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Dekita

sadasdas

Nov 9th, 2012
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  1. =begin =========================================================================
  2. Dekita's v1.4
  3. ★ Perfect Status Screen™ ★
  4.  
  5. ===============================================================================
  6. ☆ Script Information:
  7. =======================
  8. This script will Display necessary information regarding an actors stats,
  9. parameters, "Vitality", "Strength", "Dexterity" and "Magic".
  10. Also displays elemental/state resistances and attack values.
  11.  
  12. NOTE: PAGEFOUR reffers to the fourth page of information i added, i have set it
  13. to display "PAGEFOUR" first, therefor PAGEFOUR = the first page you see on
  14. opening the status screen.
  15.  
  16. NOTE: THIS SCRIPT REQUIRES "Dekita's - Perfect Stat Point Distribution System"
  17.  
  18. ================================================================================
  19. ★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆
  20. ================================================================================
  21. 1. You must give credit to "Dekita"
  22. 2. You are NOT allowed to repost this script.(or modified versions)
  23. 3. You are NOT allowed to convert this script.(into other game engines e.g RGSS2)
  24. 4. You are NOT allowed to use this script for Commercial games.
  25. 5. ENJOY!
  26.  
  27. "FINE PRINT"
  28. By using this script you hereby agree to the above terms and conditions,
  29. if any violation of the above terms occurs "legal action" may be taken.
  30. Not understanding the above terms and conditions does NOT mean that
  31. they do not apply to you.
  32. If you wish to discuss the terms and conditions in further detail you can
  33. contact me at http://dekitarpg.wordpress.com/ or DekitaRPG@gmail.com
  34.  
  35. ===============================================================================
  36. ☆ History:
  37. ============
  38. D - M - Y
  39. 20/09/2o12 - Updated script,(v1.4)
  40. Optimized coding,
  41. fixed pvari script calls,
  42. 27/08/2o12 - Added controlable variable info.v1.3
  43. 21/08/2o12 - Finished.(v1.2)
  44. 14/08/2o12 - Started modification for Dekita - Elements and states distribution.
  45. 11/08/2o12 - released Script. (v1.01)
  46. - Spiced up some shit
  47. - Added "Page Three" (outbound element and status info)
  48. 08/08/2o12 - Released Script. (v1.0)
  49. 07/08/2o12 - started script.
  50.  
  51. ================================================================================
  52. ☆ INSTRUCTIONS:
  53. =================
  54. Place this script UNDER "▼ Materials" and ABOVE "▼ Main" in your script editor.
  55. Place this script UNDER "Dekita - Perfect Stat Point Distribution System".
  56.  
  57. ===============================================================================
  58. ☆ Script Calls:
  59. =================
  60. Dont see why you would want to but you can use this script call to
  61. call the status screen.
  62.  
  63. SceneManager.call(Scene_Status)
  64.  
  65.  
  66. Use the script call below to change an actors "Perfect information"
  67. change[x] for the information number, actor_id to actors database number
  68. and inset your text between the inverted comma's > " "
  69.  
  70. pinfo[x](actor_id, " Text goes here ")
  71.  
  72. e.g
  73. pinfo1(1, "This is an example")
  74. pinfo2(1, "This is an example")
  75. pinfo3(1, "This is an example")
  76. pinfo4(1, "This is an example")
  77. pinfo5(1, "This is an example")
  78.  
  79.  
  80. use this script call to change an actors perfect variable, use these as you see
  81. fit, you could do all sorts of things with them, e.g set a common event to run on
  82. an actors death, and use it as a death counter. whatever you want ^_^
  83.  
  84. pvari[x](actor_id, value)
  85.  
  86. e.g
  87. pvari1(1, 50)
  88. pvari2(1, 50)
  89. pvari3(1, 50)
  90. pvari4(1, 50)
  91.  
  92. ================================================================================
  93. =end
  94. $imported = {} if $imported.nil?
  95. $imported[:Dekita__Status_Screen] = true
  96. #===============================================================================
  97. # ☆ Perfect Status Screen Begin:
  98. #================================
  99. module DPB ; module PSS
  100.  
  101. COMMANDS =[
  102. [:pagefour, "IIII"],
  103. [:pageone, "I"],
  104. [:pagetwo, "II"],
  105. [:pagethree, "III"],
  106. ]#DO NOT REMOVE #######################
  107. # CUSTOMISATION BEGIN #
  108. #######################
  109.  
