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[RESOLVED] For scripters who are looking for a challenge

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Level 87
The Leaf
I have been getting scripts here for awhile and have not found the system I want for my game so I signed up yesterday and I am wanting a completely new system for my game. Attached are a few pictures Of what I want.


You will be mentioned for your work and and your help is very much appreciated, even if all I get is the menu system

Thank-you in advance

[Edit]Don't worry about the battle system, I found one similar to the one I wanted
« Last Edit: March 07, 2007, 10:50:17 PM by Trenzer »
Beauty exists so that someone can tarnish it... Love exists to be lost...Innocence exists to be stolen... Souls exist to be corrupted...

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Level 88
I think most of the things you want are somewhere on this form if not close to. >.> Its not TOO hard to modify them to your liking, but welcome to the form ^_^ now before someone else says it The search button will be your best friend. ^_^
Project
New project. The other dimention DND
RPG makers challenge http://rmrk.net/index.php/topic,13503.0.html

**
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Level 87
The Leaf
So I've read from other posts on this board... and I have checked a few times... maybe I'm not searching for the right things... Well, thanks for the welcome anyway!
Beauty exists so that someone can tarnish it... Love exists to be lost...Innocence exists to be stolen... Souls exist to be corrupted...

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Level 88
Yo Dawg
You are looking for a cms i belive (Custom Menu System) you can make one on another website but it is down atm
Projects:
:)

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Level 88
Gone.
Why wait use one of the 15 stormtronic edtions that blizzard made, i artisiscalified
Good Bye. RMRK you were cool while I wasn't there.

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Level 87
The Leaf
I suppose I could look at them...
Beauty exists so that someone can tarnish it... Love exists to be lost...Innocence exists to be stolen... Souls exist to be corrupted...

***
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Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
Judging from the pictures of the menu, I'm guessing you want the equipment screen and what not all in the same scene. Is this a one person CMS? I can do quite a few things when a request has been well thought with drawings showing how menus are wanted. Graphical resources such as a specific background, like the battler in your equip menu, will need to be provided so I can script this out to where it looks nice and functions efficiently.

I've done several scripts and CMS's in the past so something with only cosmetic changes should only take about 2-4 days(I have a life) to do. Here are some links to various other requests I've finished in the past. Also, I think I could really turn this request into an awesome menu otherwise I wouldn't have bothered posting. No point in doing a request if I'm not going to take the time to do it right.

4 person CMS
Slight modification requested on above picture
Slightly different 4 person CMS
The pictures in this were horribly enlarged.
My most recent piece. Another 4 person CMS

With this post, I am assuming you still need the requested menu.
« Last Edit: March 02, 2007, 07:41:00 AM by Shinami »

**
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Level 87
The Leaf
As long as i have the basic layout of the system I don't care what you do to customize it. That would just make it much more unique.

Where it says transparent, that is where you can see your current location on the map. When you click on item a menu will show up and show only up to 10 items and that is it. It basically stays the same as on the menu system just with an added menu. The same is for skills. It basically stays the same for the equip screen and so on. I believe the only place where you sill see a battler is on the status screen and battle screen. Everything is for only one person for it is a 1-person CMS.

I thank you for any help you may give me.
Beauty exists so that someone can tarnish it... Love exists to be lost...Innocence exists to be stolen... Souls exist to be corrupted...

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Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
Commencing work. From your response, I'm guessing the sky is the limit? Wonderful! ^_^

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Level 87
The Leaf
Actually, the sky isn't the limit, you can go into space too!

 :zoid:
Beauty exists so that someone can tarnish it... Love exists to be lost...Innocence exists to be stolen... Souls exist to be corrupted...

***
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Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
Sorry to bump a topic that is a few days old but I've made enough headway to display some results for your viewing pleasure.

Item and Item Target windows

Skill and Skill Target windows

This request has definitely been a challenge but it's coming along! =^-^=
Currently aligning the Target windows and setting them up for 1-4 party members. After that, I'll get fancy with the bars and animated stuff on the whole menu...it'll be a breeze once I get the window positions and movements out of the way.

May attempt a re-release with +4 actor support but I doubt it. Inspiration had hit me like a ton of bricks thrown off a hauling truck going 120 in a tight corner.
« Last Edit: March 06, 2007, 12:49:27 PM by Shinami »

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The Leaf
Wow, those look awesome, keep up the good work!

Also while I'm here, nice comparison!
Beauty exists so that someone can tarnish it... Love exists to be lost...Innocence exists to be stolen... Souls exist to be corrupted...

***
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Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
This was indeed a challenge that refined my skills even more at scenes, windows, and the information displayed within them. I've made it a habit to post screenshots in links so that the dial-up users don't cry when the page starts to take 20 minutes to load because of 6 screenshots.

SCREENSHOTS:
Main menu.
Item Menu.
Skill Menu.
Equip Menu.


CREDITS:
Code: [Select]
#===================================================
# 1 Person CMS by Shinami.
# Made for only a 1 character party.
# Choose your option and the window slides out.
#
#
# Modified or Changed scripts:
# 1.Bitmap-Added Gradiant Bars
# 2.Game_Actor-Redefined a few experience methods
# 3.Window_Base-Added Gradiant bar methods
# 4.Scene_Title-Added a pinchet that loads up map names upon startup.
# 5.Game_Map-Helps define map names
# 6.Scene_End-Minor menu fixes.
# 7.Scene_Save-Minor menu fixes. Nothing dramatic like save file system rewrites.
#
#
# Compatibility:
# 1.SDK-Your guess is as good as mine.
# 2.Scene_Title addons - Doubt it.
# 3.Gradiant Bars - If you're lucky, it'll work. I used Tsunokiette's bar script for this.
#
#
#
#                              CREDITS:
#                              1.Shinami, I wrote the CMS.
#                              2.Blizzard, he helped me get unstuck with the sliding windows.
#                              3.Sephirothspawn, he helped me get unstuck with the sliding windows.
#                              4.Squall, using his "show the map for menu background" script thingy.
#                              5.Tsunokiette, using his gradiant bar script.
#===================================================


