XP 스크립트

  예전에 SDK용으로 편집했던 링메뉴를 SDK없이 쓸 수 있게 다시 편집한 것입니다.  update와 dispose관련 등을 제외하면 전체적으로는 거의 SDK2버전과 같습니다.  사용하려면 Sephirothspawn씨의 커스텀화 가능한 링메뉴 명령 스크립트가 필요합니다(SDK버전 데모에 들어 있는 것을 사용하세요).

 

#------------------------------------------------------------------------------
#  Ring_Menu
#------------------------------------------------------------------------------
#   Original XRXS Ring Menu by 和希
#   Edited by Dubealex, Hypershadow180
#   Customizable Ring Menu Command by SephirothSpawn
#   Edited by L
#------------------------------------------------------------------------------
# This is non-SDK version.

module Menu_Setup
  module Menu_Commands
    Item     = 'Item'
    Skill    = 'Skill'
    Equip    = 'Equip'
    Status   = 'Status'
    Save     = 'Save'
    Load     = 'Load'
    End_Game = 'Exit'
    
    Order    = 'Order'
    Party    = 'Party'
    Option   = 'Option'
    Quest    = 'Quest'
    System   = 'System' 
  end
  
  module Menu_Icon
    Item_Icon = "034-Item03"
    Skill_Icon = "044-Skill01"
    Equip_Icon = "001-Weapon01"
    Status_Icon = "050-Skill07"  
    Save_Icon = "save"
    Load_Icon = "load"
    End_Game_Icon = "046-Skill03"
    
    Option_Icon = "option"
    Quest_Icon = "038-Item07"
    Sys_Menu_Icon = "040-Item09" 
  end
  
  module Menu_Window
    #Location_FontFace = Font.default_name
    Location_FontSize = 22
    Location_TitleColor = Color.new(192, 224, 255, 255)
    Location_NameColor = Color.new(255, 255, 255, 255)
    Location_Text = 'Location:'
    
    #Gold_FontFace = Font.default_name
    Gold_FontSize = 22
    Gold_TitleColor = Color.new(192, 224, 255, 255)
    Gold_Color = Color.new(255, 255, 255, 255)
    Gold_Text = 'Gold'
    
    Window_Border_Opacity = 255
    Window_Back_Opacity = 130
    
    #Window_Location_Skin = $game_system.windowskin_name
    #Window_Gold_Skin = $game_system.windowskin_name
    
    Window_Location_XPos = 0
    Window_Location_YPos = 0
    
    Window_Gold_XPos = 0
    Window_Gold_YPos = 350
    
    Window_XSize = 160
    Window_YSize = 96
    
    MenuStatus_XPos = 408
    MenuStatus_YPos = 0
    #MenuStatus_FontFace = Font.default_name
    MenuStatus_FontColor = Color.new(255, 255, 255, 255)
    MenuStatus_FontSize = 22
    MenuStatus_Border_Opacity = 255
    MenuStatus_Back_Opacity = 130
    #MenuStatus_Skin = $game_system.windowskin_name
  end
end


#------------------------------------------------------------------------------
#  Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
  include Menu_Setup
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(204, 64, 232, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = Menu_Window::MenuStatus_FontSize
    refresh
    self.active = false
    self.index = -1
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($menustatus_skin) 
    self.contents.font.name = $menustatus_fonttype
    self.contents.font.color = Menu_Window::MenuStatus_FontColor 
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 80
      y = 80 * i
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 60, y + 65)
      draw_actor_name(actor, x, y + 2)
      draw_actor_hp(actor, x - 40, y + 26)
      draw_actor_sp(actor, x - 40, y + 50)
    end
  end
#------------------------------------------------------------------------------
#  Update Cursor Rect
#------------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
    end
  end
end


#------------------------------------------------------------------------------
#  Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
#  Name
#------------------------------------------------------------------------------
  def name
    $map_infos[@map_id]
  end
end
#------------------------------------------------------------------------------
#  Scene_Title
#------------------------------------------------------------------------------
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end


#------------------------------------------------------------------------------
#  Window_Location
#------------------------------------------------------------------------------
class Window_Location < Window_Base 
  include Menu_Setup
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize 
    super(0, 0, Menu_Window::Window_XSize, Menu_Window::Window_YSize) 
    self.contents = Bitmap.new(width - 32, height - 32) 
    self.contents.font.name = $location_fonttype
    self.contents.font.size = Menu_Window::Location_FontSize
    refresh 
  end 
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh 
    self.contents.clear 
    self.windowskin = RPG::Cache.windowskin($window_location_skin) 
    self.contents.font.color = Menu_Window::Location_TitleColor 
    self.contents.draw_text(4, 0, 120, 32, Menu_Window::Location_Text) 
    self.contents.font.color = Menu_Window::Location_NameColor 
    self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2) 
  end 
end 


