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[RESOLVED] Simple Edit for 1 person cms

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****
Banned
Rep:
Level 88
I'm basically Yoda's brother
here is a screen shot of how it normaly looks:

(yen = gold) (psy = sp)

can someone replace the save option with "Stats"
and make it so, when you select the Stats option it will call this script:
Code: [Select]
$scene = Scene_Points.new

and can someone switch the location of the "Stats" button and the "Load" button?


here is the cms script:
Code: [Select]
#============================================================
# Custom Menu System (1-Person)
# created by: Constance
# created on: March 29, 2006
# version: 1.0
# credits: Acedent Prone, Diego, Dubealex, Catchm
# special thanks credits goes to: SephirothSpawn, couldn't have done it without you
# RMXP - Underground - The Underground Gaming Zone
#============================================================

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#How to Install
#Copy and paste this whole script right before main. That's it. If you have any questions you may
#post them but I prefer them to be posted at rmxp.invisionplus.net or contact me through email
#at constance_avixen@hotmail.com. The script is totally customizable, and no credit is needed.
#Thanks for testing  this script out!
#P.S. If things get confusing go to the Scenes section at line 573. I've made comments there so
#you can go through and mess with stuff it if you get lost.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#----------------------
#Windows Section
#----------------------
class Window_NewCommand < Window_Selectable

attr_accessor :commands

def initialize(commands)
super(0, 0, 270, 101)
self.contents = Bitmap.new(width - 32, height - 32)
@commands = commands
@width = width
@item_max = 6
@column_max = 3
@commands = commands
self.index = 0
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Commands < Window_Base

def initialize
super(0, 0, 270, 101)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
refresh
end

def refresh
self.contents.clear
self.contents.draw_text(-35, 0, 124, 32, $data_system.words.item, 1)
self.contents.draw_text(50, 0, 124, 32, $data_system.words.skill, 1)
self.contents.draw_text(145, 0, 124, 32, $data_system.words.equip, 1)
self.contents.draw_text(-35, 35, 124, 32, "Load", 1)
self.contents.draw_text(50, 35, 124, 32, "Save", 1)
self.contents.draw_text(140, 35, 124, 32, "Exit", 1)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Icons < Window_Base

def initialize
super(0, 0, 270, 101)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
refresh
end

def refresh
self.contents.clear
bitmap = RPG::Cache.icon("034-Item03")
self.contents.blt(35, 4, bitmap, Rect.new(0, 0, 24, 24))

bitmap = RPG::Cache.icon("050-Skill07")
self.contents.blt(115, 4, bitmap, Rect.new(0, 0, 24, 24))

bitmap = RPG::Cache.icon("013-Body01")
self.contents.blt(205, 4, bitmap, Rect.new(0, 0, 24, 24))

bitmap = RPG::Cache.icon("033-Item02")
self.contents.blt(35, 39, bitmap, Rect.new(0, 0, 24, 24))

bitmap = RPG::Cache.icon("037-Item06")
self.contents.blt(115, 39, bitmap, Rect.new(0, 0, 24, 24))

bitmap = RPG::Cache.icon("039-Item08")
self.contents.blt(205, 39, bitmap, Rect.new(0, 0, 24, 24))
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Base < Window

def draw_actor_level(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x + 4, y + 20, 24, 32, actor.level.to_s, 2)
end

def draw_actor_level2(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
end

def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

def draw_sprite(x, y, name, hue, pose, frame)
bitmap = RPG::Cache.character(name, hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
case pose
when 0;a = 0
when 1;a = ch
when 2;a = ch * 3
when 3;a = ch * 2
end

case frame
when 0;b = 0
when 1;b = cw
when 2;b = cw * 2
when 3;b = cw * 3
end
src_rect = Rect.new(b, a, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

def draw_actor_hp(actor, x, y, width = 144)
self.contents.font.name = "Tahoma"
self.contents.font.size = 20
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x + 30, y, 48, 32, actor.hp.to_s, 2)
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 30 + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 30 + 60, y, 48, 32, actor.maxhp.to_s)
end
end
#============================================
def draw_actor_sp(actor, x, y, width = 144)
self.contents.font.name = "Tahoma"
self.contents.font.size = 20
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
self.contents.font.color = Color.new(74, 230, 51, 225)
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x + 30, y, 48, 32, actor.sp.to_s, 2)
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 30 + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 30 + 60, y, 48, 32, actor.maxsp.to_s)
end
end

def draw_actor_hp2(actor, x, y, width = 144)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
end

def draw_actor_sp2(actor, x, y, width = 144)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
end

def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 144, 32, actor.name)
end

def draw_actor_parameter2(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = "Magic Defense"
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
end
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end

def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width + 1, height + 3, Color.new(0, 0, 0, 255))
self.contents.fill_rect(x, y, width + 1, height + 1, Color.new(0, 0, 0, 255))
w = width * e1.to_f / e2.to_f
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Character < Window_Base

def initialize
super(0, 0, 200,200)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
@pose, @frame = 0, 0
refresh
end

def refresh
self.contents.clear
actor = $game_party.actors[0]
draw_actor_hp(actor, x + 4, y + 55, 144)
draw_actor_barz(actor, x + 4, y + 81, "horizontal", 160, 4, actor.hp, actor.maxhp, Color.new(102, --200, 160, 0), Color.new(0, 0, 0, 0))
draw_actor_sp(actor, x + 4, y + 110, 144)
draw_actor_barz(actor, x + 4, y + 136, "horizontal", 160, 4, actor.sp, actor.maxsp, Color.new(0, 0, 0, 0), Color.new(-102, 160, -200, 0))
self.contents.font.size = 20
self.contents.draw_text(x + 50, y - 55, 144, 144, "Class:")
draw_actor_class(actor, x + 100, y + 1)
self.contents.draw_text(x + 50, y - 62, 144, 170, "_____________________")
self.contents.draw_text(x + 80, y - 30, 144, 144, "Lv:")
draw_actor_level(actor, x + 95, y + 6)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_StatusCharacter < Window_Base

def initialize
super(0, 0, 440,200)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
refresh
end

def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.draw_text(215, -63, 144, 144, "Current State:")
self.contents.draw_text(190, 114, 120, 32, "Experience:")
self.contents.draw_text(0, -7, 120, 32, "Name:")
actor = @actor
@actor = $game_party.actors[0]
draw_actor_name(@actor, x + 55, y - 7)
draw_actor_state(@actor, 325, -8, 144)
draw_actor_parameter2(@actor, 0, 15 + 10, 0)
draw_actor_parameter2(@actor, 0, 15 + 40, 1)
draw_actor_parameter2(@actor, 0, 15 + 70, 2)
draw_actor_parameter2(@actor, 0, 15 + 100, 3)
draw_actor_parameter2(@actor, 190, 15 + 10, 4)
draw_actor_parameter2(@actor, 190, 15 + 40, 5)
draw_actor_parameter2(@actor, 190, 15 + 70, 6)
draw_actor_barz(@actor, 0, 15 + 37, "horizontal", 168, 1, @actor.atk, 999, Color.new(242, 2, 6, 255), Color.new(253, 53, 56, 255))
draw_actor_barz(@actor, 0, 15 + 67, "horizontal", 168, 1, @actor.pdef, 999, Color.new(228, 253, 48, 255), Color.new(238, 254, 124, 255))
draw_actor_barz(@actor, 0, 15 + 97, "horizontal", 168, 1, @actor.mdef, 999, Color.new(229, 78, 253, 255), Color.new(237, 134, 254, 255))
draw_actor_barz(@actor, 0, 15 + 127, "horizontal", 168, 1, @actor.str, 999, Color.new(254, 209, 154, 255), Color.new(253, 163, 53, 255))
draw_actor_barz(@actor, 190, 15 + 37, "horizontal", 168, 1, @actor.dex, 999, Color.new(222, 222, 222, 255), Color.new(255, 255, 255, 255))
draw_actor_barz(@actor, 190, 15 + 67, "horizontal", 168, 1, @actor.agi, 999, Color.new(8, 160, 253, 255), Color.new(119, 203, 254, 255))
draw_actor_barz(@actor, 190, 15 + 97, "horizontal", 168, 1, @actor.int, 999, Color.new(33, 253, 86, 255), Color.new(124, 254, 155, 255))
draw_actor_barz(@actor, 190, 15 + 127, "horizontal", 168, 1, @actor.now_exp.to_f, @actor.next_exp, Color.new(-255, 200, -86, 255), Color.new(-168, -157, 184, 255))
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Battler < Window_Base

