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. 


List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
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832 전투 Minkoff's Animated Battlers - Enhanced 13.2 by DerVVulfman Alkaid 2010.09.10 1688
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830 전투 Mr. Mo's ABS 5.5 13 Alkaid 2010.09.10 3460
829 전투 DerVVulfman's addons for Mr.Mo's ABS file Alkaid 2010.09.10 1645
828 메시지 Hermes(Hermes Extends RPGXP Message System) 0.3d by derula Alkaid 2010.09.10 2028
827 아이템 Categorized Items Menu 1.3 by albertfish 1 file Alkaid 2010.09.09 1798
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» 메뉴 Ring menu edit (Non-SDK ver.) Alkaid 2010.09.08 1550
824 메뉴 Ring menu edit for SDK2 (Original by Hypershadow180) file Alkaid 2010.09.08 1380
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822 그래픽 Weather Script(버전 불명) by ccoa 1 file Alkaid 2010.09.08 1574
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