9robin3 here again! I have some problems with the CUTSOM MENU system script I downloaded. It works very well, but when I make 'save access>disable' at any time, you can't use items, equip, see stats etc. See? It seems that when making it Save Access>Disable, it disables EVERYTHING ELSE in the menu too! This is anoying since I will make a boss fight where you can't save, but ofc use items (and all other things). Right now, everything is disabled, so you can't save, but you can't use items either!
This is the script I used:
Plz help! This cant be normal, must be something wrong!
This is the script I used:
Code:
#============================================================================
#L's Custom Menu - Simple DMS Edit
#============================================================================
module MenuCommand
Item = 'Inventory'
Skill = 'Materia'
Equip = 'Guns'
Status = 'Status'
Save = 'Save'
Load = 'Load'
End_Game = 'Exit'
Order = 'Help'
Party = 'Party'
Option = ''
Quest = 'Quests'
System = 'Save'
end
#------------------------------------------------------------------------------
# Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
# Name
#------------------------------------------------------------------------------
def name
$map_infos[@map_id]
end
end
#========================================
#â– Scene_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
class Window_Infos < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 130)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
#---Show Time
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Time")
@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, 0, 120, 32, text, 2)
#---Show Money
case $game_party.gold
when 0..9999
gold = $game_party.gold
when 10000..99999
gold = $game_party.gold.to_s
array = gold.split(//)
gold = array[0].to_s+array[1].to_s+""+array[2].to_s+array[3].to_s+array[4].to_s
when 100000..999999
gold = $game_party.gold.to_s
array = gold.split(//)
gold = array[0].to_s+array[1].to_s+array[2].to_s+""+array[3].to_s+array[4].to_s+array[5].to_s
when 1000000..9999999
gold = $game_party.gold.to_s
array = gold.split(//)
gold = array[0].to_s+""+array[1].to_s+array[2].to_s+array[3].to_s+""+array[4].to_s+array[5].to_s+array[6].to_s
end
self.contents.font.color = normal_color
cx = contents.text_size($data_system.words.gold).width
self.contents.draw_text(4, 67, 120-cx-2, 32, gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 67, cx, 32, $data_system.words.gold, 2)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
class Window_MapName < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Location")
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_map.name.to_s, 2)
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
commands_init
@changer = 0 #Change Party Order by Yargovish
@where = 0 #
@checker = 0 #
end
#--------------------------------------------------------------------------
# * Set Commands
#--------------------------------------------------------------------------
def commands_init
@commands = []
s1 = MenuCommand::Item
s2 = MenuCommand::Skill
s3 = MenuCommand::Equip
s4 = MenuCommand::Status
s5 = MenuCommand::System
@commands.push(s1, s2, s3, s4, s5).flatten!
@sys_commands = []
o1 = MenuCommand::Save
o2 = MenuCommand::Load
o3 = MenuCommand::End_Game
@sys_commands.push(o1, o2, o3).flatten!
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
#Draw Windows
main_window
#Execute transition
Graphics.transition
#Main Loop
loop do
#Main Loop
main_loop
break if main_scenechange?
end
#Prepare for transition
Graphics.freeze
#Dispose Windows
main_dispose
end
#--------------------------------------------------------------------------
# * Main Draw - Handles drawing windows
#--------------------------------------------------------------------------
def main_window
#Draw Windows
main_command_window
system_command_window
# Make Info Window
@infos_window = Window_Infos.new
@infos_window.x = 0
@infos_window.y = 255
# Make map name window
@mapname_window = Window_MapName.new
@mapname_window.x = 0
@mapname_window.y = 384
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
end
#--------------------------------------------------------------------------
# * Main Command Window
#--------------------------------------------------------------------------
def main_command_window
# Make command window
@command_window = Window_Command.new(160, @commands)
@command_window.index = @menu_index
if @command_window.height > 256
@command_window.height = 256
end
# 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)
end
if $game_party.actors.size <= 1 #
#Disable change party order
@command_window.disable_item(4)
end
end
#--------------------------------------------------------------------------
# * System Command Window
#--------------------------------------------------------------------------
def system_command_window
@sys_command_window = Window_Command.new(128, @sys_commands)
@sys_command_window.visible = false
@sys_command_window.active = false
@sys_command_window.x = 100
@sys_command_window.y = 210
@sys_command_window.z = 0
check_save_available
check_load_available
end
#-----------------
def check_save_available
# If save is forbidden
if $game_system.save_disabled
# Disable save
@sys_command_window.disable_item(1)
end
end
#-----------------
def check_load_available
#Check if saved file exists
@load_enabled = false
for i in 0..3
if (FileTest.exist?("Save#{i+1}.rxdata"))
@load_enabled = true
end
end
if !@load_enabled
#Put your @command_window.disable_item(index)
@sys_command_window.disable_item(2)
end
end
#--------------------------------------------------------------------------
# * Main Scene Change
#--------------------------------------------------------------------------
def main_scenechange?
# Abort loop if screen is changed
if $scene != self
return true
end
return false
end
#--------------------------------------------------------------------------
# * Main Dispose
#--------------------------------------------------------------------------
def main_dispose
# Dispose All Windows
@command_window.dispose
@sys_command_window.dispose
@infos_window.dispose
@mapname_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Main Loop
#--------------------------------------------------------------------------
def main_loop
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update Windows
update_windows
if @sys_command_window.active
@sys_command_window.z = +500
end
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If system window is active: call update_sys_command
if @sys_command_window.active
update_sys_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Window Update
#--------------------------------------------------------------------------
def update_windows
@command_window.update if @command_window.visible
@sys_command_window.update if @sys_command_window.visible
@infos_window.update
@status_window.update
@mapname_window.update
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)
# Return if Disabled Command
if disabled_main_command?
