menüskript

  • das ist ein menüskript! einfach über Main ein neues skript erstellen und das einfügen! !!!! Es könnte sein falls ihr einen guten rechner habt das die map leicht im hintergrund habt und das ist auch der sinn der sache falls ihr ein schlechten Rechner habt ist das schwarz!!!!



    [code:1]# Custom Menu System
    # Custom Menu System
    # - Stylized with Dropdown Menus
    # Includes:
    # - Unlimited character support
    # - Quest/Key Item Support (by rpgmaker)
    # - Organized Menus by Items, Weapons, Armors, and Key Items
    # - Advanced Equip Screen (by RPG-Advocate)
    # - Reorganized Status Screen
    # - Horizontal Menus
    # - Transparent Windows
    # - Single Scene interface [lag reduction]
    # - Map Name Window
    # - Support for Deke/Near Fantastica's day*night system
    #
    # Instruction Manual:
    #
    # Step 1 - copy and paste this line into Window_Base under def initialize
    # self.back_opacity = 160
    # You can remove this line if you do not wish for transparent menu windows.
    #
    # Step 2 - copy and paste these lines at the end of Window_Base before the
    # last end:
    # def draw_actor_face(actor,x,y)
    # bitmap = RPG::Cache.picture(actor.name + ".png")
    # self.contents.blt(x,y,bitmap,Rect.new(0,0,100,100))
    # end
    # This is for FaceSet support. You can remove this by searching for
    # draw_actor_face and removing the line and the def draw_actor_face code.
    # If you keep this code, you will require 100x100 png files in the Pictures
    # directory named after the characters they correspond to.
    # Example: Arshes' face image is called Arshes.png
    #
    # Step 3 - Add this line:
    # @help_window.y = 0
    # between these lines:
    # @help_window = Window_Help.new
    # and
    # @help_window.set_text(@help_text)
    # in Scene_File. This is mandatory.
    #
    # Step 4 - Add this to Game_Map at the end:
    # def name
    # $map_infos[@map_id]
    # end
    # Also add this to Scene_Title after $data_system in def main
    # $map_infos = load_data("Data/MapInfos.rxdata")
    # for key in $map_infos.keys
    # $map_infos[key] = $map_infos[key].name
    # end
    # Thats for the map location window.
    #
    # Support for Deke/Near Fantastica's Day and Night System:
    # Currently the script has this commented out, so that it doesn't interfere.
    # If you wish to support this, run a search in this file for D&N Script
    # Instructions will be there for you to follow.
    # Also, make sure that the D&N system script is below this one in the list
    #
    # Support for the Key Items window is as follows:
    # Create 4 new elements in the Database (system tab)
    # Make them IDs 17, 18, 19, and 20 and name them:
    # 0017: Items
    # 0018: Weapons
    # 0019: Armor
    # 0020: Quest Items
    # Now, in the database, give the corresponding items the corresponding elements
    # You'll need to do this for every item and such. If one item has both ids it
    # will show in both menus (Such as Items/Quest Items)
    #
    # Thats it. Enjoy ^^;
    # - Prexus


    class Window_Item < Window_Selectable
    def initialize(wintype = 1, element_id = 17)
    super(0, 64, 640, 352)
    @element_id = element_id
    @wintype = wintype
    @column_max = 2
    if $game_temp.in_battle
    @column_max = 1
    self.x = 308
    self.y = 80
    self.width = 316
    self.height = 196
    self.back_opacity = 160
    end
    self.index = 0
    refresh
    end
    def item
    return @data[self.index]
    end
    def setids(wintype, element_id)
    @wintype = wintype
    @element_id = element_id
    refresh
    end
    def refresh
    if self.contents != nil
    self.contents.dispose
    self.contents = nil
    end
    @data = []
    if @wintype == 1
    for i in 1...$data_items.size
    if $game_party.item_number(i) > 0
    if $data_items != nil and ($data_items[i].element_set.include?(@element_id))
    @data.push($data_items[i])
    end
    end
    end
    elsif @wintype == 2
    for i in 1...$data_weapons.size
    if $game_party.weapon_number(i) > 0
    if $data_weapons[i] != nil and ($data_weapons[i].element_set.include?(@element_id))
    @data.push($data_weapons[i])
    end
    end
    end
    elsif @wintype == 3
    for i in 1...$data_armors.size
    if $game_party.armor_number(i) > 0
    if $data_armors[i] != nil
    @data.push($data_armors[i])
    end
    end
    end
    end
    @item_max = @data.size
    if @item_max > 0
    self.contents = Bitmap.new(width - 32, row_max * 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    for i in 0...@item_max
    draw_item(i)
    end
    end
    end
    def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
    number = $game_party.item_number(item.id)
    when RPG::Weapon
    number = $game_party.weapon_number(item.id)
    when RPG::Armor
    number = $game_party.armor_number(item.id)
    end
    if item.is_a?(RPG::Item)
    if $game_party.item_can_use?(item.id)
    self.contents.font.color = normal_color
    else
    disabled_color
    end
    else
    self.contents.font.color = normal_color
    end
    if $game_temp.in_battle
    x = 4
    y = index * 32
    else
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    end
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, "x", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
    end
    def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
    end
    end


    class Window_MapName < Window_Base
    def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    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.to_s, 2)
    end
    end