just post the two script pieces above main and below Scene_Save
SCRIPT:[code]#===================================================
# 1 Person CMS by Shinami.
# Made for only a 1 character party.
# Choose your option and the window slides out.
#
#
# Modified or Changed scripts:
# 1.Bitmap-Added Gradiant Bars
# 2.Game_Actor-Redefined a few experience methods
# 3.Window_Base-Added Gradiant bar methods
# 4.Scene_Title-Added a pinchet that loads up map names upon startup.
# 5.Game_Map-Helps define map names
# 6.Scene_End-Minor menu fixes.
# 7.Scene_Save-Minor menu fixes. Nothing dramatic like save file system rewrites.
#
#
# Compatibility:
# 1.SDK-Your guess is as good as mine.
# 2.Scene_Title addons - Doubt it.
# 3.Gradiant Bars - If you're lucky, it'll work. I used Tsunokiette's bar script for this.
#
#
#
#                              CREDITS:
#                              1.Shinami, I wrote the CMS.
#                              2.Blizzard, he helped me get unstuck with the sliding windows.
#                              3.Sephirothspawn, he helped me get unstuck with the sliding windows.
#                              4.Squall, using his "show the map for menu background" script thingy.
#                              5.Tsunokiette, using his gradiant bar script.
#===================================================
  # This variable determines the default font type
  $defaultfonttype = "Tahoma"
  # This variable determines the default font size
  $defaultfontsize = 22
  #This should eliminate any of the "I can't see the words" problems.
#===================================================
# - CLASS Bitmap Begins
#===================================================
#Taken from Tsunokiette's post on the crankeye forums. - Shinami
class Bitmap
 
   def grade(x,y,width,height,start,finish)
      for i in 0..width
         r = start.red * (width - i) / width + finish.red * i / width
         g = start.green * (width - i) / width + finish.green * i / width
         b = start.blue * (width - i) / width + finish.blue * i / width
         a = start.alpha * (width - i) / width + finish.alpha * i / width
         fill_rect(x + i,y,1,height,Color.new(r, g, b, a))
      end
   end
 
   def draw_gradient(x,y,width,height,colors)
      gradient_width = ((width * 1.0) / (colors.size - 1))
         if colors.size == 1
        grade(x,y,width,height,colors[0],colors[0])
        return
      end
      for i in 0..(colors.size - 2)
         x_var = (x + (i * gradient_width))
         grade(x_var,y,gradient_width,height,colors,colors[i + 1])
      end
   end
end
#===================================================
# - CLASS Bitmap Ends
#===================================================
class Game_Actor
  def exp #exp that the hero has.
    return @exp_list[@level+1] > 0 ? @exp : 0
  end
 
  def next_exp #amount of exp until next level. unaltered formula.
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
 
  def next_rest_exp #amount of exp until next level. displays formula of xp til lvl up minus exp gained.
    return @exp_list[@level+1] > 0 ? (@exp_list[@level+1]- @exp) : 0
  end
end
#===================================================
# - CLASS Window_Base Begins
#===================================================
class Window_Base < Window
 
  def draw_hp_bar(actor,x,y,width = 140)
    hp = actor.hp
    max_hp = actor.maxhp
    percentage = ((hp * 1.0) / max_hp)
    bar_width = (percentage * width)
    empty_width = (width - bar_width)
    gray = Color.new(50,50,50,255)
    hp1 = Color.new(165,10,10,125)
    hp2 = Color.new(185,20,20,135)
    hp3 = Color.new(205,40,40,155)
    hp4 = Color.new(235,80,80,175)
    hp5 = Color.new(255,100,100,195)
    hp6 = Color.new(255,255,0,165)
    hp7 = Color.new(255,255,0,175)
    hp8 = Color.new(255,255,0,195)
    hp9 = Color.new(255,255,0,215)
    hp10 = Color.new(255,255,0,235)
    hp11 = Color.new(235,255,0,215)
    hp12 = Color.new(215,255,0,195)
    hp13 = Color.new(195,255,0,175)
    hp14 = Color.new(175,255,0,155)
    hp15 = Color.new(155,255,0,135)
    #draw empty if any
    self.contents.draw_gradient(x + bar_width,y,empty_width - 1,10,[gray])
    #draw gradient
    self.contents.draw_gradient(x,y,bar_width,10,[hp1,hp2,hp3,hp4,hp5,hp6,hp7,hp8,hp9,hp10,hp11,hp12,hp13,hp14,hp15])
    #draw border
    self.contents.fill_rect(x,y,width,1,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y,1,5,Color.new(0,0,0,255))#this was 10 for height
    self.contents.fill_rect(x + width,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y + 9,width,1,Color.new(0,0,0,255))
  end
 
