------------------------------------------------
  def top_col=(col)
    col = 0 if col < 0
    col = col_max - 1 if col > col_max - 1
    self.ox = col * (item_width + spacing)
  end
  #--------------------------------------------------------------------------
  # * Get Trailing Digits
  #--------------------------------------------------------------------------
  def bottom_col
    top_col + col_max - 1
  end
  #--------------------------------------------------------------------------
  # * Set Trailing Digits
  #--------------------------------------------------------------------------
  def bottom_col=(col)
    self.top_col = col - (col_max - 1)
  end
  #--------------------------------------------------------------------------
  # * Scroll Cursor to Position Within Screen
  #--------------------------------------------------------------------------
  def ensure_cursor_visible
    self.top_col = index if index < top_col
    self.bottom_col = index if index > bottom_col
  end
  #--------------------------------------------------------------------------
  # * Get Rectangle for Displaying Items
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = super
    rect.x = index * (item_width + spacing)
    rect.y = 0
    rect
  end
  #--------------------------------------------------------------------------
  # * Get Alignment
  #--------------------------------------------------------------------------
  def alignment
    return 1
  end
  #--------------------------------------------------------------------------
  # * Move Cursor Down
  #--------------------------------------------------------------------------
  def cursor_down(wrap = false)
  end
  #--------------------------------------------------------------------------
  # * Move Cursor Up
  #--------------------------------------------------------------------------
  def cursor_up(wrap = false)
  end
  #--------------------------------------------------------------------------
  # * Move Cursor One Page Down
  #--------------------------------------------------------------------------
  def cursor_pagedown
  end
  #--------------------------------------------------------------------------
  # * Move Cursor One Page Up
  #--------------------------------------------------------------------------
  def cursor_pageup
  end
#-=-=-=-=-=-=-=-=
end

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    super
    create_command_window
    create_gold_window
    create_status_window
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_MenuCommand.new
    @command_window.y = 32
    @command_window.set_handler(:item,      method(:command_item))
    @command_window.set_handler(:equip,     method(:command_personal))
    @command_window.set_handler(:status,    method(:command_personal))
    @command_window.set_handler(:save,      method(:command_save))
    @command_window.set_handler(:cancel,    method(:return_scene))
  end
  #--------------------------------------------------------------------------
  # * Create Gold Window
  #--------------------------------------------------------------------------
  def create_gold_window

  end
  #--------------------------------------------------------------------------
  # * Create Status Window
  #--------------------------------------------------------------------------
  def create_status_window
    @status_window = Window_MenuStatus.new(@command_window.width, 0)
    @status_window.x = 0
    @status_window.y = 128
  end
  #--------------------------------------------------------------------------
  # * [Item] Command
  #--------------------------------------------------------------------------
  def command_item
    SceneManager.call(Scene_Item)
  end
  #--------------------------------------------------------------------------
  # * [Skill], [Equipment] and [Status] Commands
  #--------------------------------------------------------------------------
  def command_personal
    @status_window.select_last
    @status_window.activate
    @status_window.set_handler(:ok,     method(:on_personal_ok))
    @status_window.set_handler(:cancel, method(:on_personal_cancel))
  end
  #--------------------------------------------------------------------------
  # * [Formation] Command
  #--------------------------------------------------------------------------
  def command_formation
    @status_window.select_last
    @status_window.activate
    @status_window.set_handler(:ok,     method(:on_formation_ok))
    @status_window.set_handler(:cancel, method(:on_formation_cancel))
  end
  #--------------------------------------------------------------------------
  # * [Save] Command
  #--------------------------------------------------------------------------
  def command_save
    SceneManager.call(Scene_Save)
  end
  #--------------------------------------------------------------------------
  # * [Exit Game] Command
  #--------------------------------------------------------------------------
  def command_game_end
    SceneManager.call(Scene_End)
  end
  #--------------------------------------------------------------------------
  # * [OK] Personal Command
  #--------------------------------------------------------------------------
  def on_personal_ok
    case @command_window.current_symbol
    when :skill
      SceneManager.call(Scene_Skill)
    when :equip
      SceneManager.call(Scene_Equip)
    when :status
      SceneManager.call(Scene_Status)
    end
  end
  #--------------------------------------------------------------------------
  # * [Cancel] Personal Command
  #--------------------------------------------------------------------------
  def on_personal_cancel
    @status_window.unselect
    @command_window.activate
  end
  #--------------------------------------------------------------------------
  # * Formation [OK]
  #--------------------------------------------------------------------------
  def on_formation_ok
    if @status_window.pending_index >= 0
      $game_party.swap_order(@status_window.index,
                             @status_window.pending_index)
      @status_window.pending_index = -1
      @status_window.redraw_item(@status_window.index)
    else
      @status_window.pending_index = @status_window.index
    end
    @status_window.activate
  end
  #--------------------------------------------------------------------------
  # * Formation [Cancel]
  #--------------------------------------------------------------------------
  def on_formation_cancel
    if @status_window.pending_index >= 0
      @status_window.pending_index = -1
      @status_window.activate
    else
      @status_window.unselect
      @command_window.activate
    end
  end
end

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