Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Craft Script Menu Edit

Hi.
First of all I'd like to say that I have almost no experience with RGSS.
The only thing I know how to do, is to modify menus a bit.

I did a few edits on the menu so the menu has the following options:
>Item
>Skill
>Equip
>Status
>Limit
>Alchemy
>Infusion
>Save
>End Game

Alchemy and Infusion relate with Prexus Craft Script.
I'm also using DVV's Limit Break with Alistor's Menu edit so, the Limit Option appears on the menu.

Here is the menu edit script:
Code:
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Limit"
    s8 = "Save"
    s9 = "End Game"
    [b]s6 = "Alchemy"
    s7 = "Infusion"[/b]
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9])
    @command_window.index = @menu_index
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
      @command_window.disable_item(4)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(5)
    end
    # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 320
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    # 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
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @playtime_window.update
    @gold_window.update
    @status_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame 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)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 5
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # limit
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0 
     [b] when 5  # craft
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        $scene = Scene_Craft.new('Magic')    
     
        when 6  # craft
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        $scene = Scene_Craft.new('Blacksmith')[/b]
        
      when 7  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 8  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      when 4  # limits
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_LimitMenu.new(@status_window.index)  
 
  #      when 5  # craft
        # Play decision SE
  #      $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
  #      $scene = Scene_Craft.new('Blacksmith')  
        
      end
      return
    end
  end
end

There are 2 options that call the same script (Prexus Craft Script) in my menu the ones in bold.

What I want is to have the cursor appear on its name after I have entered and then left the chosen menu.

To explain better here is the part of the script that I need help editing.
Code:
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      [b]$scene = Scene_Menu.new(6)[/b]
      return
    end
The part in bold is the one I replaced instead of $scene = Scene_Map.new
It does what I expected: when I leave the menu the cursor is on the Alchemy option

{Edit}Here is the whole Prexus Craft script in case needed
Code:
#===============================================================================
# Module Craft by Prexus
#  - Version 2.0 (12.31.06)
#-------------------------------------------------------------------------------
# This is the primary module of the PrexCraft script. Be sure to read the
# instructions to learn how to create new recipes. Do not change any of the
# constants in the DO NOT TOUCH section.
#
#=====TO CALL========
#$game_party.add_recipe('Cold Sword')
#
#$scene = Scene_Craft.new('Blacksmith')
#===============================================================================

module Craft
  #=============================================================================
  # CONSTANTS :: DO NOT TOUCH
  #=============================================================================
  ITEM = 0; ARMOR = 1; WEAPON = 2
  NOT_CONSUMED = false; CONSUMED = true;
  
  #=============================================================================
  # CONSTANTS :: PLEASE TOUCH THESE.. BABY!
  #=============================================================================
  USE_LEVELS           = false  # Use Levels for skills.
  SHOW_COLORS          = true  # Use colorcoding (only for Levels)
  SHOW_LEVELS          = true  # Show recipe level display
  SHOW_LEVEL_UP        = true  # Show level up window
  SHOW_LIST_ICONS      = true  # Show icons in recipe list
  SHOW_RESULT_ICON     = true  # Show icons in result window
  SHOW_COMPONENT_ICONS = true  # Show icons in component window
  
  #=============================================================================
  # TRADE :: OFFSET LEVEL RANGE (edit with caution) (For use with levels only)
  #=============================================================================
  TRADE_LEVEL_OFFSET = 10
  
  #=============================================================================
  # COLORS :: EDIT WITH CAUTION (For use with Levels only)
  #=============================================================================
  TRIVIAL    = Color.new( 64,  64,  64, 255)
  LOW        = Color.new(  0, 255,   0, 255)
  MID        = Color.new(255, 255,   0, 255)
  HIGH       = Color.new(255, 128,   0, 255)
  IMPOSSIBLE = Color.new(255,   0,   0, 255)
  
