Dragon Quest Style Scripts (Menu)

● ARCHIVED · READ-ONLY
Started by jamiras843 8 posts View original ↗
  1. DQ Style Menu
    Jamiras843 

    Introduction
    This script is used to give the game a more DQ stylesque menu. It is my first script and rather large and clunky but there is no lag or what not in the playing. I have not encountered any major bugs, just some visual quirks that may annoy such as one window taking longer to fade away etc. Anyway this script was made due no one converting Woratana's lite menu or having a menu system that suits my needs. Thus my script will now be publicized for those who are like me. feel free to PM me if there are any bug issues.
    NOTE: Have some ideas for an update but may not get around to it unless there are major bugs :NOTE

    Features
    V2.00 Fixes known bugs.
    V1.50

    • Full customization of windows, sizes, locations, and opacity with minor exceptions (mainly the character HUD)
    • A custom HUD at the bottom of the screen DQ style with options on face graphics, HP/MP, and level display
    • Revamped gold menu
    • Options for a gold/location window
    • Menu style options to have classic RPG Maker character select screen or Classic DQ screen
    • The ability to remove the Save, Quit, or Formation cmd
    Screenshots

    Spoiler
    2rdj7eo.png
    Menu showing columns and location window

    w0rujr.png
    Showing new character select screen

    1y79mf.jpg
    Showing new gold window with character HUD with no Face Graphic displayed
    How to Use
    Plug and play in the Materials section above main

    Script
    Spoiler
    #============================================================================# [VXAce] Dragon Quest Menu V2.00#----------------------------------------------------------------------------# By Jamiras843## Features:# V2.00# * Fixed menu close issue# * Added the ability to hide HP/MP Bars# V1.50# * Fixed menu overlap issues# * Added charater HUD with options# V1.00# * Simplified menu layout that has adjustable columns and rows.# * New actor selection menu which is smaller and simpler in design.#============================================================================$imported = {} if $imported.nil?$imported["Dragon Quest Menu"] = truemodule Jami_DQ_Menu#========================================================================# Script options#------------------------------------------------------------------------# Here you edit menu specific things, such as height, x/y origin, column# number, etc.## Make all simple edits here! They are easy to understand and labled!#========================================================================WINDOW_OPACITY = 255 #Number 0-255 that determines window opacityDRAW_HP_MP_BARS = false #If true shows default RPG maker barMENU_COLUMN = 2 #Number of columns for the menuMENU_LINE = 2 #Number of max lines for the menuMENU_HEIGHT = 100 #Menu height (at least 80 per line, no <80)MENU_WIDTH = 180 #Menu width (at least 90 per column)MENU_X = 0 #Menu X originMENU_Y = 0 #Menu Y originLOC_X = 0 #Custom location window X originLOC_Y = 306 - 75 #Custom location window Y originGOLD_X = 0 #Custom gold window X originGOLD_Y = 306 - 54 #Custom gold window Y origin#=========================================================================# Menu Command options#-------------------------------------------------------------------------# This is where you set up what commands you want in the menu, including# custom ones using common events.#=========================================================================SHOW_SAVE_CMD = false #If false removes save option from menuSHOW_EXIT_GAME = true #If false removes quit game option from the menuSHOW_FORMATION = true #If false removes the formation commandSHOW_LOCATION = true #If true shows custom gold window w/ locationVOCAB_LOC = "Location:"VOCAB_GOLD = "Gold Coins:"SIMPLE_STATUS = true #If true shows a list staus menu DW2,3,&4 styleACTOR_WINDOW = trueSHOW_FACE = trueSHOW_HP = trueSHOW_MP = trueSHOW_LEVEL = trueend #end module Jami_DQ_Menu#============================================================================# WARNING: Do not edit below unless you know what you are doing. This script# is rather sloppy but it does its job.