The Sleeping Leonhart
Member
Compact Menu
Version: 1.2
Introduction
This is an All in One menu where you can use item equipment and skill.
Now with all the equipment type.
Screenshot
Demo
Download 1.1(with only armor and weapon usable)
Download 1.2
Script
Instructions
Edit the images to suit tastes.
You must put the images of party in the Pictures and you must call it like the Battler graphic.
Download the demo to take the "Basic" graphic.
Compatibility
Dont know.
Version: 1.2
Introduction
This is an All in One menu where you can use item equipment and skill.
Now with all the equipment type.
Screenshot
http://img508.imageshack.us/img508/9061/cmzo4.png[/img]
Demo
Download 1.1(with only armor and weapon usable)
Download 1.2
Script
Code:
#==============================================================================
# ** Compact Menu
#------------------------------------------------------------------------------
#Â Autor: The Sleeping Leonhart
#Â Version: 1.2
#Â Release Date: 26/07/2008
#------------------------------------------------------------------------------
#Â Description:
#Â Â This is an All in One menu where you can use item equipment and skill.
#------------------------------------------------------------------------------
#Â Istruzioni:
#Â Â Edit the images to suit tastes.
#Â Â You must put the images of party in the Picture
#Â Â and you must call it like the Battler graphic.
#==============================================================================
class Game_Actor < Game_Battler
 def now_exp
  return @exp - @exp_list[@level]
 end
 def next_exp
  return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
 end
end
class Window_Base < Window
 def draw_actor_exps(actor, x, y)
  self.contents.font.color = system_color
  self.contents.draw_text(x, y, 28, 32, "Exp")
  self.contents.font.color = normal_color
  if actor.now_exp != 0
   text = (actor.now_exp.to_f / actor.next_exp.to_f)*100.00
   text = text.round
  else
   text = 0
  end
  self.contents.draw_text(x + 40, y, 84, 32, text.to_s+"%")
 end
 def draw_actor_parameter(actor, x, y, type)
  case type
  when 0
   parameter_name = $data_system.words.atk
   parameter_value = actor.atk
  when 1
   parameter_name = $data_system.words.pdef
   parameter_value = actor.pdef
  when 2
   parameter_name = $data_system.words.mdef
   parameter_value = actor.mdef
  when 3
   parameter_name = $data_system.words.str
   parameter_value = actor.str
  when 4
   parameter_name = $data_system.words.dex
   parameter_value = actor.dex
  when 5
   parameter_name = $data_system.words.agi
   parameter_value = actor.agi
  when 6
   parameter_name = $data_system.words.int
   parameter_value = actor.int
  when 7
   parameter_name = "Evasion"
   parameter_value = actor.eva
  end
  self.contents.font.color = system_color
  self.contents.draw_text(x, y, 120, 32, parameter_name)
  self.contents.font.color = normal_color
  self.contents.draw_text(x + 88, y, 36, 32, parameter_value.to_s, 2)
 end
end
class Window_MenuStatus < Window_Selectable
 def initialize(actor)
  super(220, 48, 480, 96+32)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.opacity = 0
  @actor = actor
  refresh
  self.active = false
  self.index = -1
 end
 def refresh
  self.contents.clear
  @item_max = 1
  x = 0
  y = 0
  actor = @actor
  self.contents.font.size = 18
  draw_actor_name(actor, x, y)
  draw_actor_hp(actor, x + 92, y)
  draw_actor_sp(actor, x + 236, y)
  draw_actor_state(actor, x, y + 18)
  draw_actor_level(actor, x, y + 36)
  draw_actor_exps(actor, x, y + 54)
  draw_actor_parameter(actor, x + 92, y + 16, 0)
  draw_actor_parameter(actor, x + 92, y + 32, 1)
  draw_actor_parameter(actor, x + 92, y + 48, 2)
  draw_actor_parameter(actor, x + 92, y + 64, 6)
  draw_actor_parameter(actor, x + 236, y + 16, 3)
  draw_actor_parameter(actor, x + 236, y + 32, 4)
  draw_actor_parameter(actor, x + 236, y + 48, 5)
  draw_actor_parameter(actor, x + 236, y + 64, 7)