  def draw_sp_bar(actor,x,y,width = 140)
    sp = actor.sp
    max_sp = actor.maxsp
    percentage = ((sp * 1.0) / max_sp)
    bar_width = (percentage * width)
    empty_width = (width - bar_width)
    gray = Color.new(50,50,50,255)
    hp1 = Color.new(0,0,35,35) #Color variables go like so....red, green, blue, saturation.
    hp2 = Color.new(0,0,45,45)#No idea what saturation does >.>; yet that is...
    hp3 = Color.new(0,0,55,55)#I used Paint to produce the numbers for the pretty colors.
    hp4 = Color.new(0,0,65,65)
    hp5 = Color.new(0,0,75,75)
    hp6 = Color.new(0,0,85,85)
    hp7 = Color.new(0,0,95,95)
    hp8 = Color.new(0,0,105,105)
    hp9 = Color.new(0,0,115,115)
    hp10 = Color.new(0,0,125,125)
    hp11 = Color.new(0,0,135,135)
    hp12 = Color.new(0,0,145,145)
    hp13 = Color.new(0,0,155,155)
    hp14 = Color.new(0,0,165,165)
    hp15 = Color.new(0,0,175,175)
    #draw empty if any
    self.contents.draw_gradient(x + bar_width,y,empty_width - 1,10,[gray])
    #draw gradient
    self.contents.draw_gradient(x,y,bar_width,10,[hp1,hp2,hp3,hp4,hp5,hp6,hp7,hp8,hp9,hp10,hp11,hp12,hp13,hp14,hp15])
    #draw border
    self.contents.fill_rect(x,y,width,1,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x + width,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y + 9,width,1,Color.new(0,0,0,255))
  end
 
  def draw_xp_bar(actor, current_actor,x,y,width = 140)
    xp = actor.next_rest_exp
    xp_tg = actor.next_exp
    if $data_actors[current_actor+1].final_level = actor.level#This keeps the game from crashing when
      percentage = ((100 * 1.0) / 100)                               #someone reaches the final level set by the
    else                                                                           #dev team in a project.
      percentage = (((100 * 1.0) / 100) - ((xp * 1.0) / xp_tg))#100 percent - (percentage of exp to lvl gained)
    end
    bar_width = (percentage * width)
    empty_width = (width - bar_width)
    gray = Color.new(50,50,50,255)#I was too lazy to rename the variables from hp to xp and what not.
    hp1 = Color.new(0,0,0,255)
    hp2 = Color.new(20,20,20,255)
    hp3 = Color.new(40,40,40,255)
    hp4 = Color.new(60,60,60,255)
    hp5 = Color.new(80,80,80,255)
    hp6 = Color.new(100,100,100,255)
    hp7 = Color.new(120,120,120,255)
    hp8 = Color.new(140,140,140,255)
    hp9 = Color.new(160,160,160,255)
    hp10 = Color.new(180,180,180,255)
    hp11 = Color.new(200,200,200,255)
    hp12 = Color.new(220,220,220,255)
    hp13 = Color.new(240,240,240,255)
    hp14 = Color.new(250,250,250,255)
    hp15 = Color.new(255,255,255,255)
    #draw empty if any
    self.contents.draw_gradient(x + bar_width,y,empty_width - 1,10,[gray])
    #draw gradient
    self.contents.draw_gradient(x,y,bar_width,10,[hp1,hp2,hp3,hp4,hp5,hp6,hp7,hp8,hp9,hp10,hp11,hp12,hp13,hp14,hp15])
    #draw border
    self.contents.fill_rect(x,y,width,1,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x + width,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y + 9,width,1,Color.new(0,0,0,255))
  end
 
  def draw_attack_bar(actor, new_atk, x,y,width = 140)
    if new_atk == actor.atk
      atk = actor.atk
    else
      atk = new_atk
    end
    max_atk = 999
    percentage = ((atk * 1.0) / max_atk)
    bar_width = (percentage * width)
    empty_width = (width - bar_width)
    gray = Color.new(50,50,50,255)
    hp1 = Color.new(0, 0, 0, 35) #Color variables go like so....red, green, blue, saturation.
    hp2 = Color.new(20, 0, 0, 45)#No idea what saturation does >.>; yet that is...
    hp3 = Color.new(40, 0, 0, 55)#I used Paint to produce the numbers for the pretty colors.
    hp4 = Color.new(60, 0, 0, 65)
    hp5 = Color.new(80, 0, 0, 75)
    hp6 = Color.new(100, 0, 0, 85)
    hp7 = Color.new(120, 0, 0, 95)
    hp8 = Color.new(140, 0, 0, 105)
    hp9 = Color.new(160, 0, 0, 115)
    hp10 = Color.new(180, 0, 0, 125)
    hp11 = Color.new(200, 0, 0, 135)
    hp12 = Color.new(220, 0, 0, 145)
    hp13 = Color.new(240, 0, 0, 155)
    hp14 = Color.new(250, 0, 0, 165)
    hp15 = Color.new(255, 0, 0, 175)
    #draw empty if any
    self.contents.draw_gradient(x + bar_width,y,empty_width - 1,10,[gray])
    #draw gradient
    self.contents.draw_gradient(x,y,bar_width,10,[hp1,hp2,hp3,hp4,hp5,hp6,hp7,hp8,hp9,hp10,hp11,hp12,hp13,hp14,hp15])
    #draw border
    self.contents.fill_rect(x,y,width,1,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x + width,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y + 9,width,1,Color.new(0,0,0,255))
  end
 
