Main Menu
  • Welcome to The RPG Maker Resource Kit.

Can anyone make a script that.....

Started by fadark, January 30, 2007, 02:16:26 AM

0 Members and 1 Guest are viewing this topic.

fadark

I need a cms. The format of it is at the following link: http://www.freewebs.com/thedarkcoven/rmxpcms.htm

If anyone can help, thanks!

just so everyone knows, im 15 years old.

fadark

This cms is very important that it is exactly how I put it.

just so everyone knows, im 15 years old.

italianstal1ion


fadark

I need a cms. The format of it is at the following link: http://www.freewebs.com/thedarkcoven/rmxpcms.htm

If anyone can help, thanks!

just so everyone knows, im 15 years old.

modern algebra

I follow the link and can't see the picture.  :-[

italianstal1ion

Quote from: fadark on February 01, 2007, 12:26:49 AM
I need a cms. The format of it is at the following link: http://www.freewebs.com/thedarkcoven/rmxpcms.htm

If anyone can help, thanks!

Yeah, copy pasting the same unworking link over and over isnt going to get you anywhere. Thats why I said
Quote from: italianstal1ion on January 30, 2007, 05:30:07 AM
try using http://www.photobucket.com or imageshack
Use one of those. It will take one minute, and someone might even take your request.

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

I think it's a trap. He seems pretty set on us using the link.

And no, I'm not kidding...
&&&&&&&&&&&&&&&&

fadark

QuoteI follow the link and can't see the picture.  Embarrassed

your right1 when i posted it, it worked, but not any more i guess. i'll use that image shack thing.

just so everyone knows, im 15 years old.

fadark

#8
Here: (Thanks for the image shack btw!  :D)


Ignore the numbers and arrows.
And I don't want a "save" button.
Thanks!

just so everyone knows, im 15 years old.

fadark

Btw: let's say I used a cms that showed the current chapter. How do I make the chapter change?

In other words: how do I have chapters in my game?

just so everyone knows, im 15 years old.

Snailer

Uhm.. a script.. ?

And ohw 1 thing




USE THE FREAKING EDIT BUTTON

Irock

He can't make it show the location of the map and the real time by editing.

And learn how to edit posts.

modern algebra

I'll give it a go. I am not particularly good at scripting, so if it's not what you want feel free to trash it and ask for another.

fadark

QuoteAnd I don't want a "save" button.

Actually, I change my mind. I do want a save button. I hope you don't get mad for me changing my mind. Thanks!  :D

just so everyone knows, im 15 years old.

modern algebra


fadark

QuoteWhat is the name of the game?

The name of the game is  "Light's Shadow"

just so everyone knows, im 15 years old.

modern algebra

#16
Ok, it's done. It looks like this:



  I'd suggest trying it in a new game to test it before putting into your main file. To use it, first find this line under "def initialize in the class: Window_Command

    super(0, 0, width, commands.size * 32 + 32)

and change it to:

    super(500, 205, width, commands.size * 32 + 32)


Then, in a new script above main, paste this code into it:

#==============================================================================
# ? Window_PlayTime
#------------------------------------------------------------------------------
# This window displays play time on the menu screen.
#==============================================================================

class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 140, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, -5, 120, 32, "Play Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(-15, 15, 120, 32, text, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
#  This window displays amount of gold.
#==============================================================================

class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 140, 54)
    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(-20, -5, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(104-cx, -5, cx, 32, $data_system.words.gold, 2)
  end
end

#Displays Real Time

class Window_RealTime < Window_Base

#Object Initialization
  def initialize
    super(0, 0, 140, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
#Refresh
  def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(10, -5, 120, 32, "Real Time")
   @time_string = Time.now
   text = @time_string.strftime("%A %H:%M:%S")
   self.contents.font.color = normal_color
   self.contents.draw_text(-3, 20, 110, 32, text, 2)
  end
#Time changes in menu
    def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#     Displays Location in Menu

class Window_Location < Window_Base

def initialize
   super(0, 0, 500, 50)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
end
def refresh
   self.contents.clear
   self.contents.font.color = normal_color
   $data_location = load_data("Data/MapInfos.rxdata")
   self.contents.draw_text(200, -9, 124, 32, $data_location[$game_map.map_id].name, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(0, -9, 120, 32, "Location")
end
end