 end
 def update_cursor_rect
  if @index < 0
   self.cursor_rect.empty
  else
   self.cursor_rect.set(0, @index * 96, self.width - 32, 96)
  end
 end
end
class Window_MenuSkill < Window_Selectable
 def initialize(actor)
  super(287, 299, 278, 56)
  @actor = actor
  @column_max = 10
  @row_max = 1
  refresh
  self.opacity = 0
  self.index = 0
 end
 def skill
  return @data[self.index]
 end
 def refresh
  if self.contents != nil
   self.contents.dispose
   self.contents = nil
  end
  @data = []
  for i in 0...@actor.skills.size
   skill = $data_skills[@actor.skills[i]]
   if skill != nil
    @data.push(skill)
   end
  end
  @item_max = @data.size
  if @item_max > 0
   self.contents = Bitmap.new(width-32, row_max*32)
   for i in 0...@item_max
    draw_item(i)
   end
  end
 end
 def draw_item(index)
  skill = @data[index]
  if @actor.skill_can_use?(skill.id)
   self.contents.font.color = normal_color
  else
   self.contents.font.color = disabled_color
  end
  x = index % 10 * 24
  y = index / 10 * 24
  rect = Rect.new(x, y, self.width / @column_max - 32, 32)
  self.contents.font.size = 14
  bitmap = RPG::Cache.icon(skill.icon_name)
  opacity = self.contents.font.color == normal_color ? 255 : 128
  self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)
  self.contents.draw_text(x+12,y+8,128,24,skill.sp_cost.to_s)
 end
 def update_help
  @help_window.set_text(self.skill == nil ? "" : self.skill.name+": "+self.skill.description)
 end
 def update_cursor_rect
  if self.active
   self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)
   self.oy = index / 10 * 24
  else
   self.cursor_rect.set(0, 0, 0, 0)
  end
 end
end
class Window_MenuItem < Window_Selectable
 def initialize
  super(287, 355, 278, 56+24)
  @column_max = 10
  refresh
  self.index = 0
  self.opacity = 0
 end
 def item
  return @data[self.index]
 end
 def refresh
  if self.contents != nil
   self.contents.dispose
   self.contents = nil
  end
  @data = []
  for i in 1...$data_items.size
   if $game_party.item_number(i) > 0
    @data.push($data_items[i])
   end
  end
  @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
 def draw_item(index)
  item = @data[index]
  case item
  when RPG::Item
   number = $game_party.item_number(item.id)
  when RPG::Weapon
   number = $game_party.weapon_number(item.id)
  when RPG::Armor
   number = $game_party.armor_number(item.id)
  end
  if item.is_a?(RPG::Item) and
   $game_party.item_can_use?(item.id)
   self.contents.font.color = normal_color
  else
   self.contents.font.color = disabled_color
  end
  x = index % 10 * 24
  y = index / 10 * 24
  rect = Rect.new(x, y, 24, 24)
  self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
  self.contents.font.size = 14
  bitmap = RPG::Cache.icon(item.icon_name)
  opacity = self.contents.font.color == normal_color ? 255 : 128
  self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)
  self.contents.draw_text(x + 12, y + 4, 24, 32, number.to_s)
 end
 def update_help
  @help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)
 end
 def update_cursor_rect
  if self.active
   if @index < 0
    self.cursor_rect.empty
    return
   end
   row = @index / @column_max
   if row < self.top_row
    self.top_row = row
   end
   if row > self.top_row + 1
    self.top_row = row - 1
   end
   cursor_width = self.width / @column_max - 32
   self.oy = (self.oy/32)*24
   x = @index % @column_max * 24
   y = @index / @column_max * 24 - (self.oy/24)*24
   self.cursor_rect.set(x, y, 24, 24)
  else
   self.cursor_rect.set(0, 0, 0, 0)
  end
 end
end
class Window_Target < Window_Selectable
 def initialize
  super(0, 0, $game_party.actors.size*48+32, 96)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.z += 10
  @column_max = @item_max = $game_party.actors.size
  refresh
 end
 def refresh
  self.contents.clear
  for i in 0...$game_party.actors.size
   x = 48*i+24
   y = 52
   actor = $game_party.actors[i]
