Features
This (Plug & Play) script modification lets you include more than 4 actors in your party if deemed necessary and lets the menu screen show all of them no matter how many actors are in your party now.
Instructions
To change the maximum number of actors in your party make this script call:
$game_party.maximum = 8
or just enter any other positive number instead.
Make sure you copied and pasted the script below Scene_Debug and above Main and that' pretty much all you should do here.
SCRIPT MOD
[rgss]# KMOGITMOD - Kyonides's MOG Hunter's Scene Menu Itigo MOD - KMOGITMOD
# 08.13.2010
# Scene Menu Itigo Original Author : MOG Hunter
# Plug & Play Script
# This script modification lets you include more than 4 actors in your party
# if deemed necessary and lets the menu screen show all of them no matter how
# many actors are in your party now.
# Instructions
# To change the maximum number of actors in your party make this script call:
# $game_party.maximum = 8
# or just enter any other positive number instead.
class Game_Party
alias kyon_gm_party_init initialize
def initialize
@maximum = 8
kyon_gm_party_init
end
def maximum=(value)
@maximum = value if value > 0
end
def add_actor(actor_id)
actor = $game_actors[actor_id]
# If the party has less than the maximum number of members
# and this actor is not in the party
if @actors.size < @maximum and !@actors.include?(actor)
@actors.push(actor)
$game_player.refresh
end
end
end
class Window_MenuStatus
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 20
y = self.index < 4 ? i * 62 : (i - (self.index - 3)) * 62
actor = $game_party.actors
self.contents.font.name = MOG::MAIN_FONT
if $mogscript["TP_System"] == true
draw_actor_tp(actor, x + 285, y - 5, 4)
draw_actor_state(actor, x + 190, y - 5)
else
draw_actor_state(actor, x + 220, y - 5)
end
drw_face(actor, x, y + 50)
draw_maphp3(actor, x + 40, y - 5)
draw_mapsp3(actor, x + 40, y + 20)
draw_mexp2(actor, x + 140, y + 15)
end
end
end
class Scene_Menu
def update_status
@status_window.refresh
@mnsel.x = 180
case @status_window.index
when 0..3
@mnsel.y = 130 + (@status_window.index * 65)
when $game_party.actors.size-1
@mnsel.y = 320
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
[/rgss]
Scripter's Notes
Keep in mind that MOG Hunter is the Scene Menu Itigo script original author. I just made a couple of modifications and added the customizable maximum party number option to the script.
You may also need the retooled version of the Scene Menu Itigo script (thank DerVVulfman for that). I also made a couple of minor, really minor modifications.
ITIGO (Reinvisioned)
[rgss]#==============================================================================
# ** MOG Scene Menu Itigo V1.5
# By Moghunter
# http://www.atelier-rgss.com
#------------------------------------------------------------------------------
# ** Reinvisioned version
#
# This variant has retooled the MOG module by adding more configurables for
# the user. No longer are the graphics hardwired into the code but are now
# able to be altered in the revised configuration section.
#
# Also, certain classes have been renamed back to their original versions.
# As such... classes such as Window_Gold2 and Window_MenuStatus2 have been
# renamed back to Window_Gold and Window_MenuStatus. This change within the
# script also allowed for the deletion of unnecessary and redundant methods
# within the script:
#
# Classes and methods renamed:
# * Window_MenuStatus2
# * Window_Gold2
# * Window_PlayTime2
# * Window_Steps2
# * draw_actor_state2 (in the Window_Base class)
#
# Methods deleted from the original system:
# * refresh (Window_Gold)
# * update (Window_Playtime)
# * initialize (Scene_Menu)
#==============================================================================
module MOG
# BASIC MENU CONFIGURATION
# Main Menu Graphics Used
MAIN_LAYOUT = "Layout-Menu" # Main Menu Graphics
MAIN_BACKGROUND = "Back-Menu" # Animated background graphic
MAIN_CURSOR = "MogCursor" # Animated cursor graphic
MAIN_CURSOR_FX = false # Animated cursor fx on/off switch
SECOND_CURSOR = "MogCursor_2" # Animated secondary cursor graphic
SECOND_CURSOR_FX = false # Animated second cursor fx
FACE_SMALL = "_Fs" # Suffix for face graphics (small)
MAIN_MAPNAME = true # If true, shows the map name
# Menu
MAIN_FX = 0 # Back FX (0=Moving/ 1=Still/ 2=Map)
MAIN_TRAN_TIME = 20 # Transition Time.
