#==============================================================================
# [RMVX] 《勇者斗恶龙》风格可定制菜单系统 Version 1.20
#------------------------------------------------------------------------------
=begin
by Ekras
released on 04/07/2008
感谢 "Woratana", "kmhp", "Trihan", 和 "modern algebra"(个人)在论坛上的帮助 :)
更新至版本 1.2
- 脚本名称从 "Dragon Quest Style Status Indicator" 改为 "Dragon Quest Style Customizable Menu System"
- 编码了DQ风格的状态下屏幕
- 主菜单现在可以轻松配置(更改菜单项!)
- 状态下屏幕上的 "Refill Command" 目前不工作(待定)
- 不知何故,1.1 版本中没有包含空白行,但它肯定在 1.2 版本中
- 向小框中添加了显示当前经验值、升级所需经验和职业的功能
- 新的错误消息更具描述性,并出现在打印命令中,而不是游戏中。(你将得到一个弹出窗口)
- 玩家能够在DQ风格的状态下屏幕上退出菜单屏幕
- 能够独立更改状态下菜单的字体(部分实现)
1.3 版本即将推出
- 大量优化 - 脚本将更快、更智能、更小
- 在小框中显示精灵(代码已完成,但仍然有很多bug)
- 使用一个大的“超级”框代替小框的能力
- DQ风格的装备屏幕 + 在DQ风格的状态下装备框
- 在DQ风格的状态下屏幕上的 "See All" 下显示额外信息(装备)
- 更多字体定制
- 更多......
=end
#==============================================================================
module DQ_Menu_Setup
# 在此处配置主菜单
# 脚本的这一部分允许您快速更改主菜单的显示。
# 您可以设置行数和列数,以及显示的项目
NUM_OF_ITEMS = 6 #设置菜单上的项目数量 (1-12)
NUM_ROWS = 3 # 主菜单中的行数
NUM_COL = 2 # 主菜单中的列数
#在此处配置显示在主菜单上的项目。类型如下:
#1-空白,以备将来使用
#2-空白,以备将来使用
#3-调用DQ状态屏幕
#4-调用DQ设备屏幕(在此版本中不使用)
#5-内置保存菜单
#6-内置游戏结束菜单
#7-内置项目菜单
#8-内置状态菜单
#9-内置技能菜单
#10-内置设备菜单
# 菜单上显示什么
ITEM_1_TYPE = 7
ITEM_1_NAME = "道具"
ITEM_2_TYPE = 9
ITEM_2_NAME = "特技"
ITEM_3_TYPE = 10
ITEM_3_NAME = "装备"
ITEM_4_TYPE = 3
ITEM_4_NAME = "强度"
ITEM_5_TYPE = 5
ITEM_5_NAME = "储存"
ITEM_6_TYPE = 6
ITEM_6_NAME = "其他"
ITEM_7_TYPE = 3
ITEM_7_NAME = "物品 7"
ITEM_8_TYPE = 3
ITEM_8_NAME = "物品 8"
ITEM_9_TYPE = 3
ITEM_9_NAME = "物品 9"
ITEM_10_TYPE = 3
ITEM_10_NAME = "物品 10"
ITEM_11_TYPE = 3
ITEM_11_NAME = "物品 11"
ITEM_12_TYPE = 3
ITEM_12_NAME = "物品 12"
end
module DQ_Status_Setup
#此模块定义了DQ风格状态屏幕。如果你不使用它,你可以放心地忽略这一部分。
#在此处配置状态菜单的“查看统计信息”部分
#在此处配置右侧窗口, 每一行都是一行文本和统计值。对于类型,请使用以下内容:
# 1-攻击,2-敏捷,3-精神 4-职业,5-防御,6-HP,7-MP,8-MaxHP,9-MaxMP,
# 10-经验,11-经验等级, 12-姓名, 13-等级
# 设置状态菜单中使用的字体
STATUS_FONT = "仿宋" # 区分大小写 - 可以命名任何 TrueType 字体。
# 关于字体的注意事项:玩家必须安装字体才能显示。
# 字体更改目前只影响非可选择菜单。
# 配置右边角色详细信息大窗口 (强度》个人详情》选择角色后显示的大窗口)
# 设置状态和其值之间的分隔符
SEP = ":" # 用于分隔状态和其值的字符
# 设置要显示的文本以及是否显示
LINE_1_STRING = "" # 设置第八行显示的文本
LINE_1_ONOFF = false # 设置是否显示这行文本
LINE_1_TYPE = 11 # 类型代码见上文
LINE_2_STRING = "角色" # 设置第九行显示的文本
LINE_2_ONOFF = true # 设置是否显示这行文本
LINE_2_TYPE = 12 # 类型代码见上文
LINE_3_STRING = "职业" # 设置第十行显示的文本
LINE_3_ONOFF = true # 设置是否显示这行文本
LINE_3_TYPE = 4 # 类型代码见上文
LINE_4_STRING = "最大HP" # 设置第一行显示的文本
LINE_4_ONOFF = true # 设置是否显示这行文本
LINE_4_TYPE = 8 # 类型代码见上文
LINE_5_STRING = "最大MP" # 设置第二行显示的文本
LINE_5_ONOFF = true # 设置是否显示这行文本
LINE_5_TYPE = 9 # 类型代码见上文
LINE_6_STRING = "力量" # 设置第三行显示的文本
LINE_6_ONOFF = true # 设置是否显示这行文本
LINE_6_TYPE = 1 # 类型代码见上文
LINE_7_STRING = "物防" # 设置第四行显示的文本
LINE_7_ONOFF = true # 设置是否显示这行文本
LINE_7_TYPE = 5 # 类型代码见上文
LINE_8_STRING = "智慧" # 设置第五行显示的文本
LINE_8_ONOFF = true # 设置是否显示这行文本
LINE_8_TYPE = 3 # 类型代码见上文
LINE_9_STRING = "敏捷" # 设置第六行显示的文本
LINE_9_ONOFF = true # 设置是否显示这行文本
LINE_9_TYPE = 2 # 类型代码见上文
LINE_10_STRING = "" # 设置第七行显示的文本
LINE_10_ONOFF = false # 设置是否显示这行文本
LINE_10_TYPE = 10 # 类型代码见上文
LINE_11_STRING = "当前经验" # 设置第八行显示的文本
LINE_11_ONOFF = true # 设置是否显示这行文本
LINE_11_TYPE = 10 # 类型代码见上文
LINE_12_STRING = "提升所需" # 设置第八行显示的文本
LINE_12_ONOFF = true # 设置是否显示这行文本
LINE_12_TYPE = 11 # 类型代码见上文
# 配置左边角色信息预览小窗口 (强度》个人详情》选择角色后显示的小窗口)
UL_SEP = '' # 设置分隔符
