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[Resolved] A small script edit i can't manage to make

This is a request for an edit of an existing script. Please help me out, i've been trying this for a few hours, but i am quiet frustrated now :p

Script Title:
Edited Hud Menu Script

Detailed Description:
This scipt changes the rtp menu to a hud menu. I was trying to do the folowing: Now when you enter the menu the icon appear around the hero, so when the hero is in the top centre of the map, the menu icon will appear there as well.Also the normal map freezes when you call the menu. I would like 2 changes to this script:
1) when you call the menu, the icons will always(!) appear in the middle of the screen.
2) when you call the menu, an, image should show up, so it can be used as a menu background of some sort. Or maybe just to darken out the map on the background.

Screen shots:
I hope this can help a little
46952637zo3.jpg


Other Scripts I am using (in order):
Well, there aren't any conflicts with other scripts, this small changes wont change a lot i think. i'm using SDK though.

The script:
Code:
#------------------------------------------------------------------------------

#  Ring_Menu

#------------------------------------------------------------------------------

#   Original XRXS Ring Menu by 和希

#   Edited by Dubealex, Hypershadow180

#   Customizable Ring Menu Command by SephirothSpawn

#   Window_Info, Edited Scene_Menu by L

#------------------------------------------------------------------------------

 

module Menu_Setup

  module Menu_Commands

    Item     = 'Item'

    Skill    = 'Skill'

    Equip    = 'Equip'

    Status   = 'Status'

    Save     = 'Save'

    Load     = 'Load'

    End_Game = 'Exit'

    

    Order    = 'Order'

    Party    = 'Party'

    Option   = 'Battle Setup'

    Quest    = 'Materia'

    System   = 'Quit Game' 

  end

  

  module Menu_Icon

    Item_Icon = "034-Item03"

    Skill_Icon = "044-Skill01"

    Equip_Icon = "001-Weapon01"

    Status_Icon = "050-Skill07"  

    Save_Icon = "save"

    Load_Icon = "load"

    End_Game_Icon = "046-Skill03"

    

    Option_Icon = "option"

    Quest_Icon = "038-Item07"

    Sys_Menu_Icon = "040-Item09" 

  end

  

  module Menu_Window

    #Location_FontFace = "Tempus Sans ITC"

    Location_FontSize = 22

    Location_TitleColor = Color.new(192, 224, 255, 255)

    Location_NameColor = Color.new(255, 255, 255, 255)

    Location_Text = 'Location:'

    

    #Gold_FontFace = Font.default_name

    Gold_FontSize = 22

    Gold_TitleColor = Color.new(192, 224, 255, 255)

    Gold_Color = Color.new(255, 255, 255, 255)

    Gold_Text = 'Gold'

    

    Window_Border_Opacity = 255

    Window_Back_Opacity = 130

    

    #Window_Location_Skin = $game_system.windowskin_name

    #Window_Gold_Skin = $game_system.windowskin_name

    

    Window_Location_XPos = 0

    Window_Location_YPos = 0

    

    Window_Gold_XPos = 0

    Window_Gold_YPos = 350

    

    Window_XSize = 160

    Window_YSize = 96

    

    MenuStatus_XPos = 408

    MenuStatus_YPos = 0

    #MenuStatus_FontFace = Font.default_name

    MenuStatus_FontColor = Color.new(255, 255, 255, 255)

    MenuStatus_FontSize = 22

    MenuStatus_Border_Opacity = 255

    MenuStatus_Back_Opacity = 130

    #MenuStatus_Skin = $game_system.windowskin_name

  end

end

 

 