    class Window_EquipLeft < Window_Base
    attr_accessor :mode
    attr_accessor :changes
    def initialize(actor)
    super(0, 64, 272, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    self.z += 100
    actor_num = actor.id
    @actor = actor
    refresh
    end
    def update_actor(actor)
    @actor = actor
    actor_num = actor.id
    refresh
    end
    def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 4, 32)
    draw_actor_parameter(@actor, 4, 64, 0)
    draw_actor_parameter(@actor, 4, 96, 1)
    draw_actor_parameter(@actor, 4, 128, 2)
    draw_actor_parameter(@actor, 4, 192, 3)
    draw_actor_parameter(@actor, 4, 224, 4)
    draw_actor_parameter(@actor, 4, 256, 5)
    draw_actor_parameter(@actor, 4, 288, 6)
    if @new_atk != nil
    self.contents.font.color = system_color
    self.contents.draw_text(160, 64, 40, 32, "?", 1)
    self.contents.font.color = @actor.atk < @new_atk ? system_color :
    @actor.atk > @new_atk ? disabled_color :
    normal_color
    self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
    self.contents.font.color = system_color
    self.contents.draw_text(160, 96, 40, 32, "?", 1)
    self.contents.font.color = @actor.pdef < @new_pdef ? system_color :
    @actor.pdef > @new_pdef ? disabled_color :
    normal_color
    self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
    self.contents.font.color = system_color
    self.contents.draw_text(160, 128, 40, 32, "?", 1)
    self.contents.font.color = @actor.mdef < @new_mdef ? system_color :
    @actor.mdef > @new_mdef ? disabled_color :
    normal_color
    self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
    end
    if @new_str != nil
    self.contents.font.color = system_color
    self.contents.draw_text(160, 192, 40, 32, "?", 1)
    self.contents.font.color = @actor.str < @new_str ? system_color :
    @actor.str > @new_str ? disabled_color :
    normal_color
    self.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)
    end
    if @new_dex != nil
    self.contents.font.color = system_color
    self.contents.draw_text(160, 224, 40, 32, "?", 1)
    self.contents.font.color = @actor.dex < @new_dex ? system_color :
    @actor.dex > @new_dex ? disabled_color :
    normal_color
    self.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)
    end
    if @new_agi != nil
    self.contents.font.color = system_color
    self.contents.draw_text(160, 256, 40, 32, "?", 1)
    self.contents.font.color = @actor.agi < @new_agi ? system_color :
    @actor.agi > @new_agi ? disabled_color :
    normal_color
    self.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)
    end
    if @new_int != nil
    self.contents.font.color = system_color
    self.contents.draw_text(160, 288, 40, 32, "?", 1)
    self.contents.font.color = @actor.int < @new_int ? system_color :
    @actor.int > @new_int ? disabled_color :
    normal_color
    self.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)
    end
    end
    def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
    new_agi, new_int)
    flag = false
    if new_atk != @new_atk || new_pdef != @new_pdef || new_mdef != @new_mdef
    flag = true
    end
    if new_str != @new_str || new_dex != @new_dex || new_agi != @new_agi
    flag = true
    end
    if new_int != @new_int
    flag = true
    end
    @new_atk = new_atk
    @new_pdef = new_pdef
    @new_mdef = new_mdef
    @new_str = new_str
    @new_dex = new_dex
    @new_agi = new_agi
    @new_int = new_int
    if flag
    refresh
    end
    end
    def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
    parameter_name = $data_system.words.atk
    parameter_value = actor.atk
    when 1
    parameter_name = $data_system.words.pdef
    parameter_value = actor.pdef
    when 2
    parameter_name = $data_system.words.mdef
    parameter_value = actor.mdef
    when 3
    parameter_name = $data_system.words.str
    parameter_value = actor.str
    when 4
    parameter_name = $data_system.words.dex
    parameter_value = actor.dex
    when 5
    parameter_name = $data_system.words.agi
    parameter_value = actor.agi
    when 6
    parameter_name = $data_system.words.int
    parameter_value = actor.int
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 112, 32, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
    end
    end


    class Window_EquipItem < Window_Selectable
    def initialize(actor, equip_type)
    super(0, 256, 640, 160)
    @actor = actor
    @equip_type = equip_type
    @column_max = 2
    refresh
    self.active = false
    self.index = -1
    end
    def item
    return @data[self.index]
    end
    def update_actor(actor, equip_type)
    @actor = actor
    @equip_type = equip_type
    refresh
    end
    def refresh
    if self.contents != nil
    self.contents.dispose
    self.contents = nil
    end
    @data = []
    if @equip_type == 0
    weapon_set = $data_classes[@actor.class_id].weapon_set
    for i in 1...$data_weapons.size
    if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
    @data.push($data_weapons[i])
    end
    end
    end
    if @equip_type != 0
    armor_set = $data_classes[@actor.class_id].armor_set
    for i in 1...$data_armors.size
    if $game_party.armor_number(i) > 0 and armor_set.include?(i)
    if $data_armors[i].kind == @equip_type-1
    @data.push($data_armors[i])
    end
    end
    end
    end
    @data.push(nil)
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    for i in 0...@item_max-1
    draw_item(i)
    end
    end
    def draw_item(index)
    item = @data[index]
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    case item
    when RPG::Weapon
    number = $game_party.weapon_number(item.id)
    when RPG::Armor
    number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
    end
    def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
    end
    end