  def draw_pdef_bar(actor,new_pdef,x,y,width = 140)
    if  new_pdef == actor.pdef
      atk = actor.pdef
    else
      atk = new_pdef
    end
    max_atk = 999
    percentage = ((atk * 1.0) / max_atk)
    bar_width = (percentage * width)
    empty_width = (width - bar_width)
    gray = Color.new(50,50,50,255)
    r = 3
    g = 61
    b = 57
    s = 30
    hp1 = Color.new(r, g, b, s) #Color variables go like so....red, green, blue, saturation.
    hp2 = Color.new(r+=1, g+=25, r+=6, s+=5)#No idea what saturation does >.>; yet that is...
    hp3 = Color.new(r+=1, g+=5, r+=26, s+=5)#I used Paint to produce the numbers for the pretty colors.
    hp4 = Color.new(r+=1, g+=25, r+=6, s+=5)
    hp5 = Color.new(r+=1, g+=5, r+=26, s+=5)
    hp6 = Color.new(r+=1, g+=25, r+=6, s+=5)
    hp7 = Color.new(r+=1, g+=5, r+=26, s+=5)
    hp8 = Color.new(r+=1, g+=25, r+=6, s+=5)
    hp9 = Color.new(r+=1, g+=5, r+=26, s+=5)
    hp10 = Color.new(r+=1, g+=25, r+=6, s+=5)
    hp11 = Color.new(r+=1, g+=5, r+=26, s+=5)
    hp12 = Color.new(r+=1, g+=25, r+=6, s+=5)
    hp13 = Color.new(r+=1, g+=5, r+=26, s+=5)
    hp14 = Color.new(r+=1, g+=25, r+=6, s+=5)
    hp15 = Color.new(r+=1, g+=5, r+=26, s+=5)
    #draw empty if any
    self.contents.draw_gradient(x + bar_width,y,empty_width - 1,10,[gray])
    #draw gradient
    self.contents.draw_gradient(x,y,bar_width,10,[hp1,hp2,hp3,hp4,hp5,hp6,hp7,hp8,hp9,hp10,hp11,hp12,hp13,hp14,hp15])
    #draw border
    self.contents.fill_rect(x,y,width,1,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x + width,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y + 9,width,1,Color.new(0,0,0,255))
  end
 
  def draw_mdef_bar(actor, new_mdef,x,y,width = 140)
    if  new_mdef == actor.mdef
      atk = actor.mdef
    else
      atk = new_mdef
    end
    max_atk = 999
    percentage = ((atk * 1.0) / max_atk)
    bar_width = (percentage * width)
    empty_width = (width - bar_width)
    gray = Color.new(50,50,50,255)
    r = 26
    g = 26
    b = 45
    s = 33
    hp1 = Color.new(r, g, b, s) #Color variables go like so....red, green, blue, saturation.
    hp2 = Color.new(r+=20, g+=20, r+=6, s+=5)#No idea what saturation does >.>; yet that is...
    hp3 = Color.new(r+=20, g+=20, r+=6, s+=5)#I used Paint to produce the numbers for the pretty colors.
    hp4 = Color.new(r+=20, g+=20, r+=6, s+=5)
    hp5 = Color.new(r+=20, g+=20, r+=6, s+=5)
    hp6 = Color.new(r+=20, g+=20, r+=6, s+=5)
    hp7 = Color.new(r+=20, g+=20, r+=6, s+=5)
    hp8 = Color.new(r+=20, g+=20, r+=6, s+=5)
    hp9 = Color.new(r+=20, g+=20, r+=6, s+=5)
    hp10 = Color.new(r+=20, g+=20, r+=6, s+=5)
    hp11 = Color.new(r+=20, g+=20, r+=6, s+=5)
    hp12 = Color.new(r+=20, g+=20, r+=6, s+=5)
    hp13 = Color.new(r+=20, g+=20, r+=6, s+=5)
    hp14 = Color.new(r+=20, g+=20, r+=6, s+=5)
    hp15 = Color.new(r+=20, g+=20, r+=6, s+=5)
    #draw empty if any
    self.contents.draw_gradient(x + bar_width,y,empty_width - 1,10,[gray])
    #draw gradient
    self.contents.draw_gradient(x,y,bar_width,10,[hp1,hp2,hp3,hp4,hp5,hp6,hp7,hp8,hp9,hp10,hp11,hp12,hp13,hp14,hp15])
    #draw border
    self.contents.fill_rect(x,y,width,1,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x + width,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y + 9,width,1,Color.new(0,0,0,255))
  end
 
  def draw_str_bar(actor, new_str,x,y,width = 140)
    if  new_str == actor.str
      atk = actor.str
    else
      atk = new_str
    end
    max_atk = 999
    percentage = ((atk * 1.0) / max_atk)
    bar_width = (percentage * width)
    empty_width = (width - bar_width)
    gray = Color.new(50,50,50,255)
    r = 61
    g = 10
    b = 24
    s = 33
    hp1 = Color.new(r, g, b, s) #Color variables go like so....red, green, blue, saturation.
    hp2 = Color.new(r+=2, g+=20, r+=26, s+=5)#No idea what saturation does >.>; yet that is...
    hp3 = Color.new(r+=2, g+=20, r+=26, s+=5)#I used Paint to produce the numbers for the pretty colors.
    hp4 = Color.new(r+=2, g+=20, r+=26, s+=5)
    hp5 = Color.new(r+=2, g+=20, r+=26, s+=5)
    hp6 = Color.new(r+=2, g+=20, r+=26, s+=5)
    hp7 = Color.new(r+=2, g+=20, r+=26, s+=5)
    hp8 = Color.new(r+=2, g+=20, r+=26, s+=5)
    hp9 = Color.new(r+=2, g+=20, r+=26, s+=5)
    hp10 = Color.new(r+=2, g+=20, r+=26, s+=5)
    hp11 = Color.new(r+=2, g+=20, r+=26, s+=5)
    hp12 = Color.new(r+=2, g+=20, r+=26, s+=5)
    hp13 = Color.new(r+=2, g+=20, r+=26, s+=5)
    hp14 = Color.new(r+=2, g+=20, r+=26, s+=5)
    hp15 = Color.new(r+=2, g+=20, r+=26, s+=5)
    #draw empty if any
    self.contents.draw_gradient(x + bar_width,y,empty_width - 1,10,[gray])
    #draw gradient
    self.contents.draw_gradient(x,y,bar_width,10,[hp1,hp2,hp3,hp4,hp5,hp6,hp7,hp8,hp9,hp10,hp11,hp12,hp13,hp14,hp15])
    #draw border
    self.contents.fill_rect(x,y,width,1,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x + width,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y + 9,width,1,Color.new(0,0,0,255))
  end
 