  #=============================================================================
  # RECIPES :: Follow Instructions
  #-----------------------------------------------------------------------------
  # FORMAT :
  # {'NAME' => 'RECIPE NAME AS STRING',
  #  'TYPE' => 'RECIPE TYPE AS STRING',
  #  'LEVEL' => LEVEL_AS_INTEGER,  << Not Necessary with USE_LEVELS set to False
  #  'RESULT' => [TYPE, ID, VALUE],
  #  'COMPONENTS' => [
  #    [TYPE, ID, VALUE, CONSUMED?],
  #    [TYPE, ID, VALUE, CONSUMED?],
  #    ...
  #  ]
  # }
  #-----------------------------------------------------------------------------
  # To setup a recipe, follow the example below:
  #-----------------------------------------------------------------------------
  # {'NAME' => 'Cold Iron Sword',
  #  'TYPE' => 'Blacksmith',
  #  'LEVEL' => 10,
  #  'RESULT' => [WEAPON, 1, 1],
  #  'COMPONENTS' => [
  #    [ITEM, 1, 1, CONSUMED],
  #    [ITEM, 2, 1, CONSUMED],
  #    [WEAPON, 3, 1, NOT_CONSUMED]
  #  ]
  # } # End Recipe [WEAPON, 1, 1]
  #=============================================================================
  RECIPES = [
    {'NAME' => 'Cold Sword',
     'TYPE' => 'Blacksmith',
     'LEVEL' => 1,
     'RESULT' => [WEAPON, 33, 1],
     'COMPONENTS' => [
       [ITEM, 33, 1, CONSUMED],
       [WEAPON, 1, 1, CONSUMED]
      ]
    },
    {'NAME' => 'Ribon',
     'TYPE' => 'Magic',
     'LEVEL' => 20,
     'RESULT' => [ARMOR, 11, 1],
     'COMPONENTS' => [
       [ITEM, 27, 1, NOT_CONSUMED],
       [ITEM, 28, 1, NOT_CONSUMED],
       [ITEM, 29, 1, NOT_CONSUMED],
       [ITEM, 30, 1, NOT_CONSUMED],
       [ITEM, 31, 1, NOT_CONSUMED]
     ]
    }

  ]
  
  #=============================================================================
  # Craft Methods
  #-----------------------------------------------------------------------------
  # valid_recipe? : name
  # Checks if the recipe name given exists in the recipe data store.
  #=============================================================================
  def self.valid_recipe?(name)
    for recipe in RECIPES
      return true if name == recipe['NAME']
    end
    return false
  end
  
  #=============================================================================
  # Craft Methods
  #-----------------------------------------------------------------------------
  # can_make? : name
  # Checks if the recipe is possible to make. First finds if the recipe given is
  # valid, then checks if there are enough components in your inventory.
  #=============================================================================
  def self.can_make?(name)
    return false unless self.valid_recipe?(name)
    for r in RECIPES
      next unless name == r['NAME']
      recipe = r
    end
    return false unless recipe
    for component in recipe['COMPONENTS']
      case component[0]
      when 0 # ITEM
        return false unless $game_party.item_number(component[1]) >= component[2]
      when 1 # ARMOR
        return false unless $game_party.armor_number(component[1]) >= component[2]
      when 2 # WEAPON
        return false unless $game_party.weapon_number(component[1]) >= component[2]
      end
    end
    return true
  end
  
  #=============================================================================
  # Craft Methods
  #-----------------------------------------------------------------------------
  # get_recipe : name
  # Returns the hash object containing the data information for the recipe if
  # the recipe is valid. Else returns nil.
  #=============================================================================
  def self.get_recipe(name)
    return nil unless self.valid_recipe?(name)
    for recipe in RECIPES
      return recipe if recipe['NAME'] == name
    end
    return nil
  end
  
  #=============================================================================
  # Craft Methods for LEVELS
  #-----------------------------------------------------------------------------
  # color_chart : diff
  # Returns the color suited for the recipe based on the difference between the
  # recipe level and your party's skill level
  #=============================================================================
  def self.color_chart(diff)
    if diff < 0
      return IMPOSSIBLE
    elsif (0...TRADE_LEVEL_OFFSET).to_a.include?(diff)
      return HIGH
    elsif (TRADE_LEVEL_OFFSET...TRADE_LEVEL_OFFSET * 2).to_a.include?(diff)
      return MID
    elsif (TRADE_LEVEL_OFFSET * 2...TRADE_LEVEL_OFFSET * 3).to_a.include?(diff)
      return LOW
    else
      return TRIVIAL
    end
  end
  