#============================================================================#============================================================================# * DQ Window (over writes menu command window)#============================================================================class Window_DQ_Menu < Window_Command#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------def initializesuper(Jami_DQ_Menu::MENU_X, Jami_DQ_Menu::MENU_Y)end#--------------------------------------------------------------------------# * Get Number of Lines to Show#--------------------------------------------------------------------------def visible_line_numberreturn Jami_DQ_Menu::MENU_LINEend#--------------------------------------------------------------------------# * Get Digit Count#--------------------------------------------------------------------------def col_maxreturn Jami_DQ_Menu::MENU_COLUMNend#--------------------------------------------------------------------------# * Set Width#--------------------------------------------------------------------------def window_widthreturn Jami_DQ_Menu::MENU_WIDTHend#--------------------------------------------------------------------------# * Set Height#--------------------------------------------------------------------------def window_heightreturn Jami_DQ_Menu::MENU_HEIGHTend#--------------------------------------------------------------------------# * Create Command List#--------------------------------------------------------------------------def make_command_listadd_main_commandsadd_formation_commandadd_game_end_commandend#--------------------------------------------------------------------------# * Create Command List#--------------------------------------------------------------------------def make_command_listadd_main_commandsadd_formation_commandadd_save_commandadd_game_end_commandend#--------------------------------------------------------------------------# * Add Main Commands to List#--------------------------------------------------------------------------def add_main_commandsadd_command(Vocab::item, :item, main_commands_enabled)add_command(Vocab::skill, :skill, main_commands_enabled)add_command(Vocab::equip, :equip, main_commands_enabled)add_command(Vocab::status, :status, main_commands_enabled)end#--------------------------------------------------------------------------# * Add Save to Command List#--------------------------------------------------------------------------def add_save_commandadd_command(Vocab::save, :save, save_enabled) if Jami_DQ_Menu::SHOW_SAVE_CMD == trueend#--------------------------------------------------------------------------# * Add Formation to Command List#--------------------------------------------------------------------------def add_formation_commandadd_command(Vocab::formation, :formation, formation_enabled) if Jami_DQ_Menu::SHOW_FORMATION == trueend#--------------------------------------------------------------------------# * Add Exit Game to Command List#--------------------------------------------------------------------------def add_game_end_commandadd_command(Vocab::game_end, :game_end) if Jami_DQ_Menu::SHOW_EXIT_GAME == trueend#-------------------------------------------------------------------------# * Get Activation State of Main Commands#-------------------------------------------------------------------------def main_commands_enabled$game_party.existsend#-------------------------------------------------------------------------# * Get Activation State of Save#-------------------------------------------------------------------------def save_enabled!$game_system.save_disabledend#-------------------------------------------------------------------------# * Get Activation State of Formation#-------------------------------------------------------------------------def formation_enabled$game_party.members.size >= 2 && !$game_system.formation_disabledendend #class Window_DQ_Menu#============================================================================# * Window Base#----------------------------------------------------------------------------# Edit which changes base window#============================================================================class Window_Base < Window#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------def initialize(x, y, width, height)superself.windowskin = Cache.system("Window")update_paddingupdate_tonecreate_contents@opening = @closing = falseself.back_opacity = Jami_DQ_Menu::WINDOW_OPACITYend#--------------------------------------------------------------------------# * Draw HP#--------------------------------------------------------------------------def draw_actor_hp(actor, x, y, width = 124)if Jami_DQ_Menu::DRAW_HP_MP_BARS == truedraw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)endchange_color(system_color)draw_text(x, y, 30, line_height, Vocab::hp_a)draw_current_and_max_values(x, y, width, actor.hp, actor.mhp,hp_color(actor), normal_color)end#--------------------------------------------------------------------------# * Draw