UL_NAME_ONOFF = false # 设置是否显示角色名
UL_NAME_DIV = false # 设置角色名与其他信息之间是否显示分隔符
UL_LINE_1_ONOFF = false # 设置是否显示第一行
UL_LINE_1_STRING = ""
UL_LINE_1_TYPE = 4 # 类型代码见上文
UL_LINE_2_ONOFF = false # 设置是否显示第二行
UL_LINE_2_STRING = "Lv"
UL_LINE_2_TYPE = 13 # 类型代码见上文
UL_LINE_3_ONOFF = false # 设置是否显示第三行
UL_LINE_3_STRING = "HP"
UL_LINE_3_TYPE = 6 # 类型代码见上文
UL_LINE_4_ONOFF = false # 设置是否显示第四行
UL_LINE_4_STRING = "MP"
UL_LINE_4_TYPE = 7 # 类型代码见上文
UL_LINE_5_ONOFF = false # 设置是否显示第五行
UL_LINE_5_STRING = ""
UL_LINE_5_TYPE = 0 # 类型代码见上文
end
# 状态菜单配置结束
module Wor_Litemenu
# Litemenu 设置
MENU_WINDOW_Y = 175 # 主菜单 窗口的Y轴 (X轴 需要搜索“MENU_WINDOW_X”)
CHARA_WINDOW_Y = 80
CHARA_WINDOW_WIDTH = 150
SHOW_LV = false
GOLD_TEXT_X = 0 # “金币”的坐标
VOCAB_GOLD = "钱"
SHOW_LOCATION_WINDOW = true
VOCAB_LOCATION = ""
LOCATION_WINDOW_Y = -10 # 地图名称、金币显示 窗口的Y轴
LOCATION_TEXT_X = 0 # 地图名称的坐标
GOLD_TEXT_X = 0 # "G"的坐标
end
###################### 不要碰这个部分
class Scene_Menu < Scene_Base
def initialize(menu_index = 0)
@menu_index = menu_index
@LASTX = 0
@TEMPX = 0
@TEMPY = 0
@dqwhotype = 'null'
@actorarray = []
##################### 恢复编辑
# MINI-BOX 设置在这里
# 这些框有时候有点棘手 - 调整一个可能会影响其他框
# 你可以将它移动到任何地方,可能只是需要一段时间来找到正确的数字组合。
# 主设置 (界面最下方角色信息小窗口)
@BOX_ONOFF = true # 打开小框为 true,关闭为 false
@NS_LOCATION = 130 # 将小框向左或向右移动
@NS_GAP = 270 # 调整小框之间的距离
@BOX_W = 140 # 调整小框的宽度
@BOX_H = 140 # 调整小框的高度
@BOX_Y = 267 # 调整小框的 Y 坐标
@BOX_LEFT_RIGHT = 2 # 设置为 1 从小框向右展开,设置为 2 向左展开
# 名字设置
@NAME_ONOFF = true # 打开为 true,关闭为 false
@N_X = 0 # 设置角色名字的 X 坐标
@N_Y = 0 # 设置角色名字的 Y 坐标
# 设置每个角色小框中的文本行。默认支持一行名字和最多三行其他文本。(第四行已编码但禁用)
# 调整这些设置会影响所有角色的小框。
# 我在下面提供了如何添加更多行以及如何将新状态添加到列表中的说明。
# 第一行设置
@LINEONE_ONOFF = true # 打开为 true,关闭为 false
@L1_Y = 20 # 设置文本的 Y 坐标
@L1_X = 0 # 设置状态标题的 X 坐标
@L1_X2 = 40 # 设置状态与标题的距离
@L1_HEADER = 'HP:' # 设置状态的文本标题
@L1_STAT = 1 # 参见下面的统计指南
# 第二行设置
@LINETWO_ONOFF = true # 打开为 true,关闭为 false
@L2_Y = 40 # 设置文本的 Y 坐标
@L2_X = 0 # 设置状态标题的 X 坐标
@L2_X2 = 40 # 设置状态与标题的距离
@L2_HEADER = 'MP:' # 设置状态的文本标题
@L2_STAT = 2 # 参见下面的统计指南
# 第三行设置
@LINETHREE_ONOFF = true # 打开为 true,关闭为 false
@L3_Y = 60 # 设置文本的 Y 坐标
@L3_X = 0 # 设置状态标题的 X 坐标
@L3_X2 = 40 # 设置状态与标题的距离
@L3_HEADER = 'LV:' # 设置状态的文本标题
@L3_STAT = 3 # 参见下面的统计指南
# 第四行设置
@LINEFOUR_ONOFF = true # 打开为 true,关闭为 false
@L4_Y = 80 # 设置文本的 Y 坐标
@L4_X = 0 # 设置状态标题的 X 坐标
@L4_X2 = 40 # 设置状态与标题的距离
@L4_HEADER = '' # 设置状态的文本标题
@L4_STAT = 4 # 参见下面的统计指南
# 统计指南
# 这是当前实现的小框中显示的状态列表
# 要使用,在想要显示状态的行的 STAT 行输入它们的项目编号。如果你想显示其他内容,应该不久就能显示它
#
# 1 : 生命值
# 2 : 魔法值
# 3 : 等级
# 4 : 金币 - 只出现在玩家1的框中!
# 5 : 经验值
# 6 : 升级所需经验值
# 7 : 职业
#
# 高级设置
# - 添加新行
# 所以你想要在框中添加新的状态是吗?以下是如何操作的。首先,改变总行数以显示的行数。
@LCOUNT = 7 # 在这里设置要显示的项目数量
# 现在要添加新行,去每个窗口框,复制/粘贴现有的一行,并修改它以显示你的新状态。应该不会太难。
# 不要忘记更改错误代码以反映新的行号
# 完成后,在上面复制/粘贴一行设置,并更改新行上的变量以反映新行。
# - 添加新状态以显示
# 要将新状态添加到菜单中,首先在上面的统计指南中添加它
# 一旦你有了编号,去每个菜单框下面复制/粘贴一个状态项目
# 将 if @L1_STAT == X 改为新状态的编号
# 现在在每个框中添加一个事件来获取状态信息
# 最后编辑新项目的状态部分列表,
#
# 将新状态发送给作者
#
# 如果你觉得这个脚本的下一个版本应该包含其他状态
# 请通过 strager at comcast dot net 发邮件给我,并在主题行写上 "MINI-BOX STAT"。
# 不使用这个主题行的邮件将不会被阅读(我的电子邮件只接受预先批准的主题行)
#
# 在邮件中将状态编号改为 #
# 只发送一个状态框的代码 - 我足够聪明地在其他框中复制它 :)
# 请不要通过邮件发送其他请求(使用论坛提出脚本请求)
#
end
def start
blah = 0;
super
psize = ($game_party.members.size)
create_menu_background
create_command_window
create_dqs_window
@dqs_window.visible = false
create_dqwho_window
create_DQStatus_ATTACK_window