#------------------------------------------------------------------------------

#  Window_RingMenuStatus

#------------------------------------------------------------------------------

class Window_RingMenuStatus < Window_Selectable

  include Menu_Setup

#------------------------------------------------------------------------------

#  Initialize

#------------------------------------------------------------------------------

  def initialize

    super(204, 64, 232, 352)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.contents.font.size = Menu_Window::MenuStatus_FontSize

    refresh

    self.active = false

    self.index = -1

  end

#------------------------------------------------------------------------------

#  Refresh

#------------------------------------------------------------------------------

  def refresh

    self.contents.clear

    self.windowskin = RPG::Cache.windowskin($menustatus_skin) 

    self.contents.font.name = $menustatus_fonttype

    self.contents.font.color = Menu_Window::MenuStatus_FontColor 

    @item_max = $game_party.actors.size

    for i in 0...$game_party.actors.size

      x = 80

      y = 80 * i

      actor = $game_party.actors[i]

      draw_actor_graphic(actor, x - 60, y + 65)

      draw_actor_name(actor, x, y + 2)

      draw_actor_hp(actor, x - 40, y + 26)

      draw_actor_sp(actor, x - 40, y + 50)

    end

  end

#------------------------------------------------------------------------------

#  Update Cursor Rect

#------------------------------------------------------------------------------

  def update_cursor_rect

    if @index < 0

      self.cursor_rect.empty

    else

      self.cursor_rect.set(0, @index * 80, self.width - 32, 80)

    end

  end

end

 

 

#------------------------------------------------------------------------------

#  Game_Map

#------------------------------------------------------------------------------

class Game_Map

#------------------------------------------------------------------------------

#  Name

#------------------------------------------------------------------------------

  def name

    $map_infos[@map_id]

  end

end

#------------------------------------------------------------------------------

#  Scene_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

 

 

#------------------------------------------------------------------------------

#  Window_Location

#------------------------------------------------------------------------------

class Window_Location < Window_Base 

  include Menu_Setup

#------------------------------------------------------------------------------

#  Initialize

#------------------------------------------------------------------------------

  def initialize 

    super(0, 0, Menu_Window::Window_XSize, Menu_Window::Window_YSize) 

    self.contents = Bitmap.new(width - 32, height - 32) 

    self.contents.font.name = $location_fonttype

    self.contents.font.size = Menu_Window::Location_FontSize

    refresh 

  end 

#------------------------------------------------------------------------------

#  Refresh

#------------------------------------------------------------------------------

  def refresh 

    self.contents.clear 

    self.windowskin = RPG::Cache.windowskin($window_location_skin) 

    self.contents.font.color = Menu_Window::Location_TitleColor 

    self.contents.draw_text(4, 0, 120, 32, Menu_Window::Location_Text) 

    self.contents.font.color = Menu_Window::Location_NameColor 

    self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2) 

  end 

end 

 

 

#------------------------------------------------------------------------------

#  Window_MenuGold

#------------------------------------------------------------------------------

class Window_MenuGold < Window_Base

  include Menu_Setup

#------------------------------------------------------------------------------

#  Initialize

#------------------------------------------------------------------------------

  def initialize

    super(0, 0, Menu_Window::Window_XSize, Menu_Window::Window_YSize)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.contents.font.name = $gold_fonttype

    self.contents.font.size = Menu_Window::Gold_FontSize

    refresh

  end

#------------------------------------------------------------------------------

#  Refresh

#------------------------------------------------------------------------------

  def refresh

    self.contents.clear

    self.windowskin = RPG::Cache.windowskin($window_gold_skin) 

    self.contents.font.color = Menu_Window::Gold_TitleColor 

    self.contents.draw_text(4, 0, 120, 32, Menu_Window::Gold_Text) 

    self.contents.font.color = Menu_Window::Gold_Color 

    self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)

  end

end

 

 

class Window_Infos < Window_Base

  include Menu_Setup

  #--------------------------------------------------------------------------

  # * Object Initialize

  #--------------------------------------------------------------------------

  def initialize

    super(0, 0, 160, 130)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name)