MP#--------------------------------------------------------------------------def draw_actor_mp(actor, x, y, width = 124)if Jami_DQ_Menu::DRAW_HP_MP_BARS == truedraw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)endchange_color(system_color)draw_text(x, y, 30, line_height, Vocab::mp_a)draw_current_and_max_values(x, y, width, actor.mp, actor.mmp,mp_color(actor), normal_color)endend#============================================================================# ** Gold/location Window#============================================================================class Window_Location < Window_Base#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------def initializesuper(Jami_DQ_Menu::LOC_X, Jami_DQ_Menu::LOC_Y,300,75)self.contents = Bitmap.new(width - 32, height - 32)refreshend#--------------------------------------------------------------------------# * Refresh#--------------------------------------------------------------------------def refreshself.contents.clearself.contents.draw_text(0,0,140,32, Jami_DQ_Menu::VOCAB_LOC)self.contents.draw_text(120,0,140,32, $game_map.display_name)self.contents.draw_text(0,20,140,32, Jami_DQ_Menu::VOCAB_GOLD)self.contents.draw_text(120,20,140,32, $game_party.gold)endend #end class Window_Location#============================================================================# ** Gold Window (No location)#============================================================================class Window_Gold < Window_Base#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------def initializesuper(Jami_DQ_Menu::GOLD_X, Jami_DQ_Menu::GOLD_Y,245,54)self.contents = Bitmap.new(width - 32, height - 32)refreshend#--------------------------------------------------------------------------# * Refresh#--------------------------------------------------------------------------def refreshself.contents.clearself.contents.draw_text(0,0,140,32, Jami_DQ_Menu::VOCAB_GOLD)self.contents.draw_text(120,0,140,32, $game_party.gold)endend #end class Window_Location#============================================================================# ** Actor Window#============================================================================class Window_Actor < Window_Base#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------def initializeif $game_party.members.size < 4super(0,306,110 * $game_party.members.size,110)elsesuper(0,306,110 * 4,110)endcreate_contents@actor1 = $game_party.members[0]@actor2 = $game_party.members[1]@actor3 = $game_party.members[2]@actor4 = $game_party.members[3]refreshend#----------------------------------------------------# * Refresh#----------------------------------------------------def refreshcontents.cleardraw_window_contentdraw_horiz_line (line_height * 1)end#----------------------------------------------------# * Draw Window Contents#----------------------------------------------------def draw_window_content# Faceif Jami_DQ_Menu::SHOW_FACE == truedraw_face(@actor1.face_name, @actor1.face_index, 0, 0, enabled = false)if $game_party.members.size > 1draw_face(@actor2.face_name, @actor2.face_index, 110, 0, enable = false)end # > 1if $game_party.members.size > 2draw_face(@actor3.face_name, @actor3.face_index, 220, 0, enable = false)end # > 2if $game_party.members.size > 3draw_face(@actor4.face_name, @actor4.face_index, 330, 0, enable = false)end # > 3end # if face# Actor Namedraw_actor_name(@actor1, 0, 0)if $game_party.members.size > 1draw_actor_name(@actor2, 110, 0)end # > 1if $game_party.members.size > 2draw_actor_name(@actor3, 220, 0)end # > 2if $game_party.members.size > 3draw_actor_name(@actor4, 330, 0)end # > 3# Actor HPif Jami_DQ_Menu::SHOW_HP == truedraw_actor_hp(@actor1, 0, 24, 80)if $game_party.members.size > 1draw_actor_hp(@actor2, 110, 24, 80)end # > 1if $game_party.members.size > 2draw_actor_hp(@actor3, 220, 24, 80)end # > 2if $game_party.members.size > 3draw_actor_hp(@actor4, 330, 24, 80)end # > 3end #if SHOW_HP# Actor MPif Jami_DQ_Menu::SHOW_MP == truedraw_actor_mp(@actor1, 0, 44, 80)if $game_party.members.size > 1draw_actor_mp(@actor2, 110, 44, 80)end # > 1if $game_party.members.size > 2draw_actor_mp(@actor3, 220, 44, 80)end # > 2if $game_party.members.size > 3draw_actor_mp(@actor4, 330, 44, 80)end # > 3end #if SHOW_MP# Actor LVif Jami_DQ_Menu::SHOW_LEVEL == truedraw_actor_level(@actor1, 0, 64)if $game_party.members.size > 1draw_actor_level(@actor2, 110, 64)end # > 1if $game_party.members.size > 2draw_actor_level(@actor3, 220, 64)end # > 2if $game_party.members.size > 3draw_actor_level(@actor4, 330, 64)end # > 3end #if SHOW_Levelend # df draw_window_contentend #end class Window_Location#--------------------------------------------------------------------------# * Draw Horizontal Line#--------------------------------------------------------------------------def draw_horiz_line(y)contents.fill_rect(0, 22, contents_width, 2, line_color)end#--------------------------------------------------------------------------# * Get Color of Horizontal Line#--------------------------------------------------------------------------def line_colorcolor = normal_colorcolor.alpha = 200colorend#==============================================================================# ** Window_MenuStatus#------------------------------------------------------------------------------# This window displays party member status on the menu screen.