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Save & Load

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A pirate's life for me
I seem to have a slight problem: I can save anywhere on my maps, but I can never load from my title screen no matter how many times I save, "Continue" is always grayed out.

Could this be because of my CMS, or am I just making a stupid mistake?


The new generation will go to the distance... Will the distance between us smallen?

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Random-Idiot
Probably the last. Did you changed the filenames of the saves? Are the savefiles created?
ALL HAIL ME™

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I never changed the filenames, but I think I deleted some files once.

This is how my project folder looks:



The new generation will go to the distance... Will the distance between us smallen?

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Random-Idiot
That should be fine. Could you post your Scene_Title, if edited and Scripts related too? I guess eomwhere it is messed up (also, do you use the SDK?)
ALL HAIL ME™

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I didn't edit scene_title, and I don't use SDK (or whatever)

I can show you the script for the CMS though:

[code]
#==============================================================================
# ** Chrono Trigger CMS
#------------------------------------------------------------------------------
# Raziel
# 2006-09-09
# Version 1.20
#------------------------------------------------------------------------------
# Thanks to
# ~ Squall/Selwyn for his Cursor Script
# ~ RPG Advocate for his Party Members change script
# ~ MeisMe for fixing some bugs and helping me
# ~ Squaresoft for the pictures
#==============================================================================
# ~Instructions
#  Icons of the characters are used in the save menu.
#  Make sure you put them in the icon folder and name them
#  like you name your character file, for example the icon for
#  Arshes would be 001-Fighter01

#  For the chapter function, just use $game_system = "desired filename"
#  in a call script command and then the savefile will have the name
#  you choose.
#==============================================================================
#==============================================================================
# ** 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
    @back_ground = Sprite.new
    @back_ground.bitmap = RPG::Cache.picture(CT_Pictures::BG_Picture)
    @skill_background = Sprite.new
    @skill_background.bitmap = RPG::Cache.picture(CT_Pictures::Skill_bg)
    @item_background = Sprite.new
    @item_background.bitmap = RPG::Cache.picture(CT_Pictures::Item_bg)
    @save_background = Sprite.new
    @save_background.bitmap = RPG::Cache.picture(CT_Pictures::Save_bg)
    @end_background = Sprite.new
    @end_background.bitmap = RPG::Cache.picture(CT_Pictures::End_bg)
    @equip_item_background = Sprite.new
    @equip_item_background.bitmap = RPG::Cache.picture(CT_Pictures::Item_Equip_bg)
    @playtime_background = Sprite.new
    @playtime_background.bitmap = RPG::Cache.picture(CT_Pictures::Playtime_bg)
    @playtime_background.x = 0
    @playtime_background.y = 384
    @playtime_background.z = 9999
    @end_background.x, @end_background.y = 229, 156
    @item_background.x , @item_background.y = 48, 36
    @skill_background.x , @skill_background.y = 48, 36
    @party_change = Window_PartyChange.new
    @command_window = Window_IconCommands.new
    @command_window.index = @menu_index
    @actor_window = Window_Actors.new
    @new_equip = Window_NewEquip.new
    $game_temp.equip_window = @new_equip
    @item_window = Window_Item.new
    @help_window = Window_Help.new
    @playtime_window = Window_PlayTime.new
    @item_window.help_window = @help_window
    @help_window.opacity, @item_window.opacity = 0, 0
    @help_window.x, @help_window.y = 48, 45
    @equip_item_background.x, @equip_item_background.y = 46, 37
    @target_window = Window_Target.new
    @actor_skillwindow = Window_SkillActor.new
    @target_cursor = []
    @target_cursor_skill = []
    @switch_cursor = []
    @equip_item = []
    @switch = 0
    @target_cursor[0] = Sprite_Cursor.new(306, 196)
    @target_cursor[1] = Sprite_Cursor.new(306, 276)
    @target_cursor[2] = Sprite_Cursor.new(306, 356)
