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Full Status CMS 1.0d

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It looks very nice! Good work.

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Would it be possible to make the EXP display in a bar like the HP/MP? Perhaps it would be possible to have the Vocab:EXP displayed on the left and "Current EXP/(Current EXP+Next EXP)"  on the right, analogous to how Vocab:HP and Current HP are displayed

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Hello
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There are methods in Game_Actor for drawing the text. You will see exp_s at 403, next_exp_s at 409 and next_rest_exp_s and 415. All you have to do is transform those methods (DON'T OVERWRITE THEM, MAKE NEW ONES) to return a number no matter what, so that you can use them in a gauge. I think I pulled it off in PAC MM, so I'll spare you the trouble of making the methods yourself.
In Game_Actor, I made two new methods:
Code: [Select]
  #--------------------------------------------------------------------------
  # * Get current exp
  #--------------------------------------------------------------------------
  def current_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get required exp for next level
  #--------------------------------------------------------------------------
  def required_exp
    return @exp_list[@level + 1] > 0 ? @exp_list[@level + 1] -
     @exp_list[@level] : 0
  end
And this is how I used it to draw a gauge. This is a method in Window_Base:
Code: [Select]
  #--------------------------------------------------------------------------
  # * Create exp gauge
  #--------------------------------------------------------------------------
  def draw_exp_meter(actor, x, y, width = 100)
    exp = actor.required_exp != 0 ? actor.current_exp : 1
    gw = width * exp / [actor.required_exp, 1].max
    gc1, gc2 = exp_gauge_color1, exp_gauge_color2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 30, WLH, "Exp")
    self.contents.font.color = normal_color
    gx = x + width
    self.contents.draw_text(gx - 60, y, 60, WLH, actor.next_rest_exp_s, 2)
  end
And, of course, I added a line to the refresh method in Window_MenuStatus. But I'll give you my entire overwritten method anyway:
Code: [Select]
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
      x = 104; y = actor.index * 96 + WLH / 2
      draw_actor_name(actor, x, y)
      draw_menu_actor_class(actor, x + 120, y)
      draw_menu_actor_level(actor, x + 200, y)
      draw_actor_state(actor, x, y + WLH * 2)
      draw_actor_hp(actor, x + 120, y + WLH * 1)
      draw_actor_mp(actor, x + 120, y + WLH * 2)
      draw_exp_meter(actor, x, y + WLH * 1)
    end
  end
Hope I helped!
it's like a metaphor or something i don't know

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The script doesn't return any errors, but because I'm using MA's CMS, it doesn't draw it like it would on the normal status screen. That's probably because the script uses its own method to draw the HP/MP bars.

Just for reference, here is MA's draw method
Code: [Select]
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Basic Information
  #    x, y  :coordinates to draw at
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_basic_info (x, y)
    x, y = 0, 96
    draw_actor_hp(@actor, x+123, y, 225) #added x+137, remove the +127 to fix
    draw_actor_mp(@actor, x+123, y + WLH * 1, 225) #on all three of
    draw_actor_state(@actor, x+123, y + WLH * 2, 144) #these lines
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Parameters
  #    x, y  :coordinates to draw at
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_parameters (x, y) #added w
    super (120, 104 + 3*WLH) #(0, 104 + 3*WLH)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Experience Information
  #     x : Draw spot X coordinate
  #     y : Draw spot Y coordinate
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_exp_info(x, y)
    x = 124
    x += [60, Graphics.width - 544].min if Graphics.width > 544
    y = 2*WLH
    s1 = @actor.exp_s
    s2 = @actor.next_rest_exp_s
    width = contents.width - x
    s_next = sprintf(Vocab::ExpNext, Vocab::level)
    self.contents.font.color = system_color
    tw1 = contents.text_size (Vocab::ExpTotal).width
    self.contents.draw_text(x, y, 180, WLH, Vocab::ExpTotal)
    tw2 = contents.text_size (s_next).width
    self.contents.draw_text(x, y + WLH, 180, WLH, s_next)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + tw1, y, width - tw1, WLH, s1, 2)
    self.contents.draw_text(x + tw2, y + WLH, width - tw2, WLH, s2, 2)
  end

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i love this menu setup but i'm having a little trouble.
i'm trying to use the Materia System (FF:VII) Script but the Materia command doesn't show up on the menu.
i was wondering if there was a way to edit the 2 scripts so that they will work and i can use the Materia Script.
any help would be very appreciated.