  #=============================================================================
  # Craft Methods for LEVELS
  #-----------------------------------------------------------------------------
  # level_skill : skill, diff
  # Raises the level of the skill based on the difference between the recipe
  # level and the party's skill level.
  #=============================================================================
  def self.level_skill(skill, diff)
    if (0...TRADE_LEVEL_OFFSET).to_a.include?(diff)
      if rand(10) >= 1
        $game_party.trade_level_up(skill, 1)
        return true
      else
        return false
      end
    elsif (TRADE_LEVEL_OFFSET...TRADE_LEVEL_OFFSET * 2).to_a.include?(diff)
      if rand(10) >= 3
        $game_party.trade_level_up(skill, 1)
        return true
      else
        return false
      end
    elsif (TRADE_LEVEL_OFFSET * 2...TRADE_LEVEL_OFFSET * 3).to_a.include?(diff)
      if rand(10) >= 6
        $game_party.trade_level_up(skill, 1)
        return true
      else
        return false
      end
    else
      return false
    end
  end
end

#===============================================================================
# Scene Craft
#-------------------------------------------------------------------------------
# This is the main interface for the crafting system. You can run it by using
# the callscript command '$scene = Scene_Craft.new' or by adding it to your own
# code in the same manner.
#===============================================================================

class Scene_Craft
  def initialize(type = nil)
    @type = type
  end
  def main
    @recipe_list = Window_RecipeList.new(@type)
    @result_info = Window_ResultInfo.new(@recipe_list.data)
    @result_comp = Window_ResultComponents.new(@recipe_list.data)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @recipe_list.dispose
    @result_info.dispose
    @result_comp.dispose
    @level_window.dispose if @level_window
  end
  #-----------------------------------------------------------------------------
  def update
    @recipe_list.update
    @result_info.update(@recipe_list.data)
    @result_comp.update(@recipe_list.data)
    if @level_window
      @level_window.update
      @level_window.opacity -= 2
      @level_window.contents_opacity -= 2
      if @level_window.opacity == 0
        @level_window.dispose
        @level_window = nil
      end
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(6)
      return
    end
    if Input.trigger?(Input::C)
      if craft(@recipe_list.data)
        $game_system.se_play($data_system.decision_se)
      else
        $game_system.se_play($data_system.buzzer_se)
      end
      @recipe_list.refresh
      @result_info.refresh
      @result_comp.refresh
      return
    end
  end
  #-----------------------------------------------------------------------------
  def craft(recipe)
    return false unless Craft.can_make?(recipe)
    recipe = Craft.get_recipe(@recipe_list.data)
    if Craft::USE_LEVELS
      skill = (recipe['TYPE'] ? recipe['TYPE'] : nil)
      level = (recipe['LEVEL'] ? recipe['LEVEL'] : 1)
      if skill
        return unless $game_party.trade_check?(skill, level)
        diff = ($game_party.trade_skills[skill] - level).abs
        old_level = $game_party.trade_skills[skill]
        if Craft.level_skill(skill, diff)
          if Craft::SHOW_LEVEL_UP
            if @level_window
              @level_window.dispose
              @level_window = nil
            end
            @level_window = Window_Base.new(0, 0, 256, 64)
            @level_window.contents = Bitmap.new(224, 32)
            @level_window.x = 320 - @level_window.width / 2
            @level_window.y = 240 - @level_window.height / 2
            @level_window.z = 9998
            @level_window.contents.draw_text(4, 0, 224, 32,
              "#{skill} +#{($game_party.trade_skills[skill] - old_level).abs}", 1)
          end
        end
      end
    end
    for component in recipe['COMPONENTS']
      case component[0]
      when 0 # Item
        $game_party.lose_item(component[1], component[2]) if component[3]
      when 1 # Armor
        $game_party.lose_armor(component[1], component[2]) if component[3]
      when 2 # Weapon
        $game_party.lose_weapon(component[1], component[2]) if component[3]
      end
    end
    case recipe['RESULT'][0]
    when 0 # Item
      $game_party.gain_item(recipe['RESULT'][1], recipe['RESULT'][2])
    when 1 # Armor
      $game_party.gain_armor(recipe['RESULT'][1], recipe['RESULT'][2])
    when 2 # Weapon
      $game_party.gain_weapon(recipe['RESULT'][1], recipe['RESULT'][2])
    end
    return true
  end
end

