RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Tsuno Tech CMS (not completed)

0 Members and 1 Guest are viewing this topic.

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
This is where I'll post the completed version of the CMS.

This is a planned layout for it and may change.

It's animated, etc. And is using the the SDK, however I will show how to use without the SDK.

The code will be mostly for me until it is completed and I have informed you of its completion.

Screenshots won't come that often seeing as I get one day a week to do such.

Here's the layout (may change).



The script (will be followed with 3 .rb files [SDK 1.3, Tsuno Tech, Cursor Menu])

Code: [Select]
#==============================================================================
# ** Tsuno Tech CMS
#------------------------------------------------------------------------------
# Tsunokiette
# ?
# ??/??/??
#==============================================================================
 
SDK.log('Tsuno Tech CMS', 'Tsunokiette', ?, ?)
   
#--------------------------------------------------------------------------
# Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.state('Tsuno Tech CMS') == true

#------------------------------------------------------------------------------
# Begin RPG::Cache Edit
#------------------------------------------------------------------------------
module RPG
#---
module Cache
#---
#--------------------------------------------------------------------------
# * Return a bitmap from the Faces graphical folder
#--------------------------------------------------------------------------
def self.face(filename)
self.load_bitmap('Graphics/Faces/', filename)
end
#---
end
#---
end
#------------------------------------------------------------------------------
# End RPG::Cache Edit
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# Begin Game_Map Edit
#------------------------------------------------------------------------------
class Game_Map
#--------------------------------------------------------------------------
# * Return the current map's name
#--------------------------------------------------------------------------
def name
$map_infos[@map_id]
end
end
#------------------------------------------------------------------------------
# End Game_Map Edit
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# Begin Scene_Title Edit
#------------------------------------------------------------------------------
class Scene_Title
#load map data to be used
$map_infos = load_data("Data/MapInfos.rxdata")
#for loop (key in $map_infos.keys)
for key in $map_infos.keys
#save map names
$map_infos[key] = $map_infos[key].name
end
end
#------------------------------------------------------------------------------
# End Scene_Title Edit
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# Begin Game_Actor Edit
#------------------------------------------------------------------------------
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Return the exp needed to reach the next level
#--------------------------------------------------------------------------
def needed_exp(current_lvl)
return @exp_list[current_lvl + 1]
end
#--------------------------------------------------------------------------
# * Return the currently gained exp
#--------------------------------------------------------------------------
def gained_exp(current_lvl,current_exp)
return (current_exp - @exp_list[current_lvl])
end
end
#------------------------------------------------------------------------------
# End Game_Actor Edit
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# Begin Game_Party Edit
#------------------------------------------------------------------------------
class Game_Party
attr_accessor :chapter
#alias Initialize
alias :tsunokiette_TsunoTechCMS_GameParty_Init :initialize
#--------------------------------------------------------------------------
