The RPG Maker Resource Kit

RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: xeph on July 21, 2007, 12:23:09 AM

Title: My First Cms(its Crap)
Post by: xeph on July 21, 2007, 12:23:09 AM
Well Heres my first Cms
put it above main

#================================================================================
#                                  Custom menu System                   
#                                           By Becky1111                     
#================================================================================
#Dont Expect Much im horrible at scripting this is my first Script
#                                                                                   
#                                                                                   
#                                                                                   
#                                                                                   
#================================================================================



class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end 
s1 = "Items"
s1 = $data_system.words.item
s2 = "Skills"
s2 = $data_system.words.skill
s3 = "Equip"
s3 = $data_system.words.equip
s4 = "Status"
s4 = $data_system.words.status
s5 = "Save"
s5 = $data_system.words.save
s6 = "Quit"
s6 = $data_system.words.quit
@spriteset = Spriteset_Map.new
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@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

@playtime_window = Window_PlayTime.new
@playtime_window.x = #Set the x co-ordinates of where the playtime window will appear
@playtime_window.y = #Set the playtime window's y co-ords
@steps_window = Window_Steps.new
@steps_window.x = #The x co-ords of the steps window
@steps_window.y = #The steps window's y co-ords
@gold_window = Window_Gold.new
@gold_window.x = #The x of the gold window
@gold_window.y = #The y of the gold window
@status_window = Window_MenuStatus.new
@status_window.x = #The x of the menustatus window
@status_window.y = #The y of the menustatus window
Graphics.transition
loop do
  Graphics.update
  Input.update
  update
if $scene != self
    break
  end
end

Graphics.freeze
  @spriteset.dispose
  @icon_window.dispose
  @playtime_window.dispose
  @steps_window.dispose
  @gold_window.dispose
  @status_window.dispose
end

def update
  @spriteset.update
  @icon_window.update
  @playtime_window.update
  @steps_window.update
  @gold_window.update
  @status_window.update
if @command_window.active
    update_command
    return
  end

if @status_window.active
    update_status
    return
  end
end

def update_command
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Map.new
    return
  end

if Input.trigger?(Input::C)
  if $game_party.actors.size == 0 and @command_window.index < 4
    $game_system.se_play($data_system.buzzer_se)
    return
  end

case @command_window.index
  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 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

  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


class Window_Icons < Window_Base
  def initialize
    super(4, 4, 4, 4)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end

def refresh
    self.contents.clear
    bitmap = RPG::Cache.icon("034-Item03")
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), 160)
    bitmap = RPG::Cache.icon("044-Skill01")
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), 160)
    bitmap = RPG::Cache.icon("013-Body01")
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), 160)
    bitmap = RPG::Cache.icon("Status")
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), 160)
    bitmap = RPG::Cache.icon("037-Item06")
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), 160)
    bitmap = RPG::Cache.icon("039-Item08")
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), 160)
  end
end

@command_window = Window_Command.new
@icon_window = Window_Icon.new
@icon_window.x = 4
@icon_window.y = 4

[code]


If theres any problems ill need some one to help me fix it =0[/code]
Title: Re: My First Cms(its Crap)
Post by: Kokowam on July 21, 2007, 12:31:17 AM
Er, next time, please put it in a code box just in case so that the code does not get corrupt by forum smileys and shortcuts. I'll be trying this out really soon.

EDIT: I'll try it tomorrow. No time today. XP Screenshots, please? :D
Title: Re: My First Cms(its Crap)
Post by: xeph on July 21, 2007, 12:32:33 AM
might put screen shots today
i cant put it in code box wont let me
Edit:
oops i got it
Edit2:
Oops it doesnt work and i dont know how to fix it
:P
Title: Re: My First Cms(its Crap)
Post by: modern algebra on July 21, 2007, 12:40:16 AM
Did you test it? Just from a quick observation I think it's not going to work.

Are you sure that's the code? half of it isn't even in a method, and some things are going to return a no method error for sure (for instance $game_system.words.status or $game_system.words.quit)
Title: Re: My First Cms(its Crap)
Post by: xeph on July 21, 2007, 12:41:33 AM
First time i tried it worked second time it said error line 19
Title: Re: My First Cms(its Crap)
Post by: modern algebra on July 21, 2007, 12:43:56 AM
errm... share the project it's in
Title: Re: My First Cms(its Crap)
Post by: xeph on July 21, 2007, 12:51:03 AM
in attachment in this post
Title: Re: My First Cms(its Crap)
Post by: modern algebra on July 21, 2007, 01:00:05 AM
There's no custom script in that, just the default stuff...
Title: Re: My First Cms(its Crap)
Post by: xeph on July 21, 2007, 01:08:49 AM
oh...
Title: Re: My First Cms(its Crap)
Post by: tSwitch on July 21, 2007, 02:08:16 AM
yeah, that script is not going to work.

try copying the different scenes and windows and messing with variables for a start
then work on adding in extra stuffz
that's how I learned

COPY + PASTE FTW!