  def draw_dex_bar(actor, new_str,x,y,width = 140)
    if  new_str == actor.dex
      atk = actor.dex
    else
      atk = new_str
    end
    max_atk = 999
    percentage = ((atk * 1.0) / max_atk)
    bar_width = (percentage * width)
    empty_width = (width - bar_width)
    gray = Color.new(50,50,50,255)
    r = 47
    g = 48
    b = 22
    s = 33
    hp1 = Color.new(r, g, b, s) #Color variables go like so....red, green, blue, saturation.
    hp2 = Color.new(r+=2, g+=20, b+=26, s+=5)#No idea what saturation does >.>; yet that is...
    hp3 = Color.new(r+=2, g+=20, b+=26, s+=5)#I used Paint to produce the numbers for the pretty colors.
    hp4 = Color.new(r+=2, g+=20, b+=26, s+=5)
    hp5 = Color.new(r+=2, g+=20, b+=26, s+=5)
    hp6 = Color.new(r+=2, g+=20, b+=26, s+=5)
    hp7 = Color.new(r+=2, g+=20, b+=26, s+=5)
    hp8 = Color.new(r+=2, g+=20, b+=26, s+=5)
    hp9 = Color.new(r+=2, g+=20, b+=26, s+=5)
    hp10 = Color.new(r+=2, g+=20, b+=26, s+=5)
    hp11 = Color.new(r+=2, g+=20, b+=26, s+=5)
    hp12 = Color.new(r+=2, g+=20, b+=26, s+=5)
    hp13 = Color.new(r+=2, g+=20, b+=26, s+=5)
    hp14 = Color.new(r+=2, g+=20, b+=26, s+=5)
    hp15 = Color.new(r+=2, g+=20, b+=26, s+=5)
    #draw empty if any
    self.contents.draw_gradient(x + bar_width,y,empty_width - 1,10,[gray])
    #draw gradient
    self.contents.draw_gradient(x,y,bar_width,10,[hp1,hp2,hp3,hp4,hp5,hp6,hp7,hp8,hp9,hp10,hp11,hp12,hp13,hp14,hp15])
    #draw border
    self.contents.fill_rect(x,y,width,1,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x + width,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y + 9,width,1,Color.new(0,0,0,255))
  end
 
  def draw_agil_bar(actor, new_str,x,y,width = 140)
    if  new_str == actor.agi
      atk = actor.agi
    else
      atk = new_str
    end
    max_atk = 999
    percentage = ((atk * 1.0) / max_atk)
    bar_width = (percentage * width)
    empty_width = (width - bar_width)
    gray = Color.new(50,50,50,255)
    r = 17
    g = 53
    b = 35
    s = 33
    hp1 = Color.new(r, g, b, s) #Color variables go like so....red, green, blue, saturation.
    hp2 = Color.new(r+=12, g+=20, b+=26, s+=5)#No idea what saturation does >.>; yet that is...
    hp3 = Color.new(r+=2, g+=20, b+=6, s+=5)#I used Paint to produce the numbers for the pretty colors.
    hp4 = Color.new(r+=12, g+=2, b+=26, s+=5)
    hp5 = Color.new(r+=2, g+=20, b+=6, s+=5)
    hp6 = Color.new(r+=12, g+=2, b+=26, s+=5)
    hp7 = Color.new(r+=2, g+=20, b+=6, s+=5)
    hp8 = Color.new(r+=12, g+=2, b+=26, s+=5)
    hp9 = Color.new(r+=2, g+=20, b+=6, s+=5)
    hp10 = Color.new(r+=12, g+=2, b+=26, s+=5)
    hp11 = Color.new(r+=2, g+=20, b+=6, s+=5)
    hp12 = Color.new(r+=12, g+=2, b+=26, s+=5)
    hp13 = Color.new(r+=2, g+=20, b+=6, s+=5)
    hp14 = Color.new(r+=12, g+=2, b+=26, s+=5)
    hp15 = Color.new(r+=2, g+=20, b+=6, s+=5)
    #draw empty if any
    self.contents.draw_gradient(x + bar_width,y,empty_width - 1,10,[gray])
    #draw gradient
    self.contents.draw_gradient(x,y,bar_width,10,[hp1,hp2,hp3,hp4,hp5,hp6,hp7,hp8,hp9,hp10,hp11,hp12,hp13,hp14,hp15])
    #draw border
    self.contents.fill_rect(x,y,width,1,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x + width,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y + 9,width,1,Color.new(0,0,0,255))
  end
 
  def draw_int_bar(actor, new_str,x,y,width = 140)
    if  new_str == actor.int
      atk = actor.int
    else
      atk = new_str
    end
    max_atk = 999
    percentage = ((atk * 1.0) / max_atk)
    bar_width = (percentage * width)
    empty_width = (width - bar_width)
    gray = Color.new(50,50,50,255)
    r = 37
    g = 13
    b = 79
    s = 33
    hp1 = Color.new(r, g, b, s) #Color variables go like so....red, green, blue, saturation.
    hp2 = Color.new(r+=12, g+=20, b+=26, s+=5)#No idea what saturation does >.>; yet that is...
    hp3 = Color.new(r+=2, g+=20, b+=6, s+=5)#I used Paint to produce the numbers for the pretty colors.
    hp4 = Color.new(r+=12, g+=2, b+=26, s+=5)
    hp5 = Color.new(r+=2, g+=20, b+=6, s+=5)
    hp6 = Color.new(r+=12, g+=2, b+=26, s+=5)
    hp7 = Color.new(r+=2, g+=20, b+=6, s+=5)
    hp8 = Color.new(r+=12, g+=2, b+=26, s+=5)
    hp9 = Color.new(r+=2, g+=20, b+=6, s+=5)
    hp10 = Color.new(r+=12, g+=2, b+=26, s+=5)
    hp11 = Color.new(r+=2, g+=20, b+=6, s+=5)
    hp12 = Color.new(r+=12, g+=2, b+=26, s+=5)
    hp13 = Color.new(r+=2, g+=20, b+=6, s+=5)
    hp14 = Color.new(r+=12, g+=2, b+=26, s+=5)
    hp15 = Color.new(r+=2, g+=20, b+=6, s+=5)
    #draw empty if any
    self.contents.draw_gradient(x + bar_width,y,empty_width - 1,10,[gray])
    #draw gradient
    self.contents.draw_gradient(x,y,bar_width,10,[hp1,hp2,hp3,hp4,hp5,hp6,hp7,hp8,hp9,hp10,hp11,hp12,hp13,hp14,hp15])
    #draw border
    self.contents.fill_rect(x,y,width,1,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x + width,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y + 9,width,1,Color.new(0,0,0,255))
  end
end
#===================================================
# - CLASS Window_Base Ends
#===================================================
#==============================================================================
# ** Game_Map class Begins
#==============================================================================
class Game_Map
 
