Well Heres my first Cms
put it above main
#================================================================================
# Custom menu System
# By Becky1111
#================================================================================
#Dont Expect Much im horrible at scripting this is my first Script
#
#
#
#
#================================================================================
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
s1 = "Items"
s1 = $data_system.words.item
s2 = "Skills"
s2 = $data_system.words.skill
s3 = "Equip"
s3 = $data_system.words.equip
s4 = "Status"
s4 = $data_system.words.status
s5 = "Save"
s5 = $data_system.words.save
s6 = "Quit"
s6 = $data_system.words.quit
@spriteset = Spriteset_Map.new
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
@playtime_window = Window_PlayTime.new
@playtime_window.x = #Set the x co-ordinates of where the playtime window will appear
@playtime_window.y = #Set the playtime window's y co-ords
@steps_window = Window_Steps.new
@steps_window.x = #The x co-ords of the steps window
@steps_window.y = #The steps window's y co-ords
@gold_window = Window_Gold.new
@gold_window.x = #The x of the gold window
@gold_window.y = #The y of the gold window
@status_window = Window_MenuStatus.new
@status_window.x = #The x of the menustatus window
@status_window.y = #The y of the menustatus window
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@icon_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
def update
@spriteset.update
@icon_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
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 @command_window.index
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
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 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
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
class Window_Icons < Window_Base
def initialize
super(4, 4, 4, 4)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
bitmap = RPG::Cache.icon("034-Item03")
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), 160)
bitmap = RPG::Cache.icon("044-Skill01")
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), 160)
bitmap = RPG::Cache.icon("013-Body01")
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), 160)
bitmap = RPG::Cache.icon("Status")
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), 160)
bitmap = RPG::Cache.icon("037-Item06")
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), 160)
bitmap = RPG::Cache.icon("039-Item08")
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), 160)
end
end
@command_window = Window_Command.new
@icon_window = Window_Icon.new
@icon_window.x = 4
@icon_window.y = 4
[code]
If theres any problems ill need some one to help me fix it =0[/code]