    @target_cursor_skill[0] = Sprite_Cursor.new(306, 121)
    @target_cursor_skill[1] = Sprite_Cursor.new(306, 201)
    @target_cursor_skill[2] = Sprite_Cursor.new(306, 281)
    @switch_cursor[0] = Sprite_Cursor.new(182, 15)
    @switch_cursor[1] = Sprite_Cursor.new(182, 125)
    @switch_cursor[2] = Sprite_Cursor.new(182, 235)
    @switch_cursor[3] = Sprite_Cursor.new(182, 345)
    @equip_item[0] = Window_EquipItem2.new(0)
    @equip_item[1] = Window_EquipItem2.new(1)
    @equip_item[2] = Window_EquipItem2.new(2)
    @equip_item[3] = Window_EquipItem2.new(3)
    @equip_item[4] = Window_EquipItem2.new(4)
    @equip_description = Window_EquipDescription.new
    @counter = 0
    @end_window = Window_End.new
    @end_window.x = 320 - @end_window.width / 2
    @end_window.y = 220 - @end_window.height / 2
    @end_window.opacity = 0
    @savefile_windows = []
    for i in 0..2
      @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
    end
    @file_index = $game_temp.last_file_index
    @savefile_windows[@file_index].selected = true
    @save_status = Window_SaveStatus.new
    @skill_actor_window2 = []
    @skill_window = []
    unless $game_party.actors[0] == nil
      @skill_actor_window2[0] = Window_SkillActor2.new($game_party.actors[0])
      @skill_window[0] = Window_Skill.new($game_party.actors[0])
    end
    unless $game_party.actors[1] == nil
      @skill_actor_window2[1] = Window_SkillActor2.new($game_party.actors[1])
      @skill_window[1] = Window_Skill.new($game_party.actors[1])
    end
    unless $game_party.actors[2] == nil
      @skill_actor_window2[2] = Window_SkillActor2.new($game_party.actors[2])
      @skill_window[2] = Window_Skill.new($game_party.actors[2])
    end
    unless $game_party.actors[3] == nil
      @skill_actor_window2[3] = Window_SkillActor2.new($game_party.actors[3])
      @skill_window[3] = Window_Skill.new($game_party.actors[3])
    end
    @item_window.visible = false
    @help_window.visible = false
    @item_background.visible = false
    @target_window.visible = false
    @skill_background.visible = false
    @actor_skillwindow.visible = false
    @save_background.visible = false
    @save_status.visible = false
    @end_window.visible = false
    @end_background.visible = false
    @party_change.visible = false
    @equip_item_background.visible = false
    @equip_description.visible = false
    for i in 0..2
      @target_cursor.visible = false
      @target_cursor_skill.visible = false
      @savefile_windows.visible = false
      @switch_cursor.visible = false
      @switch_cursor[3].visible = false
    end
    for i in 0..4
      @equip_item.active = false
      @equip_item.visible = false
    end
    for i in 0...$game_party.actors.size
      @skill_window.visible = false
      @skill_window.active = false
      @skill_window.width = 300
      @skill_actor_window2.visible = false
      @skill_actor_window2.active = false
    end
    @item_window.active = false
    @target_window.active = false
    @actor_skillwindow.active = false
    @end_window.active = false
    @party_change.active = false
    for i in 0..2
      @savefile_windows.active = false
    end
    #refresh
    equip_refresh
    # 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
    @back_ground.dispose
    @actor_window.dispose
    @command_window.dispose
    @new_equip.dispose
    @item_window.dispose
    @help_window.dispose
    @item_background.dispose
    @target_window.dispose
    @skill_background.dispose
    @actor_skillwindow.dispose
    @save_background.dispose
    @save_status.dispose
    @end_window.dispose
    @end_background.dispose
    @party_change.dispose
    @switch_cursor[3].dispose
    @equip_item_background.dispose
    @equip_description.dispose
    @playtime_window.dispose
    @playtime_background.dispose
    for i in @skill_actor_window2
      i.dispose
    end
    for i in @skill_window
      i.dispose
    end
    for i in @savefile_windows
      i.dispose
    end
    for i in @target_cursor
      i.dispose
    end
    for i in @target_cursor_skill
      i.dispose
    end
    for i in @switch_cursor
      i.dispose
    end
    for i in @equip_item
      i.dispose
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @actor_window.update
    @command_window.update
    @new_equip.update
    @item_window.update
    @help_window.update