MAIN_TRAN_TYPE = "006-Stripe02" # Transition Type (Name)
# Font Used
MAIN_FONT = "Georgia" # Font used in Main Menu
# MENU GAUGE GRAPHICS
# Empty Bars
MAIN_BAR_E = "BAR0" # Blank bar
MAIN_BAR_XP_E = "Exp_Back" # Blank bar for EXP
# Fill Bars
MAIN_BAR_HP = "HP_Bar" # Fill bar for HP
MAIN_BAR_SP = "SP_Bar" # Fill bar for SP
MAIN_BAR_XP = "Exp_Meter" # Fill bar for EXP
# Gauge Texts
MAIN_TEXT_HP = "HP_Tx" # Text graphic for HP
MAIN_TEXT_SP = "SP_Tx" # Text graphic for SP
MAIN_TEXT_XP = "Exp_tx" # Text graphic for EXP
MAIN_TEXT_LV = "LV_tx" # Text graphic for Level
end
# Mogscript global
$mogscript = {} if $mogscript == nil
$mogscript["menu_itigo"] = true
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
def now_exp
#--------------------------------------------------------------------------
# * Get EXP
#--------------------------------------------------------------------------
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get Next Level EXP
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles the map. It includes scrolling and passable determining
# functions. Refer to "$game_map" for the instance of this class.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :map_id # map id
#--------------------------------------------------------------------------
# * Map Name
#--------------------------------------------------------------------------
def mpname
map_name = load_data("Data/MapInfos.rxdata")
map_name[@map_id].name
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Empty Face
#--------------------------------------------------------------------------
def clear_image
face = RPG::Cache.picture("")
end
#--------------------------------------------------------------------------
# * Draw Face
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def drw_face(actor, x, y)
face = RPG::Cache.picture(actor.name + MOG::FACE_SMALL) rescue clear_image
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
#--------------------------------------------------------------------------
# * Draw HP from Image
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_maphp3(actor, x, y)
back = RPG::Cache.picture(MOG::MAIN_BAR_E)
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture(MOG::MAIN_BAR_HP)
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture(MOG::MAIN_TEXT_HP)
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
end
#--------------------------------------------------------------------------
# * Draw SP from Image
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_mapsp3(actor, x, y)
back = RPG::Cache.picture(MOG::MAIN_BAR_E)
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture(MOG::MAIN_BAR_SP)
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture(MOG::MAIN_TEXT_SP)
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)
end
#--------------------------------------------------------------------------
# * Draw EXP from Image
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_mexp2(actor, x, y)
bitmap2 = RPG::Cache.picture(MOG::MAIN_BAR_XP_E)
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
bitmap = RPG::Cache.picture(MOG::MAIN_BAR_XP)
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
exp_tx = RPG::Cache.picture(MOG::MAIN_TEXT_XP)
cw = exp_tx.width
ch = exp_tx.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)
lv_tx = RPG::Cache.picture(MOG::MAIN_TEXT_LV)
cw = lv_tx.width
ch = lv_tx.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)
end
#--------------------------------------------------------------------------
# * Draw State
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_state(actor, x, y, width = 80)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text, 2)
end
end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 415, 280)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
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 = 20
y = i * 62
actor = $game_party.actors
self.contents.font.name = MOG::MAIN_FONT
if $mogscript["TP_System"] == true
draw_actor_tp(actor, x + 285, y - 5, 4)
draw_actor_state(actor, x + 190, y - 5)
else
draw_actor_state(actor, x + 220, y - 5)
end
drw_face(actor, x, y + 50)
draw_maphp3(actor, x + 40, y - 5)
draw_mapsp3(actor, x + 40, y + 20)
draw_mexp2(actor, x + 140, y + 15)
end
end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays amount of gold.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
end
end
#==============================================================================
# ** Window_PlayTime
#------------------------------------------------------------------------------
# This window displays play time on the menu screen.
#==============================================================================
class Window_PlayTime < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, text, 2)
