#==============================================================================
# ** 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 = [
: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 = {
: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.
# You can also use numbers to indicate that you want to call
# a common event. Simply put the ID (as seen in the database) of
# the common event you want to call instead of a script call.
# 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 = {
: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 = [
]
# 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 = [
]
# Disable Actor Abilities when paralyzed ? #
# This sets which commands should be disabled when an actor is 'paralyzed'
# (or has a similar type of state). In the default scripts, the skills
# command is 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_ABILITIES = [
]
# 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
end
end
#==============================================================================
# ** CUSTOMIZATION END
#------------------------------------------------------------------------------