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- #-------------------------------------------------------------------------------
- # Wklejaj ten skrypt razem z Edytowanym Scene_Menu TYLKO jeżeli nie masz innego skryptu na CMS.
- #-------------------------------------------------------------------------------
- # This rewrite of Scene_Menu just adds the Quests option into the menu, and it
- # makes the number of menu features longer.
- #
- # I did not edit any other window in the system, so you will see the QUIT option
- # print overtop of the Game Time window in the screen. I merely wanted to show
- # how to call the Quest Window from a menu or script.
- #-------------------------------------------------------------------------------
- #==============================================================================
- # ** Scene_Menu
- #------------------------------------------------------------------------------
- # This class performs menu screen processing.
- #==============================================================================
- class Scene_Menu
- #--------------------------------------------------------------------------
- # * Main Processing
- #--------------------------------------------------------------------------
- def main
- # Make command window
- s1 = $data_system.words.item
- s2 = $data_system.words.skill
- s3 = $data_system.words.equip
- s4 = "Status"
- # Changed the s5 from Save to Quests, added an s7 to make the list longer
- s5 = "Quests"
- s6 = "Save"
- s7 = "End Game"
- # Added the s7 to the command window
- @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
- @command_window.index = @menu_index
- # 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
- # Make play time window
- @playtime_window = Window_PlayTime.new
- @playtime_window.x = 0
- @playtime_window.y = 320
- # Make steps window
- # Make gold window
- @gold_window = Window_Gold.new
- @gold_window.x = 0
- @gold_window.y = 416
- # Make status window
- @status_window = Window_MenuStatus.new
- @status_window.x = 160
- @status_window.y = 0
- # 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
- @playtime_window.dispose
- @gold_window.dispose
- @status_window.dispose
- 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
- # Changed #4 to the Quest menu (instead of save)
- when 4 # quest
- # This is for quests now:
- $game_temp.quest_menu_calling = true
- $scene = Scene_Quests.new
- # Changed 5 on down to keep save and quit in the menu...
- when 5 # 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 6 # 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
- end
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