#------------------------------------------------------------------------------
#  Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
  include Menu_Setup
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(0, 0, Menu_Window::Window_XSize, Menu_Window::Window_YSize)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $gold_fonttype
    self.contents.font.size = Menu_Window::Gold_FontSize
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($window_gold_skin) 
    self.contents.font.color = Menu_Window::Gold_TitleColor 
    self.contents.draw_text(4, 0, 120, 32, Menu_Window::Gold_Text) 
    self.contents.font.color = Menu_Window::Gold_Color 
    self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
  end
end


class Window_Infos < Window_Base
  include Menu_Setup
  #--------------------------------------------------------------------------
  # * Object Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 130)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name)
    #self.contents.font.name = $defaultfonttype  # "Play Time" window font
    #self.contents.font.size = $defaultfontsize
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color 
    self.contents.draw_text(4, 0, 120, 32, "Time")    
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = Menu_Window::Gold_Color 
    self.contents.draw_text(4, 0, 120, 32, text, 2)    
    
    self.contents.font.color = system_color
    self.contents.draw_text(4, 25, 120, 32, "Steps")    
    self.contents.font.color = Menu_Window::Gold_Color 
    self.contents.draw_text(4, 42, 120, 32, $game_party.steps.to_s, 2)
        
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = Menu_Window::Gold_Color 
    self.contents.draw_text(4, 67, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 67, cx, 32, $data_system.words.gold, 2)  
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end


#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu 
  include Menu_Setup
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    party_order_init  #Change Party Order by Yargovish
    commands_set
    var_init
  end
  #---------------------
  def var_init
    $location_fonttype = Font.default_name
    #$location_fontsize = 22
    $gold_fonttype = Font.default_name
    #$gold_fontsize = 22
    $window_location_skin = $game_system.windowskin_name # Location Windowskin 
    $window_gold_skin = $game_system.windowskin_name # Gold Windowskin
    $menustatus_fonttype = Font.default_name
    #$menustatus_fontsize = 22
    $menustatus_skin = $game_system.windowskin_name
  end
  #--------------------------------------------------------------------------
  # * Party Order Change Initiation
  #--------------------------------------------------------------------------
  def party_order_init
    @changer = 0 #Change Party Order by Yargovish
    @where = 0 #
    @checker = 0  #
  end  
  #--------------------------------------------------------------------------
  # * Set Commands
  #--------------------------------------------------------------------------
  def commands_set
    @commands = []
    s1 = Menu_Commands::Item
    s2 = Menu_Commands::Skill
    s3 = Menu_Commands::Equip
    s4 = Menu_Commands::Status
    s5 = Menu_Commands::Quest
    s6 = Menu_Commands::System
    @commands.push(s1, s2, s3, s4, s5, s6).flatten!
    
    @command_icons = []    
    item_icon = RPG::Cache.icon(Menu_Icon::Item_Icon)
    skill_icon = RPG::Cache.icon(Menu_Icon::Skill_Icon)
    equip_icon = RPG::Cache.icon(Menu_Icon::Equip_Icon)
    status_icon = RPG::Cache.icon(Menu_Icon::Status_Icon)
    quest_icon = RPG::Cache.icon(Menu_Icon::Quest_Icon)
    sys_menu_icon = RPG::Cache.icon(Menu_Icon::Sys_Menu_Icon)
    @command_icons.push(item_icon,skill_icon,equip_icon,status_icon,quest_icon,sys_menu_icon).flatten!
                  
    @sys_commands = []
    o1 = Menu_Commands::Option
    o2 = Menu_Commands::Save
    o3 = Menu_Commands::Load
    o4 = Menu_Commands::End_Game
    @sys_commands.push(o1, o2, o3, o4).flatten!
    