# Displays Game Name

class Window_GameName < Window_Base

  def initialize
    super(0, 0, 500, 50)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end

  def refresh
    self.contents.clear
    self.contents.draw_text(100, -9, 120, 32, "Light's Shadow")
  end
end


# Displays the Word "Menu"


class Window_MenuWord < Window_Base

  def initialize
    super(0, 0, 140, 50)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end

  def refresh
    self.contents.clear
    self.contents.font.color = crisis_color
    self.contents.draw_text(10, -10, 120, 32, "Menu")
  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, 500, 400)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
  def draw_actor_battler(actor, x, y, opacity = 255)
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
     cw = bitmap.width
     ch = bitmap.height
     src_rect = Rect.new(0, 0, cw, ch)
     x = i * 120
     y = 180
  self.contents.blt(x, y, bitmap, src_rect, opacity)
   end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = i * 118
      y = 0
      actor = $game_party.actors[i]
      draw_actor_battler(actor, x, y - 10)
      self.contents.font.color = knockout_color
      self.contents.draw_text(x, -10, 45, 32, actor.name, 2)
      self.contents.font.color = normal_color
      draw_actor_class(actor, x, 15)
      draw_actor_state(actor, x, 40)
      draw_actor_level(actor, x, 110)
    # draw exp
    self.contents.font.color = system_color
    self.contents.draw_text(x, 130, 80, 32, "Exp")
    self.contents.draw_text(x, 150, 80, 32, "Next Level")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 20, 130, 84, 32, actor.exp_s, 2)
    self.contents.draw_text(x + 20, 150, 84, 32, actor.next_rest_exp_s, 2)
    # draw hp
       self.contents.font.color = system_color
    self.contents.draw_text(x, 65, 32, 32, "HP") 
    self.contents.font.color = actor.hp == 0 ? knockout_color :
      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
     self.contents.draw_text(x + 10, 65, 48, 32, actor.hp.to_s, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 60, 65, 12, 32, "/", 1)
      self.contents.draw_text(x + 75, 65, 48, 32, actor.maxhp.to_s)
    #draw sp
    self.contents.font.color = system_color
    self.contents.draw_text(x, 85, 32, 32, "SP") 
    self.contents.font.color = actor.sp == 0 ? knockout_color :
      actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
     self.contents.draw_text(x + 10, 85, 48, 32, actor.sp.to_s, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 60, 85, 12, 32, "/", 1)
      self.contents.draw_text(x + 75, 85, 48, 32, actor.maxsp.to_s)
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(@index * 118, 0, 118, 400)
    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
    # ????????????
    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(140, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index 
    # If # Party Members = 0
    if $game_party.actors.size == 0
      # Disable Items, Skills, Equipment, and Status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # If Save is Forbidden
    if $game_system.save_disabled
      # Disable Save
      @command_window.disable_item(4)
    end
    # Displays Play Time
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 500
    @playtime_window.y = 50
    # Displays the "Word Menu" Window
    @wordmenu_window = Window_MenuWord.new
    @wordmenu_window.x = 500
    @wordmenu_window.y = 0
    # Displays the Gold Window
    @gold_window = Window_Gold.new
    @gold_window.x = 500
    @gold_window.y = 426
    # The Menu Status Screen
    @status_window = Window_MenuStatus.new
    @status_window.x = 0
    @status_window.y = 0
    # Game Name Window
    @gamename_window = Window_GameName.new
    @gamename_window.x = 0
    @gamename_window.y = 400
    # Location Window
    @map_window = Window_Location.new
    @map_window.x = 0
    @map_window.y = 440
    # Real Time Window
    @realtime_window = Window_RealTime.new
    @realtime_window.x = 500
    @realtime_window.y = 130
    # 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
    @gold_window.dispose
    @status_window.dispose
    @wordmenu_window.dispose
    @map_window.dispose
    @realtime_window.dispose
    @gamename_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @playtime_window.update
    @gold_window.update
    @status_window.update
    @map_window.update
    @realtime_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  # 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 5  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.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