    @target_window.update
    @actor_skillwindow.update
    @save_status.update
    @party_change.update
    @end_window.update
    @equip_description.update
    @playtime_window.update
    equip_refresh
    for i in @savefile_windows
      i.update
    end
    for i in @skill_window
      i.update
    end
    for i in @skill_actor_window2
      i.update
    end
    for i in @equip_item
      i.update
    end
    if @command_window.active
      # If command window is active: call update_command
      update_command
    elsif @actor_window.active
      # If actor window is active: call update_actor
      update_actor
    elsif @new_equip.active
      # If new equip window is active: call update_equip
      update_equip
    elsif @equip_item[@new_equip.index].active
      # If item equip window is active: call update_equipitem
      update_equipitem
    elsif @item_window.active
      # If item window is active: call update_item
      update_item
    elsif @target_window.active
      # If target window is active: call update_target
      update_target
    elsif @actor_skillwindow.active
      # If actor skill window is active: call update_actor_skill
      update_actor_skill
    elsif @skill_window[@actor_skillwindow.index].active
      # If skill window is active: call update_skill
      update_skill
    elsif @savefile_windows[@file_index].active
      # If savefile window is active: call update_savefile
      update_savefile
    elsif @party_change.active
      # If party change window is active: call update_change
      update_change
    elsif @end_window.active
      # If end window is active: call update_end
      update_end
    end
    $game_temp.save_index = @file_index
    $game_temp.skill_index = @skill_window[@actor_skillwindow.index].index
    $game_temp.equip_index = @new_equip.index
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    case @command_window.index
    when 0
      @actor_window.visible = true
      @new_equip.visible = true
      @item_window.visible = false
      @item_background.visible = false
    when 1
      @actor_window.visible = false
      @new_equip.visible = false
      @skill_background.visible = false
      @actor_skillwindow.visible = false
      @item_window.visible = true
      @item_background.visible = true
      @help_window.y = 45
    when 2
      @item_window.visible = false
      @item_background.visible = false
      @party_change.visible = false
      @skill_background.visible = true
      @actor_skillwindow.visible = true
      @help_window.y = 385
    when 3
      for i in 0..2
        @savefile_windows.visible = false
      end
      @help_window.visible = false
      @skill_background.visible = false
      @actor_skillwindow.visible = false
      @save_background.visible = false
      @save_status.visible = false
      @party_change.visible = true
    when 4
      @end_window.visible = false
      @end_background.visible = false
      @party_change.visible = false
    for i in 0..2
      @savefile_windows.visible = true
    end
    @save_background.visible = true
    @save_status.visible = true
    when 5
    for i in 0..2
      @savefile_windows.visible = false
    end
    @save_background.visible = false
    @save_status.visible = false
    @end_window.visible = true
    @end_background.visible = true
    end
    # 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)
      @playtime_background.visible = false
      @playtime_window.visible = false
      # Branch by command window cursor position
      case @command_window.index
      when 0  # equip/status
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @command_window.visible = false
        @actor_window.active = true
        @actor_window.index = 0
      when 1  # item
        # Make item window active
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @command_window.visible = false
        @item_window.active = true
        @item_window.index = 0
      when 2  # skills
        $game_system.se_play($data_system.decision_se)
        @command_window.visible = false
        @command_window.active = false
        @actor_skillwindow.active = true
        @actor_skillwindow.index = 0
      when 3 #excahnge
        $game_system.se_play($data_system.decision_se)
        @command_window.visible = false
        @command_window.active = false
        @party_change.active = true
