#===============================================================================
#
# 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 = 1
# 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 => "Black",
2 => "Red",
3 => "Purple",
4 => "Blue",
5 => "Green",
6 => "Yellow"
} # 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 = "Back"
RETURN_MENU_HELP = "Return back to the game."
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
#
#===============================================================