  110. Actor_Info_Column =[
  111. [:name],
  112. [:nickname],
  113. [:class],
  114. [:level],
  115. [:exp_total],
  116. [:exp_to_next],
  117. [:death_counter], # Requires Dekita - Actor Death Counter
  118. [:atl],
  119. [:dfl],
  120. # [:pvari_1],
  121. ]#
  122.  
  123. Page_Two_Info_Column_One =[
  124. [:mhp],
  125. [:mmp],
  126. [:mtp],# <- Requires - Dekita__TP_Limits
  127. [:atk],
  128. [:def],
  129. [:mat],
  130. [:mdf],
  131. [:agi],
  132. [:luk],
  133. ]#
  134.  
  135. Page_Two_Info_Column_Two =[
  136. [:hit],
  137. [:eva],
  138. [:cri],
  139. [:cev],
  140. [:mev],
  141. [:mrf],
  142. [:cnt],
  143. [:hrg],
  144. [:mrg],
  145. # [:trg],# TP Regeneration rate
  146. ]#
  147.  
  148. Page_Two_Info_Column_Three =[
  149. [:tgr],
  150. [:grd],
  151. [:rec],
  152. # [:pha], # Pharmacology rate
  153. [:mcr],
  154. [:tcr],
  155. [:pdr],
  156. [:mdr],
  157. [:exr],
  158. [:fdr],
  159. ]#
  160.  
  161. Elements_Column_One =[
  162. [:element_slot_1],
  163. [:element_slot_2],
  164. [:element_slot_3],
  165. [:element_slot_4],
  166. [:element_slot_5],
  167. [:element_slot_6],
  168. [:element_slot_7],
  169. [:element_slot_8],
  170. [:element_slot_9],
  171. ]#
  172.  
  173. States_Column_One =[
  174. [:status_slot_1],
  175. [:status_slot_2],
  176. [:status_slot_3],
  177. [:status_slot_4],
  178. [:status_slot_5],
  179. [:status_slot_6],
  180. [:status_slot_7],
  181. [:status_slot_8],
  182. [:status_slot_9],
  183. ]#
  184.  
  185. States_Column_Two =[
  186. [:status_slot_1_row_2],
  187. [:status_slot_2_row_2],
  188. [:status_slot_3_row_2],
  189. [:status_slot_4_row_2],
  190. [:status_slot_5_row_2],
  191. [:status_slot_6_row_2],
  192. [:status_slot_7_row_2],
  193. [:status_slot_8_row_2],
  194. [:status_slot_9_row_2],
  195. ]#
  196.  
  197. Attack_Elements_Column_One =[
  198. [:atk_element_slot_1],
  199. [:atk_element_slot_2],
  200. [:atk_element_slot_3],
  201. [:atk_element_slot_4],
  202. [:atk_element_slot_5],
  203. [:atk_element_slot_6],
  204. [:atk_element_slot_7],
  205. [:atk_element_slot_8],
  206. [:atk_element_slot_9],
  207. ]#
  208.  
  209. Attack_States_Column_One =[
  210. [:atk_status_slot_1],
  211. [:atk_status_slot_2],
  212. [:atk_status_slot_3],
  213. [:atk_status_slot_4],
  214. [:atk_status_slot_5],
  215. [:atk_status_slot_6],
  216. [:atk_status_slot_7],
  217. [:atk_status_slot_8],
  218. [:atk_status_slot_9],
  219. ]#
  220.  
  221. Attack_States_Column_Two =[
  222. [:atk_status_slot_1_row_2],
  223. [:atk_status_slot_2_row_2],
  224. [:atk_status_slot_3_row_2],
  225. [:atk_status_slot_4_row_2],
  226. [:atk_status_slot_5_row_2],
  227. [:atk_status_slot_6_row_2],
  228. [:atk_status_slot_7_row_2],
  229. [:atk_status_slot_8_row_2],
  230. [:atk_status_slot_9_row_2],
  231. ]#
  232.  
  233. # # Do not remove this.