   draw_actor_graphic(actor, x, y)
  end
 end
 def update_cursor_rect
  if @index <= -2
   self.cursor_rect.set((@index + 10) * 48, 0, 48, 64)
  elsif @index == -1
   self.cursor_rect.set(0, 0, @item_max * 48, 64)
  else
   self.cursor_rect.set(@index * 48, 0, 48, 64)
  end
 end
end
class Window_MenuEquipped < Window_Selectable
 def initialize(actor)
  super(272, 158, 368, 26*2+32)
  self.contents = Bitmap.new(width - 32, 32 * 5 - 32)
  self.opacity = 0
  self.active = false
  self.index = 0
  @item_max = 5
  @column_max = 1
  @actor = actor
  refresh
 end
 def item
  return @data[self.index]
 end
 def refresh
  self.contents.clear
  @data = []
  @data.push($data_weapons[@actor.weapon_id])
  @data.push($data_armors[@actor.armor1_id])
  @data.push($data_armors[@actor.armor2_id])
  @data.push($data_armors[@actor.armor3_id])
  @data.push($data_armors[@actor.armor4_id])
  @item_max = @data.size
  self.contents.font.color = system_color
  self.contents.font.size = 16
  self.contents.draw_text(16, 26 * 0, 92, 32, $data_system.words.weapon)
  self.contents.draw_text(16, 26 * 1, 92, 32, $data_system.words.armor1)
  self.contents.draw_text(16, 26 * 2, 92, 32, $data_system.words.armor2)
  self.contents.draw_text(16, 26 * 3, 92, 32, $data_system.words.armor3)
  self.contents.draw_text(16, 26 * 4, 92, 32, $data_system.words.armor4)
  draw_item_name(@data[0], 92, 26 * 0)
  draw_item_name(@data[1], 92, 26 * 1)
  draw_item_name(@data[2], 92, 26 * 2)
  draw_item_name(@data[3], 92, 26 * 3)
  draw_item_name(@data[4], 92, 26 * 4)
 end
 def update_help
  @help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)
 end
Â
 def update_cursor_rect
  if self.active
   y = @index % 2 * 26
   self.cursor_rect.set(12, y + 9, 244, 16)
   self.oy = (@index - @index % 2) * 26
  else
   self.cursor_rect.set(0, 0, 0, 0)
  end
 end
end
class Window_MenuEquip < Window_Selectable
 def initialize(actor, type)
  super(287, 243-24, 272, 80)
  @actor = actor
  @column_max = 10
  @row_max = 2
  @equip_type = type
  self.index = 0
  self.opacity = 0
  self.active = false
  refresh
 end
 def item
  return @data[self.index]
 end
 def refresh
  if self.contents != nil
   self.contents.dispose
   self.contents = nil
  end
  @data = []
  if @equip_type == 0
   weapon_set = $data_classes[@actor.class_id].weapon_set
   for i in 1...$data_weapons.size
    if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
     @data.push($data_weapons[i])
    end
   end
  end
  if @equip_type != 0
   armor_set = $data_classes[@actor.class_id].armor_set
   for i in 1...$data_armors.size
    if $game_party.armor_number(i) > 0 and armor_set.include?(i)
     if $data_armors[i].kind == @equip_type-1
      @data.push($data_armors[i])
     end
    end
   end
  end
  @data.push(nil)
  @item_max = @data.size
  self.contents = Bitmap.new(width - 32, row_max * 32)
  for i in 0...@item_max-1
   draw_item(i)
  end
 end
 def draw_item(index)
  item = @data[index]
  case item
  when RPG::Weapon
   number = $game_party.weapon_number(item.id)
  when RPG::Armor
   number = $game_party.armor_number(item.id)
  end
  x = index % 10 * 24
  y = index / 10 * 24
  rect = Rect.new(x, y, self.width / @column_max - 32, 32)
  self.contents.font.size = 14
  bitmap = RPG::Cache.icon(item.icon_name)
  opacity = self.contents.font.color == normal_color ? 255 : 128
  self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)
  self.contents.draw_text(x+12,y+8,128,24, number.to_s)
 end
 def update_help
  @help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)
 end
 def update_cursor_rect
  if self.active
   self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)
   self.oy = index / 10 * 24
  else
   self.cursor_rect.set(0, 0, 0, 0)
  end
 end
end
class Scene_Menu
 def initialize(menu_index = 0)
  @menu_index = menu_index
 end
 def main
  @actor_index = 0
  @target = ""
  scene_window
  Graphics.transition
  loop do
   Graphics.update