create_DQStatus_HPMP_window
for actor in $game_party.members
@actorarray[blah] = actor
blah = blah + 1;
end
lite_create_location_window if Wor_Litemenu::SHOW_LOCATION_WINDOW == true
lite_create_actor_window
if @BOX_ONOFF == true
if @BOX_LEFT_RIGHT == 1
for actor in $game_party.members
if psize == 4
@LASTX = ((@NS_GAP * 1) - @NS_LOCATION)
create_newstat_windowfour (psize)
elsif psize == 3
@LASTX = ((@NS_GAP * 2) - @NS_LOCATION)
create_newstat_windowthree (psize)
elsif psize == 2
@LASTX = ((@NS_GAP * 3) - @NS_LOCATION)
create_newstat_windowtwo (psize)
elsif psize == 1
@LASTX = ((@NS_GAP * 4) - @NS_LOCATION)
create_newstat_window (psize)
end
psize = (psize - 1)
end
end
if @BOX_LEFT_RIGHT == 2
for actor in $game_party.members
if psize == 4
@LASTX = ((@NS_GAP * 4) - @NS_LOCATION)
create_newstat_windowfour (psize)
elsif psize == 3
@LASTX = ((@NS_GAP * 3) - @NS_LOCATION)
create_newstat_windowthree (psize)
elsif psize == 2
@LASTX = ((@NS_GAP * 2) - @NS_LOCATION)
create_newstat_windowtwo (psize)
elsif psize == 1
@LASTX = ((@NS_GAP * 1) - @NS_LOCATION)
create_newstat_window (psize)
end
psize = (psize - 1)
end
end
end
end
#创建角色窗口(从 Litemenu 菜单)
def lite_create_actor_window
member = []
@item_max = $game_party.members.size
for actor in $game_party.members
member.push ((actor.name) + " Lv." + (actor.level.to_s)) if Wor_Litemenu::SHOW_LV == true
member.push (actor.name) if Wor_Litemenu::SHOW_LV == false
end
@status_window = Window_Command.new(Wor_Litemenu::CHARA_WINDOW_WIDTH, member)
@status_window.index = @menu_index
@status_window.x = (200 / 2) - (@status_window.width / 2)
@status_window.y = Wor_Litemenu::CHARA_WINDOW_Y
@status_window.visible = false
end
#重新实现 litemenu菜单 地图名称
def lite_get_map_name
mapdata = load_data("Data/MapInfos.rvdata")
map_id = $game_map.map_id
@map_name = mapdata[map_id].name
end
#重新实现的litemenu菜单 金币
def lite_draw_currency_value(value, x, y, width)
cx = @location_window.contents.text_size(Vocab::gold).width
@location_window.contents.font.color = @location_window.normal_color
@location_window.contents.draw_text(x+5, y, @location_window.width+cx, 24, value, 0)
@location_window.contents.font.color = @location_window.system_color
@location_window.contents.draw_text(x+(($game_party.gold).to_s.size * 8)+10, y, @location_window.width, 24, Vocab::gold, 0)
end
#重新实现的地图位置窗口
def lite_create_location_window
width = 140
height = 65
x = (138 /2) - (width/2) # 地图位置/金币窗口 的 X轴 (LOCATION_WINDOW_X)
y = Wor_Litemenu::LOCATION_WINDOW_Y
@location_window = Window_Base.new(x, y, width, height)
@location_window.create_contents
lite_get_map_name
@location_window.contents.font.color = @location_window.system_color
@location_window.contents.draw_text(0, 17, 80, 20, Wor_Litemenu::VOCAB_GOLD)
@location_window.contents.font.color = @location_window.normal_color
lite_draw_currency_value($game_party.gold, 40, 16, Wor_Litemenu::GOLD_TEXT_X)
@location_window.contents.font.color = @location_window.system_color
@location_window.contents.draw_text(0, 4, 100, 15, Wor_Litemenu::VOCAB_LOCATION)
@location_window.contents.font.color = @location_window.normal_color
@location_window.contents.draw_text(Wor_Litemenu::LOCATION_TEXT_X, 4, 100, 15, @map_name)
end
#--------------------------------------------------------------------------