  234. p 'Loaded : DPBz - Status Screen'
  235. # # Do not remove this. #####################
  236. # CUSTOMISATION END #
  237. #####################
  238. #===============================================================================#
  239. # http://dekitarpg.wordpress.com/ #
  240. #===============================================================================#
  241. # ARE YOU MODIFYING BEYOND THIS POINT? \.\. #
  242. # YES?\.\. #
  243. # OMG, REALLY? #
  244. # WELL SLAP MY FACE AND CALL ME A DRAGON.\..\.. #
  245. # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\.. #
  246. #===============================================================================#
  247. # - SCRIPT BEGIN - #
  248. #===============================================================================#
  249.  
  250. unless $imported[:Dekita__CORE]
  251. msgbox("'Dekita : Status Screen'
  252. The Above Script Requires 'Dekita__CORE, v1.0' in order to function properly,
  253. It must also be placed below it!
  254.  
  255. You can get the latest version of all my scripts @
  256. http://dekitarpg.wordpress.com/")
  257. exit
  258. end
  259.  
  260. end ; end # PSS ; DPB
  261.  
  262. #==============================================================================
  263. class Game_BattlerBase
  264. #==============================================================================
  265.  
  266. def atk_element_rate(element_id)
  267. features_sum(FEATURE_ATK_ELEMENT, element_id)
  268. end
  269.  
  270. end # Game_BattlerBase
  271.  
  272. #==============================================================================
  273. class Game_Temp
  274. #==============================================================================
  275.  
  276. attr_accessor :scene_status_index
  277. attr_accessor :scene_status_oy
  278.  
  279. end # Game_Temp
  280.  
  281. #==============================================================================
  282. class Window_StatusCommand < Window_Command
  283. #==============================================================================
  284.  
  285. attr_accessor :item_window
  286.  
  287. def initialize(dx, dy)
  288. super(dx, dy)
  289. @actor = nil
  290. self.opacity = 0
  291. end
  292.  
  293. def window_width; return 0; end
  294.  
  295. def actor=(actor)
  296. return if @actor == actor
  297. @actor = actor
  298. refresh
  299. end
  300.  
  301. def visible_line_number; return 4; end
  302.  
  303. def ok_enabled?
  304. return handle?(current_symbol)
  305. end
  306.  
  307. def make_command_list
  308. return unless @actor
  309. for command in DPB::PSS::COMMANDS
  310. case command[0]
  311. when :pageone, :pagetwo, :pagethree, :pagefour
  312. add_command(command[1], command[0])
  313. else
  314. end
  315. end
  316. if !$game_temp.scene_status_index.nil?
  317. select($game_temp.scene_status_index)
  318. self.oy = $game_temp.scene_status_oy
  319. end
  320. $game_temp.scene_status_index = nil
  321. $game_temp.scene_status_oy = nil
  322. end
  323.  
  324. def process_ok
  325. $game_temp.scene_status_index = index
  326. $game_temp.scene_status_oy = self.oy
  327. super
  328. end
  329.  
  330. def update
  331. super
  332. update_item_window
  333. end
  334.  
  335. def update_item_window
  336. return if @item_window.nil?
  337. return if @current_index == current_symbol
  338. @current_index = current_symbol
  339. @item_window.refresh
  340. end
  341.  
  342. def item_window=(window)
  343. @item_window = window
  344. update
  345. end
  346.  
  347. def update_help
  348. return if @actor.nil?
  349. @help_window.set_text(@actor.actor.description)
  350. end
  351.  
  352. end # Window_StatusCommand
  353.  
  354. #==============================================================================
  355. class Window_StatusItem < Window_Base
  356. #==============================================================================
  357.  
  358. #include Dekita__CORE__Module
  359.  
  360. def initialize(dx, dy, command_window)
  361. super(dx, dy, Graphics.width, Graphics.height - dy)
  362. @command_window = command_window
  363. @actor = nil
  364. refresh
  365. end
  366.  
  367. def actor=(actor)
  368. return if @actor == actor
  369. @actor = actor
  370. refresh
  371. end
  372.  
  373. def refresh
  374. contents.clear
  375. reset_font_settings
  376. return unless @actor
  377. draw_window_contents
  378. end
  379.  