    @sys_command_icons = []    
    option_icon = RPG::Cache.icon(Menu_Icon::Option_Icon)
    save_icon = RPG::Cache.icon(Menu_Icon::Save_Icon)
    load_icon = RPG::Cache.icon(Menu_Icon::Load_Icon)
    exit_icon = RPG::Cache.icon(Menu_Icon::End_Game_Icon)
    @sys_command_icons.push(option_icon,save_icon,load_icon,exit_icon).flatten!     
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main  
    #Draw Background
    @background = Spriteset_Map.new
    main_windows
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      main_loop
      break if main_scenechange?
    end
    # Refresh map
    $game_map.refresh
    # Prepare for transition
    Graphics.freeze
    main_dispose
  end
  #--------------------------------------------------------------------------
  # * Main Processing : Window Initialization
  #--------------------------------------------------------------------------
  def main_windows
    main_command_window
    sys_command_window
    #Draw Map Name Window
    @location_window = Window_Location.new 
    @location_window.x = Menu_Window::Window_Location_XPos 
    @location_window.y = Menu_Window::Window_Location_YPos 
    @location_window.opacity = Menu_Window::Window_Border_Opacity 
    @location_window.back_opacity = Menu_Window::Window_Back_Opacity
    #Draw Gold Window
    #@gold_window = Window_MenuGold.new 
    @gold_window = Window_Infos.new
    @gold_window.x = Menu_Window::Window_Gold_XPos 
    @gold_window.y = Menu_Window::Window_Gold_YPos 
    @gold_window.opacity = Menu_Window::Window_Border_Opacity 
    @gold_window.back_opacity = Menu_Window::Window_Back_Opacity 
    #Draw Status Window
    @status_window = Window_RingMenuStatus.new 
    @status_window.x = Menu_Window::MenuStatus_XPos 
    @status_window.y = Menu_Window::MenuStatus_YPos
    @status_window.z = 200 
    @status_window.opacity=Menu_Window::MenuStatus_Border_Opacity 
    @status_window.back_opacity=Menu_Window::MenuStatus_Back_Opacity 
    @status_window.visible = false 
  end
  #--------------------------------------------------------------------------
  # * Main Command Window
  #--------------------------------------------------------------------------
  def main_command_window
    @command_window = Window_RingMenu.new(@commands, @command_icons,64)
    @command_window.index = @menu_index
    #@command_window.height = 256
    # 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
  end
  #--------------------------------------------------------------------------
  # * System Command Window
  #--------------------------------------------------------------------------
  def sys_command_window
    @sys_command_window = Window_RingMenu.new(@sys_commands, @sys_command_icons, 48)
    @sys_command_window.visible = false
    @sys_command_window.active = false       
    check_save_available
    check_load_available
  end
  #-----------------
  def check_save_available
    if $game_system.save_disabled
      @sys_command_window.disable_item(1)
    end 
  end
  #-----------------
  def check_load_available
    #Check if saved file exists
    @load_enabled = (Dir.glob('Save*.rxdata').size > 0)
    if !@load_enabled
      #Put your @command_window.disable_item(index)
      @sys_command_window.disable_item(2)
    end
  end
  #--------------------------------------------------------------------------
  # * Main Loop
  #--------------------------------------------------------------------------
   def main_loop 
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
   end
  #--------------------------------------------------------------------------
  # * Scene Change
  #--------------------------------------------------------------------------
  def main_scenechange?
    # Abort loop if screen is changed
    if $scene != self
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Main Dispose
  #--------------------------------------------------------------------------
  def main_dispose
    @background.dispose
    # Dispose of windows
    @command_window.dispose
    @sys_command_window.dispose
    @location_window.dispose 
    @gold_window.dispose 
    @status_window.dispose 
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @sys_command_window.update
    @location_window.update 
    @gold_window.update 
    @status_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If system window is active: call update_sys_command
    if @sys_command_window.active
      update_sys_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  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)
      # Return if Disabled Command
      if disabled_main_command?
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Command Input
      main_command_input
      return
    end
    return if @command_window.animation? 
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT) 
      $game_system.se_play($data_system.cursor_se) 
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL) 
      return 
    end 
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT) 
      $game_system.se_play($data_system.cursor_se) 
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER) 
      return 
    end 
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_sys_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @command_window.visible = true
      @sys_command_window.active = false
      @sys_command_window.visible = false
      @sys_command_window.index = 0
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Return if Disabled Command
      if disabled_main_command?
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Command Input
      sys_command_input
      return
    end
    return if @sys_command_window.animation? 
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT) 
      $game_system.se_play($data_system.cursor_se) 
      @sys_command_window.setup_move_move(Window_RingMenu::MODE_MOVEL) 
      return 
    end 
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT) 
      $game_system.se_play($data_system.cursor_se) 
      @sys_command_window.setup_move_move(Window_RingMenu::MODE_MOVER) 
      return 
    end 
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.visible = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Return if Disabled Command
      if disabled_main_command?
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Command Input
      sub_command_input
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Disabled Main Command? Test
  #--------------------------------------------------------------------------
  def disabled_main_command?
    command = @commands[@command_window.index]
    sys_command = @sys_commands[@sys_command_window.index]
    # Gets Scene_Menu Commands
    c = Menu_Commands
    # If 0 Party Size
    if $game_party.actors.size == 0
      # If Item, Skill, Equip or Status Selected
      if [c::Item, c::Skill, c::Equip, c::Status].include?(command)
        return true
      end
    end
