[VX] Yanfly Menu Melody Problem

PsiioniicVII

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Okay, I have a bit of a problem with Yanfly's Menu Melody.
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[:partyform] = 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[:outline] = 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::oN_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::oN_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 $@  def start_actor_selection    if YEM::MENU::oN_SCREEN_MENU      @status_window.open    end    start_actor_selection_mmz  end   #--------------------------------------------------------------------------  # new method: create_menu_background  #--------------------------------------------------------------------------  if YEM::MENU::oN_SCREEN_MENU  def create_menu_background    @menuback_sprite = Spriteset_Map.new  end  end end # Scene_Menu#==============================================================================# Imported from KGC's Custom Menu Command# to improve compatibility amongst KGC scripts#==============================================================================$imported["CustomMenuCommand"] = trueclass Game_Temp  attr_accessor :menu_command_index  attr_accessor :next_scene_actor_index  attr_accessor :on_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::oN_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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PsiioniicVII

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I still need help with this, so I'm bumping it.
 

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