# * Actor Selection
#--------------------------------------------------------------------------
#~ def start_actor_selection
#~ @command_window.active = false
#~ @status_window.visible = true
#~ @status_window.active = true
#~ @status_window.index = 0
#~ end
#~ def end_actor_selection
#~ @command_window.active = true
#~ @status_window.visible = false
#~ @status_window.active = false
#~ @status_window.index = -1
#~ end
# Party member 1's Box
def create_newstat_window (ac)
member = []
hitpoints = []
magpoints = []
lev = []
cclass = []
cexp = []
cexptolev = []
@item_max = $game_party.members.size
for actor in $game_party.members
member.push (actor.name)
hitpoints.push (actor.hp)
magpoints.push (actor.mp)
lev.push (actor.level.to_s)
cclass.push (actor.class.name)
cexp.push (actor.exp)
cexptolev.push (actor.next_rest_exp_s)
end
width = @BOX_W
height = @BOX_H
x = ((@LASTX) /2) - (width/2)
y = (@BOX_Y + 10)
@newstat_window = Window_Base.new(x, y, width, height)
@newstat_window.create_contents
#Name Line
if @NAME_ONOFF == true
@newstat_window.contents.font.color = @newstat_window.normal_color
@newstat_window.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
end
#Line One
#Set Color
@newstat_window.contents.font.color = @newstat_window.normal_color
if @LINEONE_ONOFF == true
@newstat_window.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT)
if @L1_STAT < 0
p 'ERROR: @L1_STAT < 0 for player 1. Please set to a valid value.'
end
if @L1_STAT == 1
@newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L1_STAT == 2
@newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
end
if @L1_STAT == 3
@newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
end
if @L1_STAT == 4
# @newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,$game_party.gold)
@newstat_window.draw_actor_state($game_party.members[0], @L1_X, @L1_Y, 120)
end
if @L1_STAT == 5
@newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,cexp[(ac-1)])
end
if @L1_STAT == 6
@newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,cexptolev[(ac-1)])
end
if @L1_STAT == 7
@newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,cclass[(ac-1)])
end
if @L1_STAT > @LCOUNT
p 'L1_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
end
end
#Line Two
#Set Color
@newstat_window.contents.font.color = @newstat_window.normal_color
if @LINETWO_ONOFF == true
@newstat_window.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT)
if @L2_STAT < 0
p 'ERROR: @L2_STAT < 0 for player 1. Please set to a valid value.'
end
case @L2_STAT
when 1
@newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
when 2
@newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
when 3
@newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
when 4
# @newstat_window.contents.draw_text( (@L2_X + @L2_X2), @L2_Y, 300, 20,$game_party.gold)
@newstat_window.draw_actor_state($game_party.members[0], @L2_X, @L2_Y, 120)
end
if @L2_STAT > @LCOUNT
p 'L2_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
end
end
#Line Three
#Set Color
@newstat_window.contents.font.color = @newstat_window.normal_color
if @LINETHREE_ONOFF == true
@newstat_window.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT)
if @L3_STAT < 0
p 'ERROR: @L3_STAT < 0 for player 1. Please set to a valid value.'