    class Window_EquipItem < Window_Selectable
    alias xrxs_mp1_initialize initialize
    def initialize(actor, equip_type)
    xrxs_mp1_initialize(actor, equip_type)
    self.x = 272
    self.width = 368
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    @column_max = 1
    refresh
    end
    def item
    return @data[self.index]
    end
    def refresh
    if self.contents != nil
    self.contents.dispose
    self.contents = nil
    end
    @data = []
    if @equip_type == 0
    weapon_set = $data_classes[@actor.class_id].weapon_set
    for i in 1...$data_weapons.size
    if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
    @data.push($data_weapons[i])
    end
    end
    end
    if @equip_type != 0
    armor_set = $data_classes[@actor.class_id].armor_set
    for i in 1...$data_armors.size
    if $game_party.armor_number(i) > 0 and armor_set.include?(i)
    if $data_armors[i].kind == @equip_type-1
    @data.push($data_armors[i])
    end
    end
    end
    end
    @data.push(nil)
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    for i in 0...@item_max-1
    draw_item(i)
    end
    s = @data.size-1
    self.contents.draw_text(4, s*32, 100, 32, "[Remove]")
    end
    def draw_item(index)
    item = @data[index]
    x = 4
    y = index * 32
    case item
    when RPG::Weapon
    number = $game_party.weapon_number(item.id)
    when RPG::Armor
    number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 288, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 304, y, 24, 32, number.to_s, 2)
    end
    def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
    end
    end


    class Window_Target < Window_Selectable
    def initialize
    super(0, 64, 336, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    self.z += 10
    @item_max = $game_party.actors.size
    refresh
    end
    def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
    x = 4
    y = i * 84
    actor = $game_party.actors[i]
    draw_actor_name(actor, x, y)
    draw_actor_state(actor, x + 144, y)
    draw_actor_hp(actor, x, y + 32)
    draw_actor_sp(actor, x + 152, y + 32)
    end
    end
    def update_cursor_rect
    self.cursor_rect.set(0, @index * 84, self.width - 32, 64)
    end
    end


    class Window_MenuStatus < Window_Selectable
    def initialize
    super(0, 0, 128, $game_party.actors.size*32+32)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    refresh
    self.active = false
    self.index = 0
    end
    def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
    x = 4
    y = i * 32
    actor = $game_party.actors[i]
    draw_actor_name(actor, x, y)
    end
    end
    def update_cursor_rect
    if @index < 0
    self.cursor_rect.empty
    else
    self.cursor_rect.set(0, @index * 32, self.width - 32, 32)
    end
    end
    end


    class Window_Status < Window_Base
    def initialize(actor)
    super(0, 64, 480, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    @actor = actor
    refresh
    end
    def update_actor(actor)
    @actor = actor
    refresh
    end
    def refresh
    self.contents.clear
    #draw_actor_face(@actor,0,32)
    draw_actor_graphic(@actor, 24, 144)
    draw_actor_name(@actor, 4, 0)
    draw_actor_class(@actor, 4 + 144, 0)
    draw_actor_level(@actor, 96, 32)
    draw_actor_state(@actor, 180, 32)
    draw_actor_hp(@actor, 96, 112-32, 172)
    draw_actor_sp(@actor, 96, 144-32, 172)
    draw_actor_parameter(@actor, 96, 224+16, 3)
    draw_actor_parameter(@actor, 96, 256+16, 4)
    draw_actor_parameter(@actor, 96, 288+16, 5)
    draw_actor_parameter(@actor, 96, 320+16, 6)
    self.contents.font.color = system_color
    self.contents.draw_text(96, 160, 80, 32, "EXP")
    self.contents.draw_text(96, 192, 80, 32, "NEXT")
    self.contents.font.color = normal_color
    self.contents.draw_text(96 + 80, 160, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(96 + 80, 192, 84, 32, @actor.next_rest_exp_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(280, 32, 96, 32, "Equipment")
    draw_item_name($data_weapons[@actor.weapon_id], 280, 64)
    draw_item_name($data_armors[@actor.armor1_id], 280, 96)
    draw_item_name($data_armors[@actor.armor2_id], 280, 128)
    draw_item_name($data_armors[@actor.armor3_id], 280, 160)
    draw_item_name($data_armors[@actor.armor4_id], 280, 192)
    draw_actor_parameter(@actor, 280, 256+16, 0)
    draw_actor_parameter(@actor, 280, 288+16, 1)
    draw_actor_parameter(@actor, 280, 320+16, 2)
    end
    end


