This is my first script, it's a One-Man CMS with several windows you can configure to be on or off. There are also several non-RTP scripts included being used specifically for the CMS.
Place above Main (and I'm guessing Custom Message Scripts).
#==============================================================================
# Project CMS by lilbrudder917
# Version 2.0
#------------------------------------------------------------------------------
# Overrides Scene_Menu and Window_MenuStatus. Rewrites the "Draw Level" parts of
# Window_Base to change settings.
#
# Version History:
# 2.0 : Now you can change the Window_Notes text with
# " $game_system.FirstLine = "_" "
# " $game_system.SecondLine = "_" "
# " $game_system.ThirdLine = "_" "
# " $game_system.FourthLine = "_" "
# " $game_system.FifthLine = "_" "
#==============================================================================
module ProCMS
#==============================================================================
# CONFIGURATION
#==============================================================================
ItemName = "Inventory" # Default is Item
SkillName = "Cast Spell" # Default is Skill
EquipName = "Wear" # Default is Equip
StatusName = "Status" # Default is Status
SaveName = "Save Data" # Default is Save
EndName = "Quit Game" # Default is End Game
CommandW = 150 # Width of the Command Window
Custom_Map = false # If true, you can have a picture as a background.
Map_Picture = "mappic" # If Custom_Map = true, this will be the background.
Facesets = true # If true and the face file is missing, the actor's
#sprite will be used instead
FaceIMG = "Face" # Filename for the face image.
FFILETYPE = ".png" # Face File Type
CornerLogo = true # In the bottom right corner, want a 148x61 icon?
LogoIcon = "logoicon" # Name of icon
LogoFType = ".png" # Icon File Type
MAXACTORS = 1 # 1 Seriously Recommended, otherwise you'll need to
# do a lot of huge editing.
#=============================================================================
# Scene_Menu Window Add-ons
#=============================================================================
MapBG = true # If true, the map will be your background
UseNotes = true # To use Window_Notes, have this true.
UsePTime = true # To use Window_PlayTime, have this true.
UseRTime = true # To use Window_RealTime, have this true.
RTHVar = 2 # Variable used for storing hours
RTMVar = 3 # Variable used for storing minutes
RTAPVar= 4 # Variable used for storing AM/PM
RTSVar = 5 # Variable used for storing seconds
TwelClock = true # 12-Hour Clock if true, false = 24-Hour Clock
UseVar = true # To use Window_Variable, have this true.
UseSteps = true # To use Window_Steps, have this true.
UseGold = true # To use Window_Gold, have this true.
UseLoca = true # To use Window_Location, have this true.
###############################################################################
# Coordinate Controls #
#-----------------------------------------------------------------------------#
# Unless you know what you are doing, I don't recommend touching these. #
# These are the display settings of Window_MenuStatus. #
###############################################################################
ShowName = true # Show Actor's Name?
NameX = 135 # Actor_Name X Position
NameY = 0 # Actor_Name Y Position
ShowClass = true # Show Actor's Class?
ClassX = 128 # Actor_Class X Position
ClassY = 30 # Actor_Class Y Position
ShowLevel = true # Show Actor's Level?
LevelX = 0 # Actor_Level X Position
LevelY = 139 # Actor_Level Y Position
LevelT = "Level" # Custom Title for Level?
ShowState = true # Show Actor_State?
StateX = 123 # Actor_State X Position
StateY = 50 # Actor_State Y Position
ShowHP = true # Show HP/MaxHP String?
UseBARS = nil # Coming Soon
HPX = 0 # Hitpoints String X Position
HPY = 100 # Hitpoints String Y Position
ShowSP = true # Show SP/MaxSP String?
SpecX = 0 # Specpoints String X Position
SpecY = 125 # Specpoints String Y Position
ShowEXP = true # Show Experience String?