   Input.update
   update
   if $scene != self
    break
   end
  end
  Graphics.freeze
  scene_dispose
 end
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 def scene_window
  @actor = $game_party.actors[@actor_index]
  @map = Spriteset_Map.new
  @bg = Sprite.new
  @bg.bitmap = Bitmap.new("Graphics/Pictures/MenuBG")
  @pg = Sprite.new
  @pg.bitmap = Bitmap.new("Graphics/Pictures/"+@actor.battler_name)
  @pg.y = 64
  @arrow = Sprite.new
  @arrow.x = 264
  @arrow.y = 170
  @arrow.bitmap = Bitmap.new("Graphics/Pictures/Arrow")
  @lr = Sprite.new
  @lr.bitmap = Bitmap.new("Graphics/Pictures/LR") if $game_party.actors.size > 1
  s1 = ""
  @command_window = Window_Command.new(160, [s1, s1, s1, s1, s1])
  @menu_index = 3 if @menu_index == 4
  @menu_index = 4 if @menu_index == 5
  @command_window.index = @menu_index
  @command_window.visible = false
  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
  @help_window = Window_Help.new
  @help_window.opacity = 0
  @item_window = Window_MenuItem.new
  @skill_window = Window_MenuSkill.new(@actor)
  @status_window = Window_MenuStatus.new(@actor)
  @target_window = Window_Target.new
  @right_window = Window_MenuEquipped.new(@actor)
  @item_window1 = Window_MenuEquip.new(@actor, 0)
  @item_window2 = Window_MenuEquip.new(@actor, 1)
  @item_window3 = Window_MenuEquip.new(@actor, 2)
  @item_window4 = Window_MenuEquip.new(@actor, 3)
  @item_window5 = Window_MenuEquip.new(@actor, 4)
  @skill_window.help_window = @help_window
  @item_window.help_window = @help_window
  @right_window.help_window = @help_window
  @item_window1.help_window = @help_window
  @item_window2.help_window = @help_window
  @item_window3.help_window = @help_window
  @item_window4.help_window = @help_window
  @item_window5.help_window = @help_window
  @item_equip_window = @item_window1
  @item_window1.visible = false
  @item_window2.visible = false
  @item_window3.visible = false
  @item_window4.visible = false
  @item_window5.visible = false
  @item_window.active = false
  @help_window.visible = false
  @skill_window.active = false
  @target_window.visible = false
  @target_window.active = false
 end
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 def scene_dispose
  @command_window.dispose
  @item_window.dispose
  @item_window1.dispose
  @item_window2.dispose
  @item_window3.dispose
  @item_window4.dispose
  @item_window5.dispose
  @skill_window.dispose
  @status_window.dispose
  @target_window.dispose
  @right_window.dispose
  @help_window.dispose
  @map.dispose
  @bg.dispose
  @pg.dispose
  @arrow.dispose
  @lr.dispose
 end
Â
 def update
  @command_window.update
  @item_window.update
  @item_window1.update
  @item_window2.update
  @item_window3.update
  @item_window4.update
  @item_window5.update
  @skill_window.update
  @status_window.update
  @target_window.update
  @right_window.update
  @map.update
  case @right_window.index
  when 0
   @item_equip_window.visible = false
   @item_equip_window = @item_window1
   @item_equip_window.visible = true
  when 1  Â
   @item_equip_window.visible = false
   @item_equip_window = @item_window2
   @item_equip_window.visible = true
  when 2  Â
   @item_equip_window.visible = false
   @item_equip_window = @item_window3
   @item_equip_window.visible = true
  when 3  Â
   @item_equip_window.visible = false
   @item_equip_window = @item_window4
   @item_equip_window.visible = true
  when 4
   @item_equip_window.visible = false
   @item_equip_window = @item_window5
   @item_equip_window.visible = true
  end Â
  if $game_party.actors.size > 1
   if Input.trigger?(Input::R)
    $game_system.se_play($data_system.cursor_se)
    @actor_index += 1
    @actor_index %= $game_party.actors.size
    scene_dispose
    scene_window
    return
   end
   if Input.trigger?(Input::L)
    $game_system.se_play($data_system.cursor_se)
    @actor_index += $game_party.actors.size - 1
    @actor_index %= $game_party.actors.size
