ok im making a cms my problem right now is i cant get the icons to appear in my menu & i cant get my black bar to cover the moving text
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
@command_window = Window_Command2.new(160,['Items','Symbology','Equipment',
'Status','Config','Tactics','Dictionary','Card'])
@command_window.index = @menu_index
@command_window.y = 70
# Execute transition
Graphics.transition
@menu_window = Window_Menu.new
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@menu_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@menu_window.update
# If command window is active: call update_command
if @command_window.active
update_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)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 1 # 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
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
# This window deals with general command choices.
#==============================================================================
class Window_Command2 < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command text string array
#--------------------------------------------------------------------------
def initialize(width, commands)
# Compute window height from command quantity
super(0, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : text color
#--------------------------------------------------------------------------
def draw_item(i, color)
self.contents.fill_rect(0, i*32, 148, 32, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(@commands[i])
self.contents.font.color = color
self.contents.draw_text(32, i*32, 148, 32, @commands[i])
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
end
#==============================================================================
# ** Window_Steps
#------------------------------------------------------------------------------
# This window displays step count on the menu screen.
#==============================================================================
class Window_Menu < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@Help_Window = 'View Items'
@x = 640
update
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def update
if @x == 0
@x=640
else
@x-=2
end
self.contents.clear
self.contents.font.size = Font.default_size
self.contents.font.color = normal_color
self.contents.fill_rect(0, 0, 120, 32, Color.new(0,0,0))
self.contents.draw_text(0, 0, 120, 32, 'Main Menu',2)
self.contents.draw_text(@x, 0, 120, 32, @Help_Window.to_s,2)
self.contents.font.size = 15
self.contents.draw_text(15, 30, 120, 32, 'HELP')
self.contents.fill_rect(0, 32, width, 3, normal_color)
self.contents.fill_rect(0, 33, 5, 2, normal_color)
self.contents.fill_rect(1, 35, 5, 2, normal_color)
self.contents.fill_rect(2, 37, 5, 2, normal_color)
self.contents.fill_rect(3, 39, 5, 2, normal_color)
self.contents.fill_rect(4, 41, 5, 2, normal_color)
self.contents.fill_rect(5, 42, 5, 2, normal_color)
self.contents.fill_rect(6, 43, 5, 2, normal_color)
self.contents.fill_rect(7, 44, 5, 2, normal_color)
end
end