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
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:
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
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:
#------------------------------------------------------------------------------
# Â Ring_Menu
#------------------------------------------------------------------------------
#  Original XRXS Ring Menu by 和希
# Â Edited by Dubealex, Hypershadow180
# Â Customizable Ring Menu Command by SephirothSpawn
# Â Window_Info, Edited Scene_Menu by L
#------------------------------------------------------------------------------
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module Menu_Setup
 module Menu_Commands
  Item   = 'Item'
  Skill   = 'Skill'
  Equip   = 'Equip'
  Status  = 'Status'
  Save   = 'Save'
  Load   = 'Load'
  End_Game = 'Exit'
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  Order   = 'Order'
  Party   = 'Party'
  Option  = 'Battle Setup'
  Quest   = 'Materia'
  System  = 'Quit Game'
 end
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 module Menu_Icon
  Item_Icon = "034-Item03"
  Skill_Icon = "044-Skill01"
  Equip_Icon = "001-Weapon01"
  Status_Icon = "050-Skill07" Â
  Save_Icon = "save"
  Load_Icon = "load"
  End_Game_Icon = "046-Skill03"
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  Option_Icon = "option"
  Quest_Icon = "038-Item07"
  Sys_Menu_Icon = "040-Item09"
 end
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 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:'
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  #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'
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  Window_Border_Opacity = 255
  Window_Back_Opacity = 130
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  #Window_Location_Skin = $game_system.windowskin_name
  #Window_Gold_Skin = $game_system.windowskin_name
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  Window_Location_XPos = 0
  Window_Location_YPos = 0
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  Window_Gold_XPos = 0
  Window_Gold_YPos = 350
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  Window_XSize = 160
  Window_YSize = 96
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  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 = $game_system.windowskin_name
 end
end
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#------------------------------------------------------------------------------
# Â Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
 include Menu_Setup
#------------------------------------------------------------------------------
# Â Initialize
#------------------------------------------------------------------------------
 def initialize
  super(204, 64, 232, 352)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.size = Menu_Window::MenuStatus_FontSize
  refresh
  self.active = false
  self.index = -1
 end
#------------------------------------------------------------------------------
# Â Refresh
#------------------------------------------------------------------------------
 def refresh
  self.contents.clear
  self.windowskin = RPG::Cache.windowskin($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
#------------------------------------------------------------------------------
# Â 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
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#------------------------------------------------------------------------------
# Â Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
# Â Name
#------------------------------------------------------------------------------
 def name
  $map_infos[@map_id]
 end
end
#------------------------------------------------------------------------------
# Â 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
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#------------------------------------------------------------------------------
# Â Window_Location
#------------------------------------------------------------------------------
class Window_Location < Window_Base
 include Menu_Setup
#------------------------------------------------------------------------------
# Â 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 = $location_fonttype
  self.contents.font.size = Menu_Window::Location_FontSize
  refresh
 end
#------------------------------------------------------------------------------
# Â Refresh
#------------------------------------------------------------------------------
 def refresh
  self.contents.clear
  self.windowskin = RPG::Cache.windowskin($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
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#------------------------------------------------------------------------------
# Â Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
 include Menu_Setup
#------------------------------------------------------------------------------
# Â 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 = $gold_fonttype
  self.contents.font.size = Menu_Window::Gold_FontSize
  refresh
 end
#------------------------------------------------------------------------------
# Â Refresh
#------------------------------------------------------------------------------
 def refresh
  self.contents.clear
  self.windowskin = RPG::Cache.windowskin($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, $game_party.gold.to_s, 2)
 end
end
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class Window_Infos < Window_Base
 include Menu_Setup
 #--------------------------------------------------------------------------
 # * Object Initialize
 #--------------------------------------------------------------------------
 def initialize
  super(0, 0, 160, 130)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.windowskin = RPG::Cache.windowskin($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")  Â
  @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)  Â
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  self.contents.font.color = system_color
  self.contents.draw_text(4, 25, 120, 32, "Steps")  Â
  self.contents.font.color = Menu_Window::Gold_Color
  self.contents.draw_text(4, 42, 120, 32, $game_party.steps.to_s, 2)
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  cx = contents.text_size($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) Â
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
  super
  if Graphics.frame_count / Graphics.frame_rate != @total_sec
   refresh
  end
 end
end
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#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# Â This class performs menu screen processing.
#==============================================================================
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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!
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  @command_icons = []  Â
  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!
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  @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!
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  @sys_command_icons = []  Â
  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!  Â
 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"))    Â
    @load_enabled = true
   end
  end Â
  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 Â
  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   Â
 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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