    scene_dispose
    scene_window
    return
   end
  end
  if @command_window.active
   update_command
   return
  end
  if @item_window.active
   update_item
   return
  end
  if @skill_window.active
   update_skill
   return
  end
  if @right_window.active
   update_right
   return
  end
  if @item_equip_window.active
   update_equip_item
   return
  end
  if @target_window.active
   update_item_target if @target == "item"
   update_skill_target if @target == "skill"
   return
  end
 end
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 def update_command
  case @command_window.index
  when 2
   @help_window.set_text("Show and use item.")
   @arrow.x = 264
   @arrow.y = 360
  when 1
   @help_window.set_text("Show and use Skill.")
   @arrow.x = 264
   @arrow.y = 300
  when 0
   @help_window.set_text("Equip Weapon and Armor.")
   @arrow.x = 264
   @arrow.y = 170
  when 3
   @help_window.set_text("Save the game progress.")
   @arrow.x = 556
   @arrow.y = 464
  when 4
   @help_window.set_text("Exit.")
   @arrow.x = 590
   @arrow.y = 464
  end
  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 2
    $game_system.se_play($data_system.decision_se)
    @command_window.active = false
    @item_window.active = true
   when 1
    $game_system.se_play($data_system.decision_se)
    @command_window.active = false
    @skill_window.active = true
   when 0
    $game_system.se_play($data_system.decision_se)
    @command_window.active = false
    @right_window.active = true
   when 3
    if $game_system.save_disabled
     $game_system.se_play($data_system.buzzer_se)
     return
    end
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Save.new
   when 4
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_End.new
   end
   return
  end
 endÂ
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 def update_item
  if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   @item_window.active = false
   @item_window.help_window.visible = false
   @command_window.active = true
   return
  end
  if Input.trigger?(Input::C)
   @item = @item_window.item
   unless @item.is_a?(RPG::Item)
    $game_system.se_play($data_system.buzzer_se)
    return
   end
   unless $game_party.item_can_use?(@item.id)
    $game_system.se_play($data_system.buzzer_se)
    return
   end
   $game_system.se_play($data_system.decision_se)
   if @item.scope >= 3
    @item_window.active = false
    @target_window.x = 287
    @target_window.y = 355
    @target_window.visible = true
    @target_window.active = true
    @target = "item"
    if @item.scope == 4 || @item.scope == 6
     @target_window.index = -1
    else
     @target_window.index = 0
    end
   else
    if @item.common_event_id > 0
     $game_temp.common_event_id = @item.common_event_id
     $game_system.se_play(@item.menu_se)
     if @item.consumable
      $game_party.lose_item(@item.id, 1)
      @item_window.draw_item(@item_window.index)
     end
     $scene = Scene_Map.new
     return
    end
   end
   return
  end
 end
 def update_item_target
  if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   unless $game_party.item_can_use?(@item.id)
    @item_window.refresh
   end
   @target = ""
   @item_window.active = true
   @target_window.visible = false
   @target_window.active = false
   return
  end
  if Input.trigger?(Input::C)
   if $game_party.item_number(@item.id) == 0
    $game_system.se_play($data_system.buzzer_se)
    return
   end
   if @target_window.index == -1
    used = false
    for i in $game_party.actors
     used |= i.item_effect(@item)
    end
   end
   if @target_window.index >= 0
    target = $game_party.actors[@target_window.index]
    used = target.item_effect(@item)
   end
   if used
    $game_system.se_play(@item.menu_se)
    if @item.consumable
     $game_party.lose_item(@item.id, 1)
     @item_window.draw_item(@item_window.index)
    end
    @target_window.refresh
    if $game_party.all_dead?
