I have the exact same issue like E. Belle:
http://www.rpgmakervx.net/index.php?showtopic=19726&pid=330573&st=80&#entry330573Judging from the list of scripts you posted, I assume you're using the KGC+YanflyPLUS Base Demo as well? I figured out which script is causing this error:
It's YERD_MenuSystem. I've verified this by deleting one script at a time, then start the game, then delete another script, and so on. But once this script is being deleted, everything works.
I other news, I also found out that the game crashes if YERD_VictoryAftermath is deleted. The game doesn't crash if I keep it AND use ATB3.0b, but couldn't care less if I delete it AND DON't USE ATB3.0b. Since I plan to keep both ATB and VictoryAftermath anyway, everything's fine here. I know that it was already mentioned, but for the record, I though I might as well mention it.
Overall, these two scripts (YERD_MenuSystem and YERD_VictoryAftermath) are the only troublemakers, you can literally delete any other script you want and it still works in the KGC+YanflyPLUS Base Demo. The KGC scripts are fine, you can use ATS3.0b with KGC Script Library without any problems.
That's all I could figure out so far. I would be more then grateful if you could find a solution for this problem.
Edit: Nevermind, I fixed the problem. Appearently, if you place ATB3.0b at the very end (read: As the last script right before Main) the game won't crash. Only noticed that just now that you that you said "try placing the script at the end".
So yeah, case closed. Still, I guess it's good to know which scripts caused problems in the first place.
Here's the code from YERD_MenuSystem:
#===============================================================================
#
# Yanfly Engine RD - Menu System Options
# Last Date Updated: 2009.05.12
# Level: Easy, Normal
#
# The "End Game" option is quite possibly the most useless function in RPG Maker
# VX games. Not only does it have little functionality but its functions can
# be reproduced by Alt+F4 and F12. This script replaces "End Game" with a new
# menu altogether and giving the player some familiar options seen in many of
# today's commercial RPG's such as changing window skins, adjust sound volume,
# turning off animations during battle, and the like.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.05.12 - Auto-Dash update. If player holds down the dash button when
# this option is enabled, the player will walk instead of dash.
# o 2009.05.09 - Compatibility update with Woratana's NeoMessage.
# Compatibility update with Modern Algebra's ATS.
# o 2009.05.07 - Started script and finished.
#===============================================================================
# Instructions
#===============================================================================
#
# Input this script anywhere above Main. It's plug and play outside of changing
# a few variables and switches, which will be listed below:
#
# - If you have variables bound to variables 91, 92, 93, and 94, scroll down and
# bind them to unused variables.
# - If you have switches bound to switches 91, 92, 93, 94, 95, or 96, scroll
# down and bind them to unused switches.
#
# Then, download the windows pack, and create a "Windows" folder inside your
# Graphics folder. Input the windows pack there. You're all set to go.
#
#===============================================================================
#
# Compatibility
# - Works With: Woratana's NeoMessage
# - Works With: Modern Algebra's ATS
# - Alias: Game_Player: dash?
# - Alias: Window_Base: initialize
# - Alias: Scene_Battle: display_normal_animation
# - Overwrites: Scene_End: All of it
# - Overwrites: Vocab: game_end
#
#===============================================================================
$imported = {} if $imported == nil
$imported["MenuSystemOptions"] = true
module YE
module SYSTEM
# This changes the "End Game" string to a new string. This completely
# overrides the default term from the database for a reason and that's
# because this is adjustable from the title menu as well.
TITLE = "System"
#---------------------
# Window Configuration
#---------------------
# This will affect what string data will appear for the window selection
# portion of the system menu.
WINDOW_HELP = "Select preferred window skin."
WINDOW_SKIN = "Window Skin"
# This sets the default window used when nothing is selected. This also
# determines the window skin used at the title screen. Reference it to
# the list below to determine which window skin. Don't make this 0.
DEFAULT_WINDOW = 7
# This determines the variable used to store the player's windowskin choice.
WINDOW_VARIABLE = 91
# This below determines what the variable refers to when it's used as
# reference. Put your windows inside the Graphics/Windows folder. ID 0 will
# automatically push back to the default window's ID.
WINDOW_HASH ={
# Window ID => Window Name
1 => "Red",
2 => "Orange",
3 => "Yellow",
4 => "Green",
5 => "Cyan",
6 => "Navy",
7 => "Blue",
8 => "Violet",
9 => "Purple",
10 => "Pink",
11 => "Grey",
12 => "Black",
} # Do not remove this.