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It should be in the config part of MA's script (around line 175 I think). If you could post the materia script, it would be easy enough to figure out how to add it to the menu

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See Throug Dreams
hi! sorry if this post counts like necroposting, but i really love this Menu and i just wanna ask if it is possible to customize it for a single character oriented game (meaning remove the actor window and make equip, skills etc. directly send the player to the respectively main-hero categories without the need of choice)

sorry for my english, i'm in a hurry too so is even more bad than usual :X

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I'll try doing this for you, just give me a little bit but it shouldn't take to long. See next post
« Last Edit: February 22, 2012, 08:29:26 AM by DoctorTodd »

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Sorry for double post but here you go.  :)
Let me know if you receive any errors.
Code: [Select]
#==============================================================================
#    Full Status Custom Menu System (One Actor Version)
#    Version: 1.0d
#    Author: modern algebra (rmrk.net) Modified by DoctorTodd
#    Date: May 14, 2010
#    Thanks to: Yanfly; some ideas for configuration come from Scene Menu REDUX
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#   
#    This script more or less eliminates the need for a Status scene (at least,
#   the default one) by showing all of the status data in the menu itself. It
#   has two modes of operating: either the default way, where you select a
#   command and you then select an actor, or the new way, where both windows
#   are active concurrently and when you select an option, it takes the
#   currently selected actor. You can choose which way you want by changing the
#   value of FSCMS_BOTH_WINDOWS_ACTIVE, at line 75
#
#    You can also choose which scenes are accessible through the menu, and
#   the instructions for this are in EDITABLE REGION B, at line 93.
#
#    This script also allows you to choose optional windows to show up in the
#   menu. The optional windows you can choose are:
#     0 => Gold Window     :shows amount of party gold
#     1 => PlayTime Window :shows current playtime
#     2 => Steps Window    :shows number of steps party has taken
#     3 => Location Window :shows name of the current map
#     4 => Variable Window :shows the value of a designated variable
#   If you have any ideas for other optional windows, than feel free to contact
#   me in this script's topic at rmrk.net and I will consider adding them.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    This script requires Bitmap Addons 1.5. You can find it at the below link:
#        http://rmrk.net/index.php/topic,32286.0.html
#
#    Place this script below any scripts you intend to add to the menu, but
#   still above Main.
#
#    Please see Editable Region A at line 62 for instructions on adding scenes
#   (or common events) to the menu and other configuration options.
#
#    Note that you can alter the composition of the menu or the optional
#   windows in-game with the following script calls:
#
#      add_custom_command (command_id)
#      remove_custom_command (command_id)
#        command_id : ID of the command being added/removed from the commands
#      add_optional_window (window_id)
#      remove_optional_window (window_id)
#        window_id : ID of the window being added/removed from the menu
#==============================================================================

#==============================================================================
# *** ModernAlgebra
#==============================================================================

