This isn't too hard, I don't think. There's a rough draft attached, but if it's messed up or not descriptive enough, here's what I want in words. Also, I have everying thing except the CMS and the Options, and I'm requesting one of those here, so here goes:
In the top-right: The Status window from the DMS
On the bottom, below the Status Window:
Left: Gold
Center: playtime
Right: Steps
On the right, the menu selection thing, that has the following:
Inventory
Skills
Equip
Status
Party
Quest
Save
Load
Option
Close
And that's it. Hopefully someone can do this for me (and get full credits), or at least explain to me how to do it.
I can do it, I think.
Is this a one-person CMS? or would you allow scrolling through multiple party members?
The status window is the same one from the normal men screen, that's why I said "Status window fro mthe DMS." DMS does stand for Default Menu Screen, right?
Sorry if that sounded a little harsh.
OH, sorry, I misunderstood. I thought you meant the status window for a single player, not MenuStatus. Yeah, okay, I will start on it now.
Can I have the class names for the non-default scripts?
Also, what do you want "Close" to do. I assumed you want it to close the menu screen, but then you have no Exit Game option, so I began to doubt that interpretation.
And, this will require some resizing of the MenuStatus Window. That Ok?
@First Request: Yep, everything except Options, but I can probably script that in myself (I'm not totally helpless) Party: $scene = Scene_PartySwitcher.new, Quest: $scene = Scene_Quest.new
@Second Request: Send it back to the map, why would you add an option for closing the game when you can press X?
@Third Request: Yep. That's fine.
Thanks for the help, I understand the concept of scripts but not how to make them work.
#==============================================================================
# WcW's Custom Menu Edit
#==============================================================================
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays amount of gold.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 480, 385)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 91
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 75)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 26)
draw_actor_state(actor, x + 90, y + 26)
draw_actor_exp(actor, x, y + 52)
draw_actor_hp(actor, x + 236, y + 26)
draw_actor_sp(actor, x + 236, y + 52)
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 91, self.width - 32, 92)
end
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Party"
s6 = "Quest"
s7 = "Save"
s8 = "Load"
s9 = "Options"
s10 = "Close"
@command_window = Window_Command.new(130, [s1, s2, s3, s4, s5, s6,s7,s8,s9,s10])
@command_window.x = 510
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, status, and party
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
@command_window.disable_item(4)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(6)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 160
@playtime_window.y = 385
# Make steps window
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 385
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 320
@gold_window.y = 385
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 0
@status_window.y = 0
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # party
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to Party screen
$scene = Scene_PartySwitcher.new
when 5 # Quest
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to Quest Screen
$scene = Scene_Quest.new
when 6 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 7 # load
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Load.new
when 8 # options
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Options.new
when 9 # Close Menu
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 1 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
Okay, all done. Tell me if you have any problems with it
Okay, everything works just fine, except the Quests- its not your fault, its mine. I need something added to the Quest command so that I can turn it on/off, please.
P.S.: I repped you- my first one, just got that privilege :D
Alright, no problem:
Try inserting this:
# If Quest is disabled
if $quest_disabled == true
# Disable quest
@command_window.disable_item(5)
end
right after this:
if $game_party.actors.size == 0
# Disable items, skills, equipment, status, and party
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
@command_window.disable_item(4)
end
Now, to disable, just use a call script with this:
$quest_disabled = true
And to enable, use this:
$quest_disabled = nil
Thanks, Modern. I do't have time tlo try it right now, but I looked over it and I'm pretty sure it'll work now.
EDIT: Yep, works perfectly. Thanks again.
No problem, I'm glad I could help
:pimp: