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CMS Help

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pokeball GAXOfflineMale
**
Rep:
Level 88
The Laughing Man
Can someone help me with creating a CMS?

I'll give more details when someone takes the job.
Stand alone from mainstream society, be the different voice in a world where all speak the same.  Beat not to the rythm of the same drum, make your own rythm and follow it.  Individuality is the method by which we people live, the factor which keeps us from a hive mind, a singularity.  Instrumentality is not key, the key is accepting the difference of people and allowing their differences to flourish, not to suppress these differences and make everyone equal, for in pure equality, we lose what makes us who we are, our humanity.

***
Rep:
Level 89
I am yourself!
The very basic of making a CMS is knowing Scene_Menu and it's related script. I can help you out guiding you to make a simple one, if you post the layout.
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

pokeball :)OfflineMale
********
Cheese
Rep:
Level 95
?
You should post the info first, wait for job takers later...anyways here:

http://rmrk.net/index.php/topic,8945.15.html
Darkloard isn't open but as he said the topic will be unlocked when he decides to take more.
Watch out for: HaloOfTheSun

pokeball GAXOfflineMale
**
Rep:
Level 88
The Laughing Man
Well, here is the post that I put up on another forum:

Okay, just need some help here.

I have been designing a CMS, but I'm having a LOT of difficulty.

First, here is my current CMS:

Now, I want to change my CMS to something more like:

Where-
1=Menu Selection (Items, Equip, Status, Save, etc.)
2=Player Info (Basically the character's picture (In this case, the battler as seen in the current CMS)
3=Player's Gold Total
4=Play Time
5=Real Time
6=Location
7=Chapter
8=Game Title
9=The word "Menu"

I just need the default selections, I can add the rest that I need myself.

Also, an Options menu like the one in ChaosProject-Nemesis-Wrath would be useful.

Thanks to anyone who can help me out, below is the script for my current CMS, the RTAB configuration Script (Since it is part of my selections), and the work I was able to complete so far with Dubealex's Window_Scene maker for the CMS.

Once again, thank you in advanced to anyone who can offer assistance!

CMS
Code: [Select]
class Window_Base < Window

def draw_actor_battler(actor, x, y)
face = RPG::Cache.battler(actor.character_name, actor.character_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(3, -1, fw, fh)
self.contents.blt(x - fw / 23, y - fh, face, src_rect, opacity)
end
end

class Window_Location < Window_Base

 def initialize
   super(0, 0, 322, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $defaultfonttype 
   self.contents.font.size = $defaultfontsize
   refresh
 end
 def refresh
   self.contents.clear
   self.contents.font.color = normal_color
   $data_map_infos      = load_data("Data/MapInfos.rxdata")
   self.contents.draw_text(150, 0, 124, 32, $data_map_infos[$game_map.map_id].name, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(0, 0, 120, 32, "Location")
 end
end

class Window_Title < Window_Base

 def initialize
   super(0, 0, 322, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $defaultfonttype 
   self.contents.font.size = $defaultfontsize
   refresh
 end
 def refresh
   self.contents.clear
  self.contents.font.color = normal_color
  self.contents.draw_text(0, 0, 120, 32, 'Chaotic Fury')
 end
end

class Window_Chapter < Window_Base

 def initialize
   super(0, 0, 322, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $defaultfonttype 
   self.contents.font.size = $defaultfontsize
   refresh
 end
 def refresh
   self.contents.clear
  self.contents.font.color = system_color
  self.contents.draw_text(0, 0, 120, 32, 'Chapter')
  self.contents.font.color = normal_color
  self.contents.draw_text(250, 0, 120, 32, $game_variables[1].to_s)
 end
end

class Window_PlayTime < Window_Base

 def initialize
   super(0, 0, 160, 129)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $defaultfonttype 
   self.contents.font.size = $defaultfontsize
   refresh
 end
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, -10, 120, 32, "Play Time")
   @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(4, 10, 120, 32, text, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(4, 38, 120, 32, "Real Time")
   @time_string = Time.now
   text = @time_string.strftime("%A %H:%M:%S")
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 60, 120, 32, text, 2)
end

 def update
   super
   if Graphics.frame_count / Graphics.frame_rate != @total_sec
     refresh
   end
 end
end

class Window_MenuStatus < Window_Selectable

 def initialize
   super(0, 0, 640, 289)
   @column_max = 4
   bw = 152 * @column_max
   bh = (($game_party.actors.size - 1) / @column_max + 1) * 256
   self.contents = Bitmap.new(bw, bh)
   refresh
   self.active = false
   self.index = - 1
 end
 def refresh
   self.contents.clear
   self.contents.font.size = 20
   self.contents.font.name = $defaultfonttype 
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     x = i % @column_max * 152 + 8
     y = i / @column_max * 256 + 96
     actor = $game_party.actors[i]
     draw_actor_battler(actor, x, y + 100)
     draw_actor_name(actor, x, y - 100)
     draw_actor_level(actor, x, y + 46)
     draw_actor_state(actor, x + 64, y + 46)
     self.contents.font.color = system_color
     self.contents.draw_text(x, y + 130, 32, 32, "Next")
     self.contents.font.color = normal_color
     self.contents.draw_text(x + 32, y + 130, 100, 32, actor.next_rest_exp_s, 2)
     draw_actor_hp(actor, x, y + 74)
     draw_actor_sp(actor, x, y + 102)
   end
 end
 def update_cursor_rect
   if @index < 0
     self.cursor_rect.empty
     return
   end
   cursor_width = 152
   x = @index % @column_max * 152
   y = @index / @column_max * 256 - self.oy
   self.cursor_rect.set(x, y, cursor_width, 256)
   self.oy = @index / @column_max * 256
 end
end

class Scene_Menu

 def initialize(menu_index = 0)
   @menu_index = menu_index
 end
 def main
   s1 = $data_system.words.item
   s2 = $data_system.words.skill
   s3 = $data_system.words.equip
   s4 = "Status"
   s5 = "Save"
   s6 = "Battle Options"
   s7 = "Exit"
   @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
   @command_window.height = 5 * 32 + 32
   @command_window.x = 480
   @command_window.y = 288
   @command_window.index = @menu_index
   if $game_party.actors.size == 0
     @command_window.disable_item(0)
     @command_window.disable_item(1)
     @command_window.disable_item(2)
     @command_window.disable_item(3)
   end
   if $game_system.save_disabled
     @command_window.disable_item(4)
   end
   @playtime_window = Window_PlayTime.new
   @playtime_window.x = 0
   @playtime_window.y = 288
   @gold_window = Window_Gold.new
   @gold_window.x = 0
   @gold_window.y = 416
   @location_window = Window_Location.new
   @location_window.x = 159
   @location_window.y = 416
   @chapter_window = Window_Chapter.new
   @chapter_window.x = 159
   @chapter_window.y = 352
   @title_window = Window_Title.new
   @title_window.x = 159
   @title_window.y = 288
   @status_window = Window_MenuStatus.new
   @status_window.x = 0
   @status_window.y = 0
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   @command_window.dispose
   @playtime_window.dispose
   @gold_window.dispose
   @location_window.dispose
   @chapter_window.dispose
   @title_window.dispose
   @status_window.dispose
 end
 def update
   @command_window.update
   @playtime_window.update
   @gold_window.update
   @location_window.update
   @chapter_window.update
   @title_window.update
   @status_window.update
   if @command_window.active
     update_command
     return
   end
   if @status_window.active
     update_status
     return
   end
 end
 def update_command
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Map.new
     return
   end
   if Input.trigger?(Input::C)
     if $game_party.actors.size == 0 and @command_window.index < 4
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     case @command_window.index
     when 0 
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Item.new
     when 1 
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 2 
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 3 
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 4 
       if $game_system.save_disabled
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Save.new
     when 5
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       $scene = Scene_Customize.new
     when 6 
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_End.new
     end
     return
   end
 end
 def update_status
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @command_window.active = true
     @status_window.active = false
     @status_window.index = -1
     return
   end
   if Input.trigger?(Input::C)
     case @command_window.index
     when 1 
       if $game_party.actors[@status_window.index].restriction >= 2
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Skill.new(@status_window.index)
     when 2 
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Equip.new(@status_window.index)
     when 3 
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Status.new(@status_window.index)
     end
     return
   end
 end
end