        @checker = 0
      when 4 #save
        if $game_system.save_disabled
        $game_system.se_play($data_system.buzzer_se)
        return
      end
        $game_system.se_play($data_system.decision_se)
        @command_window.visible = false
        @command_window.active = false
        @file_index = 0
        for i in 0..2
          @savefile_windows.active = true
          @savefile_windows.selected = false
        end
        @savefile_windows[0].selected = true
      when 5 #quit
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @command_window.visible = false
        @end_window.active = true
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Make File Name
  #     file_index : save file index (0-2)
  #--------------------------------------------------------------------------
  def make_filename(file_index)
    return "Save#{file_index + 1}.rxdata"
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when end window is active)
  #--------------------------------------------------------------------------
  def update_end
    # If B button was pressed
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @end_window.active = false
      @end_window.index = 0
      @command_window.visible = true
      @command_window.active = true
      @playtime_background.visible = true
      @playtime_window.visible = true
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @end_window.index
      when 0
        $scene = Scene_Title.new
      when 1
        $scene = nil
      when 2
        @end_window.active = false
        @command_window.visible = true
        @command_window.active = true
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when change window is active)
  #--------------------------------------------------------------------------
  def update_change
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      @party_change.active = false
      @party_change.index = 0
      @command_window.visible = true
      @command_window.active = true
      @playtime_background.visible = true
      @playtime_window.visible = true
      @checker = 0
      for i in 0..3
        @switch_cursor.visible = false
      end
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      if @checker == 0
        @changer = $game_party.actors[@party_change.index]
        @changer_skill = @skill_window[@party_change.index]
        @changer_skill2 = @skill_actor_window2[@party_change.index]
        @where = @party_change.index
        @switch_cursor[@party_change.index].visible = true
        @checker = 1
        else
        $game_party.actors[@where] = $game_party.actors[@party_change.index]
        $game_party.actors[@party_change.index] = @changer
        @skill_actor_window2[@where] = @skill_actor_window2[@party_change.index]
        @skill_actor_window2[@party_change.index] = @changer_skill2
        @skill_window[@where] = @skill_window[@party_change.index]
        @skill_window[@party_change.index] = @changer_skill
        @checker = 0
        @party_change.refresh
        @actor_window.refresh
        @new_equip.refresh
        @target_window.refresh
        @actor_skillwindow.refresh
        @save_status.refresh
        for i in 0..3
          @switch_cursor.visible = false
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when save window is active)
  #--------------------------------------------------------------------------
  def update_savefile
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Call method: on_decision (defined by the subclasses)
      on_decision(make_filename(@file_index))
      $game_temp.last_file_index = @file_index
      return
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Call method: on_cancel (defined by the subclasses)
      on_cancel
      return
    end
    # If the down directional button was pressed
    if Input.repeat?(Input::DOWN)
      # If the down directional button pressed down is not a repeat,
      # or cursor position is more in front than 3
      unless @file_index == 2
      if Input.trigger?(Input::DOWN)
        # Play cursor SE
        $game_system.se_play($data_system.cursor_se)
        # Move cursor down
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 1)# % 3
        @savefile_windows[@file_index].selected = true
        return
      end
      end
    # If the up directional button was pressed
    elsif Input.repeat?(Input::UP)