module ModernAlgebra
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  # ** CONSTANTS
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  #  EDITABLE REGION A
  #``````````````````````````````````````````````````````````````````````````
  #  Here is where all configuration data is setup. Please read the comments
  # adjacent to each comment to discover what it does.
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  # The y position of the Equip info in the Menu Status.
  FSCMS_EQUIP_Y = 200
  # The truth value of whether or not you should be able to select actor at the
  #  same time as you scroll through commands or not. false => standard
  #  sequential selection. true => concurrent selection
  FSCMS_BOTH_WINDOWS_ACTIVE = true
  # For common event commands that require actor selection, this is the ID of
  #  the variable that will hold the chosen actor's ID.
  FSCMS_CE_ACTOR_VARIABLE_ID = 1
  # If you decide to show a Variable optional window, this is the ID of the
  #  variable that will be shown in the menu.
  FSCMS_VARWINDOW_VARIABLE_ID = 3
  # Optional Window Icons. For all icons, # -1 => no icon. >0 => icon index
  FSCMS_VARWINDOW_VARIABLE_ICON = 80  # Icon of variable window
  FSCMS_GOLD_ICON = 147               # Icon of gold window
  FSCMS_PLAYTIME_ICON = 188           # Icon of playtime window
  FSCMS_STEPS_ICON = 48               # Icon of steps window
  FSCMS_LOCATION_ICON = 153           # Icon of location window
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  #  END EDITABLE REGION A
  #//////////////////////////////////////////////////////////////////////////
  FSCMS_CUSTOM_COMMANDS = {
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  #  EDITABLE REGION B
  #``````````````````````````````````````````````````````````````````````````
  #  This is where you can configure the initial composition of the menu;
  # the order of optional windows, the order of the command list, and setting
  # up commands that can be included in the command list - all of that is
  # done here.
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  # Command Setup
  #    based off of Yanfly's Scene Menu Redux
  #
  #  Each command can be set up in the following format:
  #
  #    CommandID => ["Name", IconID, DisableCondition, ActorSelect?,
  #                    SceneName, SceneArguments],
  #
  #     CommandID : this is the ID that this command is represented by. It is
  #       used in denoting the order in which it appears in the command list
  #       at line 194. This MUST be unique for each command
  #     Name : This is how the command appears in the list. If it is represented
  #       by a method or value included in Vocab, then you can input its
  #       call. Otherwise, write it exactly as it should appear.
  #     IconID : The ID of the icon that will appear next to the name of the
  #       command in the command window.
  #     DisableCondition : if this is put as a string, it will evaluate the
  #       string as code and use it's an integer, then the command will be
  #       disabled if the switch with that ID is ON. If it is a string, it
  #       will evaluate the string as code. This is useful for scripts that
  #       have disable conditions updated through event-inaccessible booleans.
  #       If this is set to -1, it will never be disabled
  #     ActorSelect? : Truth value of whether or not actor should be selected.
  #       If true, the first argument sent to the scene will always be
  #       @target_window.index. If true when the command calls a common event,
  #       then the ID of the actor chosen will be saved to a variable as
  #       designated by FSCMS_CE_ACTOR_VARIABLE_ID at line 78
  #     SceneName : This is the class name of the scene being called once this
  #       command is selected. You MUST know this data from whatever script you
  #       are trying to add. If you want this command to call a common event,
  #       place the ID of the catalogue you wish to call instead. If there is
  #       more than one command that calls the same scene, then there will
  #       need to be some manual index setting when returning to the menu
  #       from that scene.
  #     SceneArguments : a String of the arguments to be passed to the scene
  #       when it is called. This too must be known from the script you are
  #       trying to add.
  #
  #  Note that the comma after the last square bracket must be excluded if you
  # are not adding any more commands after it. If you receive a syntax error
  # after configuring this script, then it is likely a missing comma or bracket
  # or, as noted, there is a comma after the last command.
  # Be sure to check your commas before reporting the error.
  #
  #  EXAMPLE 1:
  #
  #    7 => ["Quests", 178, "$game_system.quest_disabled || $game_party.quests.list.empty?",
  #           false, Scene_Quest, "1"],
  #
  #      This will create a command called Quests that is represented by the
  #     icon with index 178. It does not require actor selection and calls:
  #          $scene = Scene_Quest.new (1)
  #     when selected. The option is disabled if:
  #          $game_system.quest_disabled || $game_party.quests.list.empty?
  #     returns true. It's ID is 7, so when setting up your command list, this
  #     command will show up wherever you set 7 in the list
  #
  #  EXAMPLE 2:
  #
  #    15 => ["Vocab::escape", 134, 5, false, 4]
  #  }
  #
  #      This will create a command that is called whatever you have labelled
  #     the escape option in the Terms section of the database. It is
  #     represented by the icon with index 134. It is disabled if the switch
  #     with ID 5 is ON; it does not require actor selection, and it calls
  #     the common event with ID 4
    0 => ["Vocab::item", 144, "$game_party.members.empty?", false, Scene_Item],
    1 => ["Vocab::skill", 128, "$game_party.members.empty?", true, Scene_Skill],
    2 => ["Vocab::equip", 51, "$game_party.members.empty?", true, Scene_Equip],
    3 => ["Vocab::status", 137, "$game_party.members.empty?", true, Scene_Status],
    4 => ["Vocab::save", 133, "$game_system.save_disabled", false, Scene_File,
            "true, false, false"],
    5 => ["Vocab::game_end", 179, -1, false, Scene_End]
  }
  #  This is where you setup the order that commands appear in the command
  # window of the menu. List them by their command ID, as it is explained
  # above. The default commands are:
  #    0 => Item
  #    1 => Skill
  #    2 => Equip
  #    3 => Status
  #    4 => Save
  #    5 => End Game
  #  Those can be changed by you above, if you desire, and you can always add
  # more commands with whatever IDs you want. Note, however, that those
  # command IDs must appear in the array below or they will NOT appear in the
  # initial menu. This array can be modified in-game by the following script
  # calls:
  #
  #      add_custom_command (command_id)
  #      remove_custom_command (command_id)
  #        command_id : ID of the command being added/removed from the commands
  FSCMS_COMMANDLIST = [0, 1, 2, 4, 5]
  # Which optional windows ought to be created, from bottom to top?
  #   0 => Gold Window
  #   1 => PlayTime Window
  #   2 => Steps Window
  #   3 => Location Window
  #   4 => Variable Window
  #  This array can be modified in-game by the following script calls:
  #
  #      add_optional_window (window_id)
  #      remove_optional_window (window_id)
  #        window_id : ID of the window being added/removed from the menu
  FSCMS_OPTIONAL_WINDOWS = [0, 1, 3]
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  #  END EDITABLE REGION B
  #//////////////////////////////////////////////////////////////////////////
end