     $scene = Scene_Gameover.new
     return
    end
    if @item.common_event_id > 0
     $game_temp.common_event_id = @item.common_event_id
     $scene = Scene_Map.new
     return
    end
    @status_window.refresh
   end
   unless used
    $game_system.se_play($data_system.buzzer_se)
   end
   return
  end
 end
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 def update_skill
  if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   @skill_window.active = false
   @skill_window.help_window.visible = false
   @command_window.active = true
   return
  end
  if Input.trigger?(Input::C)
   @skill = @skill_window.skill
   if @skill == nil or not @actor.skill_can_use?(@skill.id)
    $game_system.se_play($data_system.buzzer_se)
    return
   end
   $game_system.se_play($data_system.decision_se)
   if @skill.scope >= 3
    @skill_window.active = false
    @target_window.x = 287
    @target_window.y = 299
    @target_window.visible = true
    @target_window.active = true
    @target = "skill"
    if @skill.scope == 4 || @skill.scope == 6
     @target_window.index = -1
    elsif @skill.scope == 7
     @target_window.index = @actor_index - 10
    else
     @target_window.index = 0
    end
   else
    if @skill.common_event_id > 0
     $game_temp.common_event_id = @skill.common_event_id
     $game_system.se_play(@skill.menu_se)
     @status_window.refresh
     @skill_window.refresh
     @target_window.refresh
     $scene = Scene_Map.new
     return
    end
   end
   return
  end
 end
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 def update_skill_target
  if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   @skill_window.active = true
   @target_window.visible = false
   @target_window.active = false
   @target = ""
   return
  end
  if Input.trigger?(Input::C)
   unless @actor.skill_can_use?(@skill.id)
    $game_system.se_play($data_system.buzzer_se)
    return
   end
   if @target_window.index == -1
    used = false
    for i in $game_party.actors
     used |= i.skill_effect(@actor, @skill)
    end
   end
   if @target_window.index <= -2
    target = $game_party.actors[@target_window.index + 10]
    used = target.skill_effect(@actor, @skill)
   end
   if @target_window.index >= 0
    target = $game_party.actors[@target_window.index]
    used = target.skill_effect(@actor, @skill)
   end
   if used
    $game_system.se_play(@skill.menu_se)
    @actor.sp -= @skill.sp_cost
    @status_window.refresh
    @skill_window.refresh
    @target_window.refresh
    if $game_party.all_dead?
     $scene = Scene_Gameover.new
     return
    end
    if @skill.common_event_id > 0
     $game_temp.common_event_id = @skill.common_event_id
     $scene = Scene_Map.new
     return
    end
   end
   unless used
    $game_system.se_play($data_system.buzzer_se)
   end
   return
  end
 endÂ
Â
 def update_right
  if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   @right_window.active = false
   @right_window.help_window.visible = false
   @command_window.active = true
   return
  end
  if Input.trigger?(Input::C)
   if @actor.equip_fix?(@right_window.index)
    $game_system.se_play($data_system.buzzer_se)
    return
   end
   $game_system.se_play($data_system.decision_se)
   @right_window.active = false
   @item_equip_window.active = true
   return
  end
 end
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 def update_equip_item
  if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   @right_window.active = true
   @item_equip_window.help_window.visible = false
   @item_equip_window.active = false
   return
  end
  if Input.trigger?(Input::C)
   $game_system.se_play($data_system.equip_se)
   type = @right_window.index
   item = @item_equip_window.item
   @actor.equip(type, item == nil ? 0 : item.id)
   @right_window.active = true
   @item_equip_window.active = false
   @right_window.refresh
   @item_equip_window.refresh
   @status_window.refresh
   return
  end
 end
end
Edit the images to suit tastes.
You must put the images of party in the Pictures and you must call it like the Battler graphic.
Download the demo to take the "Basic" graphic.
Compatibility
Dont know.