# * Initialization
#--------------------------------------------------------------------------
def initialize
@chapter = 'Chapter'
tsunokiette_TsunoTechCMS_GameParty_Init
end
#--------------------------------------------------------------------------
# * Return the chapter
#--------------------------------------------------------------------------
def chapter
return @chapter
end
end
#------------------------------------------------------------------------------
# End Game_Party Edit
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# Begin Window_Base Edit
#------------------------------------------------------------------------------
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw HP Bar
#--------------------------------------------------------------------------
def draw_hp_bar(actor,x,y,w = 202)
#get hp and max hp
hp = actor.hp
max_hp = actor.maxhp
#define colors to be used
border_color = Color.new(0,0,0,255)
line1_color = Color.new(0,145,0,255)
line2_color = Color.new(0,176,0,255)
line3_color = Color.new(0,215,0,255)
line4_color = Color.new(0,253,0,255)
line5_color = Color.new(0,215,0,255)
line6_color = Color.new(0,176,0,255)
line7_color = Color.new(0,145,0,255)
line8_color = Color.new(0,120,0,255)
empty_color = Color.new(75,75,75,255)
#get widths and x's
line_width = (((hp * 1.0) / max_hp) * (w - 2))
empty_width = ((w - 2) - line_width)
empty_x = ((x + 1) + line_width)
#make border Rects
border1 = Rect.new(x, y, w, 1)
border2 = Rect.new(x, y + 9, w, 1)
border3 = Rect.new(x, y + 1, 1, 8)
border4 = Rect.new(x + (w - 1), y + 1, 1, 8)
#make line Rects
line1 = Rect.new(x + 1, y + 1, line_width, 1)
line2 = Rect.new(x + 1, y + 2, line_width, 1)
line3 = Rect.new(x + 1, y + 3, line_width, 1)
line4 = Rect.new(x + 1, y + 4, line_width, 1)
line5 = Rect.new(x + 1, y + 5, line_width, 1)
line6 = Rect.new(x + 1, y + 6, line_width, 1)
line7 = Rect.new(x + 1, y + 7, line_width, 1)
line8 = Rect.new(x + 1, y + 8, line_width, 1)
#make empty Rect
empty = Rect.new(empty_x, 1, empty_width, 8)
#fill border Rects
self.contents.fill_rect(border_1,border_color)
self.contents.fill_rect(border_2,border_color)
self.contents.fill_rect(border_3,border_color)
self.contents.fill_rect(border_4,border_color)
#fill line Rects
self.contents.fill_rect(line1,line1_color)
self.contents.fill_rect(line2,line2_color)
self.contents.fill_rect(line3,line3_color)
self.contents.fill_rect(line4,line4_color)
self.contents.fill_rect(line5,line5_color)
self.contents.fill_rect(line6,line6_color)
self.contents.fill_rect(line7,line7_color)
self.contents.fill_rect(line8,line8_color)
#fill empty Rect
self.contents.fill_rect(empty,empty_color)
end
#--------------------------------------------------------------------------
# * Draw SP Bar
#--------------------------------------------------------------------------
def draw_sp_bar(actor,x,y,w = 202)
#get sp and max sp
sp = actor.sp
max_sp = actor.maxsp
#get percentage width
percentage_width = ((w - 2) / 100)
#define colors to be used
border_color = Color.new(0,0,0,255)
line1_color = Color.new(112,0,223,255)
line2_color = Color.new(130,4,255,255)
line3_color = Color.new(155,55,255,255)
line4_color = Color.new(170,85,255,255)
line5_color = Color.new(155,55,255,255)
line6_color = Color.new(130,4,255,255)
line7_color = Color.new(112,0,223,255)
line8_color = Color.new(88,0,176,255)
empty_color = Color.new(75,75,75,255)
#get widths and x's
line_width = (((sp * 1.0) / max_sp) * (w - 2))
empty_width = ((w - 2) - line_width)
empty_x = ((x + 1) + line_width)
#make border Rects
border1 = Rect.new(x, y, w, 1)
border2 = Rect.new(x, y + 9, w, 1)
border3 = Rect.new(x, y + 1, 1, 8)
border4 = Rect.new(x + (w - 1), y + 1, 1, 8)
#make line Rects
line1 = Rect.new(x + 1, y + 1, line_width, 1)
line2 = Rect.new(x + 1, y + 2, line_width, 1)
line3 = Rect.new(x + 1, y + 3, line_width, 1)
line4 = Rect.new(x + 1, y + 4, line_width, 1)
line5 = Rect.new(x + 1, y + 5, line_width, 1)
line6 = Rect.new(x + 1, y + 6, line_width, 1)
line7 = Rect.new(x + 1, y + 7, line_width, 1)
line8 = Rect.new(x + 1, y + 8, line_width, 1)
#make empty Rect
empty = Rect.new(empty_x, 1, empty_width, 8)
#fill border Rects
self.contents.fill_rect(border_1,border_color)
self.contents.fill_rect(border_2,border_color)
self.contents.fill_rect(border_3,border_color)
self.contents.fill_rect(border_4,border_color)
#fill line Rects
self.contents.fill_rect(line1,line1_color)
self.contents.fill_rect(line2,line2_color)
self.contents.fill_rect(line3,line3_color)
self.contents.fill_rect(line4,line4_color)
self.contents.fill_rect(line5,line5_color)
self.contents.fill_rect(line6,line6_color)
self.contents.fill_rect(line7,line7_color)
self.contents.fill_rect(line8,line8_color)
#fill empty Rect
self.contents.fill_rect(empty,empty_color)
end
#--------------------------------------------------------------------------
# * Draw EXP Bar
#--------------------------------------------------------------------------
def draw_exp_bar(actor,x,y,w = 202)
#get exp and needed exp
exp = actor.exp
gained_exp = actor.gained_exp(actor.lvl,exp)
needed_exp = actor.needed_exp(actor.lvl)
#define colors to be used
border_color = Color.new(0,0,0,255)
line1_color = Color.new(140,140,0,255)
line2_color = Color.new(157,157,0,255)
line3_color = Color.new(170,170,0,255)
line4_color = Color.new(196,196,0,255)
line5_color = Color.new(170,170,0,255)
line6_color = Color.new(157,157,0,255)
line7_color = Color.new(140,140,0,255)
line8_color = Color.new(128,128,0,255)
empty_color = Color.new(75,75,75,255)
#get widths and x's
line_width = (((gained_exp * 1.0) / needed_exp) * (w - 2))
empty_width = ((w - 2) - line_width)
empty_x = ((x + 1) + line_width)
#make border Rects
border1 = Rect.new(x, y, w, 1)
border2 = Rect.new(x, y + 9, w, 1)
border3 = Rect.new(x, y + 1, 1, 8)
border4 = Rect.new(x + (w - 1), y + 1, 1, 8)
#make line Rects
line1 = Rect.new(x + 1, y + 1, line_width, 1)
line2 = Rect.new(x + 1, y + 2, line_width, 1)
line3 = Rect.new(x + 1, y + 3, line_width, 1)
line4 = Rect.new(x + 1, y + 4, line_width, 1)
line5 = Rect.new(x + 1, y + 5, line_width, 1)
line6 = Rect.new(x + 1, y + 6, line_width, 1)
line7 = Rect.new(x + 1, y + 7, line_width, 1)
line8 = Rect.new(x + 1, y + 8, line_width, 1)
#make empty Rect
empty = Rect.new(empty_x, 1, empty_width, 8)
#fill border Rects
self.contents.fill_rect(border_1,border_color)
self.contents.fill_rect(border_2,border_color)
self.contents.fill_rect(border_3,border_color)
self.contents.fill_rect(border_4,border_color)
#fill line Rects
self.contents.fill_rect(line1,line1_color)
self.contents.fill_rect(line2,line2_color)
self.contents.fill_rect(line3,line3_color)
self.contents.fill_rect(line4,line4_color)
self.contents.fill_rect(line5,line5_color)
self.contents.fill_rect(line6,line6_color)
self.contents.fill_rect(line7,line7_color)
self.contents.fill_rect(line8,line8_color)
#fill empty Rect
self.contents.fill_rect(empty,empty_color)
end
#--------------------------------------------------------------------------
# * Draw Actor's Face Graphic
#--------------------------------------------------------------------------
def draw_actor_face(actor,x,y)
#if face graphic for the actor does not exist
if file.exist?("Graphics/Faces/#{actor.name}") != true
#make face rect
face = Rect.new(x,y,100,100)
#get bitmap
bitmap = RPG::Cache.face('Frame')
#fill face rect with bitmap
self.contents.blt(0,0,bitmap,face)
else
#make face rect
face = Rect.new(x,y,100,100)
#get bitmap
bitmap = RPG::Cache.face('Frame')
#fill face rect with bitmap
self.contents.blt(0,0,bitmap,face)
#get face_bitmap
face_bitmap = RPG::Cache.face("#{actor.name}")
#fill face rect with face_bitmap
self.contents.blt(5,4,face_bitmap,face)
end
end
end
#------------------------------------------------------------------------------
# End Window_Base Edit
#------------------------------------------------------------------------------