def initialize
super(0, 0, 280, 240)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end

def refresh
self.contents.clear
actor = $game_party.actors[0]
draw_actor_battler(actor, x + 130, y + 200)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_SkillStatus < Window_Base

def initialize(actor)
super(0, 64, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end

def refresh
self.contents.clear
draw_actor_name(@actor, 0, 0)
draw_actor_state(@actor, 150, 0)
draw_actor_hp2(@actor, 270, 0)
draw_actor_sp2(@actor, 440, 0)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_EquipLeft2 < Window_Base

def initialize(actor)
super(0, 64, 272, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end

def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level2(@actor, 4, 32)
draw_actor_parameter(@actor, 4, 64, 0)
draw_actor_parameter(@actor, 4, 96, 1)
draw_actor_parameter(@actor, 4, 128, 2)
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 96, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
end
end

def set_new_parameters(new_atk, new_pdef, new_mdef)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
refresh
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_EquipRight2 < Window_Selectable

def initialize(actor)
super(272, 64, 368, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
self.index = 0
end

def item
return @data[self.index]
end

def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end

def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Sprite < Window_Base

def initialize
super(0, 0, 200,180)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
@pose, @frame = 0, 0
refresh
end

def refresh
self.contents.clear
actor = $game_party.actors[0]
draw_sprite(25, 55, actor.character_name, actor.character_hue , @pose, @frame)
end

def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh
end

def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
refresh
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Location < Window_Base
def initialize
super(0, 0, 220,101)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
refresh
end

def refresh
bitmap = RPG::Cache.icon("032-Item01")
self.contents.blt(165, y + 40, bitmap, Rect.new(0, 0, 24, 24))
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.font.size = 20
self.contents.draw_text(44, 40, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(164-cx, 40, cx, 32, $data_system.words.gold, 2)
lx = contents.text_size("Location:").width
self.contents.draw_text(4, -55, lx, 144, "Location:", 1)
self.contents.font.color = normal_color
self.contents.font.size = 20
self.contents.draw_text(10 + lx, 1, lx + 40, 32, $game_map.name.to_s, 1)
end

end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end

class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end

end

class Game_Map

def name
$map_infos[@map_id]
end

end

class Window_PlayTime < Window_Base

def initialize
super(0, 0, 150, 101)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end

def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.draw_text(4, 0, 120, 32, "Playtime:")
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(-15, 32, 120, 32, text, 2)
end

def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#----------------------
#Scenes Section
#----------------------

#==============================================================================
# ** Scene_Skill2
#------------------------------------------------------------------------------
#  This class performs skill screen processing.
#==============================================================================

class Scene_Skill2
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_index : actor index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Get actor
    @actor = $game_party.actors[@actor_index]
    # Make help window, status window, and skill window
    @help_window = Window_Help.new
    @status_window = Window_SkillStatus.new(@actor)
    @skill_window = Window_Skill.new(@actor)
    # Associate help window
    @skill_window.help_window = @help_window
    # Make target window (set to invisible / inactive)
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    @status_window.dispose
    @skill_window.dispose
    @target_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @help_window.update
    @status_window.update
    @skill_window.update
    @target_window.update
    # If skill window is active: call update_skill
    if @skill_window.active
      update_skill
      return
    end
    # If skill target is active: call update_target
    if @target_window.active
      update_target
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (if skill window is active)
  #--------------------------------------------------------------------------
  def update_skill
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(1)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the skill window
      @skill = @skill_window.skill
      # If unable to use
      if @skill == nil or not @actor.skill_can_use?(@skill.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # If effect scope is ally
      if @skill.scope >= 3
        # Activate target window
        @skill_window.active = false
        @target_window.x = (@skill_window.index + 1) % 2 * 304
        @target_window.visible = true
        @target_window.active = true
        # Set cursor position to effect scope (single / all)
        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
      # If effect scope is other than ally
      else
        # If common event ID is valid
        if @skill.common_event_id > 0
          # Common event call reservation
          $game_temp.common_event_id = @skill.common_event_id
          # Play use skill SE
          $game_system.se_play(@skill.menu_se)
          # Use up SP
          @actor.sp -= @skill.sp_cost
          # Remake each window content
          @status_window.refresh
          @skill_window.refresh
          @target_window.refresh
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
    # If R button was pressed
    if Input.trigger?(Input::R)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To next actor
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      # Switch to different skill screen
      $scene = Scene_Skill.new(@actor_index)
      return
    end
    # If L button was pressed
    if Input.trigger?(Input::L)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To previous actor
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      # Switch to different skill screen
      $scene = Scene_Skill.new(@actor_index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when target window is active)
  #--------------------------------------------------------------------------
  def update_target
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Erase target window
      @skill_window.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If unable to use because SP ran out
      unless @actor.skill_can_use?(@skill.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If target is all
      if @target_window.index == -1
        # Apply skill use effects to entire party
        used = false
        for i in $game_party.actors
          used |= i.skill_effect(@actor, @skill)
        end
      end
      # If target is user
      if @target_window.index <= -2
        # Apply skill use effects to target actor
        target = $game_party.actors[@target_window.index + 10]
        used = target.skill_effect(@actor, @skill)
      end
      # If single target
      if @target_window.index >= 0
        # Apply skill use effects to target actor
        target = $game_party.actors[@target_window.index]
        used = target.skill_effect(@actor, @skill)
      end
      # If skill was used
      if used
        # Play skill use SE
        $game_system.se_play(@skill.menu_se)
        # Use up SP
        @actor.sp -= @skill.sp_cost
        # Remake each window content
        @status_window.refresh
        @skill_window.refresh
        @target_window.refresh
        # If entire party is dead
        if $game_party.all_dead?
          # Switch to game over screen
          $scene = Scene_Gameover.new
          return
        end
        # If command event ID is valid
        if @skill.common_event_id > 0
          # Command event call reservation
          $game_temp.common_event_id = @skill.common_event_id
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      # If skill wasn't used
      unless used
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs equipment screen processing.
#==============================================================================

class Scene_Equip2
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_index : actor index
  #     equip_index : equipment index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Get actor
    @actor = $game_party.actors[@actor_index]
    # Make windows
    @help_window = Window_Help.new
    @left_window = Window_EquipLeft2.new(@actor)
    @right_window = Window_EquipRight2.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    # Associate help window
    @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
    # Set cursor position
    @right_window.index = @equip_index
    refresh
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Set item window to visible
    @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)
    # Get currently equipped item
    item1 = @right_window.item
    # Set current item window to @item_window
    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 is active
    if @right_window.active
      # Erase parameters for after equipment change
      @left_window.set_new_parameters(nil, nil, nil)
    end
    # If item window is active
    if @item_window.active
      # Get currently selected item
      item2 = @item_window.item
      # Change equipment
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      # Get parameters for after equipment change
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      # Return equipment
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      # Draw in left window
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @left_window.update
    @right_window.update
    @item_window.update
    refresh
    # If right window is active: call update_right
    if @right_window.active
      update_right
      return
    end
    # If item window is active: call update_item
    if @item_window.active
      update_item
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when right window is active)
  #--------------------------------------------------------------------------
  def update_right
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(2)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If equipment is fixed
      if @actor.equip_fix?(@right_window.index)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Activate item window
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    # If R button was pressed
    if Input.trigger?(Input::R)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To next actor
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    # If L button was pressed
    if Input.trigger?(Input::L)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To previous actor
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play equip SE
      $game_system.se_play($data_system.equip_se)
      # Get currently selected data on the item window
      item = @item_window.item
      # Change equipment
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      # Remake right window and item window contents
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
#  This class performs load screen processing.
#==============================================================================

