class Window_Commands < Window_Base
#-----------------------------------------------------------------------------
# >>> Object Initialization
#-----------------------------------------------------------------------------
def initialize
super(0, 100, 200, Graphics.height - 100)
@selection = 0
refresh
end
#-----------------------------------------------------------------------------
# >>> Refresh
#-----------------------------------------------------------------------------
def refresh
self.contents.clear
draw_text(10,0,200,24,"Inventory") #0
draw_text(10,25,200,24,"Skills") #1
draw_text(10,50,200,24,"Equipment") #2
draw_text(10,75,200,24,"Abandon Ship") #3
draw_text(0, @selection * 25, 20, 24, ">") #Cursor arrow
end
#-----------------------------------------------------------------------------
# >>> Update
#-----------------------------------------------------------------------------
def update
super
update_input
end
def update_input
# MOVE CURSOR
if Input.repeat?

LEFT) && @selection > 0
RPG::SE.new("Cursor1",100,100).play
@selection -= 1
refresh
elsif Input.repeat?

RIGHT) && @selection < 3
RPG::SE.new("Cursor1",100,100).play
@selection += 1
refresh
# SELECT
elsif Input.trigger?

C)
RPG::SE.new("Decision2",100,100).play
case @selection
when 0
SceneManager.call(Scene_Item)
when 1
SceneManager.call(Scene_Skill)
when 2
SceneManager.call(Scene_Equip)
when 3
SceneManager.exit
end
# BACK
elsif Input.trigger


return_scene
end
end
end
class Window_Menu_Status < Window_Base
#-----------------------------------------------------------------------------
# >>> Object Initialization
#-----------------------------------------------------------------------------
def initialize
super(0, 0, Graphics.width, 100)
refresh
end
#-----------------------------------------------------------------------------
# >>> Refresh
#-----------------------------------------------------------------------------
def refresh
self.contents.clear
actor = $game_party.members[0]
draw_text(10,0,200,24,"HP: " + actor.hp.to_s + " / " + actor.mhp.to_s)
draw_text(10,25,200,24,"Damage: " + actor.atk.to_s)
#etc...
end
end
I am the author of the above script, trying to learn how to add the Journal to the menu...
CP Keyboard Input script #
# Version 1.0a #
# #
# Credits: #
# Original code by: Neon Black #
# Modified by:
Quest Journal [VXA]
# Version: 1.0.3
# Author: modern algebra (rmrk.net)
#I am the author of this script:
class Journal
attr_accessor

age
def initialize
@page = []
n = 0
1000.times do
n += 1
@page[n] = ""
end
end
def assign_j(value, id)
@page[id] = value
end
end
$Player1 = Journal.new
Code:
#I am the author of this script
class Window_Journal < Window_Base
def initialize
super(100, 60, 400, 300)
draw_log(1) # set the text
end
def draw_log(page)
case page
when 1
@log = "Page 1: #{$Player1.page[1]}"
when 2
@log = "Page 2, how awesome!"
when 3
@log = "END OF JOURNAL"
end
refresh # refresh contents
end
def refresh
self.contents.clear #to clean previous stuff
ypos = 10
draw_text_ex(0,0,@log)
end
end
Code:
#I am the author of this script
class Scene_Journal < Scene_Base
def start
super
create_journal_window
end
def create_journal_window
@page = 1
@journal_window = Window_Journal.new
end
def check_journal_length
if $Player1.page[@page].length > 50 || $Player1.page[@page] == nil
$Player1.page[@page] = ""
end
end
def update
super
update_player_input
end
def update_player_input
if Input.trigger?(:LEFT) && @page > 1 # if pressed left
Sound.play_cursor # play sound
@page -= 1 # change page
@journal_window.draw_log(@page) # change contents in the window
elsif Input.trigger?(:RIGHT) && @page < 3 # if pressed right
Sound.play_cursor
@page += 1
@journal_window.draw_log(@page)
elsif Input.trigger?(:B)
Sound.play_cancel
return_scene
end
check_journal_length
end
def terminate
super
@journal_window.dispose
end
end
# +++ MOG - Parallax EX (v1.2) +++
#==============================================================================
# By Moghunter
those are the scripts I am using, in order. I have since removed the crafting scripts.