      # If the up directional button pressed down is not a repeat?
      # or cursor position is more in back than 0
      unless @file_index == 0
        if Input.trigger?(Input::UP)
          # Play cursor SE
          $game_system.se_play($data_system.cursor_se)
          # Move cursor up
          @savefile_windows[@file_index].selected = false
          @file_index = (@file_index - 1)# % 3
          @savefile_windows[@file_index].selected = true
          return
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(filename)
    # Play save SE
    $game_system.se_play($data_system.save_se)
    # Write save data
    file = File.open(filename, "wb")
    write_save_data(file)
    file.close
    # If called from event
    if $game_temp.save_calling
      # Clear save call flag
      $game_temp.save_calling = false
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    for i in 0..2
      @savefile_windows.active = false
      @savefile_windows.selected = false
    end
    @savefile_windows[0].selected = true
    @playtime_background.visible = true
    @playtime_window.visible = true
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    # Play cancel SE
    $game_system.se_play($data_system.cancel_se)
    # If called from event
    if $game_temp.save_calling
      # Clear save call flag
      $game_temp.save_calling = false
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # Switch to menu screen
    for i in 0..2
      @savefile_windows.active = false
      @savefile_windows.selected = false
    end
    @savefile_windows[0].selected = true
    @save_status.refresh
    @command_window.visible = true
    @command_window.active = true
    @command_window.index = 4
    @playtime_background.visible = true
    @playtime_window.visible = true
  end
  #--------------------------------------------------------------------------
  # * Write Save Data
  #     file : write file object (opened)
  #--------------------------------------------------------------------------
  def write_save_data(file)
    # Make character data for drawing save file
    characters = []
    for i in 0...$game_party.actors.size
      actor = $game_party.actors
      characters.push([actor.character_name, actor.character_hue])
    end
    # Write character data for drawing save file
    Marshal.dump(characters, file)
    # Wrire frame count for measuring play time
    Marshal.dump(Graphics.frame_count, file)
    # Increase save count by 1
    $game_system.save_count += 1
    # Save magic number
    # (A random value will be written each time saving with editor)
    $game_system.magic_number = $data_system.magic_number
    # Write each type of game object
    Marshal.dump($game_system, file)
    Marshal.dump($game_switches, file)
    Marshal.dump($game_variables, file)
    Marshal.dump($game_self_switches, file)
    Marshal.dump($game_screen, file)
    Marshal.dump($game_actors, file)
    Marshal.dump($game_party, file)
    Marshal.dump($game_troop, file)
    Marshal.dump($game_map, file)
    Marshal.dump($game_player, file)
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when equip window is active)
  #--------------------------------------------------------------------------
  def update_equip
    for i in 0..4
      @equip_item.visible = false
    end
    @equip_item[@new_equip.index].visible = true
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      @new_equip.index = 0
      @new_equip.active = false
      @actor_window.active = true
      @actor_window.visible = true
      @equip_item_background.visible = false
      @equip_description.visible = false
      for i in 0..4
        @equip_item.visible = false
      end
      @item_window.refresh
      @target_window.refresh
      @party_change.refresh
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      @actor = $game_party.actors[$game_temp.cms_index]
      if @actor.equip_fix?(@new_equip.index)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decission SE
      $game_system.se_play($data_system.decision_se)
      @new_equip.active = false
      @equip_item[@new_equip.index].active = true
      @equip_item[@new_equip.index].index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when equip window is refreshed)
  #--------------------------------------------------------------------------
   def equip_refresh
    if @new_equip.active
      # Erase parameters for after equipment change
      @new_equip.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
    end
    if @equip_item[@new_equip.index].active
      @actor = $game_party.actors[$game_temp.cms_index]
      # Get currently selected item
      item1 = $game_temp.equip_window.item
      item2 = @equip_item[@new_equip.index].item
      # Change equipment
      @actor.equip($game_temp.equip_index, item2 == nil ? 0 : item2.id)
      # Get parameters for after equipment change
      new_str = @actor.str
      new_atk = @actor.atk
      new_int = @actor.int
      new_agi = @actor.agi
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_dex = @actor.dex
      # Return equipment
      @actor.equip($game_temp.equip_index, item1 == nil ? 0 : item1.id)
      # Draw in left window
      $game_temp.equip_window.set_new_parameters(new_str, new_atk, new_int, new_agi, new_pdef, new_mdef, new_dex)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when equip item window is active)
  #--------------------------------------------------------------------------
  def update_equipitem
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Activate right window
      @equip_item[@new_equip.index].active = false