#==============================================================================
# * CMS_Windows
#------------------------------------------------------------------------------
# This module contains all the windows the CMS uses.
#==============================================================================
module CMS_Windows

#------------------------------------------------------------------------------
#   Window_Description
#------------------------------------------------------------------------------
class Window_Description < Window_Base
#--------------------------------------------------------------------------
# * Initialization
#--------------------------------------------------------------------------
def initialize(x,y,w,h)
super(x,y,w,h)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = 'Times New Roman'
self.contents.font.size = 22
end
#--------------------------------------------------------------------------
# * Set_Text
#--------------------------------------------------------------------------
def set_text(text = '')
self.contents.clear
w = self.contents.width
h = self.contents.height
self.contents.font.color = normal_color
self.contents.draw_text(0,0,w,h,text,1)
end
end
#------------------------------------------------------------------------------
# End Window_Description
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
#   Window_MenuStatus
#------------------------------------------------------------------------------
class Window_Menustatus < Window_Selectable
[contents]
end
#------------------------------------------------------------------------------
# End Window_MenuStatus
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
#   Window_CursorCommand
#------------------------------------------------------------------------------
class Window_CursorCommand < Window_Selectable
[contents]
end
#------------------------------------------------------------------------------
# End Window_CursorCommand
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
#   Window_FakeCommand
#------------------------------------------------------------------------------
class Window_FakeCommand < Window_Base
#--------------------------------------------------------------------------
# * Initialization
#--------------------------------------------------------------------------
def initialize(x,y,w,h,command = '',index = 0)
@command = command
@index = 0
super(x,y,w,h)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = 'Times New Roman'
self.contents.font.size = 22
refresh
self.opacity = 0
self.back_opacity = 0
self.contents_opacity = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
x = 24
y = (@index * 32)
self.contents.draw_text(x,y,self.contents.width - 24,32,@command)
end
end
#------------------------------------------------------------------------------
# End Window_FakeCommand
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
#   Window_Gold
#------------------------------------------------------------------------------
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Initialization
#--------------------------------------------------------------------------
def initialize(x,y,w,h)
super(x,y,w,h)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = 'Times New Roman'
self.contents.font.size = 11
set_comma
refresh
end
#--------------------------------------------------------------------------
# * Set_Comma
#--------------------------------------------------------------------------
def set_comma
var = $game_party.gold.to_s
g = var.split(//)
case $game_party.gold
when 0..9999
@gold = $game_party.gold.to_s
when 10000..99999
@gold = "#{g[0]}#{g[1]},#{g[2]}#{g[3]}#{g[4]}"
when 100000..999999
@gold = "#{g[0]}#{g[1]}#{g[2]},#{g[3]}#{g[4]}#{g[5]}"
when 1000000..9999999
@gold = "#{g[0]},#{g[1]}#{g[2]}#{g[3]},#{g[4]}#{g[5]}#{g[6]}"
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
w = self.contents.width
h = (self.contents.height / 2)
self.contents.font.color = system_color
self.contents.draw_text(0,0,w,h,$data_system.words.gold + ' :',0)
self.contents.font.color = normal_color
self.contents.draw_text(0,16,w,h,@gold,2)
end
end
#------------------------------------------------------------------------------
# End Window_Gold
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
#   Window_ElapsedTime
#------------------------------------------------------------------------------
class Window_ElapsedTime < Window_Base
#--------------------------------------------------------------------------
# * Initialization
#--------------------------------------------------------------------------
def initialize(x,y,w,h)
super(x,y,w,h)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = 'Times New Roman'
self.contents.font.size = 11
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
w = self.contents.width
h = (self.contents.height / 2)
@total_s = (Graphics.frame_count / Graphics.frame_rate)
h = ((@total_s / 60) / 60)
m = ((@total_s / 60) % 60)
s = (@total_s % 60)
text = "#{h}.#{m}.#{s}"
self.contents.font.color = system_color
self.contents.draw_text(0,0,w,h,'Elapsed Time :',0)
self.contents.font.color = normal_color
self.contents.draw_text(0,16,w,h,text, 2)
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#------------------------------------------------------------------------------
# End Window_ElapsedTime
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
#   Window_Location
#------------------------------------------------------------------------------
class Window_Location < Window_Base
#--------------------------------------------------------------------------
# * Initialization
#--------------------------------------------------------------------------
def initialize(x,y,w,h)
super(x,y,w,h)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = 'Times New Roman'
self.contents.font.size = 11
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
w = self.contents.width
h = (self.contents.height / 2)
self.contents.font.color = system_color
self.contents.draw_text(0,0,w,h,'Location :',0)
self.contents.font.color = normal_color
self.contents.draw_text(0,16,w,h,$game_map.name,2)
end
end
#------------------------------------------------------------------------------
# End Window_Location
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
#   Window_Chapter
#------------------------------------------------------------------------------
class Window_Chapter < Window_Base
#--------------------------------------------------------------------------
# * Initialization
#--------------------------------------------------------------------------
def initialize(x,y,w,h)
super(x,y,w,h)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = 'Times New Roman'
self.contents.font.size = 11
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
w = self.contents.width
h = (self.contents.height / 2)
self.contents.font.color = system_color
self.contents.draw_text(0,0,w,h,'Chapter :',0)
self.contents.font.color = normal_color
self.contents.draw_text(0,16,w,h,$game_party.chapter,2)
end
end
#------------------------------------------------------------------------------
# End Window_Chapter
#------------------------------------------------------------------------------