class Scene_Load2 < Scene_File
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Remake temporary object
    $game_temp = Game_Temp.new
    # Timestamp selects new file
    $game_temp.last_file_index = 0
    latest_time = Time.at(0)
    for i in 0..3
      filename = make_filename(i)
      if FileTest.exist?(filename)
        file = File.open(filename, "r")
        if file.mtime > latest_time
          latest_time = file.mtime
          $game_temp.last_file_index = i
        end
        file.close
      end
    end
    super("Which file would you like to load?")
  end
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(filename)
    # If file doesn't exist
    unless FileTest.exist?(filename)
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play load SE
    $game_system.se_play($data_system.load_se)
    # Read save data
    file = File.open(filename, "rb")
    read_save_data(file)
    file.close
    # Restore BGM and BGS
    $game_system.bgm_play($game_system.playing_bgm)
    $game_system.bgs_play($game_system.playing_bgs)
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
        # Play cancel SE
$game_system.se_play($data_system.cancel_se)
    # Switch to title screen
$scene = Scene_Menu.new(3)
end
  #--------------------------------------------------------------------------
  # * Read Save Data
  #     file : file object for reading (opened)
  #--------------------------------------------------------------------------
  def read_save_data(file)
    # Read character data for drawing save file
    characters = Marshal.load(file)
    # Read frame count for measuring play time
    Graphics.frame_count = Marshal.load(file)
    # Read each type of game object
    $game_system        = Marshal.load(file)
    $game_switches      = Marshal.load(file)
    $game_variables     = Marshal.load(file)
    $game_self_switches = Marshal.load(file)
    $game_screen        = Marshal.load(file)
    $game_actors        = Marshal.load(file)
    $game_party         = Marshal.load(file)
    $game_troop         = Marshal.load(file)
    $game_map           = Marshal.load(file)
    $game_player        = Marshal.load(file)
    # If magic number is different from when saving
    # (if editing was added with editor)
    if $game_system.magic_number != $data_system.magic_number
      # Load map
      $game_map.setup($game_map.map_id)
      $game_player.center($game_player.x, $game_player.y)
    end
    # Refresh party members
    $game_party.refresh
  end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
#*************Character Coding****************
#Character's Small Status Window
@window_character = Window_Character.new
@window_character.y =280
#-----------------------
#Character's Large Status Window
@window_status_character = Window_StatusCharacter.new
@window_status_character.x =200
@window_status_character.y =280
#-----------------------
#Character's Animated Sprite Window
@window_sprite = Window_Sprite.new
@window_sprite.y =280
@window_sprite.frame_update
@window_sprite.opacity = 0
@window_sprite.back_opacity = 0
#-----------------------
#Character's Battler Window
@window_battler = Window_Battler.new
@window_battler.x = 240
@window_battler.y = 252
@window_battler.z = 501
@window_battler.opacity = 0
@window_battler.back_opacity = 0
@window_battler.contents_opacity = 100
#================================
#**********Command Window Coding************
#The command window which bases it's commands off of @commands
@commands = ["Item", "Skill", "Equip", "Load", "Save", "Quit"]
@command_window = Window_NewCommand.new(@commands)
#Dummy Window containing the command's words
@window_commands = Window_Commands.new
@window_commands.z = 500
@window_commands.opacity = 0
@window_commands.back_opacity = 0
#Dummy Window containing the pictures of the icons
@window_icons = Window_Icons.new
@window_icons.opacity = 0
@window_icons.back_opacity = 0
@window_icons.contents_opacity = 100
#================================
#************Miscellaneous Coding**************
#Creates the Sprite's Frame
@update_frame = 0
#-----------------------
#Location Window
@window_location = Window_Location.new
@window_location.x =420
#-----------------------
#Playtime Window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 270
#-----------------------
#Map in the Background
@spriteset = Spriteset_Map.new
#Holds ALL windows in one instance variable for better management
@windows =[@window_location, @window_character, @window_status_character,
                    @playtime_window, @command_window, @window_battler, @window_commands,
                    @window_icons, @window_sprite, @spriteset]
#================================
# Execute transition
Graphics.transition
# Main Loop
loop do
# Update game screen
Graphics.update
#Update input information
Input.update
#**********Frame Updates for Sprite*************
@update_frame += 1
if @update_frame == 5
@update_frame = 0
@window_sprite.frame_update
end
#**********Frame Updates for Sprite*************
# Frame update
update
#Abort Loop if Screen is Changed
if $scene != self
break
end
end
#Dispose of Windows
Graphics.freeze
@windows.each {|windows| windows.dispose}
end
#================================
#Update Method
def update
@playtime_window.update
@command_window.update
#Sets a Condition for Command Window
if @command_window.active
update_command
return
end
end
#Update Command Method
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
#Case for Command Window's Index
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill2.new(0)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip2.new(0)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load2.new
when 4
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#End of Script >-< Sorry, but it was longer before! lol

thanks in advance!
« Last Edit: May 22, 2007, 08:18:03 AM by Zeriab »

just so everyone knows, im 15 years old.

*
Communication begins with understanding
Rep:
Level 89
Project of the Month winner for October 2007
A quick question. Have you made the CMS? Is it ok for me to use it?

****
Banned
Rep:
Level 88
I'm basically Yoda's brother
i didnt make it, if you want to use it, credit Constance

just so everyone knows, im 15 years old.

*******
Rep:
Level 90
Returned from the dead.
I'll do that... be back in a sec :P

[EDIT]
Spoiler for:
Code: [Select]
#============================================================
# Custom Menu System (1-Person)
# created by: Constance
# created on: March 29, 2006
# version: 1.0
# credits: Acedent Prone, Diego, Dubealex, Catchm
# special thanks credits goes to: SephirothSpawn, couldn't have done it without you
# RMXP - Underground - The Underground Gaming Zone
#============================================================

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#How to Install
#Copy and paste this whole script right before main. That's it. If you have any questions you may
#post them but I prefer them to be posted at rmxp.invisionplus.net or contact me through email
#at constance_avixen@hotmail.com. The script is totally customizable, and no credit is needed.
#Thanks for testing  this script out!
#P.S. If things get confusing go to the Scenes section at line 573. I've made comments there so
#you can go through and mess with stuff it if you get lost.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#----------------------
#Windows Section
#----------------------
class Window_NewCommand < Window_Selectable

attr_accessor :commands

def initialize(commands)
super(0, 0, 270, 101)
self.contents = Bitmap.new(width - 32, height - 32)
@commands = commands
@width = width
@item_max = 6
@column_max = 3
@commands = commands
self.index = 0
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Commands < Window_Base

def initialize
super(0, 0, 270, 101)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
refresh
end

def refresh
self.contents.clear
self.contents.draw_text(-35, 0, 124, 32, $data_system.words.item, 1)
self.contents.draw_text(50, 0, 124, 32, $data_system.words.skill, 1)
self.contents.draw_text(145, 0, 124, 32, $data_system.words.equip, 1)
self.contents.draw_text(-35, 35, 124, 32, "Stats", 1)
self.contents.draw_text(50, 35, 124, 32, "Load", 1)
self.contents.draw_text(140, 35, 124, 32, "Exit", 1)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Icons < Window_Base

def initialize
super(0, 0, 270, 101)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
refresh
end

def refresh
self.contents.clear
bitmap = RPG::Cache.icon("034-Item03")
self.contents.blt(35, 4, bitmap, Rect.new(0, 0, 24, 24))

