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Custom Menu Script

I need a CMS script for my game. I'm making a game where the character cannot change his weapons or view his status. I also want the character to see the map and the character sprite and level. It should also be a one-character menu. HP, SP, and EXP bars would be nice, but it isn't needed. So, I want:

  • Equip Option Deleted
    Status Option Deleted
    Item Option Remains
    Save Option Remains
    Exit Option Remains
    Character Sprite Remains
    Character Level Remains
    Map can be seen in the background
    Bars (Optional)
It may be a lot ':| , but if someone could make this, it would be greatly appreciated and would be credited. ^_^
Here's a mock-up I quickly made:
http://img.photobucket.com/albums/v326/pn0304/DEVIN/Mockup1.jpg[/IMG]
Thanks!
Edit: OMG thanks baniff! Greatly appreciated!
 
Here you go! Paste this in a new script above main and below everything else. I tested it, and it doesn't work with the SDK. If you need it too, then ask someone else, since I don't do SDK stuff. ###NOTE: VERY IMPORTANT!!###
!!!Go to line 216 in Scene_Map and change Scene_Menu to--> Scene_Dopldhin_CMS

Code:
#==============================================================================
# ** CMS Request by Speedolphins
#------------------------------------------------------------------------------
# ** Created by Baniff
#==============================================================================

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Dolphin_CMS
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    @spritesetmap = Spriteset_Map.new
    # Make command window
    s0 = $data_system.words.item
    s1 = 'Save'
    s2 = 'Quit'
    @command_window = Window_Command.new(90, [s0, s1, s2])
    @command_window.index = @menu_index
    @command_window.x = 35
    @command_window.y = 150
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(1)
    end
    # Make gold window
    @gold_window = Window_Gold_Dolphin.new
    @gold_window.x = 35
    @gold_window.y = 290
    # Make status window
    @status_window = Window_MenuStatus_Dolphin.new
    @status_window.x = 135
    @status_window.y = 150
    # 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
    #steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    #@playtime_window.update
    #@steps_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 < 4
        # 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_Dolphin.new
      when 1  # 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 2  # 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
end
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus_Dolphin < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 120, 128)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 116
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 20, y + 85)
      draw_actor_name(actor, x - 50, y - 8)
      draw_actor_level(actor, x - 50, y + 10)
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
    end
  end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
#  This window displays amount of gold.
#==============================================================================

class Window_Gold_Dolphin < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 220, 150)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 116
      actor = $game_party.actors[i]
      draw_actor_exp(actor, x - 35, y + 64)
      draw_actor_hp(actor, x - 35, y + 24)
      draw_actor_sp(actor, x -35, y + 44)
  end
end
end
#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
#  This class performs item screen processing.
#==============================================================================

class Scene_Item_Dolphin
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make help window, item window
    @help_window = Window_Help.new
    @item_window = Window_Item.new
    # Associate help window
    @item_window.help_window = @help_window
    # Make target window (set to invisible / inactive)
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    # 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
    @item_window.dispose
    @target_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @help_window.update
    @item_window.update
    @target_window.update
    # If item window is active: call update_item
    if @item_window.active
      update_item
      return
    end
    # If target window is active: call update_target
    if @target_window.active
      update_target
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Dolphin_CMS.new(0)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @item_window.item
      # If not a use item
      unless @item.is_a?(RPG::Item)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If it can't be used
      unless $game_party.item_can_use?(@item.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # If effect scope is an ally
      if @item.scope >= 3
        # Activate target window
        @item_window.active = false
        @target_window.x = (@item_window.index + 1) % 2 * 304
        @target_window.visible = true
        @target_window.active = true
        # Set cursor position to effect scope (single / all)
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      # If effect scope is other than an ally
      else
        # If command event ID is valid
        if @item.common_event_id > 0
          # Command event call reservation
          $game_temp.common_event_id = @item.common_event_id
          # Play item use SE
          $game_system.se_play(@item.menu_se)
          # If consumable
          if @item.consumable
            # Decrease used items by 1
            $game_party.lose_item(@item.id, 1)
            # Draw item window item
            @item_window.draw_item(@item_window.index)
          end
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when target window is active)
  #--------------------------------------------------------------------------
  def update_target
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # If unable to use because items ran out
      unless $game_party.item_can_use?(@item.id)
        # Remake item window contents
        @item_window.refresh
      end
      # Erase target window
      @item_window.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If items are used up
      if $game_party.item_number(@item.id) == 0
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If target is all
      if @target_window.index == -1
        # Apply item effects to entire party
        used = false
        for i in $game_party.actors
          used |= i.item_effect(@item)
        end
      end
      # If single target
      if @target_window.index >= 0
        # Apply item use effects to target actor
        target = $game_party.actors[@target_window.index]
        used = target.item_effect(@item)
      end
      # If an item was used
      if used
        # Play item use SE
        $game_system.se_play(@item.menu_se)
        # If consumable
        if @item.consumable
          # Decrease used items by 1
          $game_party.lose_item(@item.id, 1)
          # Redraw item window item
          @item_window.draw_item(@item_window.index)
        end
        # Remake target window contents
        @target_window.refresh
        # If all party members are dead
        if $game_party.all_dead?
          # Switch to game over screen
          $scene = Scene_Gameover.new
          return
        end
        # If common event ID is valid
        if @item.common_event_id > 0
          # Common event call reservation
          $game_temp.common_event_id = @item.common_event_id
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      # If item wasn't used
      unless used
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
end
#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
#  This class performs save screen processing.
#==============================================================================