#===============================================================================
# Window RecipeList
#-------------------------------------------------------------------------------
# This is a standard command window which shows all the recipes known by the
# party. They will appear in White if you have the proper reagents to combine
# or grey otherwise.
#===============================================================================

class Window_RecipeList < Window_Selectable
  def initialize(type)
    super(0, 0, 224, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @data = []
    @type = type
    refresh
  end
  #-----------------------------------------------------------------------------
  def data
    return @data[self.index]
  end
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    for recipe in $game_party.recipes
      if @type
        next unless Craft.get_recipe(recipe)['TYPE'] == @type
      end
      @data.push(recipe) if Craft.valid_recipe?(recipe)
    end
    @item_max = @data.size
    self.index = [[self.index, 0].max, @item_max].min
    for i in 0..@data.size
      data = @data[i]
      next unless data
      x = (Craft::SHOW_LIST_ICONS ? 32 : 4)
      recipe = Craft.get_recipe(data)
      if Craft::SHOW_LIST_ICONS
        case recipe['RESULT'][0]
        when 0 # ITEM
          bitmap = RPG::Cache.icon($data_items[recipe['RESULT'][1]].icon_name)
          self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24))
        when 1 # ARMOR
          bitmap = RPG::Cache.icon($data_armors[recipe['RESULT'][1]].icon_name)
          self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24))
        when 2 # WEAPON
          bitmap = RPG::Cache.icon($data_weapons[recipe['RESULT'][1]].icon_name)
          self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24))
        end
      end
      if Craft::USE_LEVELS
        level = (recipe['LEVEL'] ? recipe['LEVEL'] : 1)
        diff = $game_party.trade_skills[recipe['TYPE']] - level
        if Craft::SHOW_COLORS
          self.contents.font.color = Craft.color_chart(diff)
        else
          self.contents.font.color = (Craft.can_make?(data) ? normal_color : disabled_color)
        end
        if Craft::SHOW_LEVELS
          self.contents.draw_text(x, i * 32, self.contents.width - x, 32,
            "(#{recipe['LEVEL']}) #{data}")
        else
          self.contents.draw_text(x, i * 32, self.contents.width - x, 32, data.to_s)
        end
      else
        self.contents.font.color = (Craft.can_make?(data) ? normal_color : disabled_color)
        self.contents.draw_text(x, i * 32, self.contents.width - x, 32, data.to_s)
      end
    end
  end
end

#===============================================================================
# Window ResultInfo
#-------------------------------------------------------------------------------
# This window displays all the information regarding the resulting item.
#===============================================================================