ExperX = 0 # Experience String X Position
ExperY = 185 # Experience String Y Position
CommandX = 488 # Window_Command X Position
CommandY = 0 # Window_Command Y Position
WINNOTES_X= 2 # Window_Notes X Position
WINNOTES_Y= 242 # Window_Notes Y Position
RealTimeX = 488 # Window_RealTime X Position
RealTimeY = 320 # Window_RealTime Y Position
PlayTimeX = 488 # Window_PlayTime X Position
PlayTimeY = 224 # Window_PlayTime Y Position
VariableX = 243 # Window_Variable X Position
VariableY = 66 # Window_Variable Y Position
WStepX = 243 # Window_Steps X Position
WStepY = 163 # Window_Steps Y Position
WGoldX = 243 # Window_Gold X Position
WGoldY = 2 # Window_Gold Y Position
PLogoX = 490 # Game_Logo X Position
PLogoY = 418 # Game_Logo Y Position
WMStatusX = 2 # Window_MenuStatus X Position
WMStatusY = 2 # Window_MenuStatus Y Position
LOCATION_X= 2
LOCATION_Y= 430
VariTitle = "Bank" # Text in Window_Variable
VariShoNum= 1 # Variable used in Window_Variable
GoldName = "Gold" # Currency Name
StepName = "Steps" # Text in Window_Steps
PlTiName = "Play Time"# Text in Window_PlayTime
NoteVName = "Notes" # Text in Window_Notes
CurTiName = "Time" # Text in Window_RealTime
LocaName = "Location:"# Text in Window_Location
end
#-------------------------------------------------------------------------------
# End of Menu Configuration
#-------------------------------------------------------------------------------
class Game_System
attr_accessor :FirstLine
attr_accessor :SecondLine
attr_accessor :ThirdLine
attr_accessor :FourthLine
attr_accessor :FifthLine
alias windownotes_words initialize
def initialize
#-------------------------------------------------------------------------------
# Window_Notes Default Configuration
#-------------------------------------------------------------------------------
@FirstLine = "Welcome to the Menu! This Window is called"
@SecondLine = "the Notes Window! Text automatically aligns"
@ThirdLine = "to the right side of the Window, and the"
@FourthLine = "Window stores up to 5 lines per message!"
@FifthLine = " "
windownotes_words
end
end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 240, 240)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 0
y = 0
actor = $game_party.actors[i]
if ProCMS::Facesets == true #Facesets True?
if FileTest.exist?("Graphics/Pictures/" + ProCMS::FaceIMG + ProCMS::FFILETYPE) #File Exist
@face_file = ProCMS::FaceIMG + ProCMS::FFILETYPE
self.contents.blt(x, y, RPG::Cache.picture(@face_file), Rect.new(x, y, 112, 112))
else #File Not Exist
draw_actor_graphic(actor, 24, 56)
end #End File Check
else #Facesets Else
draw_actor_graphic(actor, 24, 56)
end #Faceset End
if ProCMS::ShowName == true
draw_actor_name(actor, ProCMS::NameX, ProCMS::NameY)
end
if ProCMS::ShowLevel == true
draw_actor_level(actor, 0, 0)
end
if ProCMS::ShowState == true
draw_actor_state(actor, ProCMS::StateX, ProCMS::StateY)
end
if ProCMS::ShowEXP == true
draw_actor_exp(actor, ProCMS::ExperX, ProCMS::ExperY)
end
if ProCMS::ShowClass == true
draw_actor_class(actor, ProCMS::ClassX, ProCMS::ClassY)
end
if ProCMS::ShowHP == true
draw_actor_hp(actor, ProCMS::HPX, ProCMS::HPY)
end
if ProCMS::ShowSP == true
draw_actor_sp(actor, ProCMS::SpecX, ProCMS::SpecY)
end
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end
#==============================================================================
# End Window_MenuStatus
#==============================================================================
# Disallowing a Custom Map and the Map for a background.
if ProCMS::MapBG && ProCMS::Custom_Map == true
print "Both MapBG and Custom_Map cannot be on at the same time! Turning off Custom_Map."
ProCMS::Custom_Map = false
end
class Game_Party
$actorsize = ProCMS::MAXACTORS
end
#==============================================================================
# Window Base Level Edit
#==============================================================================
class Window_Base
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(ProCMS::LevelX, 160, 32, 32, ProCMS::LevelT, 2)
self.contents.font.color = normal_color
self.contents.draw_text(ProCMS::LevelX + 32, 160, 24, 32, actor.level.to_s, 2)
end
end
#=============================================================================
# Game Party Limit
#=============================================================================
class Game_Party
def add_actor(actor_id)
# Get actor
actor = $game_actors[actor_id]
# If the party has less than 4 members and this actor is not in the party
if @actors.size < 1 and not @actors.include?(actor)
# Add actor
@actors.push(actor)
# Refresh player
$game_player.refresh
end
end
end
class PCMS_Steps < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 245, 78)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, -5, 120, 32, ProCMS::StepName)
self.contents.font.color = normal_color
self.contents.draw_text(4, 16, 200, 32, $game_party.steps.to_s, 2)
end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays amount of gold.