    if $game_party.actors.size <= 1
      if [c::Order].include?(command)
        return true
      end
    end
    # If Save Disabled && Command is Save
    return true if $game_system.save_disabled && sys_command == c::Save
    # If Load Disabled && Command is Load
    return true if !@load_enabled && sys_command == c::Load
    return false
  end
  #--------------------------------------------------------------------------
  # * Update Command Check
  #--------------------------------------------------------------------------
  def main_command_input
    # Loads Current Command
    command = @commands[@command_window.index]
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Checks Commands
    case command
    when Menu_Commands::Item
      command_item
    when Menu_Commands::Skill
      command_skill
    when Menu_Commands::Equip
      command_equip
    when Menu_Commands::Status
      command_status
    when Menu_Commands::Quest
      command_quest
    when Menu_Commands::System
      $game_system.se_play($data_system.decision_se)
      @sys_command_window.active = true
      @sys_command_window.visible = true
      @command_window.active = false
      @command_window.visible = false
    end
  end
  #--------------------------------------------------------------------------
  # * Update System Command Check
  #--------------------------------------------------------------------------
  def sys_command_input
    # Loads Current Command
    sys_command = @sys_commands[@sys_command_window.index]
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Checks Commands  
    case sys_command
    when Menu_Commands::Option
      command_option
    when Menu_Commands::Save
      command_save
    when Menu_Commands::Load
      command_load
    when Menu_Commands::End_Game
      command_endgame
    end
  end
  #--------------------------------------------------------------------------
  # * Disabled Sub Command? Test
  #--------------------------------------------------------------------------
  def disabled_sub_command?
    # Loads Current Command
    command = @commands[@command_window.index]
    # If Skill Selected
    if command == Menu_Commands::Skill
      # If this actor's action limit is 2 or more
      if $game_party.actors[@status_window.index].restriction >= 2
        return true
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Update Status Check
  #--------------------------------------------------------------------------
  def sub_command_input
    # Loads Current Command
    command = @commands[@command_window.index]
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Checks Command By Name
    case command
    when Menu_Commands::Skill
      command_skill
    when Menu_Commands::Equip
      command_equip
    when Menu_Commands::Status
      command_status
    when Menu_Commands::Order
      command_order
    end
  end
  #--------------------------------------------------------------------------
  # * Command Item
  #--------------------------------------------------------------------------
  def command_item
    # Switch to item screen
    $scene = Scene_Item.new
  end
  #--------------------------------------------------------------------------
  # * Command Skill
  #--------------------------------------------------------------------------
  def command_skill
    # If Main Command Active
    if @command_window.active
      # Activate Status Window
      active_status_window
      return
    end
    # Switch to skill screen
    $scene = Scene_Skill.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command Equip
  #--------------------------------------------------------------------------
  def command_equip
    # If Main Command Active
    if @command_window.active
      # Activate Status Window
      active_status_window
      return
    end
    # Switch to equipment screen
    $scene = Scene_Equip.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command Status
  #--------------------------------------------------------------------------
  def command_status
    # If Main Command Active
    if @command_window.active
      # Activate Status Window
      active_status_window
      return
    end
    # Switch to status screen
    $scene = Scene_Status.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command Order
  #--------------------------------------------------------------------------
  def command_order
    # If Main Command Active
    if @command_window.active
      # Activate Status Window
      active_status_window
      @checker = 0
      return
    end
    #Change Party Order by Yargovish
    if @checker == 0
      @changer = $game_party.actors[@status_window.index]
      @where = @status_window.index
      @checker = 1
    else
      $game_party.actors[@where] = $game_party.actors[@status_window.index]
      $game_party.actors[@status_window.index] = @changer
      @checker = 0
      @status_window.refresh
      $game_player.refresh #
    end      
  end
  #--------------------------------------------------------------------------
  # * Command Party
  #--------------------------------------------------------------------------
  def command_party
    # Switch to party change screen
    #Put your Party Change Scene here
  end
  #--------------------------------------------------------------------------
  # * Command Option
  #--------------------------------------------------------------------------
  def command_option
    # Switch to party change screen
    #Put your Option Scene here
  end
  #--------------------------------------------------------------------------
  # * Command Quest
  #--------------------------------------------------------------------------
  def command_quest
    # Switch to party change screen
    #Put your Quest Scene here
  end
  #--------------------------------------------------------------------------
  # * Command Save
  #--------------------------------------------------------------------------
  def command_save
    # Switch to save screen
    $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Command Load
  #--------------------------------------------------------------------------
  def command_load
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command End Game
  #--------------------------------------------------------------------------
  def command_endgame
    # Switch to end game screen
    $scene = Scene_End.new
  end
  #--------------------------------------------------------------------------
  # * Activate Status Window
  #--------------------------------------------------------------------------
  def active_status_window
    # Make status window active
    @command_window.active = false
    @status_window.active = true
    @status_window.visible = true 
    @status_window.index = 0
  end
end

 

**메뉴명령 중 Quest와 Option은 해당 기능을 하는 스크립트가 있어야 합니다. 


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