    class Window_Skill < Window_Selectable
    def initialize(actor)
    super(0, 128, 640, 288)
    @actor = actor
    @column_max = 1
    refresh
    self.index = 0
    if $game_temp.in_battle
    @column_max = 1
    self.x = 308
    self.y = 80
    self.width = 316
    self.height = 196
    self.back_opacity = 160
    end
    end
    def skill
    return @data[self.index]
    end
    def update_actor(actor)
    @actor = actor
    refresh
    end
    def refresh
    if self.contents != nil
    self.contents.dispose
    self.contents = nil
    end
    @data = []
    for i in 0...@actor.skills.size
    skill = $data_skills[@actor.skills[i]]
    if skill != nil
    @data.push(skill)
    end
    end
    @item_max = @data.size
    if @item_max > 0
    self.contents = Bitmap.new(width - 32, row_max * 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    for i in 0...@item_max
    draw_item(i)
    end
    end
    end
    def draw_item(index)
    skill = @data[index]
    if @actor.skill_can_use?(skill.id)
    self.contents.font.color = normal_color
    else
    self.contents.font.color = disabled_color
    end
    if $game_temp.in_battle
    x = 4
    y = index * 32
    else
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    end
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
    self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
    end
    def update_help
    @help_window.set_text(self.skill == nil ? "" : self.skill.description)
    end
    end


    class Window_SkillStatus < Window_Base
    def initialize(actor)
    super(0, 64, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    @actor = actor
    refresh
    end
    def update_actor(actor)
    @actor = actor
    refresh
    end
    def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_state(@actor, 140, 0)
    draw_actor_hp(@actor, 284, 0)
    draw_actor_sp(@actor, 460, 0)
    end
    end



    class Window_Help < Window_Base
    def initialize
    super(0, 416, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    if $game_temp.in_battle
    self.y = 0
    self.back_opacity = 160
    end
    end
    def set_text(text, align = 0)
    if text != @text or align != @align
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
    @text = text
    @align = align
    @actor = nil
    end
    self.visible = true
    end
    def set_actor(actor)
    if actor != @actor
    self.contents.clear
    draw_actor_name(actor, 4, 0)
    draw_actor_state(actor, 140, 0)
    draw_actor_hp(actor, 284, 0)
    draw_actor_sp(actor, 460, 0)
    @actor = actor
    @text = nil
    self.visible = true
    end
    end
    def set_enemy(enemy)
    text = enemy.name
    state_text = make_battler_state_text(enemy, 112, false)
    if state_text != ""
    text += " " + state_text
    end
    set_text(text, 1)
    end
    end


    class Window_EquipRight < Window_Selectable
    def initialize(actor)
    super(272, 64, 368, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    @actor = actor
    refresh
    self.index = 0
    end
    def item
    return @data[self.index]
    end
    def update_actor(actor)
    @actor = actor
    refresh
    end
    def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
    self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
    self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
    self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
    self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
    draw_item_name(@data[0], 92, 32 * 0)
    draw_item_name(@data[1], 92, 32 * 1)
    draw_item_name(@data[2], 92, 32 * 2)
    draw_item_name(@data[3], 92, 32 * 3)
    draw_item_name(@data[4], 92, 32 * 4)
    end
    def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
    end
    end



    class Menu_Selectable < Window_Base
    attr_reader :index
    attr_reader :help_window
    def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
    end
    def index=(index)
    @index = index
    if @help_window != nil
    update_help
    end
    update_cursor_rect
    end
    def row_max
    return (@item_max + @column_max - 1) / @column_max
    end
    def top_row
    return self.oy / 32
    end
    def top_row=(row)
    if row < 0
    row = 0
    end
    if row > row_max - 1
    row = row_max - 1
    end
    self.oy = row * 32
    end
    def page_row_max
    return (self.height - 32) / 32
    end
    def page_item_max
    return page_row_max * @column_max
    end
    def help_window=(help_window)
    @help_window = help_window
    if @help_window != nil
    update_help
    end
    end
    def update_cursor_rect
    if @index < 0
    self.cursor_rect.empty
    return
    end
    row = @index / @column_max
    if row < self.top_row
    self.top_row = row
    end
    if row > self.top_row + (self.page_row_max - 1)
    self.top_row = row - (self.page_row_max - 1)
    end
    cursor_width = self.width / @column_max - 32
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 128
    self.cursor_rect.set(y, x, 100, 32)
    end
    def update
    super
    if self.active and @item_max > 0 and @index >= 0
    if Input.repeat?(Input::RIGHT)
    if (@column_max == 1 and Input.trigger?(Input::LEFT)) or
    @index < @item_max - @column_max
    $game_system.se_play($data_system.cursor_se)
    @index = (@index + @column_max) % @item_max
    end
    end
    if Input.repeat?(Input::LEFT)
    if (@column_max == 1 and Input.trigger?(Input::UP)) or
    @index >= @column_max
    $game_system.se_play($data_system.cursor_se)
    @index = (@index - @column_max + @item_max) % @item_max
    end
    end
    if Input.repeat?(Input::RIGHT)
    if @column_max >= 2 and @index < @item_max - 1
    $game_system.se_play($data_system.cursor_se)
    @index += 1
    end
    end
    if Input.repeat?(Input::LEFT)
    if @column_max >= 2 and @index > 0
    $game_system.se_play($data_system.cursor_se)
    @index -= 1
    end
    end
    if Input.repeat?(Input::R)
    if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
    $game_system.se_play($data_system.cursor_se)
    @index = [@index + self.page_item_max, @item_max - 1].min
    self.top_row += self.page_row_max
    end
    end
    if Input.repeat?(Input::L)
    if self.top_row > 0
    $game_system.se_play($data_system.cursor_se)
    @index = [@index - self.page_item_max, 0].max
    self.top_row -= self.page_row_max
    end
    end
    end
    if @help_window != nil
    update_help
    end
    update_cursor_rect
    end
    end