class Window_ResultInfo < Window_Base
  def initialize(recipe)
    super(224, 0, 640-224, 272)
    self.contents = Bitmap.new(width - 32, height - 32)
    @recipe = recipe
    refresh
  end
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    recipe = Craft.get_recipe(@recipe)
    return unless recipe
    case recipe['RESULT'][0]
    when 0 # ITEM
      item = $data_items[recipe['RESULT'][1]]
      return unless item
      if Craft::SHOW_RESULT_ICON
        bitmap = RPG::Cache.icon(item.icon_name)
        self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24))
        self.contents.draw_text(32,  0, self.contents.width - 36, 32, item.name.to_s)
      else
        self.contents.draw_text(4,  0, self.contents.width - 8, 32, item.name.to_s)
      end
      self.contents.draw_text(4,  0, self.contents.width - 8, 32, "#{item.price} #{$data_system.words.gold}", 2)
      if item.recover_hp_rate != 0
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "HP: #{item.recover_hp_rate}%")
      elsif item.recover_hp != 0
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "HP: #{item.recover_hp}")
      end
      if item.recover_sp_rate != 0
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "SP: #{item.recover_sp_rate}%", 1)
      elsif item.recover_sp != 0
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "SP: #{item.recover_sp}", 1)
      end
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "Hit%: #{item.hit}")
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "Variance: #{item.variance}", 2)
      case item.parameter_type
      when 1
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "Max HP: +#{item.parameter_points}", 2)
      when 2
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "Max SP: +#{item.parameter_points}", 2)
      when 3
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "STR: +#{item.parameter_points}", 2)
      when 4
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "DEX: +#{item.parameter_points}", 2)
      when 5
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "AGI: +#{item.parameter_points}", 2)
      when 6
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "INT: +#{item.parameter_points}", 2)
      end
      state_text = 'State + '
      for state in item.plus_state_set
        state_text += ', ' unless state == item.plus_state_set.first
        state_text += $data_states[state].name
      end
      self.contents.draw_text(4, 112, self.contents.width - 8, 32, "#{state_text}")
      state_text = 'State - '
      for state in item.minus_state_set
        state_text += ', ' unless state == item.minus_state_set.first
        state_text += $data_states[state].name
      end
      self.contents.draw_text(4, 144, self.contents.width - 8, 32, "#{state_text}")
    when 1 # ARMOR
      item = $data_armors[recipe['RESULT'][1]]
      return unless item
      if Craft::SHOW_RESULT_ICON
        bitmap = RPG::Cache.icon(item.icon_name)
        self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24))
        self.contents.draw_text(32,  0, self.contents.width - 36, 32, item.name.to_s)
      else
        self.contents.draw_text(4,  0, self.contents.width - 8, 32, item.name.to_s)
      end
      self.contents.draw_text(4, 0, self.contents.width - 8, 32, "#{item.price} #{$data_system.words.gold}", 2)
      case item.kind
      when 0 # Shield
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Shield')
      when 1 # Helmet
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Helmet')
      when 2 # Body Armor
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Body Armor')
      when 3 # Accessory
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Accessory')
      end
      self.contents.draw_text(4, 48, self.contents.width - 8, 32, "EVA: #{item.eva}", 2)
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "PDEF: #{item.pdef}")
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "STR: #{item.str_plus}", 1)
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "DEX: #{item.dex_plus}", 2)
      self.contents.draw_text(4, 112, self.contents.width - 8, 32, "MDEF: #{item.mdef}")
      self.contents.draw_text(4, 112, self.contents.width - 8, 32, "AGI: #{item.agi_plus}", 1)
      self.contents.draw_text(4, 112, self.contents.width - 8, 32, "INT: #{item.int_plus}", 2)
      state_text = 'State Guard: '
      for state in item.guard_state_set
        state_text += ', ' unless state == item.guard_state_set.first
        state_text += $data_states[state].name
      end
      self.contents.draw_text(4, 144, self.contents.width - 8, 32, "#{state_text}")
      state_text = 'Element Guard: '
      for state in item.guard_element_set
        state_text += ', ' unless state == item.guard_element_set.first
        state_text += $data_system.elements[state]
      end
      self.contents.draw_text(4, 176, self.contents.width - 8, 32, "#{state_text}")
      if item.auto_state_id != 0
        self.contents.draw_text(4, 208, self.contents.width - 8, 32, "Auto State: #{$data_states[item.auto_state_id].name}")
      end
    when 2 # WEAPON
      item = $data_weapons[recipe['RESULT'][1]]
      return unless item
      if Craft::SHOW_RESULT_ICON
        bitmap = RPG::Cache.icon(item.icon_name)
        self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24))
        self.contents.draw_text(32,  0, self.contents.width - 36, 32, item.name.to_s)
      else
        self.contents.draw_text(4,  0, self.contents.width - 8, 32, item.name.to_s)
      end
      self.contents.draw_text(4, 0, self.contents.width - 8, 32, "#{item.price} #{$data_system.words.gold}", 2)
      self.contents.draw_text(4, 48, self.contents.width - 8, 32, "ATK: #{item.atk}")
      self.contents.draw_text(4, 48, self.contents.width - 8, 32, "PDEF: #{item.pdef}", 1)
      self.contents.draw_text(4, 48, self.contents.width - 8, 32, "MDEF: #{item.mdef}", 2)
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "STR: #{item.str_plus}")
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "DEX: #{item.dex_plus}", 2)
      self.contents.draw_text(4, 112, self.contents.width - 8, 32, "AGI: #{item.agi_plus}")
      self.contents.draw_text(4, 112, self.contents.width - 8, 32, "INT: #{item.int_plus}", 2)
      state_text = 'State + '
      for state in item.plus_state_set
        state_text += ', ' unless state == item.plus_state_set.first
        state_text += $data_states[state].name
      end
      self.contents.draw_text(4, 144, self.contents.width - 8, 32, "#{state_text}")
      state_text = 'State - '
      for state in item.minus_state_set
        state_text += ', ' unless state == item.minus_state_set.first
        state_text += $data_states[state].name
      end
      self.contents.draw_text(4, 176, self.contents.width - 8, 32, "#{state_text}")
      state_text = 'Element: '
      for state in item.element_set
        state_text += ', ' unless state == item.element_set.first
        state_text += $data_system.elements[state]
      end
      self.contents.draw_text(4, 208, self.contents.width - 8, 32, "#{state_text}")
    end
  end
  #-----------------------------------------------------------------------------
  def update(recipe)
    super()
    return unless recipe != @recipe
    @recipe = recipe
    refresh
  end
end

