#==============================================================================# ** CUSTOMIZATION START#==============================================================================module Mobius module Menu_Commands # MENU LOOK OPTIONS # # These options let you change how the menu looks # MENU_OPACITY is used to make the menu somewhat transparent so that # the background can be seen behind it. You can set this to an interger # value between 0 (completely transparent) and 255 (completely opaque). MENU_OPACITY = 128 # The BACKGROUND_BLENDING_COLOR is used to darken the background map # picture so that it is less intrusive. I recommend leaving this as is, # but if you want to change it, you can set the four numbers to any # integer values in the range 0-255. The numbers are RGBA. BACKGROUND_BLENDING_COLOR = Color.new(16, 16, 16, 128) ###################################################################### # COMMAND OPTIONS # # These options allow you to configure all of the menu commands. # Big picture: Every command has a 'command key' associated it with. # This allows you to link several different settings to the same command. # The keys are all of the type ':key_name'. That is a colon followed # by the key's name. As a rule, the keys should be all lowercase. # Additionally every command will need a key placed in the COMMAND_ORDER, # COMMAND_NAMES, and COMMAND_CALLS options below. It's optional for # COMMAND_ACTOR_SELECT, and COMMAND_ACTOR_REQUIRED. # Order of Commands # # Place all of your command keys in between the two square brackets. # Each key should be separated from the others with a comma. # The order in which these keys are placed will determine their order # in game, i.e. the first (top) key will be the first (top) command. COMMAND_ORDER = [ :item, :equip, :save, :end_game, ] # Command Display Names # # This links your command keys to their display text in game. # In general, these will be the same but they might vary a little. # Think of this like setting a 'word' in the database. In fact, # this overwrites the database setting, so be sure to define them here. # Each entry is a pair like this - :command_key => "Display Name" # Separate entries with commas. The order of these entries does NOT # affect the order in game. COMMAND_NAMES = { :item => "Item", :equip => "Equip", :save => "Save", :end_game => "End Game", } # Command Script Calls # # This links your command keys to their script call. # In general, these will be very similar to their key. # If a script says you can call it by doing this: # $scene = Scene_CustomScript.new # You will likely need the 'Scene_CustomScript' part. # Each entry is a pair like this - :command_key => "Script_Call" # Separate entries with commas. The order of these entries does NOT # affect the order in game. COMMAND_CALLS = { :item => Scene_Item, :equip => Scene_Equip, :save => Scene_Save, :end_game => Scene_End, } # Does Command Need Actor Select? # # This sets which commands need to select an actor in the menu # before moving to the next scene. In the default scripts, the # skills, equip, and status commands need to know which actor # you want to set before they move to their scenes. It's possible # some custom commands may need this as well. Just place the # command keys that need it here. If it doesn't need it, just # leave it out. The order of these entries does NOT affect # the order in game. COMMAND_ACTOR_SELECT = [ :equip, ] # Disable Command When Party Size Is Zero? # # This sets which commands should be disabled when the party size # is zero. In the default scripts, the item, skills, equip, and # status commands are disabled when this is the case. # It's possible some custom commands may need this as well. # Just place the command keys that need it here. If it doesn't # need it, just leave it out. The order of these entries # does NOT affect the order in game. COMMAND_ACTOR_REQUIRED = [ :item, :equip, ] # Save Command Key Is? # # This sets which command key is the 'save' command key, so # that it can be disabled whenever you disable saving via events. # In general, you can leave the default save key alone in the # above options and therefore leave this one alone too. SAVE_COMMAND = :save endend#==============================================================================# ** CUSTOMIZATION END #------------------------------------------------------------------------------