bitmap = RPG::Cache.icon("050-Skill07")
self.contents.blt(115, 4, bitmap, Rect.new(0, 0, 24, 24))

bitmap = RPG::Cache.icon("013-Body01")
self.contents.blt(205, 4, bitmap, Rect.new(0, 0, 24, 24))

bitmap = RPG::Cache.icon("033-Item02")
self.contents.blt(35, 39, bitmap, Rect.new(0, 0, 24, 24))

bitmap = RPG::Cache.icon("037-Item06")
self.contents.blt(115, 39, bitmap, Rect.new(0, 0, 24, 24))

bitmap = RPG::Cache.icon("039-Item08")
self.contents.blt(205, 39, bitmap, Rect.new(0, 0, 24, 24))
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Base < Window

def draw_actor_level(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x + 4, y + 20, 24, 32, actor.level.to_s, 2)
end

def draw_actor_level2(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
end

def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

def draw_sprite(x, y, name, hue, pose, frame)
bitmap = RPG::Cache.character(name, hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
case pose
when 0;a = 0
when 1;a = ch
when 2;a = ch * 3
when 3;a = ch * 2
end

case frame
when 0;b = 0
when 1;b = cw
when 2;b = cw * 2
when 3;b = cw * 3
end
src_rect = Rect.new(b, a, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

def draw_actor_hp(actor, x, y, width = 144)
self.contents.font.name = "Tahoma"
self.contents.font.size = 20
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x + 30, y, 48, 32, actor.hp.to_s, 2)
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 30 + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 30 + 60, y, 48, 32, actor.maxhp.to_s)
end
end
#============================================
def draw_actor_sp(actor, x, y, width = 144)
self.contents.font.name = "Tahoma"
self.contents.font.size = 20
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
self.contents.font.color = Color.new(74, 230, 51, 225)
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x + 30, y, 48, 32, actor.sp.to_s, 2)
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 30 + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 30 + 60, y, 48, 32, actor.maxsp.to_s)
end
end

def draw_actor_hp2(actor, x, y, width = 144)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
end

def draw_actor_sp2(actor, x, y, width = 144)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
end

def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 144, 32, actor.name)
end

def draw_actor_parameter2(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = "Magic Defense"
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
end
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end

def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width + 1, height + 3, Color.new(0, 0, 0, 255))
self.contents.fill_rect(x, y, width + 1, height + 1, Color.new(0, 0, 0, 255))
w = width * e1.to_f / e2.to_f
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Character < Window_Base

def initialize
super(0, 0, 200,200)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
@pose, @frame = 0, 0
refresh
end

def refresh
self.contents.clear
actor = $game_party.actors[0]
draw_actor_hp(actor, x + 4, y + 55, 144)
draw_actor_barz(actor, x + 4, y + 81, "horizontal", 160, 4, actor.hp, actor.maxhp, Color.new(102, --200, 160, 0), Color.new(0, 0, 0, 0))
draw_actor_sp(actor, x + 4, y + 110, 144)
draw_actor_barz(actor, x + 4, y + 136, "horizontal", 160, 4, actor.sp, actor.maxsp, Color.new(0, 0, 0, 0), Color.new(-102, 160, -200, 0))
self.contents.font.size = 20
self.contents.draw_text(x + 50, y - 55, 144, 144, "Class:")
draw_actor_class(actor, x + 100, y + 1)
self.contents.draw_text(x + 50, y - 62, 144, 170, "_____________________")
self.contents.draw_text(x + 80, y - 30, 144, 144, "Lv:")
draw_actor_level(actor, x + 95, y + 6)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_StatusCharacter < Window_Base

def initialize
super(0, 0, 440,200)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
refresh
end

def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.draw_text(215, -63, 144, 144, "Current State:")
self.contents.draw_text(190, 114, 120, 32, "Experience:")
self.contents.draw_text(0, -7, 120, 32, "Name:")
actor = @actor
@actor = $game_party.actors[0]
draw_actor_name(@actor, x + 55, y - 7)
draw_actor_state(@actor, 325, -8, 144)
draw_actor_parameter2(@actor, 0, 15 + 10, 0)
draw_actor_parameter2(@actor, 0, 15 + 40, 1)
draw_actor_parameter2(@actor, 0, 15 + 70, 2)
draw_actor_parameter2(@actor, 0, 15 + 100, 3)
draw_actor_parameter2(@actor, 190, 15 + 10, 4)
draw_actor_parameter2(@actor, 190, 15 + 40, 5)
draw_actor_parameter2(@actor, 190, 15 + 70, 6)
draw_actor_barz(@actor, 0, 15 + 37, "horizontal", 168, 1, @actor.atk, 999, Color.new(242, 2, 6, 255), Color.new(253, 53, 56, 255))
draw_actor_barz(@actor, 0, 15 + 67, "horizontal", 168, 1, @actor.pdef, 999, Color.new(228, 253, 48, 255), Color.new(238, 254, 124, 255))
draw_actor_barz(@actor, 0, 15 + 97, "horizontal", 168, 1, @actor.mdef, 999, Color.new(229, 78, 253, 255), Color.new(237, 134, 254, 255))
draw_actor_barz(@actor, 0, 15 + 127, "horizontal", 168, 1, @actor.str, 999, Color.new(254, 209, 154, 255), Color.new(253, 163, 53, 255))
draw_actor_barz(@actor, 190, 15 + 37, "horizontal", 168, 1, @actor.dex, 999, Color.new(222, 222, 222, 255), Color.new(255, 255, 255, 255))
draw_actor_barz(@actor, 190, 15 + 67, "horizontal", 168, 1, @actor.agi, 999, Color.new(8, 160, 253, 255), Color.new(119, 203, 254, 255))
draw_actor_barz(@actor, 190, 15 + 97, "horizontal", 168, 1, @actor.int, 999, Color.new(33, 253, 86, 255), Color.new(124, 254, 155, 255))
draw_actor_barz(@actor, 190, 15 + 127, "horizontal", 168, 1, @actor.now_exp.to_f, @actor.next_exp, Color.new(-255, 200, -86, 255), Color.new(-168, -157, 184, 255))
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Battler < Window_Base

def initialize
super(0, 0, 280, 240)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end

def refresh
self.contents.clear
actor = $game_party.actors[0]
draw_actor_battler(actor, x + 130, y + 200)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_SkillStatus < Window_Base

def initialize(actor)
super(0, 64, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end

def refresh
self.contents.clear
draw_actor_name(@actor, 0, 0)
draw_actor_state(@actor, 150, 0)
draw_actor_hp2(@actor, 270, 0)
draw_actor_sp2(@actor, 440, 0)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_EquipLeft2 < Window_Base

def initialize(actor)
super(0, 64, 272, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end

def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level2(@actor, 4, 32)
draw_actor_parameter(@actor, 4, 64, 0)
draw_actor_parameter(@actor, 4, 96, 1)
draw_actor_parameter(@actor, 4, 128, 2)
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 96, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
end
end

def set_new_parameters(new_atk, new_pdef, new_mdef)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
refresh
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_EquipRight2 < Window_Selectable

def initialize(actor)
super(272, 64, 368, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
self.index = 0
end

def item
return @data[self.index]
end

def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end

def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Sprite < Window_Base

def initialize
super(0, 0, 200,180)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
@pose, @frame = 0, 0
refresh
end

def refresh
self.contents.clear
actor = $game_party.actors[0]
draw_sprite(25, 55, actor.character_name, actor.character_hue , @pose, @frame)
end

def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh
end

def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
refresh
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Location < Window_Base
def initialize
super(0, 0, 220,101)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
refresh
end

def refresh
bitmap = RPG::Cache.icon("032-Item01")
self.contents.blt(165, y + 40, bitmap, Rect.new(0, 0, 24, 24))
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.font.size = 20
self.contents.draw_text(44, 40, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(164-cx, 40, cx, 32, $data_system.words.gold, 2)
lx = contents.text_size("Location:").width
self.contents.draw_text(4, -55, lx, 144, "Location:", 1)
self.contents.font.color = normal_color
self.contents.font.size = 20
self.contents.draw_text(10 + lx, 1, lx + 40, 32, $game_map.name.to_s, 1)
end

end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end

class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end

end

class Game_Map

def name
$map_infos[@map_id]
end

end

class Window_PlayTime < Window_Base

def initialize
super(0, 0, 150, 101)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end

def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.draw_text(4, 0, 120, 32, "Playtime:")
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(-15, 32, 120, 32, text, 2)
end

def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#----------------------
#Scenes Section
#----------------------