end
#------------------------------------------------------------------------------
# End CMS_Windows
#------------------------------------------------------------------------------
   
#==============================================================================
# * 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
commands_primary_init
commands_secondary_init
animated_intro
end
#--------------------------------------------------------------------------
# * Set Primary Commands
#--------------------------------------------------------------------------
def commands_primary_init
@commands = []
s1 = 'Bag'
s2 = 'Party'
s3 = 'Records'
s4 = 'End'
@commands.push(s1, s2, s3, s4).flatten!
end
#--------------------------------------------------------------------------
# * Set Secondary Commands
#--------------------------------------------------------------------------
def commands_secondary_init
@party_commands = []
@record_commands = []
s1 = 'Spells'
s2 = 'Equip'
s3 = 'Status'
s4 = 'Save'
s5 = 'Load'
@party_commands.push(s1, s2, s3).flatten!
@record_commands.push(s4,s5).flatten!
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
main_command_window
main_windows
# Execute transition
Graphics.transition
# Main loop
loop do
main_loop
break if main_scenechange?
end
# Refresh map
$game_map.refresh
# Prepare for transition
Graphics.freeze
main_dispose
end
#--------------------------------------------------------------------------
# * Animated Intro
#--------------------------------------------------------------------------
def animated_intro
#create fake command windows for fade in animation
fake1 = Window_FakeCommand.new(501,0,140,160)
fake2 = Window_FakeCommand.new(501,0,140,160,'Bag',0)
fake3 = Window_FakeCommand.new(501,0,140,160,'Party',1)
fake4 = Window_FakeCommand.new(501,0,140,160,'Records',2)
fake5 = Window_FakeCommand.new(501,0,140,160,'End',3)