    #self.contents.font.name = $defaultfonttype  # "Play Time" window font

    #self.contents.font.size = $defaultfontsize

    refresh

  end

  #--------------------------------------------------------------------------

  # * Refresh

  #--------------------------------------------------------------------------

  def refresh

    self.contents.clear

    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 = Menu_Window::Gold_Color 

    self.contents.draw_text(4, 0, 120, 32, text, 2)    

    

    self.contents.font.color = system_color

    self.contents.draw_text(4, 25, 120, 32, "Steps")    

    self.contents.font.color = Menu_Window::Gold_Color 

    self.contents.draw_text(4, 42, 120, 32, $game_party.steps.to_s, 2)

        

    cx = contents.text_size($data_system.words.gold).width

    self.contents.font.color = Menu_Window::Gold_Color 

    self.contents.draw_text(4, 67, 120-cx-2, 32, $game_party.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

 

 

#==============================================================================

# ** Scene_Menu

#------------------------------------------------------------------------------

#  This class performs menu screen processing.

#==============================================================================

 

class Scene_Menu

  include Menu_Setup

  #--------------------------------------------------------------------------

  # * Object Initialization

  #     menu_index : command cursor's initial position

  #--------------------------------------------------------------------------

  def initialize(menu_index = 0)

    @menu_index = menu_index

    party_order_init  #Change Party Order by Yargovish

    commands_init

    var_init

  end

  #---------------------

  def var_init

    $location_fonttype = "Tempus Sans ITC"

    #$location_fontsize = 22

    $gold_fonttype = "Tempus Sans ITC"

    #$gold_fontsize = 22

    $window_location_skin = $game_system.windowskin_name # Location Windowskin 

    $window_gold_skin = $game_system.windowskin_name # Gold Windowskin

    $menustatus_fonttype = "Tempus Sans ITC"

    #$menustatus_fontsize = 22

    $menustatus_skin = $game_system.windowskin_name

  end

  #--------------------------------------------------------------------------

  # * Party Order Change Initiation

  #--------------------------------------------------------------------------

  def party_order_init

    @changer = 0 #Change Party Order by Yargovish

    @where = 0 #

    @checker = 0  #

  end

  #--------------------------------------------------------------------------

  # * Set Commands

  #--------------------------------------------------------------------------

  def commands_init

    @commands = []

    s1 = Menu_Commands::Item

    s2 = Menu_Commands::Skill

    s3 = Menu_Commands::Equip

    s4 = Menu_Commands::Status

    s5 = Menu_Commands::Quest

    s6 = Menu_Commands::System

    @commands.push(s1, s2, s3, s4, s5, s6).flatten!

    

    @command_icons = []    

    item_icon = RPG::Cache.icon(Menu_Icon::Item_Icon)

    skill_icon = RPG::Cache.icon(Menu_Icon::Skill_Icon)

    equip_icon = RPG::Cache.icon(Menu_Icon::Equip_Icon)

    status_icon = RPG::Cache.icon(Menu_Icon::Status_Icon)

    quest_icon = RPG::Cache.icon(Menu_Icon::Quest_Icon)

    sys_menu_icon = RPG::Cache.icon(Menu_Icon::Sys_Menu_Icon)

    @command_icons.push(item_icon,skill_icon,equip_icon,status_icon,quest_icon,sys_menu_icon).flatten!

                  

    @sys_commands = []

    o1 = Menu_Commands::Option

    o2 = Menu_Commands::Save

    o3 = Menu_Commands::Load

    o4 = Menu_Commands::End_Game

    @sys_commands.push(o1, o2, o3, o4).flatten!

