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Okay, I have a bit of a problem with Yanfly's Menu Melody.
Here is the script:
And then it says: line 198: TypeError occured. superclass mismatch for Scene_Menu.
If someone can help me with this, then thanks so much. There is another problem I will add, but I need this to be solved first.
Also, I should let you know what other scripts I will be using besides this:
Proximity Script
Shanghai's FF13 Menu
Saba Kan's Ao no Kiseki Battle System
Here is the script:
#===============================================================================## Yanfly Engine Melody - Main Menu Melody# Last Date Updated: 2010.05.15# Level: Normal, Hard, Lunatic## This script allows for menu item reordering along with importing in custom# script scenes with ease so that there becomes little need to change the base# menu script in order to add in a few items. This is a YEM version of the# popular KGC Custom Menu Command. No credits will be taken on part of my own# behalf for the work KGC did. All I merely did was use it to extend the# capabilities of adding in common events, imported commands, and beefed up# engine efficiency.##===============================================================================# Updates# -----------------------------------------------------------------------------# o 2010.05.15 - Conversion to Yanfly Engine Melody.#===============================================================================# Instructions# -----------------------------------------------------------------------------# To install this script, open up your script editor and copy/paste this script# to an open slot below ? Materials but above ? Main. Considering the special# nature of this script, it is highly recommended that you place this script# above all non-core scripts. Remember to save.## Scroll down and edit the module as you see fitting for your game.## -----------------------------------------------------------------------------# Debug Shortcuts - Only during $TEST and $BTEST mode# -----------------------------------------------------------------------------# During testplay mode, pressing F5 while the main menu is active will fill# all party members' HP and MP to full.#===============================================================================$imported = {} if $imported == nil$imported["MainMenuMelody"] = truemodule YEM module MENU #=========================================================================== # Section I. Menu Commands # ------------------------------------------------------------------------- # Adjust the following hash to modify which commands will appear where. Use # the following table to input in the commands as you see fit. # # :items ............Default Item Menu # :skill ............Default Skill Menu # :equip ............Default Equip menu # :status ...........Default Status Menu # :save .............Default Save Menu # :system ...........Default Game End Menu # # For those that have imported KGC scripts. # # :kgc_largeparty ...Requires KGC's Large Party # :kgc_apviewer .....Requires KGC's Equip Learn Skill # :kgc_skillcp ......Requires KGC's Skill CP System # :kgc_difficulty ...Requires KGC's Battle Difficulty # :kgc_distribute ...Requires KGC's Distribute Parameter # :kgc_enemyguide ...Requires KGC's Enemy Guide # :kgc_outline ......Requires KGC's Outline # # For those who are still attached to the YERD scripts. # # :yerd_classchange .Requires YERD Subclass Selection System # :yerd_learnskill ..Requires YERD Subclass Selection System # :yerd_equipslots ..Requires YERD Equip Skill Slots # :yerd_bestiary ....Requires YERD Bestiary + Scanned Enemy #=========================================================================== MENU_COMMANDS =[ # Follow the instructions above. :items, # Default Item Menu :status, # Default Status Menu :skill, # Default Skill Menu :equip, # Default Equip menu :event2, # Common Event :save, # Default Save Menu :system, # Default Game End Menu ] # Do not remove this. # This will determine whether or not your menu uses icons. USE_ICONS = true # If you're using icons, adjust the following hash to bind the right icons # to the right command. MENU_ICONS ={ # If an icon is not present, it will use the unused icon. :unused => 176, :items => 144, :skill => 159, :equip => 44, :status => 137, :save => 149, :system => 134, } # Do not remove this. # This is the maximum number of rows to be displayed before the command # box will be