#==============================================================================
# ** Game System
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new instance variables - fscms_custom_commands, fscms_optional_windows
#    aliased method - initialize
#==============================================================================

class Game_System
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader :fscms_command_list     # Holds current array of commands in menu
  attr_reader :fscms_optional_windows # Holds current array of optional windows
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_fscms_intz_cstmcmmns_6hj2 initialize
  def initialize (*args)
    # Initialize new variables
    @fscms_command_list = ModernAlgebra::FSCMS_COMMANDLIST
    @fscms_optional_windows = ModernAlgebra::FSCMS_OPTIONAL_WINDOWS
    ma_fscms_intz_cstmcmmns_6hj2 (*args) # Run Original Method
  end
end

#==============================================================================
# ** Game Interpreter
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new methods - add_custom_command; add_optional_window;
#                  remove_custom_command; remove_optional_window
#==============================================================================

class Game_Interpreter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Custom Commands Add/Remove
  #    id : Command ID to add or remove
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def add_custom_command (id)
    $game_system.fscms_command_list.push (id) unless $game_system.fscms_command_list.include? (id)
  end
  def remove_custom_command (id)
    $game_system.fscms_command_list.delete (id)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Optional Windows Add/Remove
  #    id : window ID to add or remove
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def add_optional_window (id)
    $game_system.fscms_optional_windows.push (id) unless $game_system.fscms_optional_windows.include? (id)
  end
  def remove_optional_window (id)
    $game_system.fscms_optional_windows.delete (id)
  end
end

#==============================================================================
# ** Window_Gold
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    overwritten super method - draw_currency_value
#==============================================================================

class Window_Gold
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Currency Value
  #    value : amount to draw
  #    x, y  : coordinates to draw at
  #    width : amount of room to draw
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_currency_value (value, x, y, width, *args)
    if ModernAlgebra::FSCMS_GOLD_ICON >= 0
      draw_icon (ModernAlgebra::FSCMS_GOLD_ICON, x, y)
      x += 24
      width -= 24
    end
    # Run Original Method
    super  (value, x, y, width, *args)
  end
end