#==============================================================================
# ** Scene_Skill2
#------------------------------------------------------------------------------
#  This class performs skill screen processing.
#==============================================================================

class Scene_Skill2
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_index : actor index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Get actor
    @actor = $game_party.actors[@actor_index]
    # Make help window, status window, and skill window
    @help_window = Window_Help.new
    @status_window = Window_SkillStatus.new(@actor)
    @skill_window = Window_Skill.new(@actor)
    # Associate help window
    @skill_window.help_window = @help_window
    # Make target window (set to invisible / inactive)
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    @status_window.dispose
    @skill_window.dispose
    @target_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @help_window.update
    @status_window.update
    @skill_window.update
    @target_window.update
    # If skill window is active: call update_skill
    if @skill_window.active
      update_skill
      return
    end
    # If skill target is active: call update_target
    if @target_window.active
      update_target
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (if skill window is active)
  #--------------------------------------------------------------------------
  def update_skill
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(1)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the skill window
      @skill = @skill_window.skill
      # If unable to use
      if @skill == nil or not @actor.skill_can_use?(@skill.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # If effect scope is ally
      if @skill.scope >= 3
        # Activate target window
        @skill_window.active = false
        @target_window.x = (@skill_window.index + 1) % 2 * 304
        @target_window.visible = true
        @target_window.active = true
        # Set cursor position to effect scope (single / all)
        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
      # If effect scope is other than ally
      else
        # If common event ID is valid
        if @skill.common_event_id > 0
          # Common event call reservation
          $game_temp.common_event_id = @skill.common_event_id
          # Play use skill SE
          $game_system.se_play(@skill.menu_se)
          # Use up SP
          @actor.sp -= @skill.sp_cost
          # Remake each window content
          @status_window.refresh
          @skill_window.refresh
          @target_window.refresh
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
    # If R button was pressed
    if Input.trigger?(Input::R)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To next actor
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      # Switch to different skill screen
      $scene = Scene_Skill.new(@actor_index)
      return
    end
    # If L button was pressed
    if Input.trigger?(Input::L)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To previous actor
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      # Switch to different skill screen
      $scene = Scene_Skill.new(@actor_index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when target window is active)
  #--------------------------------------------------------------------------
  def update_target
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Erase target window
      @skill_window.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If unable to use because SP ran out
      unless @actor.skill_can_use?(@skill.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If target is all
      if @target_window.index == -1
        # Apply skill use effects to entire party
        used = false
        for i in $game_party.actors
          used |= i.skill_effect(@actor, @skill)
        end
      end
      # If target is user
      if @target_window.index <= -2
        # Apply skill use effects to target actor
        target = $game_party.actors[@target_window.index + 10]
        used = target.skill_effect(@actor, @skill)
      end
      # If single target
      if @target_window.index >= 0
        # Apply skill use effects to target actor
        target = $game_party.actors[@target_window.index]
        used = target.skill_effect(@actor, @skill)
      end
      # If skill was used
      if used
        # Play skill use SE
        $game_system.se_play(@skill.menu_se)
        # Use up SP
        @actor.sp -= @skill.sp_cost
        # Remake each window content
        @status_window.refresh
        @skill_window.refresh
        @target_window.refresh
        # If entire party is dead
        if $game_party.all_dead?
          # Switch to game over screen
          $scene = Scene_Gameover.new
          return
        end
        # If command event ID is valid
        if @skill.common_event_id > 0
          # Command event call reservation
          $game_temp.common_event_id = @skill.common_event_id
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      # If skill wasn't used
      unless used
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs equipment screen processing.
#==============================================================================

class Scene_Equip2
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_index : actor index
  #     equip_index : equipment index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Get actor
    @actor = $game_party.actors[@actor_index]
    # Make windows
    @help_window = Window_Help.new
    @left_window = Window_EquipLeft2.new(@actor)
    @right_window = Window_EquipRight2.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    # Associate help window
    @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
    # Set cursor position
    @right_window.index = @equip_index
    refresh
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Set item window to visible
    @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)
    # Get currently equipped item
    item1 = @right_window.item
    # Set current item window to @item_window
    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 is active
    if @right_window.active
      # Erase parameters for after equipment change
      @left_window.set_new_parameters(nil, nil, nil)
    end
    # If item window is active
    if @item_window.active
      # Get currently selected item
      item2 = @item_window.item
      # Change equipment
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      # Get parameters for after equipment change
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      # Return equipment
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      # Draw in left window
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @left_window.update
    @right_window.update
    @item_window.update
    refresh
    # If right window is active: call update_right
    if @right_window.active
      update_right
      return
    end
    # If item window is active: call update_item
    if @item_window.active
      update_item
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when right window is active)
  #--------------------------------------------------------------------------
  def update_right
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(2)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If equipment is fixed
      if @actor.equip_fix?(@right_window.index)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Activate item window
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    # If R button was pressed
    if Input.trigger?(Input::R)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To next actor
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    # If L button was pressed
    if Input.trigger?(Input::L)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To previous actor
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play equip SE
      $game_system.se_play($data_system.equip_se)
      # Get currently selected data on the item window
      item = @item_window.item
      # Change equipment
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      # Remake right window and item window contents
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
#  This class performs load screen processing.
#==============================================================================