cut off. MAX_ROWS = 10 # Set the alignment for the text in your menu. By default, alignment is 0. # 0..Left Align, 1..Center Align, 2..Right Align ALIGN = 0 # Setting this to true will cause the menu to shift to the right side of # the screen while moving the party status window over to the left side. MENU_RIGHT_SIDE = true # If this is set to true, the menu will not obscure the map until actor # selection is required. Events on the map will be frozen in place. ON_SCREEN_MENU = true #=========================================================================== # Section II.A. Custom Menu Command - Lunatic Mode - Common Events # ------------------------------------------------------------------------- # For those who would like to launch command events from the main menu, # modify this hash here to fit your liking. Then, add in the newly added # method to the MENU_COMMANDS array above. # # HideSw - This is the hide switch. Set to nil to not use a switch. # DisbSw - This is the disable switch. Set to nil to not use a switch. # Debug? - This item will only appear if it's $TEST mode. # CEvent - This is the common event that will launch. # Icon - This is the icon used if the option is given. # Title - This is the text that will appear. #=========================================================================== COMMON_EVENTS ={ # Follow the instructions above. # Method => [HideSw, DisbSw, Debug?, CEvent, Icon, Title Name] :event1 => [ nil, nil, true, 11, 101, "Debug"], } # Do not remove this. #=========================================================================== # Section II.B. Custom Menu Command - Lunatic Mode - Imported Commands # ------------------------------------------------------------------------- # The following is what KGC originally was going to have in his script but # was actually missing it in his publicized script. This will regain # functionality and also lift the "limit" of only 100 extra commands. The # following will explain how to set up the individual options. # # HideSw - Switch used to hide the command. Set to nil if not used. # DisbSw - Switch used to disable the command. Set to nil if not used. # Actor? - Does this select an actor. Set to true if it does. # Icon - Determines what icon will be used for this item. # Title - The title text that appears for the event. # Scene - The scene used to launch the respective scene. # # Note that this does not automatically detect what will and will not # disable the command ingame. You must understand and create a work # around with them (if they do disable the commands) with switches. # After binding your imported commands, go back to MENU_COMMANDS and # insert the proper command ID at the proper location. #=========================================================================== IMPORTED_COMMANDS ={ # Follow the instructions above. # Method => [HideSw, DisbSw, Actor?, Icon, Title Name, Scene Name.new] :quests => [ 8, 9, false, 99, "Quests", "Scene_Quest"], :faction => [ 10, 11, false, 100, "Factions", "Scene_Factions"], :row => [ nil, nil, false, 101, "Rows", "Scene_Row"], :record => [ nil, nil, false, 102, "Records", "Scene_Record"], :craft => [ nil, nil, false, 103, "Crafting", "Scene_Crafting"], } # Do not remove this. #=========================================================================== # Section III.A. Multi Variable Window # ------------------------------------------------------------------------- # Imported straight from Scene Menu ReDux, this alters the gold window at # the bottom to display variables, time, steps, etc. This window appears # at the bottom of the screen. #=========================================================================== USE_MULTI_VARIABLE_WINDOW = true # Variables will be shown in this order. Use 0 to show gold. Adjust the # following information as seen necessary. VARIABLES_SHOWN = [-5, -1, -2, 0] VARIABLES_ICONS = true VARIABLES_HASH ={ # Note that value zero must exist. # VarID => [Icon, Text] -5 => [ 153, "Map"], -2 => [ 48, "Steps"], -1 => [ 188, "Time"], 0 => [ 205, "Gold"], 1 => [ 200, "Jewels"], }# Do not remove this. end # MENUend # YEM#===============================================================================# Editting anything past this point may potentially result in causing computer# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.# Therefore, edit at your own risk.