Main Menu
  • Welcome to The RPG Maker Resource Kit.

Why has HARDLY NO ONE ever thought of this

Started by EX-Zero, January 07, 2007, 10:22:49 PM

0 Members and 1 Guest are viewing this topic.

EX-Zero

A menu system(full box(no map showing)) With only three characters???
.... + i need one i bet it might be easy to make so some one.... if they can

sum41freak

People always ask for this. use the search button, look in the forum, or look in the script database.
"Death be not proud. Though some have called thee mighty and dreadful... thou art not so." CoB-HC!!

EX-Zero

I could only find 1 3 person which.... doesn't work BUT IM STILL LOOKING :cactrot:

&&&&&&&&&&&&&

I made it myself. *( '.' )*

#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# ???????????????????
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # ? ?????????
  #     menu_index : ?????????????
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def main
    @spriteset = Spriteset_Map.new
    # ????????????
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "Exit"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    # ??????? 0 ????
    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 = 400
    @playtime_window.y = 0
    # ??????????
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    # ????????????
    @gold_window = Window_Gold.new
    @gold_window.x = 160
    @gold_window.y = 0
    # ?????????????
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 120
    # ?????????
    Graphics.transition
    # ??????
    loop do
      # ????????
      Graphics.update
      # ???????
      Input.update
      # ??????
      update
      # ????????????????
      if $scene != self
        break
      end
    end
    # ?????????
    Graphics.freeze
    # ????????
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    # ????????
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    @status_window.update
    # ??????????????????: update_command ???
    if @command_window.active
      update_command
      return
    end
    # ???????????????????: update_status ???
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????? (??????????????????)
  #--------------------------------------------------------------------------
  def update_command
    # B ??????????
    if Input.trigger?(Input::B)
      # ????? SE ???
      $game_system.se_play($data_system.cancel_se)
      # ??????????
      $scene = Scene_Map.new
      return
    end
    # C ??????????
    if Input.trigger?(Input::C)
      # ??????? 0 ??????????????????????
      if $game_party.actors.size == 0 and @command_window.index < 4
        # ??? SE ???
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # ???????????????????
      case @command_window.index
      when 0  # ????
        # ??  SE ???
        $game_system.se_play($data_system.decision_se)
        # ???????????
        $scene = Scene_Item.new
      when 1  # ???
        # ?? SE ???
        $game_system.se_play($data_system.decision_se)
        # ???????????????????
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # ??
        # ?? SE ???
        $game_system.se_play($data_system.decision_se)
        # ???????????????????
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # ?????
        # ?? SE ???
        $game_system.se_play($data_system.decision_se)
        # ???????????????????
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # ???
        # ????????
        if $game_system.save_disabled
          # ??? SE ???
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # ?? SE ???
        $game_system.se_play($data_system.decision_se)
        # ??????????
        $scene = Scene_Save.new
      when 5  # ?????
        # ?? SE ???
        $game_system.se_play($data_system.decision_se)
        # ????????????
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????? (???????????????????)
  #--------------------------------------------------------------------------
  def update_status
    # B ??????????
    if Input.trigger?(Input::B)
      # ????? SE ???
      $game_system.se_play($data_system.cancel_se)
      # ??????????????????
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # C ??????????
    if Input.trigger?(Input::C)
      # ???????????????????
      case @command_window.index
      when 1  # ???
        # ???????????? 2 ?????
        if $game_party.actors[@status_window.index].restriction >= 2
          # ??? SE ???
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # ?? SE ???
        $game_system.se_play($data_system.decision_se)
        # ??????????
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # ??
        # ?? SE ???
        $game_system.se_play($data_system.decision_se)
        # ?????????
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # ?????
        # ?? SE ???
        $game_system.se_play($data_system.decision_se)
        # ????????????
        $scene = Scene_Status.new(@status_window.index)
     @spriteset.dispose
        end
      return
    end
  end
end


Not really I just edited the dfault.
&&&&&&&&&&&&&&&&

EX-Zero

o......k...... BUT it works thats good enough for me! tanks!Really i got one here... :huge:

Blizzard

Look for posts by Constantin. There IS a 3-person CMS on this forum and I think he has made and posted it. Just search through the scripts/scripts database section and/or use the search button.
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.



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

EX-Zero