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                            #======================#
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                            #  Z-Systems by: Zetu  #
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#===========================#======================#===========================#
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#                 *  *  *  Z01 Neo Menu System  v1.03  *  *  *                 #
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#                 *  *  *  Z01 Neo Menu System  v1.04  *  *  *                 #
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#=#==========================================================================#=#
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  #  Insert ALL menu commands, each menu item array will contain...          #
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  #  [0] Name of Command (String)                                            #
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  #  [1] If command is enabled (Boolean or String)                           #
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  #  [2] Requires Selection (Boolean)                                        #
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  #  [3] Command to Run                                                      #
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  #  [4] (Only if [3]==:command_custom) Scene to go to                       #
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  #--------------------------------------------------------------------------#
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  #  Tip on finding the code within a script:                                #
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  #    Use Ctrl+F '$scene ='.  This should be able to locate the call method #
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  #    used in most every script.                                            #
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  #==========================================================================#
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module Z01
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  def self.menucommandlist
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    return [
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      # (Convert)  | (Convert) When to      |Require   |           |(If custom)
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      # (Convert)  | (Convert) When to     |Require   | Scene or
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      # Item Name  | Enable this command    |Selection?|Method Call|  Scene
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      # Item Name  | Enable this command   |Selection?| Command
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      [Vocab::item,  "main_commands_enabled", false, :command_item],
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      [Vocab::item,  "main_commands_enabled", false,   Scene_Item],
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      [Vocab::skill, "main_commands_enabled", true,  :command_skill],
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      [Vocab::skill, "main_commands_enabled", true,    Scene_Skill],
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      [Vocab::equip, "main_commands_enabled", true,  :command_equip],
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      [Vocab::equip, "main_commands_enabled", true,    Scene_Equip],
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      [Vocab::status,"main_commands_enabled", true,  :command_status],
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      [Vocab::status,"main_commands_enabled", true,    Scene_Status],
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      [Vocab::formation, "formation_enabled", false, :command_formation],
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      [Vocab::formation, "formation_enabled", false,   :command_formation],
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      [Vocab::save,           "save_enabled", false, :command_formation],
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      [Vocab::save,           "save_enabled", false,   Scene_Save],
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      [Vocab::game_end,                 true, false, :command_game_end],
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      [Vocab::game_end,                 true, false,   Scene_End],
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      # Example of Custom Menu Item!
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      # ["Quest Log", true, false, :command_custom, Scene_QuestLog]
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    ]
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  end
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#========#======================#====#================================#========#
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#--------#                      #----# DO NOT EDIT PAST THIS POINT!!! #--------#
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#--------# End of Customization #----# Editing will cause death by    #--------#
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#--------#                      #----# brain asplosions.              #--------#
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#========#======================#====#================================#========#
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end
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class Window_MenuCommand < Window_Command
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  def make_command_list
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    i = 0
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      add_command(tryconvert(command[0]), command[3], tryconvert(command[1]),
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        command[4])
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      symbol = eval(":s#{i}")
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      add_command(tryconvert(command[0]), symbol, tryconvert(command[1]),
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        command[3])
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      i += 1
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  def tryconvert(value)
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    begin
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      return eval(value)
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    rescue
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      return value
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class Scene_Menu < Scene_MenuBase
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  def create_command_window
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    @command_window = Window_MenuCommand.new
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    i = 0
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    for command in Z01::menucommandlist
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      symbol = eval(":s#{i}")
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      if !command[2]
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        @command_window.set_handler(symbol, getmethod(command[3]))
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      else
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        @command_window.set_handler(symbol, method(:command_personal))
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        @command_window.set_handler(command[3], method(command[3]))
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      i += 1
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        @command_window.set_handler(command[3], method(:command_personal))
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    @command_window.set_handler(:cancel, method(:return_scene))
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  end
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  def getmethod(item)
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    if item.is_a?(Symbol)
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      return method(item)
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    method(Z01[@command_window.index][3]).call
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    else
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      return method(:command_custom)
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    end
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  def command_skill
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    SceneManager.call(Scene_Skill)
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  def on_personal_ok
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    getmethod(@command_window.current_ext).call
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  def command_equip
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    SceneManager.call(Scene_Equip)
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  def command_custom
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    print " - "
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  def command_status
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    print @command_window.current_ext
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    SceneManager.call(Scene_Status)
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    print " -\n"
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    SceneManager.call(@command_window.current_ext)
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  end
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end