class Scene_Load2 < Scene_File
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Remake temporary object
    $game_temp = Game_Temp.new
    # Timestamp selects new file
    $game_temp.last_file_index = 0
    latest_time = Time.at(0)
    for i in 0..3
      filename = make_filename(i)
      if FileTest.exist?(filename)
        file = File.open(filename, "r")
        if file.mtime > latest_time
          latest_time = file.mtime
          $game_temp.last_file_index = i
        end
        file.close
      end
    end
    super("Which file would you like to load?")
  end
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(filename)
    # If file doesn't exist
    unless FileTest.exist?(filename)
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play load SE
    $game_system.se_play($data_system.load_se)
    # Read save data
    file = File.open(filename, "rb")
    read_save_data(file)
    file.close
    # Restore BGM and BGS
    $game_system.bgm_play($game_system.playing_bgm)
    $game_system.bgs_play($game_system.playing_bgs)
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
        # Play cancel SE
$game_system.se_play($data_system.cancel_se)
    # Switch to title screen
$scene = Scene_Menu.new(3)
end
  #--------------------------------------------------------------------------
  # * Read Save Data
  #     file : file object for reading (opened)
  #--------------------------------------------------------------------------
  def read_save_data(file)
    # Read character data for drawing save file
    characters = Marshal.load(file)
    # Read frame count for measuring play time
    Graphics.frame_count = Marshal.load(file)
    # Read each type of game object
    $game_system        = Marshal.load(file)
    $game_switches      = Marshal.load(file)
    $game_variables     = Marshal.load(file)
    $game_self_switches = Marshal.load(file)
    $game_screen        = Marshal.load(file)
    $game_actors        = Marshal.load(file)
    $game_party         = Marshal.load(file)
    $game_troop         = Marshal.load(file)
    $game_map           = Marshal.load(file)
    $game_player        = Marshal.load(file)
    # If magic number is different from when saving
    # (if editing was added with editor)
    if $game_system.magic_number != $data_system.magic_number
      # Load map
      $game_map.setup($game_map.map_id)
      $game_player.center($game_player.x, $game_player.y)
    end
    # Refresh party members
    $game_party.refresh
  end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
#*************Character Coding****************
#Character's Small Status Window
@window_character = Window_Character.new
@window_character.y =280
#-----------------------
#Character's Large Status Window
@window_status_character = Window_StatusCharacter.new
@window_status_character.x =200
@window_status_character.y =280
#-----------------------
#Character's Animated Sprite Window
@window_sprite = Window_Sprite.new
@window_sprite.y =280
@window_sprite.frame_update
@window_sprite.opacity = 0
@window_sprite.back_opacity = 0
#-----------------------
#Character's Battler Window
@window_battler = Window_Battler.new
@window_battler.x = 240
@window_battler.y = 252
@window_battler.z = 501
@window_battler.opacity = 0
@window_battler.back_opacity = 0
@window_battler.contents_opacity = 100
#================================
#**********Command Window Coding************
#The command window which bases it's commands off of @commands
@commands = ["Item", "Skill", "Equip", "Load", "Save", "Quit"]
@command_window = Window_NewCommand.new(@commands)
#Dummy Window containing the command's words
@window_commands = Window_Commands.new
@window_commands.z = 500
@window_commands.opacity = 0
@window_commands.back_opacity = 0
#Dummy Window containing the pictures of the icons
@window_icons = Window_Icons.new
@window_icons.opacity = 0
@window_icons.back_opacity = 0
@window_icons.contents_opacity = 100
#================================
#************Miscellaneous Coding**************
#Creates the Sprite's Frame
@update_frame = 0
#-----------------------
#Location Window
@window_location = Window_Location.new
@window_location.x =420
#-----------------------
#Playtime Window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 270
#-----------------------
#Map in the Background
@spriteset = Spriteset_Map.new
#Holds ALL windows in one instance variable for better management
@windows =[@window_location, @window_character, @window_status_character,
                    @playtime_window, @command_window, @window_battler, @window_commands,
                    @window_icons, @window_sprite, @spriteset]
#================================
# Execute transition
Graphics.transition
# Main Loop
loop do
# Update game screen
Graphics.update
#Update input information
Input.update
#**********Frame Updates for Sprite*************
@update_frame += 1
if @update_frame == 5
@update_frame = 0
@window_sprite.frame_update
end
#**********Frame Updates for Sprite*************
# Frame update
update
#Abort Loop if Screen is Changed
if $scene != self
break
end
end
#Dispose of Windows
Graphics.freeze
@windows.each {|windows| windows.dispose}
end
#================================
#Update Method
def update
@playtime_window.update
@command_window.update
#Sets a Condition for Command Window
if @command_window.active
update_command
return
end
end
#Update Command Method
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
#Case for Command Window's Index
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill2.new(0)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip2.new(0)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Points.new
when 4
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load2.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#End of Script >-< Sorry, but it was longer before! lol

That should do it :D
« Last Edit: May 20, 2007, 08:24:07 AM by Rune »
Sincerely,
Your conscience.

****
Banned
Rep:
Level 88
I'm basically Yoda's brother
thanks rune! nice job! ;D
1 more thing, can you take out the "Previous" option for me?
and where it states the players level, can you make it say "Level: " to the left of the number?
this is a different script than the one you just edited.
Code: [Select]
#==============================================================================
# Stat Distribution System by Blizzard
# Version: 1.1b
# Date: 25.3.2007
# Date v1.1b: 6.4.2007
#
#
# Compatibility:
#
# 99% compatibility with everything. WILL corrupt your old savegames. Might
# cause problems with custom leveling up systems.
#
#
# Features:
#
# - distribute points between different stats
# - extra scene for point distribution with confirmation window at the end
# - calls the "caller scene" automatically when finished
# - add points by easily pressing RIGHT/LEFT
# - hold Q to add 10 points at once
# - hold W to add 100 points at once
# - a Stat Distribution System that actually works like it should...
#
# new in v1.1b:
#
# - added option to call the Points Scene after a fight with level ups
# - customizable icon position and opactity
#
# Configuration:
#
# Set up the configuration below.
#
# STARTING_POINTS  - how many points should the actor have initially at level 1
# POINTS_PER_LEVEL - how many points should the actor gain per level
# DISPLAY_ICON     - displays an icon on the map if ANY character in the party
#                    has points to distribute
# ICON_DATA        - some custom options for your icon: [X_POS, Y_POS, OPACITY]
#                    the default values are [612, 452, 192]
# OWN_ICON         - use an own icon for display (the icon has to be in the
#                    Icons folder and must be named "point_notify")
# EVASION_NAME     - the name that should be displayed for "Evasion"
# STR_LIMIT        - max possible STR
# DEX_LIMIT        - max possible DEX
# AGI_LIMIT        - max possible AGI
# INT_LIMIT        - max possible INT
# WINDOW_MODE      - set to true to have the windows at the left, set to false
#                    to have them to at the right
# AUTOMATIC_CALL   - set to true to have the scene called automatically after
#                    battles if at least one character got leveled up
#
#
# You can always add stat points yourself by using following syntax:
#
# $game_party.actors[X].add_stat_points(Z)
# $game_actors[Y].add_stat_points(Z)
#
# Or you can remove them (how much sense it does is up to you...):
#
# $game_party.actors[X].remove_stat_points(Z)
# $game_actors[Y].remove_stat_points(Z)
#
# X - position of actor in the party (STARTS FROM ZERO!)
# Y - ID of actor in the database
# Z - value
#
# You can call the Scene by using a "Call script" event command. Type into the
# editor window this text:
#
# $scene = Scene_Points.new
#
#
# Side Note:
# Decreasing the level of an actor won't remove his gained stat points. You
# MUST do it manually.
#
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr/
# or send me an e-mail:
# boris_blizzard@yahoo.de
#==============================================================================

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

STARTING_POINTS = 5
POINTS_PER_LEVEL = 2
DISPLAY_ICON = false
ICON_DATA = [612, 452, 192]
OWN_ICON = false
EVASION_NAME = "Evasion"
STR_LIMIT = 100
DEX_LIMIT = 100
AGI_LIMIT = 100
INT_LIMIT = 100
WINDOW_MODE = false
AUTOMATIC_CALL = false

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

#==============================================================================
# Game_System
#==============================================================================

class Game_System
 
  alias init_sds_later initialize
  def initialize
    init_sds_later
    reset_levels
  end
 
  def reset_levels
    @old_levels = []
    if AUTOMATIC_CALL and $game_actors != nil
      for i in 1...$data_actors.size
        @old_levels.push($game_actors[i].level)
      end
    end
  end
 
  def test_levelup
    for i in 0...@old_levels.size
      if @old_levels[i] < $game_actors[i+1].level
        reset_levels
        return true
      end
    end
    return false
  end

end

#==============================================================================
# Game_Party
#==============================================================================

class Game_Party
 
  def any_points?
    for actor in @actors
      return true if actor.points > 0
    end
    return false
  end
 