#===============================================================================
# Window ResultComponents
#-------------------------------------------------------------------------------
# This window displays all the components required for the combination, as well
# as the amount you have and the amount required of each. If an item has a *
# after the name, it will not be consumed in the combination.
#===============================================================================

class Window_ResultComponents < Window_Base
  def initialize(recipe)
    super(224, 272, 640-224, 208)
    self.contents = Bitmap.new(width - 32, height - 32)
    @recipe = recipe
    refresh
  end
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    recipe = Craft.get_recipe(@recipe)
    return unless recipe
    i = 0
    for component in recipe['COMPONENTS']
      case component[0]
      when 0 # ITEM
        item = $data_items[component[1]]
        number = $game_party.item_number(component[1])
      when 1 # ARMOR
        item = $data_armors[component[1]]
        number = $game_party.armor_number(component[1])
      when 2 # WEAPON
        item = $data_weapons[component[1]]
        number = $game_party.weapon_number(component[1])
      end
      next unless item
      text = "#{item.name}"
      text += ' (*)' unless component[3]
      x = (Craft::SHOW_COMPONENT_ICONS ? 32 : 4)
      if Craft::SHOW_COMPONENT_ICONS
        bitmap = RPG::Cache.icon(item.icon_name)
        self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24))
      end
      self.contents.draw_text(x, i * 32, self.contents.width - x - 4, 32, "#{text}")
      self.contents.draw_text(x, i * 32, self.contents.width - x - 4, 32, "#{number}/#{component[2]}", 2)
      i += 1
    end
  end
  #-----------------------------------------------------------------------------
  def update(recipe)
    super()
    return unless recipe != @recipe
    @recipe = recipe
    refresh
  end
end

#===============================================================================
# Game_Party
#-------------------------------------------------------------------------------
# This is a small edit of the original Game_Party class to add recognition for
# recipes. It also adds the methods below:
#   add_recipe() : name
#     - this will teach the party the recipe, if it's valid. name is the name
#       of the recipe.
#   remove_recipe() : name
#     - this will force the party to forget the recipe, if it's known. name is
#       the name of the recipe.
#   have_recipe() : name
#     - this will return true or false, depending on if the party knows the
#       recipe. Primary used in the can_make? method of the Craft module.
# -- FOR LEVELS --
#   learn_trade() : name
#     - this will set the level of the 'trade skill' to 1, enabling it for use
#       with recipes.
#   forget_trade() : name
#     - this will reset the level of the 'trade skill' to 0.
#   trade_check() : name, level
#     - this will return true or false, depending on if the arguement 'level' is
#       less than or equal to the 'trade skill'.
#   trade_level_up() : name, value = 1
#     - this will add the value to the existing trade level. Used primary by
#       the Craft module.
#===============================================================================

class Game_Party
  attr_reader :recipes
  attr_reader :trade_skills
  #-----------------------------------------------------------------------------
  alias prexcraft_g_party_initialize initialize
  #-----------------------------------------------------------------------------
  def initialize
    prexcraft_g_party_initialize
    @recipes = []
    @trade_skills = Hash.new(0)
  end
  #-----------------------------------------------------------------------------
  def add_recipe(name)
    @recipes.push(name) if Craft.valid_recipe?(name) and !have_recipe(name)
  end
  #-----------------------------------------------------------------------------
  def remove_recipe(name)
    @recipes.delete(name)
  end
  #-----------------------------------------------------------------------------
  def have_recipe(name)
    return @recipes.include?(name)
  end
  #-----------------------------------------------------------------------------
  def learn_trade(name)
    @trade_skills[name] = 1
  end
  #-----------------------------------------------------------------------------
  def forget_trade(name)
    @trade_skills[name] = 0
  end
  #-----------------------------------------------------------------------------
  def trade_check?(name, level)
    return (@trade_skills[name] >= level)
  end
  #-----------------------------------------------------------------------------
  def trade_level_up(name, value = 1)
    @trade_skills[name] += value
  end
end
What I need to do now is have like an "if" statement, that when I have selected the Infusion option at the menu ,
which calls $scene = Scene_Craft.new('Blacksmith'),
when I leave that scene it returns the cursor to the 7th spot(it's respective name).
In other words to do this $scene = Scene_Menu.new(7).

I know it's not a major issue, it's just a bit annoying.
But I'd appreciate help as it would also teach me a few things instead of only making my menu a lil cooler.
If I didn't explain well or you need more info to work on, feel free to ask.
I hope it's no big trouble though..!

Thanks in advance :thumb:
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top