  380. def draw_window_contents
  381. case @command_window.current_symbol
  382. when :pageone
  383. draw_block1(line_height * 1)
  384. draw_block2(line_height * 1)
  385. draw_block4(line_height * 14)
  386. draw_page_one(0, 0)
  387. draw_new_stats_column if $imported[:Dekita__PSPDS]
  388. draw_points_column if $imported[:Dekita__PSPDS]
  389. when :pagetwo
  390. draw_block1(line_height * 1)
  391. draw_block2(line_height * 1)
  392. draw_block4(line_height * 14)
  393. draw_page_two(0, 0)
  394. when :pagethree
  395. draw_block1(line_height * 1)
  396. draw_block2(line_height * 1)
  397. draw_block4(line_height * 14)
  398. draw_page_three(0, 0)
  399. when :pagefour
  400. draw_block1(line_height * 1)
  401. draw_block2(line_height * 1)
  402. draw_block3(line_height * 7)
  403. draw_block4(line_height * 14)
  404. draw_page_four(0, 0)
  405. contents.font.size = Dekita__CORE::Info_Font_Size
  406. draw_commands_infoo if $imported[:Dekita__Equip]
  407. else
  408. end
  409. end
  410.  
  411.  
  412. def draw_commands_infoo
  413. dx = 0
  414. dw = (Graphics.width - 24) / 5
  415. dy = 0
  416.  
  417. for info in Dekita__Equip::Commands_list
  418. dy = draw_command_column_info(info, dx, dy, dw)
  419. end
  420. end
  421.  
  422.  
  423. def draw_command_column_info(info, dx, dy, dw)
  424. case info[0]
  425. when :equip
  426. when :optimize
  427. when :clear
  428. else ; return dy
  429. end
  430. colour = Color.new(0, 0, 0, translucent_alpha/2)
  431. rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
  432. contents.fill_rect(rect, colour)
  433. change_color(Color.new(111,111,111))
  434. if Dekita__Equip::Use_Command_Icons
  435. draw_icon(info[2], dx, dy, enable_DPBz_icons?)
  436. draw_text(dx+25, dy, dw-8, line_height, info[1], 0)
  437. else
  438. draw_text(dx+4, dy, dw-8, line_height, info[1], 0)
  439. end
  440. return dy + line_height
  441. end
  442.  
  443. def draw_block1(y)
  444. draw_actor_face(@actor, window_width/ 2.5, 0)
  445. if DPB::PSPDS::DRAW_ACTOR_GRAPHIC
  446. draw_actor_graphic(@actor, DPB::PSPDS::DAG_X, DPB::PSPDS::DAG_Y)#, 50)
  447. else
  448. end
  449. end
  450.  
  451. def draw_block2(y)
  452. draw_basic_info(136, y)
  453. end
  454.  
  455. def draw_block3(y)
  456. draw_equipments((Graphics.width - 24) / 2 * 1 - 7, line_height * 4.7)
  457. end
  458.  
  459. def draw_block4(y)
  460. draw_description(4, y)
  461. end
  462.  
  463. def draw_horz_line(y)
  464. line_y = y + line_height / 2 - 1
  465. contents.fill_rect(0, line_y, contents_width, 2, line_color)
  466. end
  467.  
  468. def line_color
  469. color = normal_color
  470. color.alpha = 48
  471. color
  472. end
  473. end
  474.  
  475. def draw_basic_info(x, y)
  476. draw_actor_icons(@actor, (window_width - 24) / 2.5, y + line_height * 3)
  477. contents.font.size = Dekita__CORE::Info_Font_Size
  478. end
  479.  
  480. def draw_page_one(x, y)
  481. contents.font.size = Dekita__CORE::Info_Font_Size
  482. draw_properties_paramcolumn
  483. draw_horz_line(line_height * 4)
  484. draw_horz_line(Graphics.height - line_height * 4)
  485. draw_properties_column1
  486. draw_properties_column2
  487. reset_font_settings
  488. end
  489.  
  490. def draw_page_two(x, y)
  491. contents.font.size = Dekita__CORE::Info_Font_Size
  492. draw_horz_line(line_height * 4)
  493. draw_ele_column_one
  494. draw_states_column_one
  495. draw_states_column_two
  496. draw_horz_line(Graphics.height - line_height * 4)
  497. reset_font_settings
  498. end
  499.  
  500. def draw_page_three(x, y)
  501. contents.font.size = Dekita__CORE::Info_Font_Size
  502. draw_horz_line(line_height * 4)
  503. draw_atk_ele_column_one
  504. draw_atk_states_column_one
  505. draw_atk_states_column_two
  506. draw_horz_line(Graphics.height - line_height * 4)
  507. reset_font_settings
  508. end
  509.  