      @equip_item[@new_equip.index].index = 0
      @new_equip.active = true
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play equip SE
      $game_system.se_play($data_system.equip_se)
      # Get currently selected data on the item window
      item = @equip_item[@new_equip.index].item
      # Change equipment
      @actor.equip(@new_equip.index, item == nil ? 0 : item.id)
      # Activate right window
      @new_equip.active = true
      @equip_item[@new_equip.index].active = false
      @equip_item[@new_equip.index].index = 0
      # Remake right window and item window contents
      @new_equip.refresh
      @equip_item[@new_equip.index].refresh
      @equip_description.refresh
      @actor_window.refresh
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when actor window is active)
  #--------------------------------------------------------------------------
  def update_actor
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      @actor_window.active = false
      @actor_window.index = 0
      @command_window.visible = true
      @command_window.active = true
      @playtime_background.visible = true
      @playtime_window.visible = true
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play decisiion SE
      $game_system.se_play($data_system.decision_se)
      @actor_window.active = false
      @actor_window.visible = false
      @equip_item[0].visible = true
      @new_equip.active = true
      @equip_item_background.visible = true
      @equip_description.visible = true
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when actor skill window is active)
  #--------------------------------------------------------------------------
  def update_actor_skill
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      @actor_skillwindow.active = false
      @actor_skillwindow.index = 0
      @command_window.visible = true
      @command_window.active = true
      @command_window.index = 2
      @playtime_background.visible = true
      @playtime_window.visible = true
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      @actor_skillwindow.active = false
      @skill_window[@actor_skillwindow.index].help_window = @help_window
      @skill_window[@actor_skillwindow.index].visible = true
      @skill_window[@actor_skillwindow.index].active = true
      @skill_window[@actor_skillwindow.index].index = 0
      @actor_skillwindow.visible = false
      @skill_actor_window2[@actor_skillwindow.index].visible = true
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # If B button was pressed
    if @target_window.visible == false
      for i in 0...$game_party.actors.size - 1
        @target_cursor.visible = false
      end
    end
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      @item_window.visible = false
      @item_window.active = false
      @command_window.visible = true
      @command_window.active = true
      @help_window.visible = false
      @playtime_background.visible = true
      @playtime_window.visible = true
      @item_window.index = 0
      @command_window.index = 1
      return
    # If C button was pressed
    elsif Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @item_window.item
      # If not a use item
      unless @item.is_a?(RPG::Item)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If it can't be used
      unless $game_party.item_can_use?(@item.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # If effect scope is an ally
      if @item.scope >= 3
        # Activate target window
        @item_window.active = false
        @target_window.visible = true
        @target_window.active = true
        @target_window.y = 0
        # Set cursor position to effect scope (single / all)
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      # If effect scope is other than an ally
      else
        # If command event ID is valid
        if @item.common_event_id > 0
          # Command event call reservation
          $game_temp.common_event_id = @item.common_event_id
          # Play item use SE
          $game_system.se_play(@item.menu_se)
          # If consumable
          if @item.consumable
            # Decrease used items by 1
            $game_party.lose_item(@item.id, 1)
            # Draw item window item
            @item_window.draw_item(@item_window.index)
          end
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when skill window is active)
  #--------------------------------------------------------------------------
  def update_skill
    if @target_window.visible == false
      for i in 0...$game_party.actors.size - 1
        @target_cursor_skill.visible = false
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      @skill_window[@actor_skillwindow.index].visible = false
      @skill_window[@actor_skillwindow.index].active = false
      @skill_window[@actor_skillwindow.index].index = 0
      @help_window.visible = false
      @skill_actor_window2[@actor_skillwindow.index].visible = false
      @actor_skillwindow.visible = true
      @actor_skillwindow.active = true
      # If C button was pressed
    elsif Input.trigger?(Input::C)
      @actor = $game_party.actors[@actor_skillwindow.index]
      # Get currently selected data on the skill window
      @skill = @skill_window[@actor_skillwindow.index].skill
      # If unable to use
      if @skill == nil or not @actor.skill_can_use?(@skill.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # If effect scope is ally
      if @skill.scope >= 3
        # Activate target window
        @skill_window[@actor_skillwindow.index].active = false
        @skill_window[@actor_skillwindow.index].visible = false