class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super("Which file would you like to save to?")
  end
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(filename)
    # Play save SE
    $game_system.se_play($data_system.save_se)
    # Write save data
    file = File.open(filename, "wb")
    write_save_data(file)
    file.close
    # If called from event
    if $game_temp.save_calling
      # Clear save call flag
      $game_temp.save_calling = false
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # Switch to menu screen
    $scene = Scene_Dolphin_CMS.new(1)
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    # Play cancel SE
    $game_system.se_play($data_system.cancel_se)
    # If called from event
    if $game_temp.save_calling
      # Clear save call flag
      $game_temp.save_calling = false
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # Switch to menu screen
    $scene = Scene_Dolphin_CMS.new(1)
  end
  #--------------------------------------------------------------------------
  # * Write Save Data
  #     file : write file object (opened)
  #--------------------------------------------------------------------------
  def write_save_data(file)
    # Make character data for drawing save file
    characters = []
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      characters.push([actor.character_name, actor.character_hue])
    end
    # Write character data for drawing save file
    Marshal.dump(characters, file)
    # Wrire frame count for measuring play time
    Marshal.dump(Graphics.frame_count, file)
    # Increase save count by 1
    $game_system.save_count += 1
    # Save magic number
    # (A random value will be written each time saving with editor)
    $game_system.magic_number = $data_system.magic_number
    # Write each type of game object
    Marshal.dump($game_system, file)
    Marshal.dump($game_switches, file)
    Marshal.dump($game_variables, file)
    Marshal.dump($game_self_switches, file)
    Marshal.dump($game_screen, file)
    Marshal.dump($game_actors, file)
    Marshal.dump($game_party, file)
    Marshal.dump($game_troop, file)
    Marshal.dump($game_map, file)
    Marshal.dump($game_player, file)
  end
end
#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
#  This class performs game end screen processing.
#==============================================================================

class Scene_End
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = "To Title"
    s2 = "Shutdown"
    s3 = "Cancel"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 240 - @command_window.height / 2
    # 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 window
    @command_window.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Dolphin_CMS.new(2)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # to title
        command_to_title
      when 1  # shutdown
        command_shutdown
      when 2  # quit
        command_cancel
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Process When Choosing [To Title] Command
  #--------------------------------------------------------------------------
  def command_to_title
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Switch to title screen
    $scene = Scene_Title.new
  end
  #--------------------------------------------------------------------------
  # * Process When Choosing [Shutdown] Command
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # *  Process When Choosing [Cancel] Command
  #--------------------------------------------------------------------------
  def command_cancel
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to menu screen
    $scene = Scene_Menu.new(5)
  end
end

Also, here's a little extra treat. This is Sephirothspawn's Bar script. Paste it below mine in a new script.

Code:
#===========================================================================
# *** HP/MP/ATB/LimitBreak bar Slanted Style Compatible with RTAB ***
# *** Version 2.1
#---------------------------------------------------------------------------
# by Clive 
# based on Cogwheel's Bars and Sephiroth Spawn's Slanted Bars.
#---------------------------------------------------------------------------
# ----- GREAT THANKS to DerVVulfman for solving the lag problem
#------This is a plug and play script so it should work without any problem!
#=============================================================================

# If using with Limit Break, must paste BELOW the Limit Break script as it re-
# writes the 'Gauge drawing' system.  Will cause an error if not properly put.

# If used with Trickster's STEAL SCRIPT version 6 R1 (revision 1), then the
# height of RTAB's AT Bar (Draw Actor ATG) may not be smaller than 5 pixels 
# due to a float-to-float error.  A height of 6 pixels is the smallest.


