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]
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
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
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)
First time i tried it worked second time it said error line 19
errm... share the project it's in
in attachment in this post
There's no custom script in that, just the default stuff...
oh...
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!