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skin changing

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***
Rep:
Level 89
i no that the skin starts off blue and that you can change it but is there a script do that on options in the game u change the game skin

like on the ff games
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

*
I love Firerain
Rep:
Level 97
=D
Why script, use database editing! if u and i are talking about the same script
Arlen is hot.

***
Rep:
Level 89
ye but i want an option on the game menu so u can change the background colour like u can on most ffs E.G u can change ff9s to standerd(grey) or classic(blue)
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

*
I love Firerain
Rep:
Level 97
=D
oh so u want 2,im not good at scripts so i cant help sry
Arlen is hot.

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I could modify mine, so you can use it for yours, but I need to know, which menu you are using. If it
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***
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Level 89
#========================================
#? Window_Base
#--------------------------------------------------------------------------------
# Setting functions for the "Base"
#========================================

class Window_Base < Window

def draw_actor_face(actor, x, y)
face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(0, 0, fw, fh)
self.contents.blt(x - fw / 23, y - fh, face, src_rect)
end
end
def draw_actor_battler_graphic(actor, x, y)
   bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
   cw = bitmap.width
   ch = bitmap.height
   src_rect = Rect.new(0, 0, cw, ch)
   self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

#========================================
#? Game_Map
#--------------------------------------------------------------------------------
# Setting functions for the Map
#========================================
class Game_Map

def name
$map_infos[@map_id]
end
end

#========================================
#? Window_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end




#==============================================================================
# ? Window_MenuStatus
#------------------------------------------------------------------------------
#  Sets up the Choosing.
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
   super(0, 0, 560, 454)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   refresh
   self.active = false
   self.index = -1
end
#--------------------------------------------------------------------------
# Drawing Info on Screen
#--------------------------------------------------------------------------
def refresh
   self.contents.clear
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     x = 94
     y = i * 110
     actor = $game_party.actors
     draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line
     #draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
     draw_actor_name(actor, x, y)
     draw_actor_class(actor, x + 120, y)
     draw_actor_level(actor, x, y + 18)
     draw_actor_state(actor, x + 200, y)
     draw_actor_exp(actor, x+ 144, y + 38)
     draw_actor_hp(actor, x, y + 38)
     draw_actor_sp(actor, x, y + 58)
   end
end
#--------------------------------------------------------------------------
# Update of Cursor
#--------------------------------------------------------------------------
def update_cursor_rect
   if @index < 0
     self.cursor_rect.empty
   else
     self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
   end
end
end

#=======================================#
# ?Window_GameStats                                                             #
# written by AcedentProne                                                          #
#------------------------------------------------------------------------------#

class Window_GameStats < Window_Base
def initialize
  super(0, 0, 160, 80)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = "Arial"
  self.contents.font.size = 22
  refresh
end

def refresh
  self.contents.clear
  self.contents.font.color = system_color
  # Draw "Time"
  @total_sec = Graphics.frame_count / Graphics.frame_rate
  hour = @total_sec / 60 / 60
  min = @total_sec / 60 % 60
  sec = @total_sec % 60
  text = sprintf("%02d:%02d:%02d", hour, min, sec)
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 6, 120, 32, text, 2)
self.contents.font.color = system_color
  self.contents.draw_text(4, -10, 120, 32, "Temps")
  #Drawing Gold
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 22, 120, 32,$game_party.gold.to_s + " " +$data_system.words.gold, 2)
  self.contents.font.color = system_color
  self.contents.draw_text(4, 22, 120, 32, $data_system.words.gold, 2)
end
#--------------------------------------------------------------------------
# Update of The count
#--------------------------------------------------------------------------
def update
  super
  if Graphics.frame_count / Graphics.frame_rate != @total_sec
    refresh
  end
end
end

#==============================================================================
# ? Window_Mapname
#------------------------------------------------------------------------------
# ?Draws the Map name
#==============================================================================

class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 60)
self.contents = Bitmap.new(width - 52, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 24
refresh
end
#--------------------------------------------------------------------------
# Draws info on screen
#--------------------------------------------------------------------------
def refresh
self.contents.clear