#==============================================================================
class PCMS_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 245, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
cx = contents.text_size(ProCMS::GoldName).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 180-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(184-cx, 0, cx, 32, ProCMS::GoldName, 2)
end
end
#==============================================================================
# ** Window_PlayTime
#------------------------------------------------------------------------------
# This window displays play time on the menu screen.
#==============================================================================
class PCMS_PlayTime < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 150, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 100, 32, ProCMS::PlTiName)
@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 = normal_color
self.contents.draw_text(4, 32, 100, 32, text, 2)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#=============================================================================
# End Window_Steps
#==============================================================================
#==============================================================================
# ** Window_Notes by lilbrudder917
#------------------------------------------------------------------------------
# This window displays custom-made notes made for the menu screen, but
# can be called anywhere.
#==============================================================================
class Window_Notes < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(240, 20, 485, 190)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, ProCMS::NoteVName)
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 350, 32, $game_system.FirstLine, 2)
self.contents.draw_text(4, 64, 350, 32, $game_system.SecondLine, 2)
self.contents.draw_text(4, 96, 350, 32, $game_system.ThirdLine, 2)
self.contents.draw_text(4, 128, 350, 32, $game_system.FourthLine, 2)
self.contents.draw_text(4, 160, 350, 32, $game_system.FifthLine, 2)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
refresh
end
end
#==============================================================================
# ** Window_Location by lilbrudder917
#------------------------------------------------------------------------------
# This window displays the map's name.
#==============================================================================
class Window_Location < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 485, 48)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, -10, 120, 32, ProCMS::LocaName)
self.contents.font.color = normal_color
cx = contents.text_size(ProCMS::LocaName).width
self.contents.draw_text(cx+30, -10, 120, 32, $game_map.name)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
refresh
end
end
#-------------------------------------------------------------------------
# * Define Map Title
#-------------------------------------------------------------------------
class Scene_Title
alias locationname main
def main
locationname
$map_infos = load_data('Data/MapInfos.rxdata')
$map_infos.keys.each {|key| $map_infos[key] = $map_infos[key].name}
end
end
class Game_Map
def name
return $map_infos[@map_id]
end
end
#==============================================================================
# ** Window_Variable by lilbrudder917
#------------------------------------------------------------------------------
# This window displays a variable made for the menu screen, but can be called
# anywhere.
#==============================================================================
class Window_Variable < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 245, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, ProCMS::VariTitle)
text = "#{$game_variables[ProCMS::VariShoNum]}"
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, text, 2)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