My Window_Scene so far
Code: [Select]
#===================================================
# - CLASS Your_Scene Begins
#===================================================
class Your_Scene
 
#---------------------------------------------------------------------------------
  def initialize
  end
#---------------------------------------------------------------------------------

def main
    @window1 = Window1.new
    @window1.x =476
    @window1.y =254
    @window1.height = 174
    @window1.width = 165
   #@window1.z = 200
   
    @window2 = Window2.new
    @window2.x =0
    @window2.y =0
    @window2.height = 377
    @window2.width = 479
   #@window2.z = 200
   
    @window3 = Window3.new
    @window3.x =476
    @window3.y =425
    @window3.height = 56
    @window3.width = 165
   #@window3.z = 200
   
    @window4 = Window4.new
    @window4.x =476
    @window4.y =53
    @window4.height = 96
    @window4.width = 165
   #@window4.z = 200
   
    @window5 = Window5.new
    @window5.x =476
    @window5.y =146
    @window5.height = 111
    @window5.width = 165
   #@window5.z = 200
   
    @window6 = Window6.new
    @window6.x =0
    @window6.y =425
    @window6.height = 56
    @window6.width = 479
   #@window6.z = 200
   
    @window7 = Window7.new
    @window7.x =285
    @window7.y =374
    @window7.height = 55
    @window7.width = 194
   #@window7.z = 200
   
    @window8 = Window8.new
    @window8.x =0
    @window8.y =374
    @window8.height = 55
    @window8.width = 289
   #@window8.z = 200
   
    @window9 = Window9.new
    @window9.x =476
    @window9.y =0
    @window9.height = 56
    @window9.width = 165
   #@window9.z = 200
   
Graphics.transition
    loop do
      Graphics.update
      Input.update
     #update
      if $scene != self
        break
      end
    end

    Graphics.freeze
    @window1.dispose
    @window2.dispose
    @window3.dispose
    @window4.dispose
    @window5.dispose   
    @window6.dispose   
    @window7.dispose 
    @window8.dispose
    @window9.dispose
   
  end
#---------------------------------------------------------------------------------

#---------------------------------------------------------------------------------
  def update
  end
#---------------------------------------------------------------------------------

end
#===================================================
# - CLASS Your_Scene Ends
#=================================================== 



#===================================================
# - CLASS Window1 Begins
#===================================================

class Window1 < Window_Base

#---------------------------------------------------------------------------------     
  def initialize
    super(0, 0, 165,174)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 22
    self.contents.font.color = text_color(0)
    self.contents.draw_text(0, 0, 33, 33, "1")
  end
#---------------------------------------------------------------------------------   

end
#===================================================
# - CLASS Window1 Ends
#===================================================


#===================================================
# - CLASS Window2 Begins
#===================================================

class Window2 < Window_Base

#---------------------------------------------------------------------------------     
  def initialize
    super(0, 0, 479,377)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 22
    self.contents.font.color = text_color(0)
    self.contents.draw_text(0, 0, 33, 33, "2")
  end
#---------------------------------------------------------------------------------   

end
#===================================================
# - CLASS Window2 Ends
#===================================================


#===================================================
# - CLASS Window3 Begins
#===================================================

class Window3 < Window_Base

#---------------------------------------------------------------------------------     
  def initialize
    super(0, 0, 165,56)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 22
    self.contents.font.color = text_color(0)
    self.contents.draw_text(0, 0, 33, 33, "3")
  end
#---------------------------------------------------------------------------------   

end
#===================================================
# - CLASS Window3 Ends
#===================================================


#===================================================
# - CLASS Window4 Begins
#===================================================

class Window4 < Window_Base

#---------------------------------------------------------------------------------     
  def initialize
    super(0, 0, 165,96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 22
    self.contents.font.color = text_color(0)
    self.contents.draw_text(0, 0, 33, 33, "4")
  end
#---------------------------------------------------------------------------------   

end
#===================================================
# - CLASS Window4 Ends
#===================================================


#===================================================
# - CLASS Window5 Begins
#===================================================

class Window5 < Window_Base

#---------------------------------------------------------------------------------     
  def initialize
    super(0, 0, 165,111)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 22
    self.contents.font.color = text_color(0)
    self.contents.draw_text(0, 0, 33, 33, "5")
  end
#---------------------------------------------------------------------------------   

end
#===================================================
# - CLASS Window5 Ends
#===================================================


#===================================================
# - CLASS Window6 Begins
#===================================================

class Window6 < Window_Base

#---------------------------------------------------------------------------------     
  def initialize
    super(0, 0, 479,56)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 22
    self.contents.font.color = text_color(0)
    self.contents.draw_text(0, 0, 33, 33, "6")
  end
#---------------------------------------------------------------------------------   

end
#===================================================
# - CLASS Window6 Ends
#===================================================


#===================================================
# - CLASS Window7 Begins
#===================================================

class Window7 < Window_Base

#---------------------------------------------------------------------------------     
  def initialize
    super(0, 0, 194,55)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 22
    self.contents.font.color = text_color(0)
    self.contents.draw_text(0, 0, 33, 33, "7")
  end
#---------------------------------------------------------------------------------   

end
#===================================================
# - CLASS Window7 Ends
#===================================================


#===================================================
# - CLASS Window8 Begins
#===================================================

class Window8 < Window_Base

#---------------------------------------------------------------------------------     
  def initialize
    super(0, 0, 289,55)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 22
    self.contents.font.color = text_color(0)
    self.contents.draw_text(0, 0, 33, 33, "8")
  end
#---------------------------------------------------------------------------------   

end
#===================================================
# - CLASS Window8 Ends
#===================================================


#===================================================
# - CLASS Window9 Begins
#===================================================

class Window9 < Window_Base

#---------------------------------------------------------------------------------     
  def initialize
    super(0, 0, 165,56)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 22
    self.contents.font.color = text_color(0)
    self.contents.draw_text(0, 0, 33, 33, "9")
  end
#---------------------------------------------------------------------------------   

end
#===================================================
# - CLASS Window9 Ends
#===================================================

The RTAB Configuration Script
Code: [Select]
# RTAB Configuration System
# Support bulletin board http: //www2.ezbbs.net/21/minto-aaa/
#
# Updated for use with:
# Real time active battle (RTAB) Ver 1.12
# Distribution original support URL
# http://members.jcom.home.ne.jp/cogwheel/

=begin

REVISED:
This script brings up an options menu geared to handle the speed, action and
camera functions of Cogwheel's RTAB CBS. 

Originally designed and encorporated in a working main menu, you will note on
line 368 of this script that the designer intended the menu to return to menu
option #6 ( $scene = Scene_Menu.new(6) ). 

As $scene = Scene_Menu.new(5) would have returned to the menu, highlighting the
"End Game" option, the designer's menu obviously had more than the default num-
ber of options.

Obviously for anyone designing their own menu, this system is already set up
to be encorporated into your own menu.  But for those who want a system where
an event (such as a savepoint-like object) brings up the RTAB configuration
menu, you merely need to alter line #368 as such: 

                          $scene = Scene_Map.new

-------------------------------------------------------------------------------

To call this script, use: 

                      $scene = Scene_Customize.new

=end

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles data surrounding the system. Backround music, etc.
#  is managed here as well. Refer to "$game_system" for the instance of
#  this class.
#==============================================================================
class Game_System
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor   :battle_speed           # í“¬‘¬“x
  attr_accessor   :battle_active          # ƒAƒNƒeƒBƒu
  attr_accessor   :battle_camera          # ƒJƒƒ‰‰Ò“®
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_MINT_RTAB_Customize initialize
  def initialize
    # Call original initialization process
    initialize_MINT_RTAB_Customize
    @battle_speed = 150                 # Default:  RTAB speed
    @battle_active = 2                  # Default:  Wait during Item/Skill Select
    @battle_camera = false              # Default:  Camera turned off
  end
end

#==============================================================================
# ** Window_Customize
#==============================================================================
class Window_Customize < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(160, 92, 320, 288)   
    @column_max = 1
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    @element = []
    #Acquiring the skill which you have acquired
    get_data
    get_element
    # If the number of items is not 0, drawing item
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Acquire the menu option items
  #--------------------------------------------------------------------------
  def get_data
    data = [
    "Battle speed",
    "Active",
    "Camera work"]
    @data = data
  end
  #--------------------------------------------------------------------------
  # * Acquire the menu option settings
  #--------------------------------------------------------------------------
  def get_element
    case $game_system.battle_active
    when 1
      active = "Wait"
    when 2
      active = "Semi active"
    else
      active = "Full active"
    end
    if $game_system.battle_camera
      camera = "ON"
    else
      camera = "OFF"
    end   
    data = [$game_system.battle_speed.to_s, active, camera]
    @element = data
  end   
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    deta = @element[index]
    x = 0
    y = index * 32     
    self.contents.draw_text(x + 4, y, 140, 32, item, 0)
    self.contents.draw_text(x + 144, y, 140, 32, deta, 2)
  end
  #--------------------------------------------------------------------------
  # * Set Help Text
  #--------------------------------------------------------------------------
  def help_text(index)
    case index
    when 0
      text = "Modifies the combat speed. Lower numbers increases combat speed."
    when 1
      text = "Modifies the flow of time in battle"
    else
      text = "Sets whether the camera follows the moving battler."
    end
  end
  #--------------------------------------------------------------------------
  # * Update Help Text
  #--------------------------------------------------------------------------
  def update_help   
    text = help_text(self.index)
    @help_window.set_text(text)
  end
end


#==============================================================================
# ** Window_Command2
#------------------------------------------------------------------------------
#  This window deals with new command choices.
#==============================================================================
class Window_Command2 < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object initilization
  #--------------------------------------------------------------------------
  def initialize(width, commands)
    # Calculating the height of the window from the quantity of command
    super(0, 0, width, commands.size * 32 + 32)
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    self.contents.font.size = 20
    rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
  #--------------------------------------------------------------------------
  # * Set Help Text
  #--------------------------------------------------------------------------
  def help_text(index)
    case index
    when 0
      text = "Pauses when choosing a Skill, an Item or an Enemy. (Beginners)"
    when 1
      text = "Pauses when the Skill or Item windows are active. (Recommended)"     
    else
      text = "Action never pauses.  (Expert-mode)"
    end
  end
  #--------------------------------------------------------------------------
  # * Update Help Text
  #--------------------------------------------------------------------------
  def update_help   
    text = help_text(self.index)
    @help_window.set_text(text)
  end
end

#==============================================================================
# ** Window_Help2
#------------------------------------------------------------------------------
#  This window shows explanations for new options.
#==============================================================================
class Window_Help2 < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 420, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.pause = false
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #  text  : text string displayed in window
  #  align : alignment (0..flush left, 1..center, 2..flush right)
  #--------------------------------------------------------------------------
  def set_text(text, align = 1)   
    # If at least one part of text and alignment differ from last time
    if text != @text or align != @align
      # Redraw text
      self.contents.clear
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
      @text = text
      @align = align
      @actor = nil
    end
    self.visible = true
  end
end

#==============================================================================
# ** Scene_Customize
#------------------------------------------------------------------------------
#  This class performs RTAB Player Options decisions
#==============================================================================

class Scene_Customize 
  #--------------------------------------------------------------------------
  # * Main processing
  #--------------------------------------------------------------------------
  def main
    # Make help window, main window
    @help_window = Window_Help2.new     
    @main_window = Window_Customize.new
    @main_window.refresh
    @dummy_window = Window_Base.new(480,92,100,64)
    @dummy_window.visible = false
    @number_window = Window_InputNumber.new(3)
    @number_window.x = 480
    @number_window.y = 92
    @number_window.visible = false
    @number_window.active = false
    command = ["Wait", "Semi-Active", "Fully-Active"]
    camera_command = ["On", "Off"]
    @command_window = Window_Command2.new(120, command)
    @command_window.x = 480
    @command_window.y = 136
    @command_window.visible = false
    @command_window.active = false   
    @camera_window = Window_Command.new(120, camera_command)
    @camera_window.x = 480
    @camera_window.y = 172
    @camera_window.visible = false
    @camera_window.active = false
    # Associate help window
    @main_window.help_window = @help_window
    @command_window.help_window = @help_window
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    @main_window.dispose
    @number_window.dispose
    @dummy_window.dispose
    @command_window.dispose
    @camera_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # If main window is active: call update_main
    if @main_window.active
      @main_window.update
      update_main
      return
    end
    if @number_window.active
      @number_window.update
      update_number
      return
    end
    if @command_window.active
      @command_window.update
      update_command
      return
    end
    if @camera_window.active
      @camera_window.update
      update_camera
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Main Update (when main window is active)
  #-------------------------------------------------------------------------- 
  def update_main
    # If B Button is pressed
    if Input.trigger?(Input::B)
      # Play Cancel SE
      $game_system.se_play($data_system.cancel_se)
     
      # Return to Menu (THIS is where you return from an options menu)
      #$scene = Scene_Menu.new(6)
      $scene = Scene_Map.new
     
      return
    end
    # If C Button was pressed
    if Input.trigger?(Input::C)
      # Branch by main command decision
      @index = @main_window.index
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      case @index
      when 0
        @number_window.active = true
        @number_window.visible = true
        @dummy_window.visible = true
        @main_window.active = false
      when 1
        @command_window.active = true
        @command_window.visible = true
        @main_window.active = false
      when 2
        @camera_window.active = true
        @camera_window.visible = true
        @main_window.active = false 
      when 3
        @camera_window.active = true
        @camera_window.visible = true
        @main_window.active = false
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Number Update (when number window is active)
  #--------------------------------------------------------------------------
  def update_number
    # If B Button was pressed
    if Input.trigger?(Input::B)
      # Play Cancel SE
      $game_system.se_play($data_system.cancel_se)
      @number_window.active = false
      @number_window.visible = false
      @dummy_window.visible = false
      @main_window.active = true
      return
    end
    # If C Button was Pressed
    if Input.trigger?(Input::C)
      # Obtain Current RTAB Battle Speed
      $game_system.battle_speed = @number_window.number
      $game_system.battle_speed = 1 if @number_window.number == 0
      # Play Decision SE
      $game_system.se_play($data_system.decision_se)
      @number_window.active = false
      @number_window.visible = false
      @dummy_window.visible = false
      @main_window.active = true
      @main_window.refresh
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Command Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B Button was pressed
    if Input.trigger?(Input::B)
      # Play Cancel SE
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = false
      @command_window.visible = false
      @main_window.active = true
      return
    end
    # If C Button was pressed
    if Input.trigger?(Input::C)
      # Branch by "Active" window cursor position
      case @command_window.index
      when 0
        $game_system.battle_active = 1
      when 1
        $game_system.battle_active = 2
      when 2
        $game_system.battle_active = 3
      end     
      # Play Decision SE
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @command_window.visible = false
      @main_window.active = true
      @main_window.refresh
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Camera Update (when camera window is active)
  #--------------------------------------------------------------------------
  def update_camera
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play Cancel SE
      $game_system.se_play($data_system.cancel_se)
      @camera_window.active = false
      @camera_window.visible = false
      @main_window.active = true
      return
    end
    # If C Button was pressed
    if Input.trigger?(Input::C)
      # Branch by camera window cursor position
      case @camera_window.index
      when 0
        $game_system.battle_camera = true
      when 1
        $game_system.battle_camera = false
      end     
      # Play Decision SE
      $game_system.se_play($data_system.decision_se)
      @camera_window.active = false
      @camera_window.visible = false
      @main_window.active = true
      @main_window.refresh
      return
    end
  end
end

#==============================================================================
# Real time active battle (RTAB) Ver 1.12
#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle 
  #--------------------------------------------------------------------------
  # * ATB fundamental setup
  #--------------------------------------------------------------------------
  def atb_setup
    # ATB initialization
    #
    # speed   : Battle speed decision. The lower the value, the faster the system
    #
    # @active : Degree of active setting
    #           3 : Always active state
    #           2 : ATB pauses when selecting skill/item
    #           1 : Same as 2, but pauses during target selection
    #           0 : Same as 1, but pauses during command window selection.
    #
    # @action : Others while acting is the fact that by their causes conduct permitted?
    #           3 : If by his is not incapacitation, limited to you permit
    #           2 : If by his has not received the damage, you permit
    #           1 : In addition to the state of 2, if the target has not acted, you permit
    #           0 : Conduct is not permitted. Until it finishes to act in order, it waits
    #
    # @anime_wait : When it makes true, during battle animation damage indicating wait catches
    # @damage_wait : Damage indicatory waiting (as for unit frame)
    #
    # @after_wait : At the time of ally enemy total loss,  until moves to next processing, waiting
    #               [a, b]  a) At the time of party total loss,  b) At time of enemy total loss (unit frame)
    #
    # @enemy_speed : Thought speed of enemy. If 1 immediately conduct.
    #                In every frame, conduct is caused with the probability of 1/@enemy_speed
    #
    # @force : With forced action forced condition at time of skill use
    #          2: As for skill everything not to reside permanently, by all means immediately execution
    #          1: As for independent skill to reside permanently, only cooperation skill immediately execution
    #          0: All the skill permanent residence just are done
    #
    # ($scene.force = Usually by making x, from the script of the event modification possibility)
    #
    # CAMERA DRIVE SYSTEM:  This system moves the Camera POV to the currently moving battler
    # @drive       : Camera drive system ON/OFF.  When true, drive ON, when false drive OFF
    # @scroll_time : Time it takes to scroll/move the camera POV during battle
    #
    # @zoom_rate = [i, j] : Zoom Rate (Changes the size of the enemy based on perspective)
    #                       i) When arranging in the picture first section, enlargement ratio
    #                       j) When arranging in the picture lowest section, enlargement ratio
    #                       1  When liking to make time, 1.0 be sure to set with decimal

    speed = $game_system.battle_speed     # IN FRAMES / FOR ATB SYSTEM
    @active = $game_system.battle_active  # Active Setting (Range of 0 - 3)
    @action = 2                           # Action Setting (Range of 0 - 3)
    @anime_wait = false                   #
    @damage_wait = 10                     #
    @after_wait = [80, 0]                 #
    @enemy_speed = 40                     #
    @force = 0                            #
    @drive = $game_system.battle_camera   # Turns camera system on/off
    @scroll_time = 15                     # Speed of camera system
    @zoom_rate = [1.0, 1.0]               # Change size of battler based on perspective
    @help_time = 40
    @escape == false
    @camera = nil
    @max = 0
    @turn_cnt = 0
    @help_wait = 0
    @action_battlers = []
    @synthe = []
    @spell_p = {}
    @spell_e = {}
    @command_a = false
    @command = []
    @party = false

    for battler in $game_party.actors + $game_troop.enemies
      spell_reset(battler)
      battler.at = battler.agi * rand(speed / 2)
      battler.damage_pop = {}
      battler.damage = {}
      battler.damage_sp = {}
      battler.critical = {}
      battler.recover_hp = {}
      battler.recover_sp = {}
      battler.state_p = {}
      battler.state_m = {}
      battler.animation = []
      if battler.is_a?(Game_Actor)
        @max += battler.agi
      end
    end

    @max *= speed
    @max /= $game_party.actors.size

    for battler in $game_party.actors + $game_troop.enemies
      battler.atp = 100 * battler.at / @max
    end
  end
end
Stand alone from mainstream society, be the different voice in a world where all speak the same.  Beat not to the rythm of the same drum, make your own rythm and follow it.  Individuality is the method by which we people live, the factor which keeps us from a hive mind, a singularity.  Instrumentality is not key, the key is accepting the difference of people and allowing their differences to flourish, not to suppress these differences and make everyone equal, for in pure equality, we lose what makes us who we are, our humanity.

pokeball GAXOfflineMale
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Rep:
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The Laughing Man
Sooooo...
Anyone even considder doing this?
Stand alone from mainstream society, be the different voice in a world where all speak the same.  Beat not to the rythm of the same drum, make your own rythm and follow it.  Individuality is the method by which we people live, the factor which keeps us from a hive mind, a singularity.  Instrumentality is not key, the key is accepting the difference of people and allowing their differences to flourish, not to suppress these differences and make everyone equal, for in pure equality, we lose what makes us who we are, our humanity.

