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it unlocks many cool features!
- class Scene_Menu < Scene_MenuBase
- def create_command_window
- @command_window = Window_MenuCommand.new
- @command_window.set_handler(:item, method(:command_item))
- @command_window.set_handler(:skill, method(:do_command_skill))
- @command_window.set_handler(:equip, method(:command_personal))
- @command_window.set_handler(:status, method(:do_command_status))
- @command_window.set_handler(:formation, method(:command_formation))
- @command_window.set_handler(:save, method(:command_save))
- @command_window.set_handler(:game_end, method(:command_game_end))
- @command_window.set_handler(:cancel, method(:return_scene))
- end
- def do_command_skill
- SceneManager.call(Scene_Skill)
- end
- def do_command_status
- SceneManager.call(Scene_Status)
- end
- end
- class Window_Status < Window_Selectable
- def process_handling
- super
- return process_pagedown if handle?(:pagedown) && Input.trigger?(:RIGHT)
- return process_pageup if handle?(:pageup) && Input.trigger?(:LEFT)
- end
- end
- class Window_SkillCommand < Window_Command
- def process_handling
- super
- return unless active
- return process_pagedown if handle?(:pagedown) && Input.trigger?(:RIGHT)
- return process_pageup if handle?(:pageup) && Input.trigger?(:LEFT)
- end
- end
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