Nie działa, bo kanumerki podał kod do VXAce
Wrzuć poniższe nad Main. Przy czym powinieneś wrócić do poprzednich wersji nadpisanych skryptów.
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
command_new_game
when 1 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::shutdown
@command_window = Window_Command.new(172, [s1, s2])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 288
@command_window.openness = 0
@command_window.open
end
end
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::equip
s3 = Vocab::status
s4 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4])
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 3
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2 # equipment, status
start_actor_selection
when 3 # End Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 2 # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
class Scene_Equip < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(1)
end
end
class Scene_Status < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(2)
end
end
class Scene_End < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(3)
end
end