pokeball GAXOfflineMale
**
Rep:
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The Laughing Man
bumpity bump bump

 :wiimote: :wiir: :shroom: :wiib: :wiig: :wiiw: :u2ipod: :snes: :saturn: :pstation: :ps1: :ps2: :ds: :n64: :xbox: :swan: :vb: :nes: :gamecube: :mastersystem: :megadrive: :n64pika: :nano: :neogeo: :nespad: :gbc: :gba: :gameboy: :famicom: :dreamcast: :atari: :wiia:
Stand alone from mainstream society, be the different voice in a world where all speak the same.  Beat not to the rythm of the same drum, make your own rythm and follow it.  Individuality is the method by which we people live, the factor which keeps us from a hive mind, a singularity.  Instrumentality is not key, the key is accepting the difference of people and allowing their differences to flourish, not to suppress these differences and make everyone equal, for in pure equality, we lose what makes us who we are, our humanity.

pokeball GAXOfflineMale
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Rep:
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The Laughing Man
NECRO BUMP




Maybe I should change my comment to say "Doctor Frankenpost"
Stand alone from mainstream society, be the different voice in a world where all speak the same.  Beat not to the rythm of the same drum, make your own rythm and follow it.  Individuality is the method by which we people live, the factor which keeps us from a hive mind, a singularity.  Instrumentality is not key, the key is accepting the difference of people and allowing their differences to flourish, not to suppress these differences and make everyone equal, for in pure equality, we lose what makes us who we are, our humanity.

**
Rep: +0/-0Level 88
this actually seems rather nice... even your current cms is very nice i like it :)

i would help you but i havent even begun reading about scripting yet... im gonna do that after i finish my first game with other peoples scripts >.> lol
im learning how to make a game >.> takes a lot of reading

title: fantasy dreams:memories shadow
completion %: 0 >.> im still reading how to make a game

very true quotes :) especially the third one

"A lot of fellows nowadays have a B.A., M.D., or Ph.D. Unfortunately, they don't have a J.O.B."
"A word to the wise ain't necessary -- it's the stupid ones that need the advice."
"Hard work never killed anybody, but why take a chance?"

*
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
Rep:
Level 96
&&&&&&&&&&&&&&&&&&&&&&&&&&&
GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
You could use a script genarator.
&&&&&&&&&&&&&&&&

pokeball GAXOfflineMale
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The Laughing Man
Here's the problem:

I'm not too good at using script generators
Stand alone from mainstream society, be the different voice in a world where all speak the same.  Beat not to the rythm of the same drum, make your own rythm and follow it.  Individuality is the method by which we people live, the factor which keeps us from a hive mind, a singularity.  Instrumentality is not key, the key is accepting the difference of people and allowing their differences to flourish, not to suppress these differences and make everyone equal, for in pure equality, we lose what makes us who we are, our humanity.

***
Rep:
Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
Okies...First off, learning to script a basic CMS is easy as you undoubtably know now but heres my question for you. Why the hell would you trash such as awesome looking menu? I've made a lot of CMS's for people and looked at many more but that is the nicest one I've seen yet as far as looks. Been ages since I messed around with RGSS since I've moved on to Ruby itself and RMXP was lost when I formatted my HD to factory install but I just might give this a try if you promise me the new menu will look as awesome as the old! ^_^

pokeball GAXOfflineMale
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Rep:
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The Laughing Man
Heh, the reason I want a new CMS is because I got this one off of Dubealex.com, and I want one specially made, I like to old one, but I want to be a little more unique
Stand alone from mainstream society, be the different voice in a world where all speak the same.  Beat not to the rythm of the same drum, make your own rythm and follow it.  Individuality is the method by which we people live, the factor which keeps us from a hive mind, a singularity.  Instrumentality is not key, the key is accepting the difference of people and allowing their differences to flourish, not to suppress these differences and make everyone equal, for in pure equality, we lose what makes us who we are, our humanity.