    class Window_MenuCommand < Window_Selectable
    def initialize(width, commands)
    super(0, 0, width, commands.size * 32 + 32)
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    refresh
    self.index = 0
    end
    def refresh
    self.contents.clear
    for i in 0...@item_max
    draw_item(i, normal_color)
    end
    end
    def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index],1)
    end
    def disable_item(index)
    draw_item(index, disabled_color)
    end
    end



    class Menu_Command < Menu_Selectable
    def initialize(width, commands)
    super(0, 0, 700, 500)
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    self.back_opacity = 0
    refresh
    self.index = 0
    end
    def refresh
    self.contents.clear
    for i in 0...@item_max
    draw_item(i, normal_color)
    end
    end
    def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(-16+128*index, 5, 128, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index],1)
    end
    def disable_item(index)
    draw_item(index, disabled_color)
    end
    end


    # D&N Script - If you are using the script, uncomment all of this.
    # class Window_Time < Window_Base
    # def initialize
    #super(0, 0, 160, 64)
    #self.contents = Bitmap.new(width - 32, height - 32)
    #self.contents.font.name = "Arial" # "Time" window font
    #self.contents.font.size = 24
    #refresh
    #end
    #def refresh
    #self.contents.clear
    #@total_sec = Graphics.frame_count / Graphics.frame_rate
    #@minute=$game_time.get_minute.floor
    #hour = $game_time.get_hour
    #pm_flag= hour >=12 ? true : false
    #hour= hour >= 12 ? hour-12 : hour
    #day=$game_time.get_day
    #month=$game_time.get_month
    #year=$game_time.get_year
    #if hour.floor==0
    #text=sprintf("%02d:%02d",12,@minute)
    #else
    #text=sprintf("%02d:%02d",hour,@minute)
    #end
    #if pm_flag
    # text += " PM"
    #else
    #text += " AM"
    #end
    #self.contents.font.color = normal_color
    #self.contents.draw_text(4, 0, 120, 32, text, 2)
    #end
    #def update
    #if $game_time.get_minute.floor != @minute
    #refresh
    #end
    #end
    #end