  def name #adding the method name
    $map_infos[@map_id] #stores the maps name. info is called with $game_map.name
  end
end
#==============================================================================
# ** Game_Map class Ends
#==============================================================================
#==============================================================================
# ** Scene_Title class Begins
#==============================================================================
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rxdata")#This recalls the map names for use when the game starts
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end
#==============================================================================
# ** Scene_Title class Ends
#==============================================================================
#==============================================================================
# ** Scene_End class Begins
#==============================================================================
class Scene_End
 
  def update
    @command_window.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(4)
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0 
        command_to_title
      when 1 
        command_shutdown
      when 2 
        command_cancel
      end
      return
    end
  end
 
  def command_cancel
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ???????????
    $scene = Scene_Menu.new(4)
  end
end
#==============================================================================
# ** Scene_End class Ends
#==============================================================================
class Scene_Save
 
  def on_decision(filename)
    # ??? SE ???
    $game_system.se_play($data_system.save_se)
    # ???????????
    file = File.open(filename, "wb")
    write_save_data(file)
    file.close
    # ????????????????
    if $game_temp.save_calling
      # ??????????????
      $game_temp.save_calling = false
      # ??????????
      $scene = Scene_Map.new
      return
    end
    # ???????????
    $scene = Scene_Menu.new(3)
  end
 
  def on_cancel
    $game_system.se_play($data_system.cancel_se)
    if $game_temp.save_calling
      $game_temp.save_calling = false
      $scene = Scene_Map.new
      return
    end
    $scene = Scene_Menu.new(3)
  end
end
#==============================================================================
# ** Scene_Save class Ends
#==============================================================================
#===================================================
# - CLASS Scene_Menu Begins
#===================================================
class Scene_Menu
 
#---------------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
#---------------------------------------------------------------------------------

  def main
    @current_actor = 0
    @actor = $game_party.actors[@current_actor]
   
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Save"
    s5 = "Exit"
    @window1 = Window_Command.new(100, [s1, s2, s3, s4, s5])
    @window1.x =0
    @window1.y =17
    @window1.height = 200
    @window1.width = 100
    @window1.z = 100
    @window1.index = @menu_index
   
    @window2 = Window2.new(@actor, @current_actor)#One man status menu window.
    @window2.x =255
    @window2.y =18
    @window2.height = 300
    @window2.width = 380
    @window2.z = 100   
   
    @window3 = Window3.new#Gold Window
    @window3.x =0
    @window3.y =400
    @window3.height = 60
    @window3.width = 200
    @window3.z = 100   
   
    @window4 = Window4.new#Location Window. Leave as much possible room for wording.
    @window4.x =270
    @window4.y =400
    @window4.height = 60
    @window4.width = 370
    @window4.z = 100
   
    @help_window = Window8.new
    @help_window.x = 0
    @help_window.oy = -64
    @help_window.height = 64
    @help_window.width = 650
    @help_window.z = 200
   
    @window5 = Window5.new #Item window. will show up to 10 items at a time.
    @window5.ox = -260
    @window5.y =72
    @window5.height = 358
    @window5.width = 260
    @window5.z = 300
    @window5.active = false
    @window5.help_window = @help_window
   
    @skill_window = Window10.new(@actor)#You see, this CMS can used for more than
    @skill_window.ox = -270                 #just one person so that is how I'm setting it up initially.
    @skill_window.y = 72                   #how would I do that? Simple. I'll borrow the other scripts
    @skill_window.height = 358             #how they move from one actor to another.
    @skill_window.width = 270
    @skill_window.z = 200
    @skill_window.active = false
    @skill_window.help_window = @help_window
   
    @target_window = Window_Target2.new
    @target_window.x = 304
    @target_window.y = 0
    @target_window.visible = false
    @target_window.active = false
    @target_window.z = 1000
   
    @left_window = Window_Stats.new(@actor)
    @left_window.ox =640
    @left_window.x =640
    #@left_window.x =380
    @left_window.y = 49
    @left_window.height = 250
    @left_window.width = 260
    @left_window.z = 300
   
    @right_window = Window_EquipRight2.new(@actor)
    @right_window.x =60
    @right_window.y =-300
    @right_window.oy = -300
    @right_window.height = 200
    @right_window.width = 300
    @right_window.z = 300
    @right_has_been_run = false
   
    @item_window1 = Window_EquipItem2.new(@actor, 0)
    @item_window2 = Window_EquipItem2.new(@actor, 1)
    @item_window3 = Window_EquipItem2.new(@actor, 2)
    @item_window4 = Window_EquipItem2.new(@actor, 3)
    @item_window5 = Window_EquipItem2.new(@actor, 4)
   