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
main_command_input
return
end
end
#--------------------------------------------------------------------------
# * Update SysCommand Window
#--------------------------------------------------------------------------
def update_sys_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@sys_command_window.active = false
@sys_command_window.visible = false
@sys_command_window.index = 0
@sys_command_window.z = -500
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Return if Disabled Command
if disabled_main_command?
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Command Input
sys_command_input
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)
# Return if Disabled Command
if disabled_main_command?
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Command Input
sub_command_input
return
end
end
#--------------------------------------------------------------------------
# * Disabled Main Command? Test
#--------------------------------------------------------------------------
def disabled_main_command?
# Gets Current Command
command = @commands[@command_window.index]
sys_command = @sys_commands[@sys_command_window.index]
# Gets Menu Commands
c = MenuCommand
# If 0 Party Size
if $game_party.actors.size == 0
# If Item, Skill, Equip or Status Selected
if [c::Item, c::Skill, c::Equip, c::Status].include?(command)
return true
end
end
if $game_party.actors.size <= 1
if [c::Order].include?(command)
return true
end
end
# If Save Disabled && Command is Save
return true if $game_system.save_disabled && sys_command == c::Save
# If Load Disabled && Command is Load
return true if !@load_enabled && sys_command == c::Load
return false
end
#--------------------------------------------------------------------------
# * Update Command Check
#--------------------------------------------------------------------------
def main_command_input
# Loads Current Command
command = @commands[@command_window.index]
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Checks Commands
case command
when MenuCommand::Item #item
command_item
when MenuCommand::Skill #skill
command_skill
when MenuCommand::Equip #equip
command_equip
when MenuCommand::Status #status
command_status
when MenuCommand::Order #help
command_order
when MenuCommand::System #call system submenu
$game_system.se_play($data_system.decision_se)
@sys_command_window.active = true
@sys_command_window.visible = true
@command_window.active = false
end
end
#--------------------------------------------------------------------------
# * Update System Command Check
#--------------------------------------------------------------------------
def sys_command_input
# Loads Current Command
sys_command = @sys_commands[@sys_command_window.index]
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Checks Commands
case sys_command
when MenuCommand::Option #option
command_option
when MenuCommand::Save #save
command_save
when MenuCommand::Load #load
command_load
when MenuCommand::End_Game #exit
command_endgame
end
end
#--------------------------------------------------------------------------
# * Disabled Sub Command? Test
#--------------------------------------------------------------------------
def disabled_sub_command?
# Loads Current Command
command = @commands[@command_window.index]
# If Skill Selected
if command == MenuCommand::Skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
return true
end
end
return false
end
#--------------------------------------------------------------------------
# * Update Status Check
#--------------------------------------------------------------------------
def sub_command_input
# Loads Current Command
command = @commands[@command_window.index]
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Checks Command By Name
case command
when MenuCommand::Skill
command_skill
when MenuCommand::Equip
command_equip
when MenuCommand::Status
command_status
when MenuCommand::Order
command_order
end
end
#--------------------------------------------------------------------------
# * Command Item
#--------------------------------------------------------------------------
def command_item
# Switch to item screen
$scene = Scene_Item.new
end
#--------------------------------------------------------------------------
# * Command Skill
#--------------------------------------------------------------------------
def command_skill
# If Main Command Active
if @command_window.active
# Activate Status Window
active_status_window
return
end
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
end
#--------------------------------------------------------------------------
# * Command Equip
#--------------------------------------------------------------------------
def command_equip
# If Main Command Active
if @command_window.active
# Activate Status Window
active_status_window
return
end
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
end
#--------------------------------------------------------------------------
# * Command Status
#--------------------------------------------------------------------------
def command_status
# If Main Command Active
if @command_window.active
# Activate Status Window
active_status_window
return
end
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
#--------------------------------------------------------------------------
# * Command Help
#--------------------------------------------------------------------------
def command_help
# If Main Command Active
if @command_window.active
# Activate Status Window
active_status_window
@checker = 0
return
end
#Change Party Order by Yargovish
if @checker == 0
@changer = $game_party.actors[@status_window.index]
@where = @status_window.index
@checker = 1
else
$game_party.actors[@where] = $game_party.actors[@status_window.index]
$game_party.actors[@status_window.index] = @changer
@checker = 0
@status_window.refresh
$game_player.refresh #
end
end
#--------------------------------------------------------------------------
# * Command Party
#--------------------------------------------------------------------------
def command_party
# Switch to party change screen
#Put your Party Change Scene here
end
#--------------------------------------------------------------------------
# * Command Option
#--------------------------------------------------------------------------
def command_option
# Switch to party change screen
#Put your Option Scene here
end
#--------------------------------------------------------------------------
# * Command Quest
#--------------------------------------------------------------------------
def command_quest
# Switch to party change screen
@command_window.active = false
@status_window.active = true
end
#--------------------------------------------------------------------------
# * Command Save
#--------------------------------------------------------------------------
def command_save
# Switch to save screen
$scene = Scene_Save.new
end
#--------------------------------------------------------------------------
# * Command Load
#--------------------------------------------------------------------------
def command_load
# Switch to load screen
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# * Command End Game
#--------------------------------------------------------------------------
def command_endgame
# Switch to end game screen
$scene = Scene_End.new
end
#--------------------------------------------------------------------------
# * Activate Status Window
#--------------------------------------------------------------------------
def active_status_window
# Make status window active
@command_window.active = false
@status_window.active = true
#@status_window.visible = true
@status_window.index = 0
end
end
Plz help! This cant be normal, must be something wrong!