    class Scene_Menu
    def initialize(menu_index = 0, actor_index = 0, equip_index = 0)
    @menu_index = menu_index
    @actor_index = actor_index
    @equip_index = equip_index
    end
    def main
    #@sprite = Spriteset_Map.new
    s1 = $data_system.words.item
    s2 = $data_system.words.equip
    s3 = $data_system.words.skill
    s4 = "Status"
    s5 = "Game"
    @dummy_window = Window_Base.new(0, 0, 640, 64)
    @command_window = Menu_Command.new(640, [s1, s2, s3, s4, s5])
    @command_window.index = @menu_index
    @command_window.width = 700
    @command_window.height = 500
    @command_window.y = -5
    @command_window.x = -5
    @command_window.opacity = 0
    @command_window.z += 10
    @dummy_window.z += 10
    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
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 640-@playtime_window.width
    @playtime_window.y = 64
    @playtime_window.visible = false
    @playtime_window.active = false
    @mapname_window = Window_MapName.new
    @mapname_window.x = 640-@mapname_window.width
    @mapname_window.y = @playtime_window.y+@playtime_window.height
    @mapname_window.visible = false
    @mapname_window.active = false
    @steps_window = Window_Steps.new
    @steps_window.x = 640-@steps_window.width
    @steps_window.y = @playtime_window.y+@playtime_window.height + 96
    @steps_window.visible = false
    @steps_window.active = false
    @gold_window = Window_Gold.new
    @gold_window.x = 640-@gold_window.width
    @gold_window.y = @steps_window.y+@steps_window.height
    @gold_window.visible = false
    @gold_window.active = false
    # D&N script
    #This is for use with Deke/NearFantasticas day night system, uncomment it if
    #you have this script.
    #@time_window = Window_Time.new
    #@time_window.x = 640-@time_window.width
    #@time_window.y = @gold_window.y+@gold_window.height
    #@time_window.visible = false
    #@time_window.active = false
    @help_window = Window_Help.new
    @help_window.x = 0
    @help_window.y = 416
    @item_window = Window_Item.new(1, 17)
    @item_window.help_window = @help_window
    @item_window.visible = false
    @item_window.active = false
    @drop1 = Window_MenuCommand.new(128,["Basic", "Weapons", "Armor", "Quest"])
    @drop1.x = 0
    @drop1.y = 64
    @drop1.visible = false
    @drop1.active = false
    @drop2 = Window_MenuStatus.new
    @drop2.x = 128
    @drop2.y = 64
    @drop2.visible = false
    @drop2.active = false
    @drop3 = Window_MenuCommand.new(128,["Save","Quit"])
    @drop3.x = 640-128
    @drop3.y = 64
    @drop3.visible = false
    @drop3.active = false
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    @actor = $game_party.actors[@actor_index]
    @equiphelp_window = Window_Help.new
    @left_window = Window_EquipLeft.new(@actor)
    @left_window.visible = false
    @left_window.active = false
    @right_window = Window_EquipRight.new(@actor)
    @right_window.help_window = @equiphelp_window
    @right_window.visible = false
    @right_window.active = false
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window1.help_window = @equiphelp_window
    @item_window1.visible = false
    @item_window1.active = false
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window2.help_window = @equiphelp_window
    @item_window2.visible = false
    @item_window2.active = false
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window3.help_window = @equiphelp_window
    @item_window3.visible = false
    @item_window3.active = false
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window4.help_window = @equiphelp_window
    @item_window4.visible = false
    @item_window4.active = false
    @item_window5 = Window_EquipItem.new(@actor, 4)
    @item_window5.help_window = @equiphelp_window
    @item_window5.visible = false
    @item_window5.active = false
    @equiphelp_window.active = false
    @equiphelp_window.visible = false
    @right_window.index = @equip_index
    @skillstatus_window = Window_SkillStatus.new(@actor)
    @skillstatus_window.visible = false
    @skillstatus_window.active = false
    @skill_window = Window_Skill.new(@actor)
    @skill_window.help_window = @help_window
    @skill_window.visible = false
    @skill_window.active = false
    @help_window.visible = false
    @help_window.active = false
    @skilltarget_window = Window_Target.new
    @skilltarget_window.visible = false
    @skilltarget_window.active = false
    @playerstatus_window = Window_Status.new(@actor)
    @playerstatus_window.visible = false
    @playerstatus_window.active = false
    Graphics.transition
    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end
    Graphics.freeze
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
    @drop1.dispose
    @drop2.dispose
    @drop3.dispose
    @dummy_window.dispose
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @mapname_window.dispose
    @gold_window.dispose
    #You will also have to take out this comment for the D&N script
    #@time_window.dispose
    @equiphelp_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
    @skillstatus_window.dispose
    @skill_window.dispose
    @skilltarget_window.dispose
    @playerstatus_window.dispose
    end
    def equip_refresh
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    item1 = @right_window.item
    case @right_window.index
    when 0
    @eitem_window = @item_window1
    newmode = 0
    when 1
    @eitem_window = @item_window2
    newmode = 1
    when 2
    @eitem_window = @item_window3
    newmode = 1
    when 3
    @eitem_window = @item_window4
    newmode = 1
    when 4
    @eitem_window = @item_window5
    newmode = 1
    end
    if newmode != @left_window.mode
    @left_window.mode = newmode
    @left_window.refresh
    end
    if @right_window.active
    @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
    end
    if @eitem_window.active
    item2 = @eitem_window.item
    last_hp = @actor.hp
    old_atk = @actor.atk
    old_pdef = @actor.pdef
    old_mdef = @actor.mdef
    old_str = @actor.str
    old_dex = @actor.dex
    old_agi = @actor.agi
    old_int = @actor.int
    old_eva = @actor.eva
    @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
    new_atk = @actor.atk
    new_pdef = @actor.pdef
    new_mdef = @actor.mdef
    new_str = @actor.str
    new_dex = @actor.dex
    new_agi = @actor.agi
    new_int = @actor.int
    new_eva = @actor.eva
    @left_window.changes = [0, 0, 0, 0, 0, 0, 0, 0]
    if new_atk > old_atk
    @left_window.changes[0] = 1
    end
    if new_atk < old_atk
    @left_window.changes[0] = -1
    end
    if new_pdef > old_pdef
    @left_window.changes[1] = 1
    end
    if new_pdef < old_pdef
    @left_window.changes[1] = -1
    end
    if new_mdef > old_mdef
    @left_window.changes[2] = 1
    end
    if new_mdef < old_mdef
    @left_window.changes[2] = -1
    end
    if new_str > old_str
    @left_window.changes[3] = 1
    end
    if new_str < old_str
    @left_window.changes[3] = -1
    end
    if new_dex > old_dex
    @left_window.changes[4] = 1
    end
    if new_dex < old_dex
    @left_window.changes[4] = -1
    end
    if new_agi > old_agi
    @left_window.changes[5] = 1
    end
    if new_agi < old_agi
    @left_window.changes[5] = -1
    end
    if new_int > old_int
    @left_window.changes[6] = 1
    end
    if new_int < old_int
    @left_window.changes[6] = -1
    end