#==============================================================================
# ** Window MenuStatus
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows the status
#==============================================================================

class Window_FSCMS_MenuStatus < Window_Status
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (x, y)
    super (nil)
    self.x, self.y = x, y
    self.width, self.height = Graphics.width - x, Graphics.height - y
    create_contents
    refresh ($game_party.last_actor_index)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #    party_actor_id : the index of the actor in the party
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh (party_actor_id = nil)
    return if party_actor_id == nil
    @actor = $game_party.members[party_actor_id]
    return if @actor == nil
    super ()
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Basic Information
  #    x, y  :coordinates to draw at
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_basic_info (x, y)
    x, y = 0, 96
    draw_actor_hp(@actor, x, 140, 330)
    draw_actor_mp(@actor, x, y + WLH * 3, 330)
    draw_actor_state(@actor, x, 110, 166)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Parameters
  #    x, y  :coordinates to draw at
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_parameters (x, y)
    super (0, 104 + 5*WLH)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Experience Information
  #     x : Draw spot X coordinate
  #     y : Draw spot Y coordinate
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_exp_info(x, y)
    x = 128
    x += [60, Graphics.width - 544].min if Graphics.width > 544
    y = 2*WLH
    s1 = @actor.exp_s
    s2 = @actor.next_rest_exp_s
    width = contents.width - x
    s_next = sprintf(Vocab::ExpNext, Vocab::level)
    self.contents.font.color = system_color
    tw1 = contents.text_size (Vocab::ExpTotal).width
    self.contents.draw_text(x, y, 180, WLH, Vocab::ExpTotal)
    tw2 = contents.text_size (s_next).width
    self.contents.draw_text(x, y + WLH, 180, WLH, s_next)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + tw1, y, width - tw1, WLH, s1, 2)
    self.contents.draw_text(x + tw2, y + WLH, width - tw2, WLH, s2, 2)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Equipment
  #    x, y  :coordinates to draw at
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_equipments (x, y)
    x = [contents.width - 188, 188].max
    super (x, ModernAlgebra::FSCMS_EQUIP_Y)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Actor Name
  #    actor : the Game_Actor object
  #    x, y  :coordinates to draw at
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_actor_name (actor, x, y)
    x = 128
    x += [60, Graphics.width - 544].min if Graphics.width > 544
    super (actor, x, 0)
    draw_actor_level (actor, x, WLH)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Actor Class
  #    actor : the Game_Actor object
  #    x, y  :coordinates to draw at
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_actor_class(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text (contents.width - 108, 0, 108, WLH, actor.class.name, 2)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Actor Face
  #    actor : the Game_Actor object
  #    x, y  :coordinates to draw at
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_actor_face (actor, x, y)
    super (actor, x, 0)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Item Name
  #     item    : Item (skill, weapon, armor are also possible)
  #     x       : draw spot x-coordinate
  #     y       : draw spot y-coordinate
  #     enabled : Enabled flag. When false, draw semi-transparently.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_item_name(item, x, y, enabled = true)
    x -= 32
    room = contents.width - x - 24
    if item != nil
      draw_icon(item.icon_index, x, y, enabled)
      self.contents.font.color = normal_color
      self.contents.font.color.alpha = enabled ? 255 : 128
      self.contents.draw_text(x + 24, y, room, WLH, item.name)
    end
  end
end

#==============================================================================
# ** Window_MenuCommand
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows commands in the menu
#    overwritten super methods - draw_item
#==============================================================================

class Window_FSCMS_MenuCommand < Window_Command
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize(*args)
    super (*args)
    max_height = Graphics.height - ($game_system.fscms_optional_windows.size*(WLH + 32))
    if self.height > max_height
      self.height = max_height
      create_contents
      refresh
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_item (i, enabled = true)
    rect = item_rect(i)
    self.contents.clear_rect(rect)
    # Draw icon
    icon = ModernAlgebra::FSCMS_CUSTOM_COMMANDS[$game_system.fscms_command_list[i]][1]
    draw_icon (icon, rect.x + 2, rect.y, enabled)
    rect.x += 28
    rect.width -= 32
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(rect, @commands[i])
  end
end

#==============================================================================
# ** Window Location
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows the current location
#==============================================================================

class Window_FSCMS_Location < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (x, y)
    height = 32 + WLH
    y -= height
    super (x, y, 160, height)
    x, tw = 0, contents.width
    if ModernAlgebra::FSCMS_LOCATION_ICON >= 0
      draw_icon (ModernAlgebra::FSCMS_LOCATION_ICON, x, 0)
      x += 24
      tw -= 24
    end
    map_name = load_data ("Data/MapInfos.rvdata")[$game_map.map_id].name
    contents.font.color = normal_color
    contents.draw_text (x, 0, tw, WLH, map_name, 2)
  end
end