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
   
    @viewport1 = Viewport.new(0, 0, 640, 480)
    @viewport2 = Viewport.new(0, 0, 640, 480)
    @viewport3 = Viewport.new(0, 0, 640, 480)
    @viewport4 = Viewport.new(0, 0, 640, 480)
    @viewport2.z = 101
    @viewport3.z = 200
    @viewport4.z = 5000
    @battleback_sprite = Tilemap.new(@viewport1)
    @battleback_sprite.tileset = RPG::Cache.tileset($game_map.tileset_name)
    for i in 0..6
      autotile_name = $game_map.autotile_names
      @battleback_sprite.autotiles = RPG::Cache.autotile(autotile_name)
    end
    @battleback_sprite.map_data = $game_map.data
    @battleback_sprite.ox = $game_map.display_x / 4
    @battleback_sprite.oy = $game_map.display_y / 4
    # Make character sprites...this little piece was my only contribution so no credit to me.
    @character_sprites = []
    for i in $game_map.events.keys.sort
      sprite = Sprite_Character.new(@viewport1, $game_map.events)
      @character_sprites.push(sprite)
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
    #After all...I only copied and pasted the little bit above this note from the Spriteset_Map class... - Shinami
    @weather = RPG::Weather.new(@viewport1)
    @picture_sprites = []
    for i in 1..50
      @picture_sprites.push(Sprite_Picture.new(@viewport2,
        $game_screen.pictures))
    end
    @timer_sprite = Sprite_Timer.new
   
    #this stores all the windows in one variable for easy update/dispose.
    @all_window = [@left_window, @item_window1, @item_window2, @item_window3, @item_window4, @item_window5, @skill_window, @window1, @window2, @window3, @window4, @window5, @right_window, @help_window, @target_window, @viewport1, @viewport2, @viewport3, @viewport4]
   
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end

    Graphics.freeze
    for i in 0...@all_window.size
      @all_window.dispose
    end
  end
#---------------------------------------------------------------------------------
  def refresh
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    item1 = @right_window.item
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    if @right_window.active
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
    end
    if @item_window.active
      item2 = @item_window.item
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_str = @actor.str
      new_dex = @actor.dex
      new_agil = @actor.agi
      new_int = @actor.int
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agil, new_int)
    end
  end
#---------------------------------------------------------------------------------
  def update
    for i in 0...@all_window.size
      @all_window.update
    end
    if @window1.active
      @window5.x =  @window5.ox
      @help_window.y = @help_window.oy
      @skill_window.x = @skill_window.ox
      @right_window.y = @right_window.oy
      @left_window.x = @left_window.ox
      if @right_has_been_run
        @item_window.y = @item_window.oy
      end
      update_command
      return
    end
    if @window5.active
      @active_window = 1
      update_item_window
      return
    end
    if @target_window.active
      update_target
      return
    end
    if @skill_window.active
      @active_window = 2
      update_skill_window
      return
    end
    if @right_window.active
      refresh
      @item_window.oy = 0
      @right_has_been_run = true
      update_equip_window
      return
    end
    if @item_window.active
      refresh
      update_item_equip_window
      return
    end
  end
 
  def window_movement(index)
    wait_count = 0
    case index
    when 0#item window movement.
      loop do
        wait_count += 1
        if wait_count == 10
          if @window5.x >= 80
            @window5.x = 80
            break
          end
          @window5.x +=  10
          wait_count = 0
          return
        end
      end
    when 1#things equiped window movement.
      loop do
        wait_count += 1
        if wait_count == 10
          if @right_window.y >= 55
            @right_window.y = 55
            break
          end
          @right_window.y +=  5
          wait_count = 0
          return
        end
      end
    when 2#item in stock window movement.
        loop do
          wait_count += 1
          if wait_count == 10
            if @item_window1.y <= 300 or @item_window2.y <= 300 or @item_window3.y <= 300 or @item_window4.y <= 300 or @item_window5.y <= 300
              @item_window1.y = 300
              @item_window2.y = 300
              @item_window3.y = 300
              @item_window4.y = 300
              @item_window5.y = 300
              break
            end
            @item_window1.y -=  5
            @item_window2.y -=  5
            @item_window3.y -=  5
            @item_window4.y -=  5
            @item_window5.y -=  5
            wait_count = 0
            return
          end
        end
    when 3#Help window movement
        loop do
          wait_count += 1
          if wait_count == 10
            if @help_window.y >= 0
              @help_window.y = 0
              break
            end
            @help_window.y +=  2
            wait_count = 0
            return
          end
        end
    when 4#item window movement.
      loop do
        wait_count += 1
        if wait_count == 10
          if @skill_window.x >= 80
            @skill_window.x = 80
            break
          end
          @skill_window.x +=  10
          wait_count = 0
          return
        end
      end
    when 5
      loop do
        wait_count += 1
        if wait_count == 10
          if @left_window.x <= 380
            @left_window.x = 380
            break
          end
          @left_window.x -=  10
          wait_count = 0
          return
        end
      end
    end
  end
#---------------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $scene = Scene_Map.new
    end
    if Input.trigger?(Input::C)
      case @window1.index
      when 0#When "Item" is selected
        $game_system.se_play($data_system.decision_se)
        @window5.active = true
        @window5.index = 0
        @window5.ox = 0
        @help_window.oy = 0
        @window1.active = false
        return
      when 1#When "Skill" is selected
        $game_system.se_play($data_system.decision_se)
        @skill_window.active = true
        @skill_window.index = 0
        @skill_window.ox = 0
        @help_window.oy = 0
        @window1.active = false
      when 2 #When "Equip" is selected
        @right_window.active = true
        @right_window.index = 0
        @right_window.oy = 0
        @help_window.oy = 0
        @left_window.ox = 0
        @window1.active = false
      when 3 #When "Save" is selected
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 4 #When "Quit" is selected
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end
    end
  end
 