#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Get the current EXP
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get the next level's EXP
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end


#==============================================================================
# ** Window_Base 
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window  
  
  #==========================================================================
  # * Draw Slant Bar(by SephirothSpawn)
  #==========================================================================
  def draw_slant_bar(x, y, min, max, width = 152, height = 6,
      bar_color = Color.new(150, 0, 0, 255),
      end_color = Color.new(255, 255, 60, 255))
    # Draw Border
    for i in 0..height
      self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
    end
    # Draw Background
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
    end
    # Draws Bar
    for i in 1..( (min.to_f / max.to_f) * width - 1)
      for j in 1..(height - 1)
        r = bar_color.red * (width - i) / width + end_color.red * i / width
        g = bar_color.green * (width - i) / width + end_color.green * i / width
        b = bar_color.blue * (width - i) / width + end_color.blue * i / width
        a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
        self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
  
  #==========================================================================
  # * Draw HP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #==========================================================================
  alias :draw_actor_hp_hpsp :draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144)   
    draw_slant_bar(x, y + 12, actor.hp, actor.maxhp, width, 6, 
      bar_color = Color.new(150, 0, 0, 255), 
      end_color = Color.new(255, 255, 60, 255))
    draw_actor_hp_hpsp(actor, x, y, width)
   end
  #==========================================================================
  # * Draw SP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #==========================================================================
  alias :draw_actor_sp_hpsp :draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144)
    draw_slant_bar(x, y + 12, actor.sp, actor.maxsp, width, 6,
      bar_color = Color.new(0, 0, 155, 255), 
      end_color = Color.new(255, 255, 255, 255))
    draw_actor_sp_hpsp(actor, x, y, width)
  end
  #==========================================================================
  # * Draw EXP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #==========================================================================
  alias raz_bars_base_exp draw_actor_exp  
  def draw_actor_exp(actor, x, y)
    if actor.level == 99
      draw_slant_bar(x, y + 18, 1, 1, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
    else
      draw_slant_bar(x, y + 18, actor.now_exp, actor.next_exp, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(255, 255, 255, 255))
    end
    raz_bars_base_exp(actor, x, y)
  end
  #==========================================================================
  # * Draw Parameter
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : parameter type (0-6)
  #==========================================================================
  alias raz_bars_base_parameter draw_actor_parameter  
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      para_color1 = Color.new(100,0,0)
      para_color2 = Color.new(255,0,0)
      para_begin = actor.atk
    when 1
      para_color1 = Color.new(100,100,0)
      para_color2 = Color.new(255,255,0)
      para_begin = actor.pdef
    when 2
      para_color1 = Color.new(100,0,100)
      para_color2 = Color.new(255,0,255)
      para_begin = actor.mdef
    when 3
      para_color1 = Color.new(50,0,100)
      para_color2 = Color.new(50,0,255)
      para_begin = actor.str
    when 4
      para_color1 = Color.new(0,100,0)
      para_color2 = Color.new(0,255,0)
      para_begin = actor.dex
    when 5
      para_color1 = Color.new(50,0,50)
      para_color2 = Color.new(255,0,255)
      para_begin = actor.agi
    when 6
      para_color1 = Color.new(0,100,100)
      para_color2 = Color.new(0,255,255)
      para_begin = actor.int
    end
    draw_slant_bar(x, y + 18, para_begin, 999, 155, 4, bar_color = para_color1,
      end_color = para_color2)
    raz_bars_base_parameter(actor, x, y, type)
  end
  #=========================================================================
  # * Draw Actor ATG
  #     actor : Actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #=========================================================================
  def draw_actor_atg(actor, x, y, width = 144, height = 6)
    if @at_gauge == nil
      # plus_x:     revised x-coordinate
      # rate_x:     revised X-coordinate as (%)
      # plus_y:     revised y-coordinate
      # plus_width: revised width
      # rate_width: revised width as (%)
      # height:     Vertical width
      # align1: Type 1 ( 0: left justify  1: center justify 2: right justify )
      # align2: Type 2 ( 0: Upper stuffing 1: Central arranging  2:Lower stuffing )
      # align3: Gauge type 0:Left justify 1: Right justify
      @plus_x = 0
      @rate_x = 0
      @plus_y = 16
      @plus_width = 0
      @rate_width = 100
      @width = @plus_width + width * @rate_width / 100
      @height = 6
      @align1 = 0
      @align2 = 1
      @align3 = 0
      # Gradation settings:  grade1: Empty gauge   grade2:Actual gauge
      # (0:On side gradation   1:Vertically gradation    2: Slantedly gradation)
      grade1 = 1
      grade2 = 0
      # Color setting. color1: Outermost framework, color2: Medium framework
      # color3: Empty framework dark color, color4: Empty framework light/write color
      color1 = Color.new(0, 0, 0)
      color2 = Color.new(255, 255, 192)
      color3 = Color.new(0, 0, 0, 192)
      color4 = Color.new(0, 0, 64, 192)
      # Color setting of gauge
      # Usually color setting of the time
      color5 = Color.new(0, 64, 80)
      color6 = Color.new(255, 255, 255)#(0, 128, 160)
      # When gauge is MAX, color setting
      color7 = Color.new(80, 0, 0)
      color8 = Color.new(255, 255,255) #(240,0,0)
      # Color setting at time of cooperation skill use
      color9 = Color.new(80, 64, 32)
      color10 = Color.new(255, 255, 255) #(240, 192, 96)
      # Color setting at time of skill permanent residence
      color11 = Color.new(80, 0, 64)
      color12 = Color.new(255,255, 255) #(240, 0, 192)
      # Drawing of gauge
      gauge_rect_at(@width, @height, @align3, color1, color2, color3, color4,
          color5, color6, color7, color8, color9, color10, color11, color12,
          grade1, grade2)
    end
    # Variable at substituting the width of the gauge which is drawn
    if actor.rtp == 0
      at = (width + @plus_width) * actor.atp * @rate_width / 10000
    else
      at = (width + @plus_width) * actor.rt * @rate_width / actor.rtp / 100
    end
    # AT Width Check
    if at > width
      at = width
    end
    # Revision such as the left stuffing central posture of gauge
    case @align1
    when 1
      x += (@rect_width - width) / 2
    when 2
      x += @rect_width - width
    end
    case @align2
    when 1
      y -= @height / 2
    when 2
      y -= @height
    end
    # Draw Border
    for i in 0..height
      self.contents.fill_rect(x + 1.5 + i, y + 12 + height - i, width - 2 , 3,
        Color.new(50, 50, 50, 255))
    end
    # Draw Background
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x + 1.5 + i, y + 12 + height - i, width - 3, 3, 
        Color.new(r, b, g, a))
    end
    # Rect_X control
    if @align3 == 0
      rect_x = 0
    else
      x += @width - at - 1
      rect_x = @width - at - 1
    end