#===============================================================================#===============================================================================# Scene_Menu#===============================================================================class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # new method: create_command_list #-------------------------------------------------------------------------- def create_command_list vocab = [] commands = [] icons = [] index_list = {} YEM::MENU::MENU_COMMANDS.each_with_index { |c,i| case c when :items index_list[:items] = commands.size vocab.push(Vocab.item) when :skill # Skills index_list[:skill] = commands.size vocab.push(Vocab.skill) when :equip # Equip index_list[:equip] = commands.size vocab.push(Vocab.equip) when :status # Status index_list[:status] = commands.size vocab.push(Vocab.status) when :save # Save index_list[:save] = commands.size vocab.push(Vocab.save) when :system # System index_list[:system] = commands.size vocab.push(Vocab.game_end) #----- KGC Imported Scripts ----- when :kgc_largeparty # KGC's Large Party next unless $imported["LargeParty"] index_list[
artyform] = commands.size @__command_partyform_index = commands.size vocab.push(Vocab.partyform) when :kgc_apviewer # KGC's AP Viewer next unless $imported["EquipLearnSkill"] index_list[:ap_viewer] = commands.size @__command_ap_viewer_index = commands.size vocab.push(Vocab.ap_viewer) when :kgc_skillcp # KGC's CP Skill System next unless $imported["SkillCPSystem"] index_list[:set_battle_skill] = commands.size @__command_set_battle_skill_index = commands.size vocab.push(Vocab.set_battle_skill) when :kgc_difficulty # KGC's Battle Difficulty next unless $imported["BattleDifficulty"] index_list[:set_difficulty] = commands.size @__command_set_difficulty_index = commands.size vocab.push(KGC::BattleDifficulty.get[:name]) when :kgc_distribute # KGC's Distribute Parameter next unless $imported["DistributeParameter"] index_list[:distribute_parameter] = commands.size @__command_distribute_parameter_index = commands.size vocab.push(Vocab.distribute_parameter) when :kgc_enemyguide # KGC's Enemy Guide next unless $imported["EnemyGuide"] index_list[:enemy_guide] = commands.size @__command_enemy_guide_index = commands.size vocab.push(Vocab.enemy_guide) when :kgc_outline # KGC's Outline next unless $imported["Outline"] index_list[
utline] = commands.size @__command_outline_index = commands.size vocab.push(Vocab.outline) #----- YERD Imported Scripts ----- when :yerd_classchange # Yanfly Subclass Class Change next unless $imported["SubclassSelectionSystem"] next unless YE::SUBCLASS::MENU_CLASS_CHANGE_OPTION next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH] index_list[:classchange] = commands.size @command_class_change = commands.size vocab.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE) when :yerd_learnskill # Yanfly Subclass Learn Skill next unless $imported["SubclassSelectionSystem"] next unless YE::SUBCLASS::USE_JP_SYSTEM and YE::SUBCLASS::LEARN_SKILL_OPTION next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH] index_list[:learnskill] = commands.size @command_learn_skill = commands.size vocab.push(YE::SUBCLASS::LEARN_SKILL_TITLE) when :yerd_equipslots # Yanfly Equip Skill System next unless $imported["EquipSkillSlots"] next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH] index_list[:equipskill] = commands.size @command_equip_skill = commands.size vocab.push(YE::EQUIPSKILL::MENU_TITLE) when :yerd_bestiary # Yanfly Bestiary next unless $imported["DisplayScannedEnemy"] next unless $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH] index_list[:bestiary] = commands.size @command_bestiary = commands.size vocab.push(YE::MENU::MONSTER::BESTIARY_TITLE) else # ---- Custom Commands ---- if YEM::MENU::COMMON_EVENTS.include?(c) common_event = YEM::MENU::COMMON_EVENTS[c] next if !$TEST and common_event[2] next if common_event[0] != nil and $game_switches[common_event[0]] index_list[c] = commands.size vocab.push(common_event[5]) elsif YEM::MENU::IMPORTED_COMMANDS.include?(c) command_array = YEM::MENU::IMPORTED_COMMANDS[c] next if command_array[0] != nil and $game_switches[command_array[0]] index_list[c] = commands.size vocab.push(command_array[4]) else; next end end commands.push(c) icons.push(menu_icon(c)) } # YEM::MENU::MENU_COMMANDS.each_with_index $game_temp.menu_command_index = index_list @menu_array = [vocab, commands, icons] end #-------------------------------------------------------------------------- # new method: menu_icon #-------------------------------------------------------------------------- def menu_icon(command) if YEM::MENU::MENU_ICONS.include?