        @target_window.visible = true
        @target_window.active = true
        @target_window.y = -75
        # Set cursor position to effect scope (single / all)
        if @skill.scope == 4 || @skill.scope == 6
          @target_window.index = -1
        elsif @skill.scope == 7
          @target_window.index = @actor_index - 10
        else
          @target_window.index = 0
        end
      # If effect scope is other than ally
      else
        # If common event ID is valid
        if @skill.common_event_id > 0
          # Common event call reservation
          $game_temp.common_event_id = @skill.common_event_id
          # Play use skill SE
          $game_system.se_play(@skill.menu_se)
          # Use up SP
          @actor.sp -= @skill.sp_cost
          # Remake each window content
          @status_window.refresh
          @skill_window[@actor_skillwindow.index].refresh
          @target_window.refresh
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when target window is active)
  #--------------------------------------------------------------------------
  def update_target
    if @item_window.visible
      if @target_window.index < 0
        for i in 0...$game_party.actors.size - 1
          @target_cursor.visible = true
        end
      end
      # If B button was pressed
      if Input.trigger?(Input::B)
        # Play cancel SE
        $game_system.se_play($data_system.cancel_se)
        # If unable to use because items ran out
        unless $game_party.item_can_use?(@item.id)
          # Remake item window contents
          @item_window.refresh
        end
        # Erase target window
        @item_window.active = true
        @target_window.visible = false
        @target_window.active = false
        return
      end
      # If C button was pressed
      if Input.trigger?(Input::C)
        # If items are used up
        if $game_party.item_number(@item.id) == 0
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # If target is all
        if @target_window.index == -1
          # Apply item effects to entire party
          used = false
          for i in $game_party.actors
            used |= i.item_effect(@item)
          end
        end
        # If single target
        if @target_window.index >= 0
          # Apply item use effects to target actor
          target = $game_party.actors[@target_window.index]
          used = target.item_effect(@item)
        end
        # If an item was used
        if used
          # Play item use SE
          $game_system.se_play(@item.menu_se)
          # If consumable
          if @item.consumable
            # Decrease used items by 1
            $game_party.lose_item(@item.id, 1)
            # Redraw item window item
            @item_window.draw_item(@item_window.index)
          end
          # Remake target window contents
          @target_window.refresh
          @actor_skillwindow.refresh
          @skill_actor_window2[@actor_skillwindow.index].refresh
          # If all party members are dead
          if $game_party.all_dead?
            # Switch to game over screen
            $scene = Scene_Gameover.new
            return
          end
          # If common event ID is valid
          if @item.common_event_id > 0
            # Common event call reservation
            $game_temp.common_event_id = @item.common_event_id
            # Switch to map screen
            $scene = Scene_Map.new
            return
          end
        end
        # If item wasn't used
        unless used
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
    else
      if @target_window.index < 0
        for i in 0...$game_party.actors.size - 1
          @target_cursor_skill.visible = true
        end
      end
      # If B button was pressed
      if Input.trigger?(Input::B)
        # Play cancel SE
        $game_system.se_play($data_system.cancel_se)
        # Erase target window
        @skill_window[@actor_skillwindow.index].active = true
        @skill_window[@actor_skillwindow.index].visible = true
        @target_window.visible = false
        @target_window.active = false
        return
      end
      # If C button was pressed
      if Input.trigger?(Input::C)
        # If unable to use because SP ran out
        unless @actor.skill_can_use?(@skill.id)
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # If target is all
        if @target_window.index == -1
          # Apply skill use effects to entire party
          used = false
          for i in $game_party.actors
            used |= i.skill_effect(@actor, @skill)
          end
        end
        # If target is user
        if @target_window.index <= -2
          # Apply skill use effects to target actor
          target = $game_party.actors[@target_window.index + 10]
          used = target.skill_effect(@actor, @skill)
        end
        # If single target
        if @target_window.index >= 0
          # Apply skill use effects to target actor
          target = $game_party.actors[@target_window.index]
          used = target.skill_effect(@actor, @skill)
        end
        # If skill was used
        if used
          # Play skill use SE
          $game_system.se_play(@skill.menu_se)
          # Use up SP
          @actor.sp -= @skill.sp_cost
          # Remake each window content
          @actor_skillwindow.refresh
          @skill_window[@actor_skillwindow.index].refresh
          @skill_actor_window2[@actor_skillwindow.index].refresh
          @target_window.refresh
          # If entire party is dead
          if $game_party.all_dead?