#---------------------
# Volume Configuration
#---------------------
# This will affect what string data will appear for the volume adjustment
# portion of the system menu.
BGM_HELP = "Adjust BGM volume. Press L/R to mute."
SFX_HELP = "Adjust SFX volume. Press L/R to mute."
BGS_HELP = "Adjust BGS volume. Press L/R to mute."
BGM_TITLE = "BGM Volume"
SFX_TITLE = "SFX Volume"
BGS_TITLE = "BGS Volume"
VOL_MUTE = "Mute"
# These are the variables and switches that govern the sound effect volumes.
# Note that for the variables, the higher they are, the lower the volume.
BGM_VOLUME_VAR = 92 # Variable
SFX_VOLUME_VAR = 93 # Variable
BGS_VOLUME_VAR = 94 # Variable
BGM_MUTE_SWITCH = 92 # Switch
SFX_MUTE_SWITCH = 93 # Switch
BGS_MUTE_SWITCH = 94 # Switch
# This adjusts the gradient colours for each of the volume controls.
BGM_COLOUR1 = 30
BGM_COLOUR2 = 31
SFX_COLOUR1 = 28
SFX_COLOUR2 = 29
BGS_COLOUR1 = 20
BGS_COLOUR2 = 21
#---------------------
# Battle Animations
#---------------------
# This will affect what string data will appear for the toggling of
# battle animations portion of the system menu.
ANI_TITLE = "Battle Animations"
ANI_HELP = "Toggles animations during battle."
ANI_ON = "Shown"
ANI_OFF = "Hidden"
# This is the switch used to adjust battle animations. If it is off,
# animations are enabled. If it is on, animations are disabled.
ANI_SWITCH = 91
#---------------------
# Automatic Dashing
#---------------------
# This will affect what string data will appear for the toggling of
# automatic dashing portion of the system menu.
AUTO_DASH_TITLE = "Automatic Dash"
AUTO_DASH_HELP = "Toggles automatic dashing."
AUTO_DASH_ON = "Auto"
AUTO_DASH_OFF = "Hold"
# This is the switch used to determine whether or not autodashing is on.
AUTO_DASH_SWITCH = 95
#---------------------
# Instant Text
#---------------------
# This will affect what string data will appear for the instant text
# portion of the system menu.
INSTANT_TEXT_TITLE = "Instant Text"
INSTANT_TEXT_HELP = "Toggles instant text display."
INSTANT_TEXT_ON = "Instant"
INSTANT_TEXT_OFF = "Default"
# This is the switch used to determine whether or not instant text is on.
INSTANT_TEXT_SWITCH = 96
#---------------------
# Remaining Text
#---------------------
# This will affect what remaining string data is left for the system menu.
RETURN_TO_TITLE = "Return to Title Screen"
RETURN_TITLE_HELP = "Return back to the title screen."
RETURN_TO_MENU = "Return to Main Menu"
RETURN_MENU_HELP = "Return back to the main menu."
end # SYSTEM
end # YE
#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================
module Vocab
def self.game_end
return YE::SYSTEM::TITLE
end
end
module Cache
def self.windows(filename)
load_bitmap("Graphics/Windows/", filename)
end
end
module RPG
class BGM < AudioFile
def play
if @name.empty?
Audio.bgm_stop
@@last = BGM.new
else
vol = @volume
if $game_variables != nil
vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR]
vol /= 100
vol = [[vol, 0].max, 100].min
vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
end
Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch)
@@last = self
end
end #Play
end # BGM
class ME < AudioFile
def play
if @name.empty?
Audio.me_stop
else
vol = @volume
if $game_variables != nil
vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR]
vol /= 100
vol = [[vol, 0].max, 100].min
vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
end
Audio.me_play("Audio/ME/" + @name, vol, @pitch)
end
end
end # ME
class SE < AudioFile
def play
unless @name.empty?
vol = @volume
if $game_variables != nil
vol *= 100 - $game_variables[YE::SYSTEM::SFX_VOLUME_VAR]
vol /= 100
vol = [[vol, 0].max, 100].min
vol = 0 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
end
Audio.se_play("Audio/SE/" + @name, vol, @pitch)
end
end
def self.stop
Audio.se_stop
end
end # SE
class BGS < AudioFile
def play
if @name.empty?