    

    @sys_command_icons = []    

    option_icon = RPG::Cache.icon(Menu_Icon::Option_Icon)

    save_icon = RPG::Cache.icon(Menu_Icon::Save_Icon)

    load_icon = RPG::Cache.icon(Menu_Icon::Load_Icon)

    exit_icon = RPG::Cache.icon(Menu_Icon::End_Game_Icon)

    @sys_command_icons.push(option_icon,save_icon,load_icon,exit_icon).flatten!    

  end

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    @spriteset = Spriteset_Map.new 

    main_command_window

    sys_command_window

    main_windows

    # Execute transition

    Graphics.transition

    # Main loop

    loop do

      main_loop

      break if main_scenechange?

    end

    # Refresh map

    $game_map.refresh

    # Prepare for transition

    Graphics.freeze

    main_dispose

  end

  #--------------------------------------------------------------------------

  # * Main Command Window

  #--------------------------------------------------------------------------

  def main_command_window

    @command_window = Window_RingMenu.new(@commands, @command_icons,64)

    @command_window.index = @menu_index

    #@command_window.height = 256

    # 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

  end

  #--------------------------------------------------------------------------

  # * System Command Window

  #--------------------------------------------------------------------------

  def sys_command_window

    @sys_command_window = Window_RingMenu.new(@sys_commands, @sys_command_icons, 48)

    @sys_command_window.visible = false

    @sys_command_window.active = false

    check_save_available

    check_load_available

  end

  #-----------------

  def check_save_available

    if $game_system.save_disabled

      @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 Command Window

  #--------------------------------------------------------------------------

  def main_windows

    #Draw Map Name Window

    @location_window = Window_Location.new 

    @location_window.x = Menu_Window::Window_Location_XPos 

    @location_window.y = Menu_Window::Window_Location_YPos 

    @location_window.opacity = Menu_Window::Window_Border_Opacity 

    @location_window.back_opacity = Menu_Window::Window_Back_Opacity

    #Draw Gold Window

    #@gold_window = Window_MenuGold.new 

    @gold_window = Window_Infos.new

    @gold_window.x = Menu_Window::Window_Gold_XPos 

    @gold_window.y = Menu_Window::Window_Gold_YPos 

    @gold_window.opacity = Menu_Window::Window_Border_Opacity 

    @gold_window.back_opacity = Menu_Window::Window_Back_Opacity 

    #Draw Status Window

    @status_window = Window_RingMenuStatus.new 

    @status_window.x = Menu_Window::MenuStatus_XPos 

    @status_window.y = Menu_Window::MenuStatus_YPos

    @status_window.z = 200 

    @status_window.opacity=Menu_Window::MenuStatus_Border_Opacity 

    @status_window.back_opacity=Menu_Window::MenuStatus_Back_Opacity 

    @status_window.visible = false 

   end

  #--------------------------------------------------------------------------

  # * Main Loop

  #--------------------------------------------------------------------------

   def main_loop 

     # Update game screen

     Graphics.update

     # Update input information

     Input.update

     # Frame update

     update

   end

  #--------------------------------------------------------------------------

  # * 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

    @spriteset.dispose

    # Dispose of windows

    @command_window.dispose

    @sys_command_window.dispose

    @location_window.dispose 

    @gold_window.dispose 

    @status_window.dispose 

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Update windows

    @command_window.update

    @sys_command_window.update

    @location_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 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

  #--------------------------------------------------------------------------

  # * 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

      # Command Input

      update_command_check

      return

    end

    return if @command_window.animation? 

    if Input.press?(Input::UP) or  Input.press?(Input::LEFT) 

      $game_system.se_play($data_system.cursor_se) 

      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL) 

      return 

    end 

    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT) 

      $game_system.se_play($data_system.cursor_se) 

      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER) 

      return 

    end 

  end

  #--------------------------------------------------------------------------

  # * Frame Update (when command window is active)

  #--------------------------------------------------------------------------

  def update_sys_command

    # If B button was pressed

    if Input.trigger?(Input::B)

      $game_system.se_play($data_system.cancel_se)

      @command_window.active = true

      @command_window.visible = true

      @sys_command_window.active = false

      @sys_command_window.visible = false

      @sys_command_window.index = 0

      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

      update_syscommand_check

      return

    end

    return if @sys_command_window.animation? 

    if Input.press?(Input::UP) or  Input.press?(Input::LEFT) 

      $game_system.se_play($data_system.cursor_se) 