# Map Name
#map = $game_map.name
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 220, 32, "Location")
self.contents.font.color = normal_color
self.contents.draw_text(175, 0, 80, 32, $game_map.name)
end
end

#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# FF7 menu laytout as requested by AcedentProne.
#==============================================================================

class Scene_Menu
#--------------------------- edit-------------------------------
attr_reader :status_window
#/--------------------------- edit-------------------------------

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

def main
  s1 = $data_system.words.item
  s2 = $data_system.words.skill
  s3 = $data_system.words.equip
  s4 = "Status"
  s5 = "Save Game"
  s6 = "Quit FF XV"
 
  #--------------------------- edit-------------------------------
  # Command menu
  # Size = Screen height - border sizes -
  #   GameStatus menu - Spacing from GameStatus
  @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
  @command_window.x = 640 - @command_window.width
  @command_window.y = 0
  @command_window.z = 110
  @command_window.index = @menu_index
  if $game_party.actors.size == 0
    @command_window.disable_item(0)
    @command_window.disable_item(1)
    @command_window.disable_item(2)
    @command_window.disable_item(3)
  end
  if $game_system.save_disabled
    @command_window.disable_item(4)
  end
  @map = Window_Mapname.new
  @map.x = 640 - @map.width
  @map.y = 480 - @map.height - 1
  @map.z = 110
  # Lower right box
  @game_stats_window = Window_GameStats.new
  @game_stats_window.x = 640 - @game_stats_window.width
  @game_stats_window.y = 640 - @command_window.height - @game_stats_window.height + 3
  @game_stats_window.z =110
     
 
  # Status window
  @status_window = Window_MenuStatus.new
  @status_window.x = 0
  @status_window.y = 8
  @status_window.z = 100
     
 

  Graphics.transition
  loop do
    Graphics.update
    Input.update
    update
    if $scene != self
      break
    end
  end
  Graphics.freeze
  @command_window.dispose
  @game_stats_window.dispose
  @status_window.dispose
  @map.dispose
end
#--------------------------------------------------------------------------
# Updating
#--------------------------------------------------------------------------
def update
  @command_window.update
  @game_stats_window.update
  @status_window.update
  @map.update
  if @command_window.active
    update_command
    return
  end
  if @status_window.active
    update_status
    return
  end
end
#--------------------------------------------------------------------------
# Updating the Command Selection
#--------------------------------------------------------------------------
def update_command
  # If B button is pused
  if Input.trigger?(Input::B)
    # Plays assigned SE
    $game_system.se_play($data_system.cancel_se)
    # Go to Map
    $scene = Scene_Map.new
    return
  end
  # If C button is pused
  if Input.trigger?(Input::C)
    # Checks actor size
    if $game_party.actors.size == 0 and @command_window.index < 4
      # plays SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    case @command_window.index
    when 0
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Item.new
    when 1
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.index = 0
    when 2
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.index = 0
    when 3
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.index = 0
    when 4
      if $game_system.save_disabled
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Save.new
    when 5
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_End.new
    end
    return
  end
end
#--------------------------------------------------------------------------
# Updating Status Screen
#--------------------------------------------------------------------------
def update_status
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
    return
  end
  if Input.trigger?(Input::C)
    case @command_window.index
    when 1
      if $game_party.actors[@status_window.index].restriction >= 2
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Skill.new(@status_window.index)
    when 2
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Equip.new(@status_window.index)
    when 3
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Status.new(@status_window.index)
    end
    return
  end
end
end
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Okay, I will put the "Skin" choice between Status and Save Game. How much skins do you want?
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Visit our website.
You can also love/hate us on Facebook or the game itself.


Get DropBox, the best free file syncing service there is!