Audio.bgs_stop
@@last = BGS.new
else
vol = @volume
if $game_variables != nil
vol *= 100 - $game_variables[YE::SYSTEM::BGS_VOLUME_VAR]
vol /= 100
vol = [[vol, 0].max, 100].min
vol = 0 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
end
Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch)
@@last = self
end
end
end # BGS
end # RPG
#===============================================================================
# Game Player
#===============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# alias dash?
#--------------------------------------------------------------------------
alias dash_mso dash? unless $@
def dash?
if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH]
return false if @move_route_forcing
return false if $game_map.disable_dash?
return false if in_vehicle?
return false if Input.press?(Input::A)
return true
else
dash_mso
end
end
end
#===============================================================================
# Window
#===============================================================================
class Window
#--------------------------------------------------------------------------
# update windowskin
#--------------------------------------------------------------------------
def update_windowskin
if $game_variables != nil
winvar = YE::SYSTEM::WINDOW_VARIABLE
if $game_variables[winvar] == 0
$game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW
elsif !YE::SYSTEM::WINDOW_HASH.include?($game_variables[winvar])
$game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW
end
mso_windowskin = YE::SYSTEM::WINDOW_HASH[$game_variables[winvar]]
else
mso_windowskin = YE::SYSTEM::WINDOW_HASH[YE::SYSTEM::DEFAULT_WINDOW]
end
self.windowskin = Cache.windows(mso_windowskin)
end
end
#===============================================================================
# Window Base
#===============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# alias initialize
#--------------------------------------------------------------------------
alias initialize_window_mso initialize unless $@
def initialize(x, y, width, height)
initialize_window_mso(x, y, width, height)
self.update_windowskin
end
end
#===============================================================================
# Window Message
#===============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# alias update show fast
#--------------------------------------------------------------------------
alias update_show_fast_mso update_show_fast unless $@
def update_show_fast
if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH]
if self.pause or self.openness < 255
@show_fast = false
else
@show_fast = true
end
if @show_fast and @wait_count > 0
@wait_count -= 1
end
else
update_show_fast_mso
end
end
if $worale != nil
if $worale["NMS"]
#--------------------------------------------------------------------------
# alias draw_name
#--------------------------------------------------------------------------
alias draw_name_mso draw_name unless $@
def draw_name(name, x, y)
draw_name_mso(name, x, y)
@namebox.update_windowskin
end
end
end
end
#===============================================================================
# Window System
#===============================================================================
class Window_System < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
super(0, 56, 544, 360)
@column_max = 1
self.index = 0
self.active = true
refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
@data = []
@data.push(0) # Window Skins
@data.push(1) # Sound Volume/Sound Mute
@data.push(2) # BGM Volume/BGM Mute
@data.push(3) # Ambience Volume/Ambience Mute
@data.push(4) # Battle Animations
@data.push(5) # Auto-Dash
@data.push(6) # Instant Text
@data.push(7) # Return to Title
@data.push(8) # Return to Menu
@item_max = @data.size
self.contents.clear
for i in 0..@item_max
self.contents.font.color.alpha = 255
draw_item(i)
end
#---
end
#--------------------------------------------------------------------------
# Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
sw = self.width - 32
dw = sw
#---
case index
when 0
dx = 0
dy = 0
text = YE::SYSTEM::WINDOW_SKIN
self.contents.draw_text(dx, dy, dw, WLH, text, 1)
winvar = $game_variables[YE::SYSTEM::WINDOW_VARIABLE]
text = YE::SYSTEM::WINDOW_HASH[winvar - 2]
self.contents.draw_text(dx + dw * 0/5, dy + WLH, dw/5, WLH, text, 1)
text = YE::SYSTEM::WINDOW_HASH[winvar - 1]
self.contents.draw_text(dx + dw * 1/5, dy + WLH, dw/5, WLH, text, 1)
text = YE::SYSTEM::WINDOW_HASH[winvar]
self.contents.draw_text(dx + dw * 2/5, dy + WLH, dw/5, WLH, text, 1)
text = YE::SYSTEM::WINDOW_HASH[winvar + 1]
self.contents.draw_text(dx + dw * 3/5, dy + WLH, dw/5, WLH, text, 1)
text = YE::SYSTEM::WINDOW_HASH[winvar + 2]
self.contents.draw_text(dx + dw * 4/5, dy + WLH, dw/5, WLH, text, 1)
when 1
dx = 0
dy = WLH * 2
text = YE::SYSTEM::BGM_TITLE
