class Scene_SubMenu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = Quests
s2 = Notes
s3 = Achievements
@command_window = Window_
Command.new(160, [s1, s2, s3]
@command_window.index = @menu_index
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@playtime_window = Window_
PlayTime.new@playtime_window.x = #Set the x co-ordinates of where the playtime window will appear
@playtime_window.y = #Set the playtime window's y co-ords
@steps_window = Window_
Steps.new@steps_window.x = #The x co-ords of the steps window
@steps_window.y = #The steps window's y co-ords
@gold_window = Window_
Gold.new@gold_window.x = #The x of the gold window
@gold_window.y = #The y of the gold window
@status_window = Window_
MenuStatus.new@status_window.x = #The x of the menustatus window
@status_window.y = #The y of the menustatus window
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
def update
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_
system.se_play($data_system.cancel_se)
$scene = Scene_
Menu.new return
end
when 0
$game_
system.se_play($data_system.decision_se)
$scene = Scene_
Quest.new when 1
$game_
system.se_play($data_system.decision_se)
$scene = Scene_
Book.new when 2
$game_
system.se_play($data_system.decision_se)
$scene = Scene_
Achievements.new end
return
end
end
end