    @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
    @actor.hp = last_hp
    @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
    new_dex, new_agi, new_int)
    end
    end
    def update
    @help_window.update
    @item_window.update
    @target_window.update
    @dummy_window.update
    @mapname_window.update
    @drop1.update
    @drop2.update
    @drop3.update
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    #You'll also have to take out this comment for the D&N script
    #@time_window.update
    @left_window.update
    @right_window.update
    @equiphelp_window.update
    @skillstatus_window.update
    @skill_window.update
    @skilltarget_window.update
    @playerstatus_window.update
    if @playerstatus_window.active
    update_playerstatus
    return
    end
    if @skill_window.active
    update_skill
    return
    end
    if @skilltarget_window.active
    update_skilltarget
    return
    end
    if @eitem_window != nil
    if @eitem_window.visible
    equip_refresh
    @eitem_window.update
    end
    end
    if @right_window.active
    update_right
    return
    end
    if @eitem_window != nil
    if @eitem_window.active
    update_eitem
    return
    end
    end
    if @command_window.active
    update_command
    return
    end
    if @drop1.active
    update_drop1
    return
    end
    if @drop2.active
    update_drop2
    return
    end
    if @drop3.active
    update_drop3
    return
    end
    if @item_window.active
    update_item
    return
    end
    if @target_window.active
    update_target
    return
    end
    end
    def update_playerstatus
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @playerstatus_window.active = false
    @playerstatus_window.visible = false
    @playtime_window.visible = false
    @gold_window.visible = false
    @steps_window.visible = false
    @mapname_window.visible = false
    # D&N Script - Uncomment this line:
    #@time_window.visible = false
    @command_window.active = true
    return
    end
    end
    def update_skill
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @skill_window.active = false
    @skill_window.visible = false
    @skillstatus_window.visible = false
    @help_window.visible = false
    @command_window.active = true
    return
    end
    if Input.trigger?(Input::C)
    @skill = @skill_window.skill
    if @skill == nil or not @actor.skill_can_use?(@skill.id)
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    $game_system.se_play($data_system.decision_se)
    if @skill.scope >= 3
    @skill_window.active = false
    @skilltarget_window.x = (@skill_window.index + 1) % 2 * 304
    @skilltarget_window.visible = true
    @skilltarget_window.active = true
    if @skill.scope == 4 || @skill.scope == 6
    @skilltarget_window.index = -1
    elsif @skill.scope == 7
    @skilltarget_window.index = @actor_index - 10
    else
    @skilltarget_window.index = 0
    end
    else
    if @skill.common_event_id > 0
    $game_temp.common_event_id = @skill.common_event_id
    $game_system.se_play(@skill.menu_se)
    @actor.sp -= @skill.sp_cost
    @skillstatus_window.refresh
    @skill_window.refresh
    @skilltarget_window.refresh
    $scene = Scene_Map.new
    return
    end
    end
    return
    end
    end
    def update_skilltarget
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @skill_window.active = true
    @skilltarget_window.visible = false
    @skilltarget_window.active = false
    return
    end
    if Input.trigger?(Input::C)
    unless @actor.skill_can_use?(@skill.id)
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    if @skilltarget_window.index == -1
    used = false
    for i in $game_party.actors
    used |= i.skill_effect(@actor, @skill)
    end
    end
    if @skilltarget_window.index <= -2
    target = $game_party.actors[@skilltarget_window.index + 10]
    used = target.skill_effect(@actor, @skill)
    end
    if @skilltarget_window.index >= 0
    target = $game_party.actors[@skilltarget_window.index]
    used = target.skill_effect(@actor, @skill)
    end
    if used
    $game_system.se_play(@skill.menu_se)
    @actor.sp -= @skill.sp_cost
    @skillstatus_window.refresh
    @skill_window.refresh
    @skilltarget_window.refresh
    if $game_party.all_dead?
    $scene = Scene_Gameover.new
    return
    end
    if @skill.common_event_id > 0
    $game_temp.common_event_id = @skill.common_event_id
    $scene = Scene_Map.new
    return
    end
    end
    unless used
    $game_system.se_play($data_system.buzzer_se)
    end
    return
    end
    end
    def update_right
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @right_window.visible = false
    @right_window.active = false
    @left_window.visible = false
    @equiphelp_window.visible = false
    @item_window1.visible = false
    @item_window2.visible = false
    @item_window3.visible = false
    @item_window4.visible = false
    @item_window5.visible = false
    @eitem_window.visible = false
    @command_window.active = true
    return
    end
    if Input.trigger?(Input::C)
    if @actor.equip_fix?(@right_window.index)
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    $game_system.se_play($data_system.decision_se)
    @right_window.active = false
    @eitem_window.active = true
    @eitem_window.index = 0
    return
    end
    end
    def update_eitem
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @right_window.active = true
    @eitem_window.active = false
    @eitem_window.index = -1
    return
    end
    if Input.trigger?(Input::C)
    $game_system.se_play($data_system.equip_se)
    item = @eitem_window.item
    @actor.equip(@right_window.index, item == nil ? 0 : item.id)
    @right_window.active = true
    @eitem_window.active = false
    @eitem_window.index = -1
    @right_window.refresh
    @eitem_window.refresh
    return
    end
    end
    def update_command
    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)
    @command_window.active = false
    @drop1.visible = true
    @drop1.active = true
    return
    when 1
    $game_system.se_play($data_system.decision_se)
    @command_window.active = false
    @drop2.x = 128
    @drop2.visible = true
    @drop2.active = true
    return
    when 2
    $game_system.se_play($data_system.decision_se)
    @command_window.active = false
    @drop2.x = 256