self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
when 2
dx = 0
dy = WLH * 4
text = YE::SYSTEM::SFX_TITLE
self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
when 3
dx = 0
dy = WLH * 6
text = YE::SYSTEM::BGS_TITLE
self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
when 4
dx = 0
dy = WLH * 8
text = YE::SYSTEM::ANI_TITLE
self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
if $game_switches[YE::SYSTEM::ANI_SWITCH]
en1 = false
en2 = true
else
en1 = true
en2 = false
end
text1 = YE::SYSTEM::ANI_ON
text2 = YE::SYSTEM::ANI_OFF
self.contents.font.color.alpha = en1 ? 255 : 128
self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
self.contents.font.color.alpha = en2 ? 255 : 128
self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
#---
when 5
dx = 0
dy = WLH * 9
text = YE::SYSTEM::AUTO_DASH_TITLE
self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH]
en1 = true
en2 = false
else
en1 = false
en2 = true
end
text1 = YE::SYSTEM::AUTO_DASH_ON
text2 = YE::SYSTEM::AUTO_DASH_OFF
self.contents.font.color.alpha = en1 ? 255 : 128
self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
self.contents.font.color.alpha = en2 ? 255 : 128
self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
#---
when 6
dx = 0
dy = WLH * 10
text = YE::SYSTEM::INSTANT_TEXT_TITLE
self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH]
en1 = true
en2 = false
else
en1 = false
en2 = true
end
text1 = YE::SYSTEM::INSTANT_TEXT_ON
text2 = YE::SYSTEM::INSTANT_TEXT_OFF
self.contents.font.color.alpha = en1 ? 255 : 128
self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
self.contents.font.color.alpha = en2 ? 255 : 128
self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
#---
when 7
dx = 0
dy = WLH * 11
text = YE::SYSTEM::RETURN_TO_TITLE
self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0)
#---
when 8
dx = 0
dy = WLH * 12
text = YE::SYSTEM::RETURN_TO_MENU
self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0)
end
end
#--------------------------------------------------------------------------
# Update Cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0
self.cursor_rect.empty
elsif @index < 4
self.cursor_rect.set(0, @index * 48, self.width - 32, 48)
else
self.cursor_rect.set(0, @index * 24 + 96, self.width - 32, 24)
end
end
end
#===============================================================================
# Window Volume
#===============================================================================
class Window_Volume < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(wx, wy, ww, wh, var)
super(wx, wy, ww, wh)
@var = var
if @var == YE::SYSTEM::BGM_VOLUME_VAR
@gc1 = text_color(YE::SYSTEM::BGM_COLOUR1)
@gc2 = text_color(YE::SYSTEM::BGM_COLOUR2)
@mute = YE::SYSTEM::BGM_MUTE_SWITCH
elsif @var == YE::SYSTEM::SFX_VOLUME_VAR
@gc1 = text_color(YE::SYSTEM::SFX_COLOUR1)
@gc2 = text_color(YE::SYSTEM::SFX_COLOUR2)
@mute = YE::SYSTEM::SFX_MUTE_SWITCH
else
@gc1 = text_color(YE::SYSTEM::BGS_COLOUR1)
@gc2 = text_color(YE::SYSTEM::BGS_COLOUR2)
@mute = YE::SYSTEM::BGS_MUTE_SWITCH
end
self.opacity = 0
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
sw = self.width - 32
self.contents.fill_rect(0, 14, sw-80, 20, gauge_back_color)
gw = sw-84
gw *= 100 - $game_variables[@var]
gw /= 100
gw = [[gw, 0].max, sw-84].min
self.contents.gradient_fill_rect(2, 16, gw, 16, @gc1, @gc2)
if $game_switches[@mute]
text = YE::SYSTEM::VOL_MUTE
else
text = sprintf("%d%%", 100 - $game_variables[@var])
end
self.contents.draw_text(sw-76, 0, 76, WLH*2, text, 0)
end
end
#===============================================================================
# Modern Algebra ATS Compatibility
#===============================================================================
class Window_FaceBox < Window_Base
unless method_defined?(:initialize)
#--------------------------------------------------------------------------
# alias initialize
#--------------------------------------------------------------------------
alias initialize_fb_mso initialize unless $@
def initialize
initialize_fb_mso
self.update_windowskin
end
end
end
class Window_NameBox < Window_Base
unless method_defined?(:initialize)
#--------------------------------------------------------------------------
# alias initialize
#--------------------------------------------------------------------------
alias initialize_nb_mso initialize unless $@
def initialize(string = '')
initialize_nb_mso(string)
self.update_windowskin
end
end
end
class Window_ChoiceBox < Window_Command
unless method_defined?(:initialize)
#--------------------------------------------------------------------------
# alias initialize
#--------------------------------------------------------------------------
alias initialize_cb_mso initialize unless $@
def initialize
initialize_cb_mso
self.update_windowskin
end
end
end
class Window_Message < Window_Selectable
unless method_defined?(:initialize)