Ok, that's it. If there are any errors or it isn't the way you want it, just message and I'll work it out. You may notice that there are some duplicate classes which I made minor changes to. If you like, you can delete the original classes of the same name. Also, when you want to go to Status or Skills you use the UP and DOWN arrow keys, not the LEFT and RIGHT. I know, it's a little anti-intuitive, but I didn't want to touch that tonight.

fadark

#17
I can see the battlers and the menu selecting works fine.


But the word: "menu",
the real time,
the play time,
the gold,
the heroes' stats (hp, sp, level, exp for next level etc.)(in other words: the stuff that's supossed to be above the battler)
the game title,
and the location are blank.  :( ???

just so everyone knows, im 15 years old.

modern algebra

#18
It must have something to do with fonts. Here's a demo. Tell me if it doesn't work and if it does, I should be able to find the problem with yours.

fadark

I download it but it keeps trying to open with microsoft publisher.  ???

just so everyone knows, im 15 years old.

modern algebra

That's strange. It shouldn't matter if you open it from RPG Maker though. Just open it from within the program. I think the problem has to do with undefined fonts though. In any case, just give me ffedback once you open it.

fadark


just so everyone knows, im 15 years old.

modern algebra

Yeah, try replacing the entire script with this:


#==============================================================================
# ? Window_PlayTime
#------------------------------------------------------------------------------
# This window displays play time on the menu screen.
#==============================================================================

class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 140, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = 20
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, -5, 120, 32, "Play Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(-15, 15, 120, 32, text, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
#  This window displays amount of gold.
#==============================================================================

class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 140, 54)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = 20
    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(-20, -5, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(104-cx, -5, cx, 32, $data_system.words.gold, 2)
  end
end

#Displays Real Time

class Window_RealTime < Window_Base

#Object Initialization
  def initialize
    super(0, 0, 140, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
#Refresh
  def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(10, -5, 120, 32, "Real Time")
   @time_string = Time.now
   text = @time_string.strftime("%A %H:%M:%S")
   self.contents.font.color = normal_color
   self.contents.draw_text(-3, 20, 110, 32, text, 2)
  end
#Time changes in menu
    def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#     Displays Location in Menu

class Window_Location < Window_Base

def initialize
   super(0, 0, 500, 50)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.size = 20
   refresh
end
def refresh
   self.contents.clear
   self.contents.font.color = normal_color
   $data_location = load_data("Data/MapInfos.rxdata")
   self.contents.draw_text(200, -9, 124, 32, $data_location[$game_map.map_id].name, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(0, -9, 120, 32, "Location")
end
end

# Displays Game Name

class Window_GameName < Window_Base

  def initialize
    super(0, 0, 500, 50)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end

  def refresh
    self.contents.clear
    self.contents.draw_text(100, -9, 120, 32, "Light's Shadow")
  end
end


