As the title said, once I open the menu (and do whatever action I do) it works perfectly. But once I exit the menu and try to re-open it I get an error;
"Game.exe has encountered a problem and needs to close. We are sorry for the inconvenience."
Fixed, you'll just need to add
to
Also, once I press "End Game" in the menu, and then I press esc (to get back to the menu). What happends is this;
http://i29.photobucket.com/albums/c260/ ... itled1.png[/img]
As you see the menu suddenly goes to an option below End Game. (which does nothing when you press on it)
anyway, here's my script;
Thanks in advance,
~Acera
"Game.exe has encountered a problem and needs to close. We are sorry for the inconvenience."
Fixed, you'll just need to add
Code:
@spriteset.dispose
Code:
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@rank_window.dispose
@status_window.dispose
Also, once I press "End Game" in the menu, and then I press esc (to get back to the menu). What happends is this;
http://i29.photobucket.com/albums/c260/ ... itled1.png[/img]
As you see the menu suddenly goes to an option below End Game. (which does nothing when you press on it)
anyway, here's my script;
Code:
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(160, 0, 480, 130)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.opacity = 100
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 - 40, y + 80)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 32)
draw_actor_state(actor, x + 90, y + 32)
draw_actor_hp(actor, x + 236, y + 32)
draw_actor_sp(actor, x + 236, y + 64)
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
#==============================================================================
# ** 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
@spriteset = Spriteset_Map.new
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Save"
s5 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
@command_window.index = @menu_index
@command_window.opacity = 100
# 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)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(3)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 160
@playtime_window.y = 130
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 320
@gold_window.y = 130
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# Make Rank window
@rank_window = Window_Rank.new
@rank_window.x = 480
@rank_window.y = 130
# 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
@rank_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@gold_window.update
@rank_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.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(0)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(0)
when 3 # 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 4 # 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
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
# 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 skill screen
$scene = Scene_Skill.new(0)
when 2 # equipment
# Play decision SE
$scene = Scene_Equip.new(0)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
return
end
end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays amount of gold.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 96)
self.opacity = 100
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 0)
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, $data_system.words.gold, 0)
end
end
end
Thanks in advance,
~Acera