#--------------------------------------------------------------------------
# alias initialize
#--------------------------------------------------------------------------
alias initialize_wm_mso initialize unless $@
def initialize
initialize_wm_mso
self.update_windowskin
end
end
end
#===============================================================================
# Scene_Battle
#===============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias display_normal_animation
#--------------------------------------------------------------------------
alias display_normal_animation_mso display_normal_animation unless $@
def display_normal_animation(targets, animation_id, mirror = false)
return if $game_switches[YE::SYSTEM::ANI_SWITCH]
display_normal_animation_mso(targets, animation_id, mirror)
end
end
#===============================================================================
# Scene_End
#===============================================================================
class Scene_End < Scene_Base
#--------------------------------------------------------------------------
# Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@help_window = Window_Base.new(0, 0, 544, 56)
@help_window.contents.clear
#---
text = YE::SYSTEM::WINDOW_HELP
@help_window.contents.draw_text(4, 0, 504, 24, text, 0)
@system_window = Window_System.new
var = YE::SYSTEM::BGM_VOLUME_VAR
@bgm_vol_window = Window_Volume.new(160, 104, 384, 80, var)
var = YE::SYSTEM::SFX_VOLUME_VAR
@sfx_vol_window = Window_Volume.new(160, 152, 384, 80, var)
var = YE::SYSTEM::BGS_VOLUME_VAR
@bgs_vol_window = Window_Volume.new(160, 200, 384, 80, var)
#---
@last_index = 100
end
#--------------------------------------------------------------------------
# Post-Start Processing
#--------------------------------------------------------------------------
def post_start
super
end
#--------------------------------------------------------------------------
# Pre-termination Processing
#--------------------------------------------------------------------------
def pre_terminate
super
end
#--------------------------------------------------------------------------
# Termination Processing
#--------------------------------------------------------------------------
def terminate
super
@help_window.dispose
@system_window.dispose
@bgm_vol_window.dispose
@sfx_vol_window.dispose
@bgs_vol_window.dispose
dispose_menu_background
end
#--------------------------------------------------------------------------
# Update Help
#--------------------------------------------------------------------------
def update_help
@help_window.contents.clear
case @system_window.index
when 0; text = YE::SYSTEM::WINDOW_HELP
when 1; text = YE::SYSTEM::BGM_HELP
when 2; text = YE::SYSTEM::SFX_HELP
when 3; text = YE::SYSTEM::BGS_HELP
when 4; text = YE::SYSTEM::ANI_HELP
when 5; text = YE::SYSTEM::AUTO_DASH_HELP
when 6; text = YE::SYSTEM::INSTANT_TEXT_HELP
when 7; text = YE::SYSTEM::RETURN_TITLE_HELP
when 8; text = YE::SYSTEM::RETURN_MENU_HELP
end
@help_window.contents.draw_text(4, 0, 504, 24, text, 0)
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@system_window.update
if @last_index != @system_window.index
@last_index = @system_window.index
update_help
end
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
else
#---
if Input.repeat?(Input::LEFT) and @system_window.index == 0
$game_variables[YE::SYSTEM::WINDOW_VARIABLE] -= 1
if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] == 0
$game_variables[YE::SYSTEM::WINDOW_VARIABLE] = 1
else
Sound.play_cursor
end
@system_window.refresh
@system_window.update_windowskin
@help_window.update_windowskin
elsif Input.repeat?(Input::RIGHT) and @system_window.index == 0
$game_variables[YE::SYSTEM::WINDOW_VARIABLE] += 1
if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] >
YE::SYSTEM::WINDOW_HASH.size
$game_variables[YE::SYSTEM::WINDOW_VARIABLE] =
YE::SYSTEM::WINDOW_HASH.size
else
Sound.play_cursor
end
@system_window.refresh
@system_window.update_windowskin
@help_window.update_windowskin
#---
elsif Input.repeat?(Input::LEFT) and @system_window.index == 1
if Input.press?(Input::A)
$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 10
else
$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 1
end
if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] >= 100
$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 100
end
Sound.play_cursor
@bgm_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.repeat?(Input::RIGHT) and @system_window.index == 1
if Input.press?(Input::A)
$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 10
else
$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 1
end
if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] <= 0
$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 0
end
Sound.play_cursor
@bgm_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.trigger?(Input::L) and @system_window.index == 1