#==============================================================================
# ** Window PlayTime
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows total playtime
#==============================================================================

class Window_FSCMS_PlayTime < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (x, y)
    super (x, y, 160, 32 + WLH)
    refresh
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh
    self.contents.clear
    x, tw = 0, contents.width
    if ModernAlgebra::FSCMS_PLAYTIME_ICON >= 0
      draw_icon (ModernAlgebra::FSCMS_PLAYTIME_ICON, x, 0)
      x += 24
      tw -= 24
    end
    @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(x, 0, tw, WLH, text, 2)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#==============================================================================
# ** Window StepCount
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows total number of steps party has taken
#==============================================================================

class Window_FSCMS_StepCount < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (x, y)
    super (x, y, 160, 32 + WLH)
    x, tw = 0, contents.width
    # Draw step count icon
    if ModernAlgebra::FSCMS_STEPS_ICON >= 0
      draw_icon (ModernAlgebra::FSCMS_STEPS_ICON, x, 0)
      x += 24
      tw -= 24
    end
    # Draw Step Count
    contents.font.color = normal_color
    contents.draw_text (x, 0, tw, WLH, $game_party.steps.to_s, 2)
  end
end

#==============================================================================
# ** Window Variable
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows the value of a specified variable
#==============================================================================

class Window_FSCMS_Variable < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (x, y)
    super (x, y, 160, 32 + WLH)
    refresh
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh
    x, tw = 0, contents.width
    # Draw varibale icon
    if ModernAlgebra::FSCMS_VARWINDOW_VARIABLE_ICON >= 0
      draw_icon (ModernAlgebra::FSCMS_VARWINDOW_VARIABLE_ICON, x, 0)
      x += 24
      tw -= 24
    end
    # Draw Variable
    text = $game_variables[ModernAlgebra::FSCMS_VARWINDOW_VARIABLE_ID].to_s
    contents.font.color = normal_color
    contents.draw_text (x, 0, tw, WLH, text, 2)
  end
end

#==============================================================================
# ** Scene_Menu
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    completely overwritten class
#==============================================================================