end
if @L3_STAT == 1
@newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L3_STAT == 2
@newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
end
if @L3_STAT == 3
@newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
end
if @L3_STAT == 4
# @newstat_window.contents.draw_text( (@L3_X + @L3_X2), @L3_Y, 300, 20,$game_party.gold)
@newstat_window.draw_actor_state($game_party.members[0], @L3_X, @L3_Y, 120)
end
if @L3_STAT > @LCOUNT
p 'L3_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
end
end
#Line Four (Off by default)
if @LINEFOUR_ONOFF == true
@newstat_window.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT)
if @L4_STAT < 0
p 'ERROR: @L4_STAT < 0 for player 1. Please set to a valid value.'
end
if @L4_STAT == 1
@newstat_window.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L4_STAT == 2
@newstat_window.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)])
end
if @L4_STAT == 3
@newstat_window.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)])
end
if @L4_STAT == 4
# @newstat_window.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold)
@newstat_window.draw_actor_state($game_party.members[0], @L4_X, @L4_Y, 120)
end
if @L4_STAT > @LCOUNT
p 'L4_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
end
end
@LASTX = (@LASTX + @NS_LOCATION)
end
# Party Member 2's Box
def create_newstat_windowtwo (ac)
member = []
hitpoints = []
magpoints = []
lev = []
@item_max = $game_party.members.size
for actor in $game_party.members
member.push (actor.name)
hitpoints.push (actor.hp)
magpoints.push (actor.mp)
lev.push (actor.level.to_s)
end
width = @BOX_W
height = @BOX_H
x = ((@LASTX) /2) - (width/2)
y = (@BOX_Y + 10)
@newstat_windowtwo = Window_Base.new(x, y, width, height)
@newstat_windowtwo.create_contents
#Name Line
if @NAME_ONOFF == true
@newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color
@newstat_windowtwo.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
end
#Line One
#Set Color
@newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color
if @LINEONE_ONOFF == true
@newstat_windowtwo.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT) and (@L1_STAT != 4)
if @L1_STAT < 0
p 'ERROR: @L1_STAT < 0 for player 2. Please set to a valid value.'
end
if @L1_STAT == 1
@newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L1_STAT == 2
@newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
end
if @L1_STAT == 3
@newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
end
if @L1_STAT > @LCOUNT
p 'L1_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
end
end
#Line Two
#Set Color
@newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color
if @LINETWO_ONOFF == true
@newstat_windowtwo.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT) and (@L2_STAT != 4)
if @L2_STAT < 0
p 'ERROR: @L2_STAT < 0 for player 2. Please set to a valid value.'
end
case @L2_STAT
when 1
@newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
when 2
@newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
when 3
@newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
end
if @L2_STAT > @LCOUNT
p 'L2_STAT > LCOUNT for (Player 2) - Please check your LCOUNT #.'
end
end
#Line Three
#Set Color
@newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color
if @LINETHREE_ONOFF == true
@newstat_windowtwo.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT) and (@L3_STAT != 4)
if @L3_STAT < 0
p 'ERROR: @L3_STAT < 0 for player 2. Please set to a valid value.'
end
if @L3_STAT == 1
@newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L3_STAT == 2
@newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
end
if @L3_STAT == 3
@newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
end
if @L3_STAT > @LCOUNT
p 'L3_STAT > LCOUNT for (Player 2) - Please check your LCOUNT #.'
end
end
#Line Four (Off by default)
if @LINEFOUR_ONOFF == true
@newstat_windowtwo.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT)
if @L4_STAT < 0
p 'ERROR: @L4_STAT < 0 for player 2. Please set to a valid value.'
end
if @L4_STAT == 1
@newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L4_STAT == 2
@newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)])
end
if @L4_STAT == 3
@newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)])
end
if @L4_STAT == 4
# @newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold)
@newstat_windowtwo.draw_actor_state($game_party.members[1], @L4_X , @L4_Y, 120)
end
if @L4_STAT > @LCOUNT
p 'L4_STAT > LCOUNT for (Player 2) - Please check your LCOUNT #.'
end
end
@LASTX = (@LASTX + @NS_LOCATION)
end
# Party member 3's Box
def create_newstat_windowthree (ac)
member = []
hitpoints = []
magpoints = []
lev = []
@item_max = $game_party.members.size
for actor in $game_party.members
member.push (actor.name)
hitpoints.push (actor.hp)
magpoints.push (actor.mp)
lev.push (actor.level.to_s)
end
width = @BOX_W
height = @BOX_H
x = ((@LASTX) /2) - (width/2)
y = (@BOX_Y + 10)
@newstat_windowthree = Window_Base.new(x, y, width, height)
@newstat_windowthree.create_contents
#Name Line
if @NAME_ONOFF == true
@newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color
@newstat_windowthree.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
end
#Line One
#Set Color
@newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color
if @LINEONE_ONOFF == true
@newstat_windowthree.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT) and (@L1_STAT != 4)
if @L1_STAT < 0
p 'ERROR: @L1_STAT < 0 for player 3. Please set to a valid value.'
end
if @L1_STAT == 1
@newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L1_STAT == 2
@newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
end
if @L1_STAT == 3
@newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
end
if @L1_STAT > @LCOUNT
p 'L1_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.'