***
Rep:
Level 89
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Sorry, I took so long, but my pizza just arrived, when I started working on it. :^^: Just replace your old script with this one. There ya go:

Code: [Select]
#========================================
#? Window_Base
#--------------------------------------------------------------------------------
# Setting functions for the "Base"
#========================================

#========================================
# Skin support by Blizzard (further below)
#========================================

class Window_Base < Window

  def draw_actor_face(actor, x, y)
    face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
    fw = face.width
    fh = face.height
    src_rect = Rect.new(0, 0, fw, fh)
    self.contents.blt(x - fw / 23, y - fh, face, src_rect)
  end
 
  def draw_actor_battler_graphic(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
end

#========================================
#? Game_Map
#--------------------------------------------------------------------------------
# Setting functions for the Map
#========================================
class Game_Map

  def name
    $map_infos[@map_id]
  end
 
end

#========================================
#? Window_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
 
  $map_infos = load_data("Data/MapInfos.rxdata")
 
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
 
end




#==============================================================================
# ? Window_MenuStatus
#------------------------------------------------------------------------------
# Sets up the Choosing.
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
  def initialize
    super(0, 0, 560, 454)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    refresh
    self.active = false
    self.index = -1
  end
#--------------------------------------------------------------------------
# Drawing Info on Screen
#--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 94
      y = i * 110
      actor = $game_party.actors[i]
      draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line
      #draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
      draw_actor_name(actor, x, y)
      draw_actor_class(actor, x + 120, y)
      draw_actor_level(actor, x, y + 18)
      draw_actor_state(actor, x + 200, y)
      draw_actor_exp(actor, x+ 144, y + 38)
      draw_actor_hp(actor, x, y + 38)
      draw_actor_sp(actor, x, y + 58)
    end
  end
#--------------------------------------------------------------------------
# Update of Cursor
#--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
    end
  end
end

#=======================================#
# ?Window_GameStats #
# written by AcedentProne #
#------------------------------------------------------------------------------#

class Window_GameStats < Window_Base
  def initialize
    super(0, 0, 160, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 22
    refresh
  end

  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    # Draw "Time"
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 6, 120, 32, text, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(4, -10, 120, 32, "Temps")
    #Drawing Gold
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 22, 120, 32,$game_party.gold.to_s + " " +$data_system.words.gold, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(4, 22, 120, 32, $data_system.words.gold, 2)
  end
#--------------------------------------------------------------------------
# Update of The count
#--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#==============================================================================
# ? Window_Mapname
#------------------------------------------------------------------------------
# ?Draws the Map name
#==============================================================================

class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
  def initialize
    super(0, 0, 320, 60)
    self.contents = Bitmap.new(width - 52, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    refresh
  end
#--------------------------------------------------------------------------
# Draws info on screen
#--------------------------------------------------------------------------
  def refresh
    self.contents.clear
 
    # Map Name
    #map = $game_map.name
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 220, 32, "Location")
    self.contents.font.color = normal_color
    self.contents.draw_text(175, 0, 80, 32, $game_map.name)
  end
end

#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# FF7 menu laytout as requested by AcedentProne.
#==============================================================================

#========================================
# Skin support by Blizzard BEGIN
#========================================

class Window_Skin < Window_Selectable
 
  def initialize(width, commands)
    super(0, 0, width, commands.size * 32 + 32)
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    refresh
    self.index = 0
  end
 
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
 
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(12, 32 * index, self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    # icon support, delete text in the r1, r2... and change 196 to 64 at the
    # [r1, r2...], icons are name skin0, skin1...
    #bitmap = RPG::Cache.icon("skin" + index.to_s)
    #self.contents.blt(x + 3, index * 32 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(rect, @commands[index])
  end
 
  def disable_item(index)
    draw_item(index, disabled_color)
  end
end

#========================================
# Skin support by Blizzard END
#========================================

 
class Scene_Menu
#--------------------------- edit-------------------------------
  attr_reader :status_window
#/--------------------------- edit-------------------------------

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

  def main
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Skin"
    s6 = "Save Game"
    s7 = "Quit FF XV"

    r1 = "Skin 1"
    r2 = "Skin 2"
    r3 = "Skin 3"
    r4 = "Skin 4"
    r5 = "Skin 5"
   