#fade in
fake2.contents_opacity = 15
fake4.contents_opacity = 10
fake2.contents_opacity = 7
fake1.opacity = 5
fake1.back_opacity = 5
fake5.contents_opacity = 8

fake2.contents_opacity = 23
fake4.contents_opacity = 14
fake2.contents_opacity = 12
fake1.opacity = 7
fake1.back_opacity = 7
fake5.contents_opacity = 13

fake2.contents_opacity = 30
fake4.contents_opacity = 16
fake2.contents_opacity = 17
fake1.opacity = 15
fake1.back_opacity = 15
fake5.contents_opacity = 20

fake2.contents_opacity = 50
fake4.contents_opacity = 30
fake2.contents_opacity = 35
fake1.opacity = 25
fake1.back_opacity = 25
fake5.contents_opacity = 40

fake2.contents_opacity = 70
fake4.contents_opacity = 50
fake2.contents_opacity = 60
fake1.opacity = 50
fake1.back_opacity = 50
fake5.contents_opacity = 60

fake2.contents_opacity = 90
fake4.contents_opacity = 70
fake2.contents_opacity = 80
fake1.opacity = 70
fake1.back_opacity = 70
fake5.contents_opacity = 80

fake2.contents_opacity = 110
fake4.contents_opacity = 90
fake2.contents_opacity = 100
fake1.opacity = 90
fake1.back_opacity = 90
fake5.contents_opacity = 100

fake2.contents_opacity = 140
fake4.contents_opacity = 120
fake2.contents_opacity = 130
fake1.opacity = 120
fake1.back_opacity = 120
fake5.contents_opacity = 130

fake2.contents_opacity = 170
fake4.contents_opacity = 150
fake2.contents_opacity = 130
fake1.opacity = 150
fake1.back_opacity = 150
fake5.contents_opacity = 180

fake2.contents_opacity = 210
fake4.contents_opacity = 190
fake2.contents_opacity = 170
fake1.opacity = 190
fake1.back_opacity = 190
fake5.contents_opacity = 220

fake2.contents_opacity = 250
fake4.contents_opacity = 230
fake2.contents_opacity = 210
fake1.opacity = 230
fake1.back_opacity = 230
fake5.contents_opacity = 255

fake2.contents_opacity = 255
fake4.contents_opacity = 240
fake2.contents_opacity = 230
fake1.opacity = 240
fake1.back_opacity = 240
fake5.contents_opacity = 255

fake2.contents_opacity = 255
fake4.contents_opacity = 240
fake2.contents_opacity = 230
fake1.opacity = 240
fake1.back_opacity = 240
fake5.contents_opacity = 255

fake2.contents_opacity = 255
fake4.contents_opacity = 245
fake2.contents_opacity = 235
fake1.opacity = 245
fake1.back_opacity = 245
fake5.contents_opacity = 255

fake2.contents_opacity = 255
fake4.contents_opacity = 250
fake2.contents_opacity = 240
fake1.opacity = 250
fake1.back_opacity = 250
fake5.contents_opacity = 255

fake2.contents_opacity = 255
fake4.contents_opacity = 255
fake2.contents_opacity = 245
fake1.opacity = 255
fake1.back_opacity = 255
fake5.contents_opacity = 255

fake2.contents_opacity = 255
fake4.contents_opacity = 255
fake2.contents_opacity = 250
fake1.opacity = 255
fake1.back_opacity = 255
fake5.contents_opacity = 255

fake2.contents_opacity = 255
fake4.contents_opacity = 255
fake2.contents_opacity = 255
fake1.opacity = 255
fake1.back_opacity = 255
fake5.contents_opacity = 255

#create fake cursor for blinking fade in
fake_cursor = Sprite.new
fake_cursor.bitmap = RPG::Cache.icon('hand')
fake_cursor.opacity = 0
fake_cursor.x = 517
fake_cursor.y = 20

