I noticed that you didn't upload the entire script.
Only till:
=begin
#==============================================================================
# Window_SideMenu
#==============================================================================
class Window_SideMenu < Window_Selectable
attr_reader :win
attr_accessor :choice
def initialize(win)
super(480, 0, 160, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size -= 8
self.contents.font.bold = true
self.contents.font.italic = true
self.contents.font.color = Color.new(0, 255, 0, 255)
type = case win.type
when 0 then "Inventory"
when 1 then "Skills"
when 2 then "Equipment"
when 3 then $game_player.battler.name
when 4 then "Options"
end
self.contents.draw_text(0, -6, 128, 32, type, 1)
self.contents.font.color = normal_color
self.contents.font.italic = false
win.z = self.z + 10
@win = win
if type == "Equipment"
@win.host = self
refresh_equipment
@item_max = 5
else
@item_max = 0
end
end
def refresh_equipment
self.contents.clear
self.contents.font.italic = true
self.contents.font.color = Color.new(0, 255, 0, 255)
self.contents.draw_text(0, -6, 128, 32, "Equipment", 1)
self.contents.font.color = normal_color
self.contents.font.italic = false
draw_equip($data_weapons[@win.actor.weapon_id], 0)
draw_equip($data_armors[@win.actor.armor1_id], 1)
draw_equip($data_armors[@win.actor.armor2_id], 2)
draw_equip($data_armors[@win.actor.armor3_id], 3)
draw_equip($data_armors[@win.actor.armor4_id], 4)
end
def draw_equip(item, i)
if item == nil
self.contents.font.color = i == 0 ? knockout_color : crisis_color
text = case i
when 0 then $data_system.words.weapon
when 1 then $data_system.words.armor1
when 2 then $data_system.words.armor2
when 3 then $data_system.words.armor3
when 4 then $data_system.words.armor4
end
self.contents.draw_text(20, i*18+12, 128, 32, text)
self.contents.font.color = normal_color
else
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(4, i*18+22, bitmap, Rect.new(0, 0, 12, 12), 255)
self.contents.draw_text(20, i*18+12, 128, 32, item.name)
end
end
def dispose
@win.dispose
super
end
def update
super
@win.update
update_equip if @win.type == 2
end
def update_equip
if @index > 0 and @index <= 5 and Input.trigger?(Input::LMB)
if @choice == nil
$game_system.se_play($data_system.decision_se)
if @win.choice != nil
equip_to_actor(@win.item(@win.choice), @index)
@win.choice = nil
@win.refresh
refresh_equipment
else
@choice = @index
end
else
$game_system.se_play($data_system.cancel_se)
@choice = nil
end
end
end
def equip_to_actor(item, chosen = @choice)
if $game_player.battler.equippable?(item)
if item.is_a?(RPG::Weapon)
return unless chosen == 1
$game_player.battler.equip(0, item.id)
elsif item.is_a?(RPG::Armor)
return unless chosen - 2 == item.kind
$game_player.battler.equip(chosen-1, item.id)
end
elsif item == nil
$game_player.battler.equip(chosen-1, 0)
end
end
def item
item = case @choice
when 1 then $data_weapons[@win.actor.weapon_id]
when 2 then $data_armors[@win.actor.armor1_id]
when 3 then $data_armors[@win.actor.armor2_id]
when 4 then $data_armors[@win.actor.armor3_id]
when 5 then $data_armors[@win.actor.armor4_id]
end
@choice = nil
return item
end
def active
return @win.active
end
def cursor_height
return (self.height - 32) / self.page_row_max
end
def cursor_width
return (self.width - 32) / @column_max
end
def page_row_max
return (self.height - 32) / 18
end
def update_cursor_rect
I think if you use notepad, you got to post the entire script in two notepad sheets.
That's maybe the main reason for the 'main bug'.
If you don't mind please post the other part or else if i made a mistake please tell me,
And when i deleted line Scene_Map line 3879-3894, only one Pop up window appeared when i clicked New_game.
I think, in an overall, that you gave only the 1st part of it.
Thanks buddy.