    #--------------------------- edit-------------------------------
    # Command menu
    # Size = Screen height - border sizes -
    # GameStatus menu - Spacing from GameStatus
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.x = 640 - @command_window.width
    @command_window.y = 0
    @command_window.z = 110
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @map = Window_Mapname.new
    @map.x = 640 - @map.width
    @map.y = 480 - @map.height - 1
    @map.z = 110
    # Lower right box
    @game_stats_window = Window_GameStats.new
    @game_stats_window.x = 640 - @game_stats_window.width
    @game_stats_window.y = 640 - @command_window.height - @game_stats_window.height + 3
    @game_stats_window.z =110


    # Status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 0
    @status_window.y = 8
    @status_window.z = 100
   
    # Skin chooser
    @skin_window = Window_Skin.new(196, [r1, r2, r3, r4, r5])
    @skin_window.active = false
    @skin_window.x = -256
    @skin_window.y = 128
    @skin_window.z = 300
   


    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @game_stats_window.dispose
    @status_window.dispose
    @skin_window.dispose
    @map.dispose
  end
#--------------------------------------------------------------------------
# Updating
#--------------------------------------------------------------------------
  def update
    @command_window.update
    @game_stats_window.update
    @status_window.update
    @map.update
    @skin_window.update
    if @skin_window.active
      update_skin_window
      return
    end
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
#--------------------------------------------------------------------------
# Updating the Command Selection
#--------------------------------------------------------------------------
  def update_command
    # If B button is pushed
    if Input.trigger?(Input::B)
      # Plays assigned SE
      $game_system.se_play($data_system.cancel_se)
      # Go to Map
      $scene = Scene_Map.new
      return
    end
    # If C button is pushed
    if Input.trigger?(Input::C)
      # Checks actor size
      if $game_party.actors.size == 0 and @command_window.index < 4
        # plays SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4
        $game_system.se_play($data_system.decision_se)
        @skin_window.x = 352
        @command_window.active = false
        @skin_window.active = true
      #  @skin_window.index = 0
      when 5
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 6
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end
      return
    end
  end
 
  def update_skin_window
    # If B button is pushed
    if Input.trigger?(Input::B)
      # Plays assigned SE
      $game_system.se_play($data_system.cancel_se)
      @skin_window.active = false
      @skin_window.x = -256
      @skin_window.index = 0
      @command_window.active = true
      return
    end
    # If C button is pushed
    if Input.trigger?(Input::C)
      case @skin_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $game_system.windowskin_name = "skin1"
        @skin_window.refresh
      when 1
        $game_system.se_play($data_system.decision_se)
        $game_system.windowskin_name = "skin2"
        @skin_window.refresh
      when 2
        $game_system.se_play($data_system.decision_se)
        $game_system.windowskin_name = "skin3"
        @skin_window.refresh
      when 3
        $game_system.se_play($data_system.decision_se)
        $game_system.windowskin_name = "skin4"
        @skin_window.refresh
      when 4
        $game_system.se_play($data_system.decision_se)
        $game_system.windowskin_name = "skin5"
        @skin_window.refresh
      end
      return
    end
  end
 
#--------------------------------------------------------------------------
# Updating Status Screen
#--------------------------------------------------------------------------
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1
        if $game_party.actors[@status_window.index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end


If you want to change the names of the skins just change:

Code: [Select]
   r1 = "Skin 1"
    r2 = "Skin 2"
    r3 = "Skin 3"
    r4 = "Skin 4"
    r5 = "Skin 5"


into e. g.:

Code: [Select]
   r1 = "Blue"
    r2 = "Gold"
    r3 = "Classic"
    r4 = "Fiery"
    r5 = "Standard"


Name the skin files skin0, skin1, skin2...

That
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***
Rep:
Level 89
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Np! =D Add me into Credits if you want.
Get King of Booze for Android, for iOS, for OUYA or for Windows!
Visit our website.
You can also love/hate us on Facebook or the game itself.


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***
Rep:
Level 89
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Ok, then. Write this:

Boris Miki? alias Blizzard

=D
Best is, you copy, paste it unless you have a croatian keyboard. xD
Get King of Booze for Android, for iOS, for OUYA or for Windows!
Visit our website.
You can also love/hate us on Facebook or the game itself.


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