end
end
#Line Two
#Set Color
@newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color
if @LINETWO_ONOFF == true
@newstat_windowthree.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT) and (@L2_STAT != 4)
if @L2_STAT < 0
p 'ERROR: @L2_STAT < 0 for player 3. Please set to a valid value.'
end
if @L2_STAT == 1
@newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L2_STAT == 2
@newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
end
if @L2_STAT == 3
@newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
end
if @L2_STAT > @LCOUNT
p 'L2_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.'
end
end
#Line Three
#Set Color
@newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color
if @LINETHREE_ONOFF == true
@newstat_windowthree.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT) and (@L3_STAT != 4)
if @L3_STAT < 0
p 'ERROR: @L3_STAT < 0 for player 3. Please set to a valid value.'
end
if @L3_STAT == 1
@newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L3_STAT == 2
@newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
end
if @L3_STAT == 3
@newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
end
if @L3_STAT > @LCOUNT
p 'L3_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.'
end
end
#Line Four (Off by default)
if @LINEFOUR_ONOFF == true
@newstat_windowthree.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT)
if @L4_STAT < 0
p 'ERROR: @L4_STAT < 0 for player 3. Please set to a valid value.'
end
if @L4_STAT == 1
@newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L4_STAT == 2
@newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)])
end
if @L4_STAT == 3
@newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)])
end
if @L4_STAT == 4
# @newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold)
@newstat_windowthree.draw_actor_state($game_party.members[2], @L4_X, @L4_Y, 120)
end
if @L4_STAT > @LCOUNT
p 'L4_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.'
end
end
@LASTX = (@LASTX + @NS_LOCATION)
end
#Party Member 4's box
def create_newstat_windowfour (ac)
member = []
hitpoints = []
magpoints = []
lev = []
@item_max = $game_party.members.size
for actor in $game_party.members
member.push (actor.name)
hitpoints.push (actor.hp)
magpoints.push (actor.mp)
lev.push (actor.level.to_s)
end
width = @BOX_W
height = @BOX_H
x = ((@LASTX) /2) - (width/2)
y = (@BOX_Y + 10)
@newstat_windowfour = Window_Base.new(x, y, width, height)
@newstat_windowfour.create_contents
#Name Line
if @NAME_ONOFF == true
@newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color
@newstat_windowfour.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
end
#Line One
#Set Color
@newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color
if @LINEONE_ONOFF == true
@newstat_windowfour.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT) and (@L1_STAT != 4)
if @L1_STAT < 0
p 'ERROR: @L1_STAT < 0 for player 4. Please set to a valid value.'
end
if @L1_STAT == 1
@newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L1_STAT == 2
@newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
end
if @L1_STAT == 3
@newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
end
if @L1_STAT > @LCOUNT
p 'L1_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.'
end
end
#Line Two
#Set Color
@newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color
if @LINETWO_ONOFF == true
@newstat_windowfour.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT) and (@L2_STAT != 4)
if @L2_STAT < 0
p 'ERROR: @L2_STAT < 0 for player 4. Please set to a valid value.'
end
if @L2_STAT == 1
@newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L2_STAT == 2
@newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
end
if @L2_STAT == 3
@newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
end
if @L2_STAT > @LCOUNT
p 'L2_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.'
end
end
#Line Three
#Set Color
@newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color
if @LINETHREE_ONOFF == true
@newstat_windowfour.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT) and (@L3_STAT != 4)
if @L3_STAT < 0
p 'ERROR: @L3_STAT < 0 for player 4. Please set to a valid value.'
end
if @L3_STAT == 1
@newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L3_STAT == 2
@newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
end
if @L3_STAT == 3
@newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
end
if @L3_STAT > @LCOUNT
p 'L3_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.'
end
end
#Line Four (Off by default)
if @LINEFOUR_ONOFF == true
@newstat_windowfour.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT)
if @L4_STAT < 0
p 'ERROR: @L4_STAT < 0 for player 4. Please set to a valid value.'
end
if @L4_STAT == 1
@newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)])
end
if @L4_STAT == 2
@newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)])
end
if @L4_STAT == 3
@newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)])
end
if @L4_STAT == 4
# @newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold)
@newstat_windowfour.draw_actor_state($game_party.members[3], @L4_X, @L4_Y, 120)
end
if @L4_STAT > @LCOUNT
p 'L4_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.'