      @sys_command_window.setup_move_move(Window_RingMenu::MODE_MOVEL) 

      return 

    end 

    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT) 

      $game_system.se_play($data_system.cursor_se) 

      @sys_command_window.setup_move_move(Window_RingMenu::MODE_MOVER) 

      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.visible = 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

      update_status_check

      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 Scene_Menu Commands

    c = Menu_Commands

    # 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 update_command_check

    # Loads Current Command

    command = @commands[@command_window.index]

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Checks Commands

    case command

    when Menu_Commands::Item

      command_item

    when Menu_Commands::Skill

      command_start_skill

    when Menu_Commands::Equip

      command_start_equip

    when Menu_Commands::Status

      command_start_status

    when Menu_Commands::Quest

      command_quest

    when Menu_Commands::System

      $game_system.se_play($data_system.decision_se)

      @sys_command_window.active = true

      @sys_command_window.visible = true

      @command_window.active = false

      @command_window.visible = false

    end

=begin

    # Branch by command window cursor position

    case @command_window.index

    when 0  #Item

      command_item

    when 1  #Skill

      command_start_skill

    when 2  #Equip

      command_start_equip

    when 3  #Status

      command_start_status

    when 4  #Save

      command_save

    when 5  #End

      command_endgame

    end

=end

  end

  #--------------------------------------------------------------------------

  # * Update System Command Check

  #--------------------------------------------------------------------------

  def update_syscommand_check

    # 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 Menu_Commands::Option

      command_option

    when Menu_Commands::Save

      command_save

    when Menu_Commands::Load

      command_load

    when Menu_Commands::End_Game

      command_endgame

    end

  end

  #--------------------------------------------------------------------------

  # * Update Status Check

  #--------------------------------------------------------------------------

  def update_status_check

    # 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 Menu_Commands::Skill

      command_skill

    when Menu_Commands::Equip

      command_equip

    when Menu_Commands::Status

      command_status

    end

=begin

    # Branch by command window cursor position

    case @command_window.index

    when 1  #Skill

      command_skill

    when 2  #Equip

      command_equip

    when 3  #Status

      command_status

    end

=end

  end

  #--------------------------------------------------------------------------

  # * Command Item

  #--------------------------------------------------------------------------

  def command_item

    # Switch to item screen

    $scene = Scene_Item.new

  end

  #--------------------------------------------------------------------------

  # * Command Start Skill

  #--------------------------------------------------------------------------

  def command_start_skill

    activate_status

  end

  #--------------------------------------------------------------------------

  # * Command Skill

  #--------------------------------------------------------------------------

  def command_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

    # Switch to skill screen

    $scene = Scene_Skill.new(@status_window.index)

  end

  #--------------------------------------------------------------------------

  # * Command Start Equip

  #--------------------------------------------------------------------------

  def command_start_equip

    activate_status

  end

  #--------------------------------------------------------------------------

  # * Command Equip

  #--------------------------------------------------------------------------

  def command_equip

    # Switch to equipment screen

    $scene = Scene_Equip.new(@status_window.index)

  end

  #--------------------------------------------------------------------------

  # * Command Start Status

  #--------------------------------------------------------------------------

  def command_start_status

    activate_status

  end

  #--------------------------------------------------------------------------

  # * Command Status

  #--------------------------------------------------------------------------

  def command_status

    # Switch to status screen

    $scene = Scene_Status.new(@status_window.index)

  end

  #--------------------------------------------------------------------------

  # * Command Start Order

  #--------------------------------------------------------------------------

  def command_start_order

    activate_status

    @checker = 0

  end

  #--------------------------------------------------------------------------

  # * Command Order

  #--------------------------------------------------------------------------

  def command_order

    #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

    #Put your Quest Scene here

  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 activate_status

    # Make status window active

    @command_window.active = false

    @status_window.active = true

    @status_window.visible = true 

    @status_window.index = 0

  end

end

 
 

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