(command) return YEM::MENU::MENU_ICONS[command] elsif YEM::MENU::COMMON_EVENTS.include?(command) return YEM::MENU::COMMON_EVENTS[command][4] elsif YEM::MENU::IMPORTED_COMMANDS.include?(command) return YEM::MENU::IMPORTED_COMMANDS[command][3] else return YEM::MENU::MENU_ICONS[:unused] end end #-------------------------------------------------------------------------- # overwrite method: create_command_window #-------------------------------------------------------------------------- def create_command_window create_command_list @command_window = Window_MenuCommand.new(@menu_array) @command_window.height = [@command_window.height, YEM::MENU::MAX_ROWS * 24 + 32].min @command_window.index = [@menu_index, @menu_array[0].size - 1].min end #-------------------------------------------------------------------------- # overwrite method: update_command_selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input:: check_debug_enable Sound.play_cancel $scene = Scene_Map.new elsif $TEST and Input.trigger?(Input::F5) # Debug Refresh Party Sound.play_recovery for member in $game_party.members member.hp += member.maxhp member.mp += member.maxmp end @status_window.refresh elsif Input.trigger?(Input::C) command = @command_window.method case command when :items # Item Command Sound.play_decision $scene = Scene_Item.new when :skill, :equip, :status # Skill, Equip, and Status Commands Sound.play_decision start_actor_selection when :save # Save Command if $game_system.save_disabled Sound.play_buzzer else Sound.play_decision $game_temp.menu_command_index[:save] $scene = Scene_File.new(true, false, false) end when :system # System Command Sound.play_decision $scene = Scene_End.new else # Custom Commands if YEM::MENU::COMMON_EVENTS.include?(command) array = YEM::MENU::COMMON_EVENTS[command] if array[1] != nil and $game_switches[array[1]] Sound.play_buzzer else Sound.play_decision $game_temp.common_event_id = array[3] $scene = Scene_Map.new end elsif YEM::MENU::IMPORTED_COMMANDS.include?(command) array = YEM::MENU::IMPORTED_COMMANDS[command] if array[1] != nil and $game_switches[array[1]] Sound.play_buzzer else Sound.play_decision if array[2] start_actor_selection else $scene = eval(array[5] + ".new") end end end end # if case check end # end if end # end update_command_selection #-------------------------------------------------------------------------- # overwrite method: update_actor_selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input:: Sound.play_cancel end_actor_selection @status_window.close if YEM::MENU:
N_SCREEN_MENU elsif $TEST and Input.trigger?(Input::F5) # Debug Refresh Party Sound.play_recovery for member in $game_party.members member.hp += member.maxhp member.mp += member.maxmp end @status_window.refresh elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision command = @command_window.method case command when :skill # Skill Command $scene = Scene_Skill.new(@status_window.index) when :equip # Equip Command $scene = Scene_Equip.new(@status_window.index) when :status # Status Command $scene = Scene_Status.new(@status_window.index) else # Custom Commands if YEM::MENU::IMPORTED_COMMANDS.include?(command) array = YEM::MENU::IMPORTED_COMMANDS[command] $scene = eval(array[5] + ".new(@status_window.index)") end end end end #-------------------------------------------------------------------------- # overwrite method: start #-------------------------------------------------------------------------- def start super create_menu_background create_command_window if YEM::MENU::USE_MULTI_VARIABLE_WINDOW @gold_window = Window_MultiVariableWindow.new else @gold_window = Window_Gold.new(0, 360) end @status_window = Window_MenuStatus.new(160, 0) @right_side = YEM::MENU::MENU_RIGHT_SIDE if YEM::MENU:
N_SCREEN_MENU @gold_window.y = @command_window.height @status_window.openness = 0 @right_side = true if $game_player.screen_x <= 176 @right_side = false if $game_player.screen_x >= 368 $game_temp.on_screen_menu = false end if @right_side @status_window.x = 0 @command_window.x = 384 @gold_window.x = 384 end end #-------------------------------------------------------------------------- # alias method: start_actor_selection #-------------------------------------------------------------------------- alias start_actor_selection_mmz start_actor_selection unless $@ def start_actor_selection if YEM::MENU:
N_SCREEN_MENU @status_window.open end start_actor_selection_mmz end #-------------------------------------------------------------------------- # new method: create_menu_background #-------------------------------------------------------------------------- if YEM::MENU:
N_SCREEN_MENU def create_menu_background @menuback_sprite = Spriteset_Map.new end end end # Scene_Menu#==============================================================================# Imported from KGC's Custom Menu Command# to improve compatibility amongst KGC scripts#==============================================================================$imported["CustomMenuCommand"] = trueclass Game_Temp attr_accessor :menu_command_index attr_accessor :next_scene_actor_index attr_accessor
n_screen_menu alias initialize_KGC_CustomMenuCommand initialize unless $@ def initialize initialize_KGC_CustomMenuCommand @menu_command_index = {} @next_scene_actor_index = 0 endendmodule KGCmodule Commands module_function def call_item return if $game_temp.in_battle $game_temp.next_scene = :menu_item $game_temp.next_scene_actor_index = 0 $game_temp.menu_command_index = {} end def call_skill(actor_index = 0) return if $game_temp.in_battle $game_temp.next_scene = :menu_skill $game_temp.next_scene_actor_index = actor_index $game_temp.menu_command_index = {} end def call_equip(actor_index = 0) return if $game_temp.in_battle $game_temp.next_scene = :menu_equip $game_temp.next_scene_actor_index = actor_index $game_temp.menu_command_index = {} end def call_status(actor_index = 0) return if $game_temp.in_battle $game_temp.next_scene = :menu_status $game_temp.next_scene_actor_index = actor_index $game_temp.menu_command_index = {} endendendclass Game_Interpreter include KGC::Commandsendclass Scene_Map < Scene_Base alias update_scene_change_KGC_CustomMenuCommand update_scene_change unless $@ def update_scene_change return if $game_player.moving? case $game_temp.next_scene when :menu_item call_menu_item when :menu_skill call_menu_skill when :menu_equip call_menu_equip when :menu_status call_menu_status else update_scene_change_KGC_CustomMenuCommand end end alias call_menu_mmz call_menu unless $@ def call_menu $game_temp.on_screen_menu = true if YEM::MENU:
N_SCREEN_MENU call_menu_mmz end def call_menu_item $game_temp.next_scene = nil $scene = Scene_Item.new end def call_menu_skill $game_temp.next_scene = nil $scene = Scene_Skill.new($game_temp.next_scene_actor_index) $game_temp.next_scene_actor_index = 0 end def call_menu_equip $game_temp.next_scene = nil $scene = Scene_Equip.new($game_temp.next_scene_actor_index) $game_temp.next_scene_actor_index = 0 end def call_menu_status $game_temp.next_scene = nil $scene = Scene_Status.new($game_temp.next_scene_actor_index) $game_temp.next_scene_actor_index = 0 endendclass Scene_Menu < Scene_Base def check_debug_enable return unless Input.press?(Input::F5) return unless Input.press?(Input::F9) $TEST = true endendclass Scene_Item < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?
items) $scene = Scene_Menu.new($game_temp.menu_command_index[:items]) else $scene = Scene_Map.new end endendclass Scene_Skill < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?
skill) $scene = Scene_Menu.new($game_temp.menu_command_index[:skill]) else $scene = Scene_Map.new end endendclass Scene_Equip < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?
equip) $scene = Scene_Menu.new($game_temp.menu_command_index[:equip]) else $scene = Scene_Map.new end endendclass Scene_Status < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?
status) $scene = Scene_Menu.new($game_temp.menu_command_index[:status]) else $scene = Scene_Map.new end endendclass Scene_File < Scene_Base alias return_scene_KGC_CustomMenuCommand return_scene unless $@ def return_scene if @from_title || @from_event return_scene_KGC_CustomMenuCommand elsif $game_temp.menu_command_index.has_key?
save) $scene = Scene_Menu.new($game_temp.menu_command_index[:save]) else $scene = Scene_Map.new end endendclass Scene_End < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?
system) $scene = Scene_Menu.new($game_temp.menu_command_index[:system]) else $scene = Scene_Map.new end endend#===============================================================================# Game_Map#===============================================================================class Game_Map #-------------------------------------------------------------------------- # map name #-------------------------------------------------------------------------- unless method_defined?