    @drop2.visible = true
    @drop2.active = true
    return
    when 3
    $game_system.se_play($data_system.decision_se)
    @command_window.active = false
    @drop2.x = 384
    @drop2.visible = true
    @drop2.active = true
    return
    when 4
    $game_system.se_play($data_system.decision_se)
    @command_window.active = false
    @drop3.visible = true
    @drop3.active = true
    return
    end
    return
    end
    end
    def update_drop1
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @drop1.visible = false
    @drop1.active = false
    @drop1.index = 0
    @command_window.active = true
    return
    end
    if Input.trigger?(Input::C)
    case @drop1.index
    when 0
    @item_window.setids(1,17)
    when 1
    @item_window.setids(2, 18)
    when 2
    @item_window.setids(3, 19)
    when 3
    @item_window.setids(1, 20)
    end
    @drop1.visible = false
    @drop1.active = false
    @drop1.index = 0
    @item_window.visible = true
    @item_window.active = true
    @help_window.visible = true
    return
    end
    end
    def update_drop2
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @drop2.visible = false
    @drop2.active = false
    @drop2.index = 0
    @command_window.active = true
    return
    end
    if Input.trigger?(Input::C)
    case @command_window.index
    when 1
    $game_system.se_play($data_system.decision_se)
    @actor = $game_party.actors[@drop2.index]
    @right_window.update_actor(@actor)
    @left_window.update_actor(@actor)
    @item_window1.update_actor(@actor, 0)
    @item_window2.update_actor(@actor, 1)
    @item_window3.update_actor(@actor, 2)
    @item_window4.update_actor(@actor, 3)
    @item_window5.update_actor(@actor, 4)
    @right_window.index = 0
    @drop2.visible = false
    @drop2.active = false
    @drop2.index = 0
    @right_window.visible = true
    @right_window.active = true
    @left_window.visible = true
    @equiphelp_window.visible = true
    @item_window1.visible = true
    @item_window2.visible = true
    @item_window3.visible = true
    @item_window4.visible = true
    @item_window5.visible = true
    equip_refresh
    return
    when 2
    $game_system.se_play($data_system.decision_se)
    @actor = $game_party.actors[@drop2.index]
    @skill_window.update_actor(@actor)
    @drop2.visible = false
    @drop2.active = false
    @drop2.index = 0
    @skill_window.visible = true
    @skill_window.active = true
    @skillstatus_window.visible = true
    @skillstatus_window.update_actor(@actor)
    @help_window.visible = true
    return
    when 3
    $game_system.se_play($data_system.decision_se)
    @actor = $game_party.actors[@drop2.index]
    @playerstatus_window.update_actor(@actor)
    @drop2.visible = false
    @drop2.active = false
    @drop2.index = 0
    @playerstatus_window.visible = true
    @playerstatus_window.active = true
    @playtime_window.visible = true
    @gold_window.visible = true
    @mapname_window.visible = true
    @steps_window.visible = true
    # D&N Script - Uncomment this line.
    #@time_window.visible = true
    return
    end
    end
    end
    def update_drop3
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @drop3.visible = false
    @drop3.active = false
    @drop3.index = 0
    @command_window.active = true
    return
    end
    if Input.trigger?(Input::C)
    $game_system.se_play($data_system.decision_se)
    case @drop3.index
    when 0
    $scene = Scene_Save.new
    when 1
    $scene = Scene_End.new
    end
    end
    end
    def update_item
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @item_window.active = false
    @item_window.visible = false
    @help_window.visible = false
    @command_window.active = true
    return
    end
    if Input.trigger?(Input::C)
    @item = @item_window.item
    unless @item.is_a?(RPG::Item)
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    unless $game_party.item_can_use?(@item.id)
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    $game_system.se_play($data_system.decision_se)
    if @item.scope >= 3
    @target_window.x = (@item_window.index + 1) % 2 * 304
    @target_window.visible = true
    @target_window.active = true
    @item_window.active = false
    if @item.scope == 4 || @item.scope == 6
    @target_window.index = -1
    else
    @target_window.index = 0
    end
    else
    if @item.common_event_id > 0
    $game_temp.common_event_id = @item.common_event_i
    $game_system.se_play(@item.menu_se)
    if @item.consumable
    $game_party.lose_item(@item.id, 1)
    @item_window.draw_item(@item_window.index)
    end
    $scene = Scene_Map.new
    return
    end
    end
    return
    end
    end
    def update_target
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    unless $game_party.item_can_use?(@item.id)
    @item_window.refresh
    end
    @item_window.active = true
    @target_window.visible = false
    @target_window.active = false
    return
    end
    if Input.trigger?(Input::C)
    if $game_party.item_number(@item.id) == 0
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    if @target_window.index == -1
    used = false
    for i in $game_party.actors
    used |= i.item_effect(@item)
    end
    end
    if @target_window.index >= 0
    target = $game_party.actors[@target_window.index]
    used = target.item_effect(@item)
    end
    if used
    $game_system.se_play(@item.menu_se)
    if @item.consumable
    $game_party.lose_item(@item.id, 1)
    @item_window.draw_item(@item_window.index)
    end
    @target_window.refresh
    if $game_party.all_dead?
    $scene = Scene_Gameover.new
    return
    end
    if @item.common_event_id > 0
    $game_temp.common_event_id = @item.common_event_id
    $scene = Scene_Map.new
    return
    end
    end
    unless used
    $game_system.se_play($data_system.buzzer_se)
    end
    return
    end
    end
    end[/code:1]


    [Edit von Tearsof-theMoon]
    Beim nächstenmal die quellentexte im [ code] [ /code] schreiben danke
    [Edit End]


    [Edit = Tearsof-theMoon]
    Ich habe mal die Smilies deaktiviert in diesem Post.
    [/edit]

  • Sieht vielversprechend aus!
    Ich werds mal ausprobieren.


    @ fresh-jtb, ich denke mal wie akwa es beschrieben hat.
    Also ein neues mail script erstellen und es reinkopieren.
    Ich melde mich, wenn es bei mir nicht funktioniert.