  510. def draw_page_four(x, y)
  511. contents.font.size = Dekita__CORE::Info_Font_Size
  512. draw_horz_line(line_height * 4)
  513. draw_actor_info_column
  514. draw_horz_line(Graphics.height - line_height * 4)
  515. reset_font_settings
  516. end
  517.  
  518.  
  519. def draw_equipments(x, y)
  520. @actor.equips.each_with_index do |item, i|
  521. draw_item_name(item, x, y + (line_height * 1) * i)
  522. end
  523. change_color(Dekita__CORE::Value_Color_Settings(""))
  524. draw_actors_slots(y)
  525. end
  526.  
  527. def draw_actors_slots(y)
  528. my_x = Graphics.width / 3
  529. slots_id = 0
  530. amount = @actor.equip_slots.size
  531. amount.times {|i|
  532. draw_text(my_x, y + line_height * i, my_x, line_height, slot_name(slots_id))
  533. slots_id += 1
  534. }
  535. end
  536.  
  537. def slot_name(index)
  538. @actor ? Vocab::etype(@actor.equip_slots[index]) : ""
  539. end
  540.  
  541. def draw_description(x, y)
  542. draw_text_ex(x, y, @actor.description)
  543. end
  544.  
  545.  
  546. def draw_actor_info_column
  547. dx = 0
  548. dw = window_width / 3 - 12
  549. dy = line_height * 4.7
  550. for information in DPB::PSS::Actor_Info_Column
  551. dy = draw_stat_info_DPBz(information, @actor, dx, dy, dw)
  552. end
  553. end
  554.  
  555. def draw_new_stats_column
  556. dx = 0
  557. dw = (window_width - 24) / 5
  558. dy = 0
  559. for property in DPB::PSPDS::NEW_STATS_COLUMN
  560. dy = draw_stat_info_DPBz(property, @actor, dx, dy, dw)
  561. end
  562. end
  563.  
  564. def draw_properties_column1
  565. dx = window_width / 3 * 1 - 6
  566. dw = window_width / 3 - 12
  567. dy = line_height * 4.7
  568. for property in DPB::PSS::Page_Two_Info_Column_Two
  569. dy = draw_stat_info_DPBz(property, @actor, dx, dy, dw)
  570. end
  571. end
  572.  
  573. def draw_properties_column2
  574. dx = window_width / 3 * 2 - 12
  575. dw = window_width / 3 - 12
  576. dy = line_height * 4.7
  577. for property in DPB::PSS::Page_Two_Info_Column_Three
  578. dy = draw_stat_info_DPBz(property, @actor, dx, dy, dw)
  579. end
  580. end
  581.  
  582. def draw_properties_paramcolumn
  583. dx = window_width / 3 * 0
  584. dw = ((window_width) / 3) - 12
  585. dy = line_height * 4.7
  586. for property in DPB::PSS::Page_Two_Info_Column_One
  587. dy = draw_stat_info_DPBz(property, @actor, dx, dy, dw)
  588. end
  589. end#
  590.  
  591. def draw_points_column
  592. dx = (window_width - 24) / 5 * 4
  593. dw = (window_width - 24) / 5
  594. dy = 0
  595. for property in DPB::PSPDS::POINTS_COLUMN
  596. dy = draw_points_info_DPBz(property, @actor, dx, dy, dw)
  597. end
  598. end
  599.  
  600. def draw_ele_column_one
  601. dx = 0
  602. dw = window_width / 3 - 12
  603. dy = line_height * 4.7
  604. for element in DPB::PSS::Elements_Column_One
  605. dy = draw_stat_info_DPBz(element, @actor, dx, dy, dw)
  606. end
  607. end
  608.  
  609. def draw_ele_column_two
  610. dx = window_width / 3 - 6
  611. dw = window_width / 3 - 12
  612. dy = line_height * 4.7
  613. for element in DPB::PSS::Elements_Column_Two
  614. dy = draw_stat_info_DPBz(element, @actor, dx, dy, dw)
  615. end
  616. end
  617.  