end
end
@LASTX = (@LASTX + @NS_LOCATION)
end
# End Character Boxes
def create_command_window
s1 = DQ_Menu_Setup::ITEM_1_NAME
s2 = DQ_Menu_Setup::ITEM_2_NAME
s3 = DQ_Menu_Setup::ITEM_3_NAME
s4 = DQ_Menu_Setup::ITEM_4_NAME
s5 = DQ_Menu_Setup::ITEM_5_NAME
s6 = DQ_Menu_Setup::ITEM_6_NAME
s7 = DQ_Menu_Setup::ITEM_7_NAME
s8 = DQ_Menu_Setup::ITEM_8_NAME
s9 = DQ_Menu_Setup::ITEM_9_NAME
s10 = DQ_Menu_Setup::ITEM_10_NAME
s11 = DQ_Menu_Setup::ITEM_11_NAME
s12 = DQ_Menu_Setup::ITEM_12_NAME
if DQ_Menu_Setup::NUM_OF_ITEMS == 0
p 'ERROR: Number of items on the main menu is set to 0 or garbage.' while 1 == 1
end
if DQ_Menu_Setup::NUM_OF_ITEMS == 1
@command_window = Window_Command.new(140, [s1],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
if DQ_Menu_Setup::NUM_OF_ITEMS == 2
@command_window = Window_Command.new(140, [s1, s2],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
if DQ_Menu_Setup::NUM_OF_ITEMS == 3
@command_window = Window_Command.new(140, [s1, s2, s3],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
if DQ_Menu_Setup::NUM_OF_ITEMS == 4
@command_window = Window_Command.new(140, [s1, s2, s3, s4],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
if DQ_Menu_Setup::NUM_OF_ITEMS == 5
@command_window = Window_Command.new(140, [s1, s2, s3, s4, s5],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
if DQ_Menu_Setup::NUM_OF_ITEMS == 6
@command_window = Window_Command.new(140, [s1, s2, s3, s4, s5, s6],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
if DQ_Menu_Setup::NUM_OF_ITEMS == 7
@command_window = Window_Command.new(140, [s1, s2, s3, s4, s5, s6, s7],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
if DQ_Menu_Setup::NUM_OF_ITEMS == 8
@command_window = Window_Command.new(140, [s1, s2, s3, s4, s5, s6, s7,s8],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
if DQ_Menu_Setup::NUM_OF_ITEMS == 9
@command_window = Window_Command.new(140, [s1, s2, s3, s4, s5, s6, s7,s8,s9],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
if DQ_Menu_Setup::NUM_OF_ITEMS == 10
@command_window = Window_Command.new(140, [s1, s2, s3, s4, s5, s6, s7,s8,s9,s10],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
if DQ_Menu_Setup::NUM_OF_ITEMS == 11
@command_window = Window_Command.new(140, [s1, s2, s3, s4, s5, s6, s7,s8,s9,s10,s11],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
if DQ_Menu_Setup::NUM_OF_ITEMS == 12
@command_window = Window_Command.new(140, [s1, s2, s3, s4, s5, s6, s7,s8,s9,s10,s11,s12],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
if DQ_Menu_Setup::NUM_OF_ITEMS > 12
p "出错了: 主菜单上的项目数大于12.", "你需要写更多的行号。" while 1 == 1
end
@command_window.index = @menu_index
@command_window.x = (140 /2) - (@command_window.width/2) # 主菜单 X轴 MENU_WINDOW_X
@command_window.y = Wor_Litemenu::MENU_WINDOW_Y
if $game_party.members.size == 0
p 'error - 0 party members. Lock the menu here.'
end
if $game_system.save_disabled
@command_window.draw_item(4, false)
end
end
# Command Selection Re-Write
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 < 4 #- 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4 #- 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item 1 on the menu
#$scene = DQ_Menu_Setup::ITEM_1_STRING if DQ_Menu_Setup::ITEM_1_TYPE == 1
start_DQStatus_selection if DQ_Menu_Setup::ITEM_1_TYPE == 3
$scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_1_TYPE == 5
$scene = Scene_End.new if DQ_Menu_Setup::ITEM_1_TYPE == 6
$scene = Scene_Item.new if DQ_Menu_Setup::ITEM_1_TYPE == 7
@dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_1_TYPE == 8
start_DQWho_selection if DQ_Menu_Setup::ITEM_1_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_1_TYPE == 9
start_DQWho_selection if DQ_Menu_Setup::ITEM_1_TYPE == 9
@dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_1_TYPE == 10
start_DQWho_selection if DQ_Menu_Setup::ITEM_1_TYPE == 10
when 1
# @dqwhotype = 'equip' # left this here as a reminder. Should be placed for
#item type for equip menu
#start_DQWho_selection
start_DQStatus_selection if DQ_Menu_Setup::ITEM_2_TYPE == 3
$scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_2_TYPE == 5
$scene = Scene_End.new if DQ_Menu_Setup::ITEM_2_TYPE == 6
$scene = Scene_Item.new if DQ_Menu_Setup::ITEM_2_TYPE == 7
@dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_2_TYPE == 8
start_DQWho_selection if DQ_Menu_Setup::ITEM_2_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_2_TYPE == 9
start_DQWho_selection if DQ_Menu_Setup::ITEM_2_TYPE == 9
@dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_2_TYPE == 10
start_DQWho_selection if DQ_Menu_Setup::ITEM_2_TYPE == 10
when 2 # Skill, equipment, status
start_DQStatus_selection if DQ_Menu_Setup::ITEM_3_TYPE == 3
$scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_3_TYPE == 5
$scene = Scene_End.new if DQ_Menu_Setup::ITEM_3_TYPE == 6
$scene = Scene_Item.new if DQ_Menu_Setup::ITEM_3_TYPE == 7
@dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_3_TYPE == 8
start_DQWho_selection if DQ_Menu_Setup::ITEM_3_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_3_TYPE == 9
start_DQWho_selection if DQ_Menu_Setup::ITEM_3_TYPE == 9
@dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_3_TYPE == 10
start_DQWho_selection if DQ_Menu_Setup::ITEM_3_TYPE == 10
when 3
start_DQStatus_selection if DQ_Menu_Setup::ITEM_4_TYPE == 3
$scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_4_TYPE == 5
$scene = Scene_End.new if DQ_Menu_Setup::ITEM_4_TYPE == 6
$scene = Scene_Item.new if DQ_Menu_Setup::ITEM_4_TYPE == 7
@dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_4_TYPE == 8
start_DQWho_selection if DQ_Menu_Setup::ITEM_4_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_4_TYPE == 9
start_DQWho_selection if DQ_Menu_Setup::ITEM_4_TYPE == 9
@dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_4_TYPE == 10
start_DQWho_selection if DQ_Menu_Setup::ITEM_4_TYPE == 10
when 4
start_DQStatus_selection if DQ_Menu_Setup::ITEM_5_TYPE == 3
$scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_5_TYPE == 5
$scene = Scene_End.new if DQ_Menu_Setup::ITEM_5_TYPE == 6
$scene = Scene_Item.new if DQ_Menu_Setup::ITEM_5_TYPE == 7
@dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_5_TYPE == 8
start_DQWho_selection if DQ_Menu_Setup::ITEM_5_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_5_TYPE == 9
start_DQWho_selection if DQ_Menu_Setup::ITEM_5_TYPE == 9
@dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_5_TYPE == 10
start_DQWho_selection if DQ_Menu_Setup::ITEM_5_TYPE == 10
when 5
start_DQStatus_selection if DQ_Menu_Setup::ITEM_6_TYPE == 3
$scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_6_TYPE == 5
$scene = Scene_End.new if DQ_Menu_Setup::ITEM_6_TYPE == 6
$scene = Scene_Item.new if DQ_Menu_Setup::ITEM_6_TYPE == 7
@dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_6_TYPE == 8
start_DQWho_selection if DQ_Menu_Setup::ITEM_6_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_6_TYPE == 9
start_DQWho_selection if DQ_Menu_Setup::ITEM_6_TYPE == 9
@dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_6_TYPE == 10
start_DQWho_selection if DQ_Menu_Setup::ITEM_6_TYPE == 10
when 6
start_DQStatus_selection if DQ_Menu_Setup::ITEM_7_TYPE == 3
$scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_7_TYPE == 5
$scene = Scene_End.new if DQ_Menu_Setup::ITEM_7_TYPE == 6
$scene = Scene_Item.new if DQ_Menu_Setup::ITEM_7_TYPE == 7
@dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_7_TYPE == 8
start_DQWho_selection if DQ_Menu_Setup::ITEM_7_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_7_TYPE == 9
start_DQWho_selection if DQ_Menu_Setup::ITEM_7_TYPE == 9
@dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_7_TYPE == 10
start_DQWho_selection if DQ_Menu_Setup::ITEM_7_TYPE == 10
when 7
start_DQStatus_selection if DQ_Menu_Setup::ITEM_8_TYPE == 3
$scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_8_TYPE == 5
$scene = Scene_End.new if DQ_Menu_Setup::ITEM_8_TYPE == 6
$scene = Scene_Item.new if DQ_Menu_Setup::ITEM_8_TYPE == 7
@dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_8_TYPE == 8
start_DQWho_selection if DQ_Menu_Setup::ITEM_8_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_8_TYPE == 9
start_DQWho_selection if DQ_Menu_Setup::ITEM_8_TYPE == 9
@dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_8_TYPE == 10
start_DQWho_selection if DQ_Menu_Setup::ITEM_8_TYPE == 10
when 8
start_DQStatus_selection if DQ_Menu_Setup::ITEM_9_TYPE == 3
$scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_9_TYPE == 5
$scene = Scene_End.new if DQ_Menu_Setup::ITEM_9_TYPE == 6
$scene = Scene_Item.new if DQ_Menu_Setup::ITEM_9_TYPE == 7
@dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_9_TYPE == 8
start_DQWho_selection if DQ_Menu_Setup::ITEM_9_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_9_TYPE == 9
start_DQWho_selection if DQ_Menu_Setup::ITEM_9_TYPE == 9
@dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_9_TYPE == 10
start_DQWho_selection if DQ_Menu_Setup::ITEM_9_TYPE == 10
when 9
start_DQStatus_selection if DQ_Menu_Setup::ITEM_10_TYPE == 3
$scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_10_TYPE == 5
$scene = Scene_End.new if DQ_Menu_Setup::ITEM_10_TYPE == 6
$scene = Scene_Item.new if DQ_Menu_Setup::ITEM_10_TYPE == 7
@dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_10_TYPE == 8
start_DQWho_selection if DQ_Menu_Setup::ITEM_10_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_10_TYPE == 9
start_DQWho_selection if DQ_Menu_Setup::ITEM_10_TYPE == 9
@dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_10_TYPE == 10
start_DQWho_selection if DQ_Menu_Setup::ITEM_10_TYPE == 10
when 10
start_DQStatus_selection if DQ_Menu_Setup::ITEM_11_TYPE == 3
$scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_11_TYPE == 5
$scene = Scene_End.new if DQ_Menu_Setup::ITEM_11_TYPE == 6