class Scene_Menu < Scene_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize(menu_index = 0, manual = false)
    if manual
      @menu_index = menu_index
      return
    elsif $scene.is_a? (Scene_Map)
      @menu_index = 0
      return
    end
    # Check where it is coming from.
    $game_system.fscms_command_list.each_index { |i|
      j = $game_system.fscms_command_list[i]
      # If coming from this designated scene
      next if ModernAlgebra::FSCMS_CUSTOM_COMMANDS[j][4].is_a? (Fixnum)
      if $scene.is_a? (ModernAlgebra::FSCMS_CUSTOM_COMMANDS[j][4])
        # Set menu index to its position
        @menu_index = i
        return
      end
    }
    @menu_index = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start
    super
    create_menu_background
    create_command_window
    @status_window = Window_FSCMS_MenuStatus.new (160, 0)
    @windows = [@command_window, @target_window, @status_window]
    create_optional_windows
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Termination Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @status_window.dispose
    @optional_windows.each { |window| window.dispose }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    super
    update_menu_background
    update_command_selection
    # Update Playtime if it is shown
    if $game_system.fscms_optional_windows.include? (1)
      @optional_windows[$game_system.fscms_optional_windows.index (1)].update
    end
      # If not both windows active, than update Target Window
      unless ModernAlgebra::FSCMS_BOTH_WINDOWS_ACTIVE
        update_actor_selection
        return
      end
    end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Command Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_command_window
    @commands, @disabled_commands, @actor_commands = [], [], []
    @scene_calls, @scene_arguments = [], []
    index = 0
    $game_system.fscms_command_list.each { |i|
      command = ModernAlgebra::FSCMS_CUSTOM_COMMANDS[i]
      name = command[0][/Vocab/i] != nil ? eval (command[0]) : command[0]
      @commands.push (name)
      if command[2].is_a? (String)
        boolean = eval (command[2])
        @disabled_commands.push (index) if boolean
      else
        @disabled_commands.push (index) if command[2] > 0 && $game_switches[command[2]]
      end
      @actor_commands.push (index) if command[3]
      @scene_calls.push (command[4])
      @scene_arguments.push (command[5])
      index += 1
    }
    @command_window = Window_FSCMS_MenuCommand.new(160, @commands)
    @command_window.index = @menu_index
    # Disable commands
    @disabled_commands.each { |index| @command_window.draw_item (index, false) }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Optional Windows
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_optional_windows
    y = Graphics.height
    @optional_windows = []
    $game_system.fscms_optional_windows.each { |i|
      window = optional_window (i)
      y -= window.height
      window.y = y
      @optional_windows.push (window)
    }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Optional Window
  #    index : index of optional window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def optional_window (index)
    return case index
    when 0 then Window_Gold.new (0, 0)
    when 1 then Window_FSCMS_PlayTime.new (0, 0)
    when 2 then Window_FSCMS_StepCount.new (0, 0)
    when 3 then Window_FSCMS_Location.new (0, 0)
    when 4 then Window_FSCMS_Variable.new (0, 0)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Command Selection
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_command_selection
    @command_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      # Return if Disabled
      if @disabled_commands.include? (@command_window.index)
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      # Start Actor Selection if command desires actor selection
      if @actor_commands.include? (@command_window.index)
        start_actor_selection
      else
        call_next_scene
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Actor Selection
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start_actor_selection
    if ModernAlgebra::FSCMS_BOTH_WINDOWS_ACTIVE
      select_actor
    else
      @command_window.active = false
      @target_window.active = true
      if $game_party.last_actor_index < @target_window.item_max
        @target_window.index = $game_party.last_actor_index
      else
        @target_window.index = 0
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * End Actor Selection
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def end_actor_selection
    return if ModernAlgebra::FSCMS_BOTH_WINDOWS_ACTIVE
    $game_party.last_actor_index = @target_window.index
    @command_window.active = true
    @target_window.active = false
    @target_window.index = -1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Actor Selection
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      select_actor
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Select Actor
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def select_actor
    Sound.play_decision
    call_next_scene
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Call Next Scene
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def call_next_scene
    # Call next scene
    if @scene_calls[@command_window.index].is_a? (Fixnum)
      # If actor selected
      if @actor_commands.include? (@command_window.index)
        var_id = ModernAlgebra::FSCMS_CE_ACTOR_VARIABLE_ID
        $game_variables[var_id] = $game_party.members[1].id
      end
      # Run Common Event if Scene call is an integer
      $game_temp.common_event_id = @scene_calls[@command_window.index]
      $scene = Scene_Map.new
    else
      # Call specified scene
      args = []
      if @scene_arguments[@command_window.index] != nil
        args = eval ("[#{@scene_arguments[@command_window.index]}]")
      end
      $scene = @scene_calls[@command_window.index].new (*args)
    end
  end
end
« Last Edit: February 22, 2012, 09:06:12 AM by DoctorTodd »

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Most Mature Member2010 Favourite Staff Member
Thanks DoctorTodd!

****
Rep:
Level 71
No problem  :)
I just hope he gets back on so he can use it.

**
Rep:
Level 83
First off, I wanted to apologize for necroposting.  I just came across this script and decided to try and use it, though I am running into a slight snag, and wanted to post to see if it was fixable.

I am currently using extra stat scripts (RES and DEX), as well as extra Equipment options (like having boots, cloaks, more accessories, etc).  The extra stats show up for the first character when the menu is first called, but as soon as you switch to a new character, the extra stats disappear, and won't reappear until you exit and re-enter the menu, but still won't be displayed for each person.  The extra equipment options don't even appear at all in the status window.  Is it possible some how to make them compatible?  If not, no worries, I just wanted to ask.  Thanks for the help.

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Most Mature Member2010 Favourite Staff Member
Upload a demo with all those scripts set up and the error recreated. I will try to find the time to take a look.

**
Rep:
Level 83
Okay, thanks so much.  Here is a demo with those scripts.  Whenever you have time, no rush at all.  I look forward to hearing back on a possible solution.  Thanks again.

***
hail satan buddy 666
Rep:
Level 55
Blagil VlUE
That was amazing script here. I will see it here. I like it here.
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