refresh
end
end
#==============================================================================
# ** Window_RealTime by lilbrudder917
#------------------------------------------------------------------------------
# This window displays the time stored on your computer's internal clock,
# made for the menu screen, but can be called anywhere.
#==============================================================================
class Window_RealTime < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@time_stamp = Time.new
if ProCMS::TwelClock == true
$game_variables[ProCMS::RTHVar] = @time_stamp.strftime("%I") # Hour, 12-Hour Format
$game_variables[ProCMS::RTMVar] = @time_stamp.strftime("%M") # Minutes
$game_variables[ProCMS::RTAPVar] = @time_stamp.strftime("%p")# AM/PM
$game_variables[ProCMS::RTSVar] = @time_stamp.strftime("%S") # Seconds
else
$game_variables[ProCMS::RTHVar] = @time_stamp.strftime("%H") # Hour, 24-Hour Format
$game_variables[ProCMS::RTMVar] = @time_stamp.strftime("%M") # Minutes
$game_variables[ProCMS::RTSVar] = @time_stamp.strftime("%S") # Seconds
end
super(0, 0, 150, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 100, 32, ProCMS::CurTiName)
if ProCMS::TwelClock == true
text = "#{$game_variables[ProCMS::RTHVar]}: #{$game_variables[ProCMS::RTMVar]}: #{$game_variables[ProCMS::RTSVar]} #{$game_variables[ProCMS::RTAPVar]}"
else
text = "#{$game_variables[ProCMS::RTHVar]}: #{$game_variables[ProCMS::RTMVar]}: #{$game_variables[ProCMS::RTSVar]}"
end
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 100, 32, text, 2)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
refresh
end
end
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
#--------------------------------------------------------------------------
# * Menu Background
#--------------------------------------------------------------------------
if ProCMS::MapBG == true
@map = Spriteset_Map.new
end
if ProCMS::Custom_Map == true
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture(ProCMS::Map_Picture)
end
# Make command window
s1 = ProCMS::ItemName
s2 = ProCMS::SkillName
s3 = ProCMS::EquipName
s4 = ProCMS::StatusName
s5 = ProCMS::SaveName
s6 = ProCMS::EndName
@command_window = Window_Command.new(ProCMS::CommandW, [s1, s2, s3, s4, s5, s6])
@command_window.x = ProCMS::CommandX
@command_window.y = ProCMS::CommandY
@command_window.index = 0
# 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
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
if ProCMS::UseNotes == true
@mnotes_window = Window_Notes.new
@mnotes_window.x = ProCMS::WINNOTES_X
@mnotes_window.y = ProCMS::WINNOTES_Y
end
if ProCMS::UseLoca == true
@location_window = Window_Location.new
@location_window.x = ProCMS::LOCATION_X
@location_window.y = ProCMS::LOCATION_Y
end
# Make play time window
if ProCMS::UsePTime == true
@playtime_window = PCMS_PlayTime.new
@playtime_window.x = ProCMS::PlayTimeX
@playtime_window.y = ProCMS::PlayTimeY
end
if ProCMS::UseRTime == true
@realtime_window = Window_RealTime.new
@realtime_window.x = ProCMS::RealTimeX
@realtime_window.y = ProCMS::RealTimeY
end
if ProCMS::UseVar == true
@vartime_window = Window_Variable.new
@vartime_window.x = ProCMS::VariableX
@vartime_window.y = ProCMS::VariableY
end
#Make steps window
if ProCMS::UseSteps ==true
@steps_window = PCMS_Steps.new
@steps_window.x = ProCMS::WStepX
@steps_window.y = ProCMS::WStepY
end
# Make gold window
if ProCMS::UseGold == true
@gold_window = PCMS_Gold.new
@gold_window.x = ProCMS::WGoldX
@gold_window.y = ProCMS::WGoldY
end
if ProCMS::CornerLogo == true
@image = Sprite.new
@image.bitmap = RPG::Cache.picture(ProCMS::LogoIcon)
@image.x = ProCMS::PLogoX
@image.y = ProCMS::PLogoY
end
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = ProCMS::WMStatusX
@status_window.y = ProCMS::WMStatusY
# Execute transition
Graphics.transition
# 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
if ProCMS::MapBG == true
@map.dispose
end
if ProCMS::UseLoca == true
@location_window.dispose
end
if ProCMS::UseNotes == true
@mnotes_window.dispose
end
if ProCMS::UsePTime == true
@playtime_window.dispose
end
if ProCMS::UseRTime == true
@realtime_window.dispose
end
if ProCMS::UseVar == true
@vartime_window.dispose
end
if ProCMS::UseSteps ==true
@steps_window.dispose
end
if ProCMS::UseGold == true
@gold_window.dispose
end
if ProCMS::CornerLogo == true
@image.dispose
end
@status_window.dispose
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
if ProCMS::UseNotes == true
@mnotes_window.update
end
if ProCMS::UseLoca == true
@location_window.update
end
if ProCMS::UsePTime == true
@playtime_window.update
end
if ProCMS::UseRTime == true
@realtime_window.update
end
if ProCMS::UseVar == true
@vartime_window.update
end
if ProCMS::UseSteps ==true
@steps_window.update
end
if ProCMS::UseGold == true
@gold_window.update
end
if ProCMS::CornerLogo == true
@image.update
end
@status_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
end
It's basically plug, (configure if you want), and play.
Incompatible with other CMSs.
All known bugs have been fixed. If you find any, please post them so I can (try to) fix them.