#blinking fade in
loop do
fake_cursor.opacity += 5
increased_count += 1
if increased_count == 5
decrease_ammount = (fake_cursor.opacity / 5)
for i in 1..5
fake_cursor.opacity -= decrease_ammount
end
for i in 1..5
fake_cursor.opacity += decrease_ammount
end
increased_count = 0
end
if fake_cursor.opacity == 255
break
end
end

end
#--------------------------------------------------------------------------
# * Main Command Window
#--------------------------------------------------------------------------
def main_command_window
@command_window = Window_CursorCommand.new(160, @commands)
@command_window.index = @menu_index
@command_window.height = 224
# If number of party members is 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
end
#--------------------------------------------------------------------------
# * Main Command Window
#--------------------------------------------------------------------------
def main_windows
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# Make steps window
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
end
#--------------------------------------------------------------------------
# * Main Loop
#--------------------------------------------------------------------------
def main_loop
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
end
#--------------------------------------------------------------------------
# * Scene Change
#--------------------------------------------------------------------------
def main_scenechange?
# Abort loop if screen is changed
if $scene != self
return true
end
return false
end
#--------------------------------------------------------------------------
# * Main Dispose
#--------------------------------------------------------------------------
def main_dispose
# Dispose of windows and sprites
automatic_dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_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)
update_command_check
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)
buzzer_check
update_status_check unless buzzer_check
return
end
end
#--------------------------------------------------------------------------
# * Buzzer Check
#--------------------------------------------------------------------------
def buzzer_check
# 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 true
end
end
#--------------------------------------------------------------------------
# * Update Command Check
#--------------------------------------------------------------------------
def update_command_check
# Loads Current Command
command = @commands[@command_window.index]
# Checks Commands
if command == $data_system.words.item
command_item
elsif command == $data_system.words.skill
command_start_skill
elsif command == $data_system.words.equip
command_start_equip
elsif command == 'Status'
command_start_status
elsif command == 'Save'
command_save
elsif command == 'End Game'
command_endgame
end
end
#--------------------------------------------------------------------------
# * Update Status Check
#--------------------------------------------------------------------------
def update_status_check
# Loads Current Command
command = @commands[@command_window.index]
# Checks Command By Name
if command == $data_system.words.skill
command_skill
elsif command == $data_system.words.equip
command_equip
elsif command == 'Status'
command_status
end
end
#--------------------------------------------------------------------------
# * Command Item
#--------------------------------------------------------------------------
def command_item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
end
#--------------------------------------------------------------------------
# * Command Start Skill
#--------------------------------------------------------------------------
def command_start_skill
activate_status
end
#--------------------------------------------------------------------------
# * Command Skill
#--------------------------------------------------------------------------
def command_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)
end
#--------------------------------------------------------------------------
# * Command Start Equip
#--------------------------------------------------------------------------
def command_start_equip
activate_status
end
#--------------------------------------------------------------------------
# * Command Equip
#--------------------------------------------------------------------------
def command_equip
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
end
#--------------------------------------------------------------------------
# * Command Start Status
#--------------------------------------------------------------------------
def command_start_status
activate_status
end
#--------------------------------------------------------------------------
# * Command Status
#--------------------------------------------------------------------------
def command_status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
#--------------------------------------------------------------------------
# * Command Save
#--------------------------------------------------------------------------
def command_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
end
#--------------------------------------------------------------------------
# * Command End Game
#--------------------------------------------------------------------------
def command_endgame
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
#--------------------------------------------------------------------------
# * Activate Status Window
#--------------------------------------------------------------------------
def activate_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
end
end
#------------------------------------------------------------------------------
# End Scene_Menu
#------------------------------------------------------------------------------
   
end
#--------------------------------------------------------------------------
# End SDK Enabled Test
#--------------------------------------------------------------------------


SDK 1.3 .rb
Tsuno Tech .rb
Cursor Menu

I apoligize for any inconvenience although I did put a warning *points at title*. I got the cursor menu working completely but I can't get it to work separately because it's stubborn...
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

****
Rep:
Level 91
Am I still cool?
Schnazzy screenshot, man! That would look really good in a game. Keep it up!


Interested in playing these complete games and checking out more? Go to my website!

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
*Thanks

{update}

updated the code a bit; I will now post the hp/sp/exp bar scripts I made for this.
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."