neonblack

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Aug 27th, 2012
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  1. class Scene_Menu < Scene_MenuBase
  2.   def create_command_window
  3.     @command_window = Window_MenuCommand.new
  4.     @command_window.set_handler(:item,      method(:command_item))
  5.     @command_window.set_handler(:skill,     method(:do_command_skill))
  6.     @command_window.set_handler(:equip,     method(:command_personal))
  7.     @command_window.set_handler(:status,    method(:do_command_status))
  8.     @command_window.set_handler(:formation, method(:command_formation))
  9.     @command_window.set_handler(:save,      method(:command_save))
  10.     @command_window.set_handler(:game_end,  method(:command_game_end))
  11.     @command_window.set_handler(:cancel,    method(:return_scene))
  12.   end
  13.  
  14.   def do_command_skill
  15.     SceneManager.call(Scene_Skill)
  16.   end
  17.  
  18.   def do_command_status
  19.     SceneManager.call(Scene_Status)
  20.   end
  21. end
  22.  
  23. class Window_Status < Window_Selectable
  24.   def process_handling
  25.     super
  26.     return process_pagedown if handle?(:pagedown) && Input.trigger?(:RIGHT)
  27.     return process_pageup   if handle?(:pageup)   && Input.trigger?(:LEFT)
  28.   end
  29. end
  30.  
  31. class Window_SkillCommand < Window_Command
  32.   def process_handling
  33.     super
  34.     return unless active
  35.     return process_pagedown if handle?(:pagedown) && Input.trigger?(:RIGHT)
  36.     return process_pageup   if handle?(:pageup)   && Input.trigger?(:LEFT)
  37.   end
  38. end
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