if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
$game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false
else
$game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true
end
Sound.play_decision
@bgm_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.trigger?(Input::R) and @system_window.index == 1
if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
$game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false
else
$game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true
end
Sound.play_decision
@bgm_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.repeat?(Input::LEFT) and @system_window.index == 2
if Input.press?(Input::A)
$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 10
else
$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 1
end
if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] >= 100
$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 100
end
Sound.play_cursor
@sfx_vol_window.refresh
elsif Input.repeat?(Input::RIGHT) and @system_window.index == 2
if Input.press?(Input::A)
$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 10
else
$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 1
end
if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] <= 0
$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 0
end
Sound.play_cursor
@sfx_vol_window.refresh
elsif Input.trigger?(Input::L) and @system_window.index == 2
if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
$game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false
else
$game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true
end
Sound.play_decision
@sfx_vol_window.refresh
elsif Input.trigger?(Input::R) and @system_window.index == 2
if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
$game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false
else
$game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true
end
Sound.play_decision
@sfx_vol_window.refresh
elsif Input.repeat?(Input::LEFT) and @system_window.index == 3
if Input.press?(Input::A)
$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 10
else
$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 1
end
if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] >= 100
$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 100
end
Sound.play_cursor
@bgs_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.repeat?(Input::RIGHT) and @system_window.index == 3
if Input.press?(Input::A)
$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 10
else
$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 1
end
if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] <= 0
$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 0
end
Sound.play_cursor
@bgs_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.trigger?(Input::L) and @system_window.index == 3
if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
$game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false
else
$game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true
end
Sound.play_decision
@bgs_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.trigger?(Input::R) and @system_window.index == 3
if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
$game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false
else
$game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true
end
Sound.play_decision
@bgs_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.trigger?(Input::LEFT) and @system_window.index == 4
$game_switches[YE::SYSTEM::ANI_SWITCH] = false
Sound.play_decision
@system_window.refresh
elsif Input.trigger?(Input::RIGHT) and @system_window.index == 4
$game_switches[YE::SYSTEM::ANI_SWITCH] = true
Sound.play_decision
@system_window.refresh
elsif Input.trigger?(Input::LEFT) and @system_window.index == 5
$game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = true
Sound.play_decision
@system_window.refresh
elsif Input.trigger?(Input::RIGHT) and @system_window.index == 5
$game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = false
Sound.play_decision
@system_window.refresh
elsif Input.trigger?(Input::LEFT) and @system_window.index == 6
$game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = true
Sound.play_decision
@system_window.refresh
elsif Input.trigger?(Input::RIGHT) and @system_window.index == 6
$game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = false
Sound.play_decision
@system_window.refresh
elsif Input.trigger?(Input::C) and @system_window.index == 7
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = Scene_Title.new
Graphics.fadeout(60)
elsif Input.trigger?(Input::C) and @system_window.index == 8
Sound.play_cancel
return_scene
end
#---
end
end
end
#===============================================================================
#
# END OF FILE
#
#===============================================================================