  def update_item_window
    window_movement(0)#this moves the item window.
    window_movement(3)#this moves the help window.
    if Input.trigger?(Input::B)
      @window1.active = true
      @window5.active = false
      @window5.index = -1
      @help_window.oy = -64
      @window5.ox = -260
      return
    end
    if Input.trigger?(Input::C)
      @item = @window5.item
      unless @item.is_a?(RPG::Item)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      unless $game_party.item_can_use?(@item.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      if @item.scope >= 3
        @window5.active = false
        @target_window.z = 500
        @target_window.visible = true
        @target_window.active = true
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      else
        if @item.common_event_id > 0
          $game_temp.common_event_id = @item.common_event_id
          $game_system.se_play(@item.menu_se)
          if @item.consumable
            $game_party.lose_item(@item.id, 1)
            @window5.draw_item(@window5.index)
          end
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
 
  def update_target
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      if @active_window == 1
        unless $game_party.item_can_use?(@item.id)
          @window5.refresh
        end
        @window5.active = true
        @target_window.visible = false
        @target_window.active = false
        return
      end
      if @active_window == 2
        @skill_window.active = true
        @target_window.visible = false
        @target_window.active = false
      end
    end
    if Input.trigger?(Input::C)
      if @active_window == 1
        if $game_party.item_number(@item.id) == 0
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        if @target_window.index == -1
          used = false
          for i in $game_party.actors
            used |= i.item_effect(@item)
          end
        end
        if @target_window.index >= 0
          target = $game_party.actors[@target_window.index]
          used = target.item_effect(@item)
        end
        if used
          $game_system.se_play(@item.menu_se)
          if @item.consumable
            $game_party.lose_item(@item.id, 1)
            @window5.draw_item(@window5.index)
          end
          @target_window.refresh
          if $game_party.all_dead?
            $scene = Scene_Gameover.new
            return
          end
          if @item.common_event_id > 0
            $game_temp.common_event_id = @item.common_event_id
            $scene = Scene_Map.new
            return
          end
        end
        unless used
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
      if @active_window == 2
        unless @actor.skill_can_use?(@skill.id)
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        if @target_window.index == -1
          used = false
          for i in $game_party.actors
            used |= i.skill_effect(@actor, @skill)
          end
        end
        if @target_window.index <= -2
          target = $game_party.actors[@target_window.index + 10]
          used = target.skill_effect(@actor, @skill)
        end
        if @target_window.index >= 0
          target = $game_party.actors[@target_window.index]
          used = target.skill_effect(@actor, @skill)
        end
        if used
          $game_system.se_play(@skill.menu_se)
          @actor.sp -= @skill.sp_cost
          @skill_window.refresh
          @target_window.refresh
          if $game_party.all_dead?
            $scene = Scene_Gameover.new
            return
          end
          if @skill.common_event_id > 0
            $game_temp.common_event_id = @skill.common_event_id
            $scene = Scene_Map.new
            return
          end
        end
        unless used
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
    end
  end
 
  def update_skill_window
    window_movement(4)#this moves the skill window. I used the same dimensions and movement for the skill window
    window_movement(3)#this moves the help window.  Used the help window for all pieces involving descriptions
    if Input.trigger?(Input::B)
      @window1.active = true
      @skill_window.active = false
      @skill_window.index = -1
      @help_window.oy = -64
      @skill_window.ox = -270
      return
    end
    if Input.trigger?(Input::C)
      @skill = @skill_window.skill
      if @skill == nil or not @actor.skill_can_use?(@skill.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      if @skill.scope >= 3
        @skill_window.active = false
        @target_window.visible = true
        @target_window.active = true
        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
      else
        if @skill.common_event_id > 0
          $game_temp.common_event_id = @skill.common_event_id
          $game_system.se_play(@skill.menu_se)
          @actor.sp -= @skill.sp_cost
          @skill_window.refresh
          @target_window.refresh
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
 
  def update_equip_window
    window_movement(1)
    window_movement(2)
    window_movement(3)
    window_movement(5)
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @window1.active = true
      @right_window.active = false
      @right_window.index = -1
      @right_window.oy = -300
      @item_window.oy = 480
      @help_window.oy = -64
      @left_window.ox = 635
      return
    end
    if Input.trigger?(Input::C)
      if @right_window.y == 55
        if @actor.equip_fix?(@right_window.index)
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        @right_window.active = false
        @item_window.active = true
        @item_window.index = 0
        return
      end
    end
  end
 
  def update_item_equip_window
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.equip_se)
      item = @item_window.item
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      @window2.refresh
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end
#===================================================
# - CLASS
« Last Edit: March 07, 2007, 02:13:15 PM by Shinami »

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Rep:
Level 87
Sô desu ne!
I DON'T UNDERSTAND!!!! ???
<table>
<tr>
    <td><A href="http://www.imvu.com/catalog/web_landing.php?p=power&userId=13062515"><img border="0" src="http://www.imvu.com/catalog/web_images/header_bunch_simple_viewer.jpg" /></a></td>
</tr>
<tr>
    <td><embed allowScriptAccess="never" allowNetworking="internal" enableJavaScript="false" src="http://www.imvu.com/catalog/includes/SimpleViewer.swf"
width="640" height="380" flashvars="preloaderColor=0xffffff&xmlDataPath=http://www.imvu.com/catalog/web_gallery_xml.php?av=Guest_Totsumi" quality="high" bgcolor="#181818" name="viewer" id="viewer" type="application/x-shockwave-flash"/></embed></td>
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Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
It's a CMS request that took me about 5 days. Came out to almost 2000 lines of code. Honestly, this is the ONLY request I've ever hated taking on. Like I edited in above, just post the two script pieces above main and below Scene_Save
« Last Edit: March 07, 2007, 02:12:52 PM by Shinami »

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Hey, Shinami. *hint, points to the attachment*
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Level 87
The Leaf
Hey thanks, it works perfectly. Thank you very much. I appreciate your work.
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