  618. def draw_states_column_one
  619. dx = window_width / 3 - 6
  620. dw = window_width / 3 - 12
  621. dy = line_height * 4.7
  622. for state in DPB::PSS::States_Column_One
  623. dy = draw_stat_info_DPBz(state, @actor, dx, dy, dw)
  624. end
  625. end
  626.  
  627. def draw_states_column_two
  628. dx = (window_width / 3 * 2) - 12
  629. dw = window_width / 3 - 12
  630. dy = line_height * 4.7
  631. for state in DPB::PSS::States_Column_Two
  632. dy = draw_stat_info_DPBz(state, @actor, dx, dy, dw)
  633. end
  634. end
  635.  
  636.  
  637. def draw_atk_ele_column_one
  638. dx = 0 # window_width / 3 * 2 - 12
  639. dw = window_width / 3 - 12
  640. dy = line_height * 4.7
  641. for element in DPB::PSS::Attack_Elements_Column_One
  642. dy = draw_stat_info_DPBz(element, @actor, dx, dy, dw)
  643. end
  644. end
  645.  
  646. def draw_atk_states_column_one
  647. dx = window_width / 3 - 6
  648. dw = window_width / 3 - 12
  649. dy = line_height * 4.7
  650. for state in DPB::PSS::Attack_States_Column_One
  651. dy = draw_stat_info_DPBz(state, @actor, dx, dy, dw)
  652. end
  653. end
  654.  
  655.  
  656. def draw_atk_states_column_two
  657. dx = (window_width / 3 * 2) - 12
  658. dw = window_width / 3 - 12
  659. dy = line_height * 4.7
  660. for state in DPB::PSS::Attack_States_Column_Two
  661. dy = draw_stat_info_DPBz(state, @actor, dx, dy, dw)
  662. end
  663. end
  664.  
  665.  
  666.  
  667. def window_width
  668. Graphics.width - 0
  669. end
  670.  
  671. def window_height
  672. Graphics.height - 0
  673. end
  674.  
  675. #end #WindowStatusItem
  676.  
  677. #==============================================================================
  678. class Scene_Status < Scene_MenuBase
  679. #==============================================================================
  680.  
  681. def start
  682. super
  683. create_status_window
  684. create_command_window
  685. create_item_window
  686. end
  687.  
  688. def create_command_window
  689. wy = 0
  690. @command_window = Window_StatusCommand.new(0, wy)
  691. @command_window.viewport = @viewport
  692. @command_window.actor = @actor
  693. @command_window.help_window = @help_window
  694. @command_window.set_handler(:cancel, method(:return_scene))
  695. @command_window.set_handler(:pagedown, method(:next_actor))
  696. @command_window.set_handler(:pageup, method(:prev_actor))
  697. @command_window.set_handler(:pageone, method(:command_pageone))
  698. @command_window.set_handler(:pagetwo, method(:command_pagetwo))
  699. @command_window.set_handler(:pagethree, method(:command_pagethree))
  700. @command_window.set_handler(:pagefour, method(:command_pagefour))
  701. end
  702.  
  703. def create_status_window
  704. wy = 0
  705. end
  706.  
  707. def create_item_window
  708. dy = 0
  709. @item_window = Window_StatusItem.new(0, dy, @command_window)
  710. @item_window.viewport = @viewport
  711. @item_window.actor = @actor
  712. @command_window.item_window = @item_window
  713. end
  714.  
  715. def on_actor_change
  716. @command_window.actor = @actor
  717. @item_window.actor = @actor
  718. @command_window.activate
  719. end
  720.  
  721. def command_pageone
  722. SceneManager.call(Scene_Level_Up)
  723. end
  724.  
  725. def command_pagetwo
  726. unless $imported["DPB-ADDESC"]
  727. @command_window.activate
  728. return
  729. end
  730. SceneManager.call(Scene_Element_Up)
  731. end
  732.  
  733. def command_pagethree
  734. unless $imported["DPB-ADDSTC"]
  735. @command_window.activate
  736. return
  737. end
  738. SceneManager.call(Scene_State_Up)
  739. end
  740.  
  741. def command_pagefour
  742. SceneManager.call(Scene_Equip)
  743. end
  744.  
  745. end # Scene_Status
  746.  
  747. #===============================================================================#
  748. # - SCRIPT END - #
  749. #===============================================================================#
  750. # http://dekitarpg.wordpress.com/ #
  751. #===============================================================================#
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