# Displays the Word "Menu"


class Window_MenuWord < Window_Base

  def initialize
    super(0, 0, 140, 50)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end

  def refresh
    self.contents.clear
    self.contents.font.color = crisis_color
    self.contents.draw_text(10, -10, 120, 32, "Menu")
  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, 500, 400)
    self.contents = Bitmap.new(width - 32, height - 32)  # "Main" window font
    self.contents.font.size = 20
    refresh
    self.active = false
    self.index = -1
  end
  def draw_actor_battler(actor, x, y, opacity = 255)
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
     cw = bitmap.width
     ch = bitmap.height
     src_rect = Rect.new(0, 0, cw, ch)
     x = i * 120
     y = 180
  self.contents.blt(x, y, bitmap, src_rect, opacity)
   end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = i * 118
      y = 0
      actor = $game_party.actors[i]
      draw_actor_battler(actor, x, y - 10)
      self.contents.font.color = knockout_color
      self.contents.draw_text(x, -9, 45, 32, actor.name, 2)
      self.contents.font.color = normal_color
      draw_actor_class(actor, x, 15)
      draw_actor_state(actor, x, 40)
      draw_actor_level(actor, x, 110)
    # draw exp
      self.contents.font.color = system_color
      self.contents.draw_text(x, 130, 80, 32, "Exp")
      self.contents.draw_text(x, 150, 80, 32, "Next Level")
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 20, 130, 84, 32, actor.exp_s, 2)
      self.contents.draw_text(x + 20, 150, 84, 32, actor.next_rest_exp_s, 2)
    # draw hp
      self.contents.font.color = system_color
      self.contents.draw_text(x, 65, 32, 32, "HP") 
      self.contents.font.color = actor.hp == 0 ? knockout_color :
    actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
      self.contents.draw_text(x + 10, 65, 48, 32, actor.hp.to_s, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 60, 65, 12, 32, "/", 1)
      self.contents.draw_text(x + 75, 65, 48, 32, actor.maxhp.to_s)
    #draw sp
      self.contents.font.color = system_color
      self.contents.draw_text(x, 85, 32, 32, "SP") 
      self.contents.font.color = actor.sp == 0 ? knockout_color :
      actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
     self.contents.draw_text(x + 10, 85, 48, 32, actor.sp.to_s, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 60, 85, 12, 32, "/", 1)
      self.contents.draw_text(x + 75, 85, 48, 32, actor.maxsp.to_s)
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(@index * 118, 0, 118, 400)
    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
    # ????????????
    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(140, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index 
    # If # Party Members = 0
    if $game_party.actors.size == 0
      # Disable Items, Skills, Equipment, and Status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # If Save is Forbidden
    if $game_system.save_disabled
      # Disable Save
      @command_window.disable_item(4)
    end
    # Displays Play Time
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 500
    @playtime_window.y = 50
    # Displays the "Word Menu" Window
    @wordmenu_window = Window_MenuWord.new
    @wordmenu_window.x = 500
    @wordmenu_window.y = 0
    # Displays the Gold Window
    @gold_window = Window_Gold.new
    @gold_window.x = 500
    @gold_window.y = 426
    # The Menu Status Screen
    @status_window = Window_MenuStatus.new
    @status_window.x = 0
    @status_window.y = 0
    # Game Name Window
    @gamename_window = Window_GameName.new
    @gamename_window.x = 0
    @gamename_window.y = 400
    # Location Window
    @map_window = Window_Location.new
    @map_window.x = 0
    @map_window.y = 440
    # Real Time Window
    @realtime_window = Window_RealTime.new
    @realtime_window.x = 500
    @realtime_window.y = 130
    # 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
    @gold_window.dispose
    @status_window.dispose
    @wordmenu_window.dispose
    @map_window.dispose
    @realtime_window.dispose
    @gamename_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @playtime_window.update
    @gold_window.update
    @status_window.update
    @map_window.update
    @realtime_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  # 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 5  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.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

fadark

QuoteYeah, try replacing the entire script with this:

Same problem as before (nothing changed)

just so everyone knows, im 15 years old.

Blizzard

Add this scripted part here in main under "begin":

Font.default_name = $defaultfonttype = $fontface = "FONTNAME"
Font.default_size = $defaultfontsize = $fontsize = SIZE


If there is already something similar like this ($fontface, etc.), replace it.
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!