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  attr_reader :points
 
  alias setup_sds_later setup
  def setup(actor_id)
    @points = STARTING_POINTS
    setup_sds_later(actor_id)
  end
 
  alias exp_sds_later exp=
  def exp=(exp)
    old_level = @level
    exp_sds_later(exp)
    add_stat_points((@level - old_level) * POINTS_PER_LEVEL)
  end
 
  def add_stat_points(val)
    @points += val if val > 0
  end
 
  def remove_stat_points(val)
    @points -= val
    @points = 0 if @points < 0
  end
 
end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base < Window
 
  def draw_actor_battler(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch / 2, bitmap, src_rect)
  end
 
  alias draw_actor_parameter_sds_later draw_actor_parameter
  def draw_actor_parameter(actor, x, y, type)
    if type == 7
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 120, 32, EVASION_NAME)
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 120, y, 36, 32, actor.eva.to_s, 2)
    else
      draw_actor_parameter_sds_later(actor, x, y, type)
    end
  end
 
end

#==============================================================================
# Window_Distribution_Status
#==============================================================================

class Window_Distribution_Status < Window_Base
 
  attr_accessor :actor
 
  def initialize(actor)
    super(WINDOW_MODE ? 160 : 0, 0, 480, 480)
    @actor = actor
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    refresh
  end
 
  def refresh
    self.contents.clear
    unless @actor == nil
      draw_actor_battler(@actor, 280, 120)
      draw_actor_name(@actor, 4, 0)
      draw_actor_class(@actor, 4, 32)
      draw_actor_level(@actor, 4, 64)
      draw_actor_state(@actor, 4, 96)
      self.contents.font.color = system_color
      self.contents.draw_text(4, 128, 80, 32, "EXP")
      self.contents.draw_text(4, 160, 80, 32, "NEXT")
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 128, 84, 32, @actor.exp_s, 2)
      self.contents.draw_text(4, 160, 84, 32, @actor.next_rest_exp_s, 2)
      draw_actor_hp(@actor, 4, 224, 172)
      draw_actor_sp(@actor, 4, 256, 172)
      draw_actor_parameter(@actor, 4, 320, 0)
      draw_actor_parameter(@actor, 4, 352, 1)
      draw_actor_parameter(@actor, 4, 384, 2)
      draw_actor_parameter(@actor, 4, 416, 7)
      self.contents.font.color = system_color
      self.contents.draw_text(240, 240, 96, 32, "Equipment")
      draw_item_name($data_weapons[@actor.weapon_id], 240, 288)
      draw_item_name($data_armors[@actor.armor1_id], 240, 320)
      draw_item_name($data_armors[@actor.armor2_id], 240, 352)
      draw_item_name($data_armors[@actor.armor3_id], 240, 384)
      draw_item_name($data_armors[@actor.armor4_id], 240, 416)
    end
  end
 
end
 
#==============================================================================
# Window_Distribution
#==============================================================================

class Window_Distribution < Window_Selectable
 
  attr_accessor :actor
 
  def initialize(actor)
    super(WINDOW_MODE ? 0 : 480, 160, 160, 320)
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.active = false
    self.index = 0
    @item_max = 4
    @actor = actor
    @str = 0
    @dex = 0
    @agi = 0
    @int = 0
    @points = 0
    refresh
  end
 
  def set_new_attributes
    @actor.str += @str
    @actor.dex += @dex
    @actor.agi += @agi
    @actor.int += @int
    @actor.remove_stat_points(@points)
  end
 
  def actor=(actor)
    @actor = actor
    @str = @dex = @agi = @int = @points = 0
  end
 
  def refresh
    self.contents.clear
    unless @actor == nil
      self.contents.font.color = system_color
      self.contents.draw_text(52, 0, 72, 32, "DP left", 2)
      self.contents.draw_text(4, 32, 120, 32, $data_system.words.str)
      self.contents.draw_text(4, 96, 120, 32, $data_system.words.dex)
      self.contents.draw_text(4, 160, 120, 32, $data_system.words.agi)
      self.contents.draw_text(4, 224, 120, 32, $data_system.words.int)
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 0, 48, 32, "#{actor.points-@points}", 2)
      self.contents.draw_text(36, 64, 56, 32, "#{@actor.str+@str}", 2)
      self.contents.draw_text(36, 128, 56, 32, "#{@actor.dex+@dex}", 2)
      self.contents.draw_text(36, 192, 56, 32, "#{@actor.agi+@agi}", 2)
      self.contents.draw_text(36, 256, 56, 32, "#{@actor.int+@int}", 2)
      self.contents.font.size += 8
      self.contents.font.bold = true
      for i in 0...4
        self.contents.draw_text(0, (i + 1) * 64 - 8, 32, 42, "«", 2)
        self.contents.draw_text(96, (i + 1) * 64 - 8, 32, 42, "»")
      end
      self.contents.font.bold = false
      self.contents.font.size -= 8
    end
  end
 
  def any_changes?
    return (@points != 0)
  end
 
  def add_point
    case self.index
    when 0
      if @points < @actor.points and @actor.str + @str <= STR_LIMIT
        @points += 1
        @str += 1
        return true
      end
    when 1
      if @points < @actor.points and @actor.dex + @dex <= DEX_LIMIT
        @points += 1
        @dex += 1
        return true
      end
    when 2
      if @points < @actor.points and @actor.agi + @agi <= AGI_LIMIT
        @points += 1
        @agi += 1
        return true
      end
    when 3
      if @points < @actor.points and @actor.int + @int <= INT_LIMIT
        @points += 1
        @int += 1
        return true
      end
    end
    return false
  end
 
  def remove_point
    case self.index
    when 0
      if @points > 0 and @str > 0
        @points -= 1
        @str -= 1
        return true
      end
    when 1
      if @points > 0 and @dex > 0
        @points -= 1
        @dex -= 1
        return true
      end
    when 2
      if @points > 0 and @agi > 0
        @points -= 1
        @agi -= 1
        return true
      end
    when 3
      if @points > 0 and @int > 0
        @points -= 1
        @int -= 1
        return true
      end
    end
    return false
  end
 
  def add_10_points
    result = add_point
    9.times{add_point} if result
    return result
  end
 
  def remove_10_points
    result = remove_point
    9.times{remove_point} if result
    return result
  end
 
  def add_100_points
    result = add_10_points
    9.times{add_10_points} if result
    return result
  end
 
  def remove_100_points
    result = remove_10_points
    9.times{remove_10_points} if result
    return result
  end
 
  def update
    super
    return unless self.active
    if Input.press?(Input::R)
      if Input.repeat?(Input::RIGHT)
        if add_100_points
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
      if Input.repeat?(Input::LEFT)
        if remove_100_points
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
    elsif Input.press?(Input::L)
      if Input.repeat?(Input::RIGHT)
        if add_10_points
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
      if Input.repeat?(Input::LEFT)
        if remove_10_points
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
    else
      if Input.repeat?(Input::RIGHT)
        if add_point
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
      if Input.repeat?(Input::LEFT)
        if remove_point
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
    end
  end
 
  def update_cursor_rect
    if @index < 0 or not self.active
      self.cursor_rect.empty
    else
      self.cursor_rect.set(32, (@index+1)*64, 64, 32)
    end
  end
 
end
 
#==============================================================================
# Window_Sure
#==============================================================================

class Window_Sure < Window_Command
 
  attr_accessor :actor
 
  def initialize(width, commands)
    commands.push("")
    super
    @item_max = 3
    refresh
  end
 
  def refresh
    super
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 224, 32, "Are you sure?", 1)
  end
 
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4, 32 * (index+1), self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index], 1)
  end
 