            # Switch to game over screen
            $scene = Scene_Gameover.new
            return
         end
          # If command event ID is valid
          if @skill.common_event_id > 0
            # Command event call reservation
            $game_temp.common_event_id = @skill.common_event_id
            # Switch to map screen
            $scene = Scene_Map.new
            return
          end
        end
        # If skill wasn't used
        unless used
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
    end
  end 
end
#==============================================================================
# ** Window_IcoonCommands
#------------------------------------------------------------------------------
#  This class performs command processing.
#==============================================================================
class Window_IconCommands < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(210, 190, 220, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.index = 0
    self.z = 200
    @column_max = 6
    @item_max = 6
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.blt(4,5,RPG::Cache.icon(CT_Pictures::Icon_1), Rect.new(0,0,24,24))
    self.contents.blt(36,5,RPG::Cache.icon(CT_Pictures::Icon_2), Rect.new(0,0,24,24))
    self.contents.blt(68,5,RPG::Cache.icon(CT_Pictures::Icon_3), Rect.new(0,0,24,24))
    self.contents.blt(100,5,RPG::Cache.icon(CT_Pictures::Icon_4), Rect.new(0,0,24,24))
    self.contents.blt(132,5,RPG::Cache.icon(CT_Pictures::Icon_5), Rect.new(0,0,24,24))
    self.contents.blt(164,5,RPG::Cache.icon(CT_Pictures::Icon_6), Rect.new(0,0,24,24))
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    self.cursor_rect.set(@index * 32, 1, 32, 32)
  end
end
#==============================================================================
# ** Window_Actors
#------------------------------------------------------------------------------
#  This class is for choosing an actor to be equipped
#==============================================================================
class Window_Actors < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(30, 21, 350, 450)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.index = 0
    self.z += 50
    self.active = false
    self.opacity = 0
    @item_max = $game_party.actors.size
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.size = 18
    self.contents.font.bold = true
    self.contents.blt(0, 0, RPG::Cache.picture(CT_Pictures::Actor_bg_inactive), Rect.new(0,0,270,409))
    self.contents.blt(0, @index * 102, RPG::Cache.picture(CT_Pictures::Actor_bg), Rect.new(0,0,270,102))
    $game_temp.cms_index = @old_index = @index
    for i in 0...$game_party.actors.size
      actor = $game_party.actors
      y  = i * 102
      pow = actor.str + actor.atk
      self.contents.draw_text(14, y, 100, 32, actor.name)
      self.contents.draw_text(154, y, 100, 32, "LV #{actor.level}")
      self.contents.draw_text(60, y + 65, 100, 32, "#{pow}")
      self.contents.draw_text(210, y + 65, 100, 32, "#{actor.pdef}")
      draw_actor_hp(actor, 14, y + 20)
      draw_actor_sp(actor, 14, y + 40)
      self.contents.blt(14, y + 70, RPG::Cache.icon($data_weapons[actor.weapon_id] == nil ? CT_Pictures::Weapon_alternative : $data_weapons[actor.weapon_id].icon_name), Rect.new(0,0,24,24))
      self.contents.blt(174, y + 70, RPG::Cache.icon($data_armors[actor.armor1_id] == nil ? CT_Pictures::Shield_alternative : $data_armors[actor.armor1_id].icon_name), Rect.new(0,0,24,24))
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor


The new generation will go to the distance... Will the distance between us smallen?