end
end
#==============================================================================
# ** Window_Steps
#------------------------------------------------------------------------------
# This window displays step count on the menu screen.
#==============================================================================
class Window_Steps < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
end
end
#==============================================================================
# ** Window_Map_Name
#------------------------------------------------------------------------------
# This window displays the map name on the menu screen.
#==============================================================================
class Window_Map_Name < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 1)
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
s1 = ""
s2 = ""
s3 = ""
s4 = ""
s5 = ""
s6 = ""
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.visible = false
@command_window.x = -640
@mnlay = Sprite.new
@mnlay.bitmap = RPG::Cache.picture(MOG::MAIN_LAYOUT)
@mnlay.z = 10
@mnlay.opacity = 0
@mnlay.x = -100
if MOG::MAIN_FX == 0
@mnback = Plane.new
@mnback.bitmap = RPG::Cache.picture(MOG::MAIN_BACKGROUND)
@mnback.blend_type = 0
@mnback.z = 5
@mnback2 = Plane.new
@mnback2.bitmap = RPG::Cache.picture(MOG::MAIN_BACKGROUND)
@mnback2.blend_type = 0
@mnback2.z = 5
@mnback2.opacity = 60
elsif MOG::MAIN_FX == 1
@mnback = Plane.new
@mnback.bitmap = RPG::Cache.picture(MOG::MAIN_BACKGROUND)
@mnback.blend_type = 0
@mnback.z = 5
else
@spriteset = Spriteset_Map.new
end
@mnsel = Sprite.new
@mnsel.bitmap = RPG::Cache.picture(MOG::MAIN_CURSOR)
@mnsel.z = 20
@mnsel.x = 0
@mnsel.y = 110
@mnop = 150
if $game_system.save_disabled
@command_window.disable_item(4)
end
@playtime_window = Window_PlayTime.new
@playtime_window.x = 30
@playtime_window.y = 375
@playtime_window.contents_opacity = 0
if MOG::MAIN_MAPNAME
@mapname_window = Window_Map_Name.new
@mapname_window.x = 425
@mapname_window.y = 25
@mapname_window.contents_opacity = 0
end
@steps_window = Window_Steps.new
@steps_window.x = 230
@steps_window.y = 375
@steps_window.contents_opacity = 0
@gold_window = Window_Gold.new
@gold_window.x = 455
@gold_window.y = 405
@gold_window.contents_opacity = 0
@status_window = Window_MenuStatus.new
@status_window.x = 295
@status_window.y = 110
@status_window.contents_opacity = 0
if MOG::MAIN_FX == 0
Graphics.transition(MOG::MAIN_TRAN_TIME, "Graphics/Transitions/" +
MOG::MAIN_TRAN_TYPE)
elsif MOG::MAIN_FX == 1
Graphics.transition(MOG::MAIN_TRAN_TIME, "Graphics/Transitions/" +
MOG::MAIN_TRAN_TYPE)
else
Graphics.transition
end
loop do
Graphics.update
Input.update
update
break if $scene != self
end
for i in 0..10
if MOG::MAIN_FX == 0
@mnback.oy += 1
@mnback.ox += 1
@mnback2.oy += 1
@mnback2.ox -= 1
end
@status_window.x += 20
@status_window.contents_opacity -= 25
@mnsel.opacity -= 25
@mnsel.zoom_x += 0.03
@mnlay.x -= 10
@mnlay.opacity -= 25
if MOG::MAIN_MAPNAME
@mapname_window.x += 5
@mapname_window.contents_opacity -= 20
end
@steps_window.contents_opacity -= 25
@gold_window.contents_opacity -= 25
@playtime_window.contents_opacity -= 25
Graphics.update
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@mnlay.dispose
if MOG::MAIN_FX == 0
@mnback.dispose
@mnback2.dispose
elsif MOG::MAIN_FX == 1
@mnback.dispose
else
@spriteset.dispose
end
@mnsel.dispose
@mapname_window.dispose if MOG::MAIN_MAPNAME
Graphics.update
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if MOG::MAIN_CURSOR_FX
if @mnsel.zoom_x <= 1.6
@mnsel.zoom_x += 0.03
@mnsel.opacity -= 10
elsif @mnsel.zoom_x > 1.6
@mnsel.zoom_x = 1.0
@mnsel.opacity = 255
end
end
if @mnlay.x < 0
@mnlay.opacity += 25
@mnlay.x += 10
elsif @mnlay.x >= 0
@mnlay.opacity = 255
@mnlay.x = 0
end
@command_window.update if @command_window.active
@playtime_window.update
@status_window.update if @status_window.active
if MOG::MAIN_FX == 0
@mnback.oy += 1
@mnback.ox += 1
@mnback2.oy += 1
@mnback2.ox -= 1
end
@mnop += 5
# Secondary Cursor
if @command_window.active
@mnsel.bitmap = RPG::Cache.picture(MOG::MAIN_CURSOR)
else
@mnsel.bitmap = RPG::Cache.picture(MOG::SECOND_CURSOR)
unless MOG::SECOND_CURSOR_FX
@mnsel.zoom_x = 1
@mnsel.opacity = 255
end
end
@mapname_window.contents_opacity += 15 if MOG::MAIN_MAPNAME
@playtime_window.contents_opacity += 15
@gold_window.contents_opacity += 15
@playtime_window.contents_opacity += 15
@steps_window.contents_opacity += 15
if @status_window.x > 195
@status_window.x -= 10
@status_window.contents_opacity += 10
elsif @status_window.x <= 195
@status_window.x = 195
@status_window.contents_opacity = 255
end
if @mnop >= 255
@mnop = 120
end
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
case @command_window.index
when 0
@mnsel.x = 0
@mnsel.y = 110
when 1
@mnsel.x = 25
@mnsel.y = 155
when 2
@mnsel.x = 40
@mnsel.y = 197
when 3
@mnsel.x = 45
@mnsel.y = 242
when 4
@mnsel.x = 25
@mnsel.y = 285
when 5
@mnsel.x = 0
@mnsel.y = 325
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 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1..3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
@status_window.refresh
case @status_window.index
when 0
@mnsel.x = 180
@mnsel.y = 130
when 1
@mnsel.x = 180
@mnsel.y = 195
when 2
@mnsel.x = 180
@mnsel.y = 255
when 3
@mnsel.x = 180
@mnsel.y = 320
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
[/rgss]