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(32, (@index+1)*32, 160, 32)
    end
  end
 
end
 
#==============================================================================
# Scene_Points
#==============================================================================

class Scene_Points
 
  def initialize
    @scene = $scene.class
  end
 
  def main
    @actor = $game_party.actors[0]
    commands = ["Distribute", "Change", "Previous", "Finish"]
    @main_command_window = Window_Command.new(160, commands)
    @main_command_window.x = WINDOW_MODE ? 0 : 480
    @status = Window_Distribution_Status.new(@actor)
    @distro_window = Window_Distribution.new(@actor)
    commands = ["Cancel", "Accept changes", "Discard changes"]
    @sure_window = Window_Sure.new(256, commands)
    @sure_window.x = 320 - @sure_window.width / 2
    @sure_window.y = 240 - @sure_window.height / 2
    @sure_window.z = 500
    @sure_window.active = @sure_window.visible = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @main_command_window.dispose
    @status.dispose
    @distro_window.dispose
    @sure_window.dispose
  end
 
  def update
    @main_command_window.update
    @distro_window.update
    @sure_window.update
    if @main_command_window.active
      update_main_command
    elsif @distro_window.active
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        @main_command_window.active = true
        @distro_window.active = false
      end
    elsif @sure_window.active
      update_sure
    end
  end
 
  def update_main_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      if @distro_window.any_changes?
        @main_command_window.index = 3
        @main_command_window.active = false
        @sure_window.active = @sure_window.visible = true
      else
        $scene = @scene.new
      end
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @main_command_window.index
      when 0
        @main_command_window.active = false
        @distro_window.active = true
      when 1
        if @distro_window.any_changes?
          @main_command_window.active = false
          @sure_window.active = @sure_window.visible = true
          @sure_window.index = 0
        else
          i = (@actor.index+1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @distro_window.index = 0
          @status.refresh
        end
      when 2
        if @distro_window.any_changes?
          @main_command_window.active = false
          @sure_window.active = @sure_window.visible = true
          @sure_window.index = 0
        else
          i = (@actor.index+$game_party.actors.size-1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @distro_window.index = 0
          @status.refresh
        end
      when 3
        if @distro_window.any_changes?
          @main_command_window.active = false
          @sure_window.active = @sure_window.visible = true
          @sure_window.index = 0
        else
          $scene = @scene.new
        end
      end
      return
    end
  end
 
  def update_sure
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @main_command_window.active = true
      @sure_window.active = @sure_window.visible = false
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @main_command_window.index
      when 1
        if @sure_window.index > 0
          @distro_window.set_new_attributes if @sure_window.index == 1
          i = (@actor.index+1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @status.refresh
        end
        @main_command_window.active = true
        @sure_window.active = @sure_window.visible = false
      when 2
        if @sure_window.index > 0
          @distro_window.set_new_attributes if @sure_window.index == 1
          i = (@actor.index+$game_party.actors.size-1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @status.refresh
        end
        @main_command_window.active = true
        @sure_window.active = @sure_window.visible = false
      when 3
        if @sure_window.index > 0
          @distro_window.set_new_attributes if @sure_window.index == 1
          $scene = @scene.new
        end
        @main_command_window.active = true
        @sure_window.active = @sure_window.visible = false
      end
      return
    end
  end
 
end

#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle
 
  alias main_sds_later main
  def main
    main_sds_later
    $scene = Scene_Points.new if $game_system.test_levelup
  end
 
end

#==============================================================================
# Scene_Map
#==============================================================================

class Scene_Map
 
  alias main_sds_later main
  def main
    main_sds_later
    @notify.dispose if @notify != nil
  end
 
  alias upd_sds_later update
  def update
    check_icon if DISPLAY_ICON
    upd_sds_later
    $game_system.test_levelup
  end
 
  def check_icon
    if $game_party.any_points?
      if @notify == nil
        @notify = RPG::Sprite.new
        if OWN_ICON
          @notify.bitmap = RPG::Cache.icon("point_notify")
        else
          @notify.bitmap = Bitmap.new(24, 24)
          @notify.bitmap.fill_rect(0, 0, 24, 24, Color.new(255, 255, 255))
          @notify.bitmap.fill_rect(22, 1, 2, 23, Color.new(0, 0, 0))
          @notify.bitmap.fill_rect(1, 22, 23, 2, Color.new(0, 0, 0))
          @notify.bitmap.set_pixel(23, 0, Color.new(0, 0, 0))
          @notify.bitmap.set_pixel(0, 23, Color.new(0, 0, 0))
          @notify.bitmap.fill_rect(2, 2, 20, 20, Color.new(224, 0, 0))
          @notify.bitmap.fill_rect(4, 10, 16, 4, Color.new(255, 255, 255))
          @notify.bitmap.fill_rect(10, 4, 4, 16, Color.new(255, 255, 255))
          @notify.opacity = ICON_DATA[2]
        end
        @notify.x = ICON_DATA[0]
        @notify.y = ICON_DATA[1]
        @notify.z = 5000
      end
    elsif @notify != nil
      @notify.dispose
      @notify = nil
    end
  end
 
end
« Last Edit: May 20, 2007, 04:58:06 PM by fadark »

just so everyone knows, im 15 years old.

*******
Rep:
Level 90
Returned from the dead.
Okay... will do :)

It already says 'Level' to the left of the number... do you mean to the right?
« Last Edit: May 20, 2007, 05:20:01 PM by Rune »
Sincerely,
Your conscience.

****
Banned
Rep:
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I'm basically Yoda's brother
it does? then mine is messed up.
this is a screen shot:

.
« Last Edit: May 21, 2007, 01:43:35 AM by fadark »

just so everyone knows, im 15 years old.

*******
Rep:
Level 90
Returned from the dead.
Ctrl + f to search for class Window_Base and add this to the end of that section right before the last end

Code: [Select]
  def draw_actor_level(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, "Level")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
  end
end

That should solve that problem...

Then search for
Code: [Select]
    commands = ["Distribute", "Change", "Previous", "Finish"]
And change it to
Code: [Select]
    commands = ["Distribute", "Change", "Finish"]
Then search for
Code: [Select]
    if Input.trigger?(Input::C)
Until you get to these lines
Code: [Select]
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @main_command_window.index
      when 0
        @main_command_window.active = false
        @distro_window.active = true
      when 1
        if @distro_window.any_changes?
          @main_command_window.active = false
          @sure_window.active = @sure_window.visible = true
          @sure_window.index = 0
        else
          i = (@actor.index+1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @distro_window.index = 0
          @status.refresh
        end
      when 2
        if @distro_window.any_changes?
          @main_command_window.active = false
          @sure_window.active = @sure_window.visible = true
          @sure_window.index = 0
        else
          i = (@actor.index+$game_party.actors.size-1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @distro_window.index = 0
          @status.refresh
        end
      when 3
        if @distro_window.any_changes?
          @main_command_window.active = false
          @sure_window.active = @sure_window.visible = true
          @sure_window.index = 0
        else
          $scene = @scene.new
        end
      end
      return
    end
Change it to
Code: [Select]
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @main_command_window.index
      when 0
        @main_command_window.active = false
        @distro_window.active = true
      when 1
        if @distro_window.any_changes?
          @main_command_window.active = false
          @sure_window.active = @sure_window.visible = true
          @sure_window.index = 0
        else
          i = (@actor.index+1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @distro_window.index = 0
          @status.refresh
        end
      when 2
        if @distro_window.any_changes?
          @main_command_window.active = false
          @sure_window.active = @sure_window.visible = true
          @sure_window.index = 0
        else
          $scene = @scene.new
        end
      end
      return
    end

That should sort you out ;)
« Last Edit: May 20, 2007, 06:06:50 PM by Rune »
Sincerely,
Your conscience.

****
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Rep:
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I'm basically Yoda's brother
great, thanks! but i just noticed another problem..... :( sorry.

can you make it so:
when you sellect the finish button, after you select 1 of the three options (cancel, accept changes, discard changes), it goes to the main menu (instead of just going back to the stat changing screen)

just so everyone knows, im 15 years old.

****
Banned
Rep:
Level 88
I'm basically Yoda's brother
Quote
can you make it so:
when you sellect the finish button, after you select 1 of the three options (cancel, accept changes, discard changes), it goes to the main menu (instead of just going back to the stat changing screen)
maybe i sould make a new topic for this request becasue it's a different script unless you're (or someone else is) willing to do it here.

just so everyone knows, im 15 years old.

****
Banned
Rep:
Level 88
I'm basically Yoda's brother
i think i will

just so everyone knows, im 15 years old.

*******
Rep:
Level 90
Returned from the dead.
Hold on... i'll do it now :P be back in a minute :P

[EDIT]
Never mind :P I saw your request :P
« Last Edit: May 22, 2007, 04:21:44 PM by Rune »
Sincerely,
Your conscience.