map_name) def map_name data = load_data("Data/MapInfos.rvdata") text = data[@map_id].name.gsub(/\[.*\]/) { "" } return text end end end # Game_Map#===============================================================================# Game_Actor#===============================================================================class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # new method: now_exp #-------------------------------------------------------------------------- def now_exp return @exp - @exp_list[@level] end #-------------------------------------------------------------------------- # new method: next_exp #-------------------------------------------------------------------------- def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end # Game_Actor#===============================================================================# Window_MultiVariableWindow#===============================================================================class Window_MultiVariableWindow < Window_Selectable #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize dh = 32 + 24 * YEM::MENU::VARIABLES_SHOWN.size dy = Graphics.height - dh super(0, dy, 160, dh) refresh end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh @data = [] for i in YEM::MENU::VARIABLES_SHOWN next unless YEM::MENU::VARIABLES_HASH.include?(i) @time_index = @data.size if i == -1 @data.push(i) end @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) sw = self.width - 32 dy = WLH * index self.contents.clear_rect(rect) i = @data[index] case i when -5 # Draw Map Name self.contents.draw_text(0, dy, sw, WLH, $game_map.map_name, 1) when -2 # Draw Steps if YEM::MENU::VARIABLES_ICONS text = $game_party.steps self.contents.draw_text(0, dy, sw-24, WLH, text, 2) draw_icon(YEM::MENU::VARIABLES_HASH[-2][0], sw-24, dy) else text = YEM::MENU::VARIABLES_HASH[-2][1] value = $game_party.steps cx = contents.text_size(text).width self.contents.font.color = normal_color self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2) self.contents.font.color = system_color self.contents.draw_text(0, dy, sw, WLH, text, 2) end when -1 # Draw Time if YEM::MENU::VARIABLES_ICONS text = game_time self.contents.draw_text(0, dy, sw-24, WLH, text, 2) draw_icon(YEM::MENU::VARIABLES_HASH[-1][0], sw-24, dy) else self.contents.font.color = normal_color text = game_time self.contents.draw_text(0, dy, sw, WLH, text, 1) end when 0 # Draw Gold if YEM::MENU::VARIABLES_ICONS text = $game_party.gold self.contents.draw_text(0, dy, sw-24, WLH, text, 2) draw_icon(YEM::MENU::VARIABLES_HASH[0][0], sw-24, dy) else draw_currency_value($game_party.gold, 4, dy, 120) end else # Draw Variables if YEM::MENU::VARIABLES_ICONS text = $game_variables self.contents.draw_text(0, dy, sw-24, WLH, text, 2) draw_icon(YEM::MENU::VARIABLES_HASH[0], sw-24, dy) else text = YEM::MENU::VARIABLES_HASH[1] value = $game_variables cx = contents.text_size(text).width self.contents.font.color = normal_color self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2) self.contents.font.color = system_color self.contents.draw_text(0, dy, sw, WLH, text, 2) end end end #-------------------------------------------------------------------------- # game_time #-------------------------------------------------------------------------- def game_time gametime = Graphics.frame_count / Graphics.frame_rate hours = gametime / 3600 minutes = gametime / 60 % 60 seconds = gametime % 60 result = sprintf("%d:%02d:%02d", hours, minutes, seconds) return result end #-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- if YEM::MENU::VARIABLES_SHOWN.include?(-1) def update if game_time != (Graphics.frame_count / Graphics.frame_rate) draw_item(@time_index) end super end end end # Window_MultiVariableWindow#===============================================================================# Window_MenuCommand#===============================================================================class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(array) @data = array[1] @icons = array[2] super(160, array[0]) end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # method #-------------------------------------------------------------------------- def method; return @data[self.index]; end #-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color #--- text = @commands[index] icon = @icons[index] case @data[index] when :items, :skill, :equip, :status, :kgc_apviewer, :kgc_skillcp, :kgc_distribute, :yerd_classchange, :yerd_learnskill, :yerd_equipslots enabled = ($game_party.members.size == 0 ? false : true) when :save enabled = !$game_system.save_disabled when :kgc_largeparty enabled = ($game_party.members.size == 0 ? false : true) enabled = false if !$game_party.partyform_enable? else if YEM::MENU::COMMON_EVENTS.include?(@data[index]) if YEM::MENU::COMMON_EVENTS[@data[index]][1] != nil enabled = !YEM::MENU::COMMON_EVENTS[@data[index]][1] end elsif YEM::MENU::IMPORTED_COMMANDS.include?(@data[index]) if YEM::MENU::IMPORTED_COMMANDS[@data[index]][1] != nil enabled = !YEM::MENU::IMPORTED_COMMANDS[@data[index]][1] end end end #--- self.contents.font.color.alpha = enabled ? 255 : 128 dx = rect.x; dy = rect.y; dw = rect.width if YEM::MENU::USE_ICONS and icon.is_a?(Integer) draw_icon(icon, 0, dy, enabled) dx += 20; dw -= 20 end self.contents.draw_text(dx, dy, dw, WLH, text, YEM::MENU::ALIGN) end end # Window_MenuCommand#===============================================================================## END OF FILE##===============================================================================
And then it says: line 198: TypeError occured. superclass mismatch for Scene_Menu.
If someone can help me with this, then thanks so much. There is another problem I will add, but I need this to be solved first.
Also, I should let you know what other scripts I will be using besides this:
Proximity Script
Shanghai's FF13 Menu
Saba Kan's Ao no Kiseki Battle System
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