    # Color setting of gauge
    if at == width 
    #Gauge drawing at the time of MAX
      for i in 0..height
        self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y -i + 
        @plus_y, @at_gauge, Rect.new(rect_x, @height * 2, at, @height))
      end
    else
      if actor.rtp == 0
        for i in 0..height
          # Usually gauge drawing of the time
          self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y- i + 
            @plus_y, @at_gauge,Rect.new(rect_x, @height, at, @height))
        end
      else
        if actor.spell == true
          for i in 0..height
            #Gauge drawing at time of cooperation skill use
            self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y - i + 
              @plus_y, @at_gauge, Rect.new(rect_x, @height * 3, at, @height))
          end
        else
          for i in 0..height              
            # Gauge drawing at time of skill permanent residence
            self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y - i +
              @plus_y, @at_gauge, Rect.new(rect_x, @height * 4, at, @height))
          end
        end
      end
    end
  end
  #=========================================================================
  # * Draw Actor Limit Break Bar
  #     actor : Actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #=========================================================================
  def draw_actor_lb(actor, x, y, width = 144)
    rate = actor.limitbreak.to_f / LB_MAX
    plus_x = 0
    rate_x = 0
    plus_y = 15
    plus_width = 0
    rate_width = 100
    height = 7
    lb = (width + plus_width) * actor.limitbreak * rate_width / 100 / LB_MAX
    # Drawing of gauge
    if actor.limitbreak == LB_MAX
      # Draw Silver Blue Bar
      draw_slant_bar(x + plus_x + width * rate_x / 100, y + plus_y, lb, width,
        width, height, od_color1 = Color.new(0,80,200,192), 
        od_color2 = Color.new(255,255,255,192))
    else
      # Draw Green Bar
      draw_slant_bar(x + plus_x + width * rate_x / 100, y + plus_y, lb, width,
        width, height, od_color1 = Color.new(31, 128, 0, 128), 
        od_color2 = Color.new(255, 255, 191))
    end
  end  
end

Random Screen
http://img219.imageshack.us/img219/8929/dolphincmsfh5.png[/IMG]
 

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