#==============================================================================class Window_Simple_MenuStatus < Window_Selectable#--------------------------------------------------------------------------# * Public Instance Variables#--------------------------------------------------------------------------attr_reader :pending_index # Pending position (for formation)#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------def initialize(x, y)super(x, y, window_width, window_height)@pending_index = -1refreshend#--------------------------------------------------------------------------# * Get Window Width#--------------------------------------------------------------------------def window_widthJami_DQ_Menu::MENU_WIDTHend#--------------------------------------------------------------------------# * Get Window Height#--------------------------------------------------------------------------def window_height124end#--------------------------------------------------------------------------# * Get Number of Items#--------------------------------------------------------------------------def item_max$game_party.members.sizeend#--------------------------------------------------------------------------# * Get Item Height#--------------------------------------------------------------------------def item_height22end#--------------------------------------------------------------------------# * Draw Item#--------------------------------------------------------------------------def draw_item(index)actor = $game_party.members[index]enabled = $game_party.battle_members.include?(actor)rect = item_rect(index)draw_item_background(index)draw_actor_name(actor, 4, rect.y - 2)end#--------------------------------------------------------------------------# * Draw Background for Item#--------------------------------------------------------------------------def draw_item_background(index)if index == @pending_indexcontents.fill_rect(item_rect(index), pending_color)endend#--------------------------------------------------------------------------# * Processing When OK Button Is Pressed#--------------------------------------------------------------------------def process_oksuper$game_party.menu_actor = $game_party.members[index]end#--------------------------------------------------------------------------# * Restore Previous Selection Position#--------------------------------------------------------------------------def select_lastselect($game_party.menu_actor.index || 0)end#--------------------------------------------------------------------------# * Set Pending Position (for Formation)#--------------------------------------------------------------------------def pending_index=(index)last_pending_index = @pending_index@pending_index = indexredraw_item(@pending_index)redraw_item(last_pending_index)endend#============================================================================# ** Scene_Menu#----------------------------------------------------------------------------# This overwrites menu#============================================================================class Scene_Menu < Scene_MenuBase#--------------------------------------------------------------------------# * Start Processing#--------------------------------------------------------------------------def startsupercreate_command_windowif Jami_DQ_Menu::SHOW_LOCATION == falsecreate_gold_windowelsecreate_location_windowendif Jami_DQ_Menu::SIMPLE_STATUS == falsecreate_status_windowelsecreate_simple_status_windowendif Jami_DQ_Menu::ACTOR_WINDOW == truecreate_actor_windowendend#--------------------------------------------------------------------------# * Create Command Window#--------------------------------------------------------------------------def create_command_window@command_window = Window_DQ_Menu.new@command_window.set_handler:)item, method:)command_item))@command_window.set_handler:)skill, method:)command_personal))@command_window.set_handler:)equip, method:)command_personal))@command_window.set_handler:)status, method:)command_personal))@command_window.set_handler:)formation, method:)command_formation))@command_window.set_handler:)save, method:)command_save))@command_window.set_handler:)game_end, method:)command_game_end))@command_window.set_handler:)cancel, method:)return_scene))end#--------------------------------------------------------------------------# * Create Status Window#--------------------------------------------------------------------------def create_status_window@status_window = Window_MenuStatus.new(0,0)@status_window.hideend#--------------------------------------------------------------------------# * Create Simple Status Window#--------------------------------------------------------------------------def create_simple_status_window@simple_status_window = Window_Simple_MenuStatus.new(0,0)@simple_status_window.hideend#--------------------------------------------------------------------------# * [Skill], [Equipment] and [Status] Commands#--------------------------------------------------------------------------def command_personalif Jami_DQ_Menu::SIMPLE_STATUS == false@status_window.show@command_window.hideif Jami_DQ_Menu::ACTOR_WINDOW == true@actor_window.hideend@status_window.select_last@status_window.activate@status_window.set_handler:)ok, method:)on_personal_ok))@status_window.set_handler:)cancel, method:)on_personal_cancel))else@simple_status_window.show@command_window.hide@simple_status_window.select_last@simple_status_window.activate@simple_status_window.set_handler:)ok, method:)on_personal_ok))@simple_status_window.set_handler:)cancel, method:)on_personal_cancel))endend#--------------------------------------------------------------------------# * [Cancel] Personal Command#--------------------------------------------------------------------------def on_personal_cancelif Jami_DQ_Menu::SIMPLE_STATUS == false@status_window.unselect@status_window.hideif Jami_DQ_Menu::ACTOR_WINDOW == true@actor_window.dispose@actor_window = Window_Actor.newend@command_window.show@command_window.activateelse@simple_status_window.unselect@command_window.show@simple_status_window.hideif Jami_DQ_Menu::ACTOR_WINDOW == true@actor_window.dispose@actor_window = Window_Actor.newend@command_window.activateendend#--------------------------------------------------------------------------# * [Formation] Command#--------------------------------------------------------------------------def command_formationif Jami_DQ_Menu::SIMPLE_STATUS == false@status_window.show@command_window.hideif Jami_DQ_Menu::ACTOR_WINDOW == true@actor_window.hideend@status_window.select_last@status_window.activate@status_window.set_handler:)ok, method:)on_formation_ok))@status_window.set_handler:)cancel, method:)on_formation_cancel))else@simple_status_window.show@command_window.hide@simple_status_window.select_last@simple_status_window.activate@simple_status_window.set_handler:)ok, method:)on_formation_ok))@simple_status_window.set_handler:)cancel, method:)on_formation_cancel))endend#--------------------------------------------------------------------------# * Formation [OK]#--------------------------------------------------------------------------def on_formation_okif Jami_DQ_Menu::SIMPLE_STATUS == falseif @status_window.pending_index >= 0$game_party.swap_order(@status_window.index,@status_window.pending_index)@status_window.pending_index = -1@status_window.redraw_item(@status_window.index)if Jami_DQ_Menu::ACTOR_WINDOW == true@actor_window.dispose@actor_window = Window_Actor.new@actor_window.hideendelse@status_window.pending_index = @status_window.indexend@status_window.activateelseif @simple_status_window.pending_index >= 0$game_party.swap_order(@simple_status_window.index,@simple_status_window.pending_index)@simple_status_window.pending_index = -1@simple_status_window.redraw_item(@simple_status_window.index)if Jami_DQ_Menu::ACTOR_WINDOW == true@actor_window.dispose@actor_window = Window_Actor.newendelse@simple_status_window.pending_index = @simple_status_window.indexend@simple_status_window.activateendend#--------------------------------------------------------------------------# * Formation [Cancel]#--------------------------------------------------------------------------def on_formation_cancelif Jami_DQ_Menu::SIMPLE_STATUS == falseif @status_window.pending_index >= 0@status_window.pending_index = -1@status_window.activateelse@status_window.unselect@status_window.hideif Jami_DQ_Menu::ACTOR_WINDOW == true@actor_window.dispose@actor_window = Window_Actor.newend@command_window.show@command_window.activateendelseif @simple_status_window.pending_index >= 0@simple_status_window.pending_index = -1@simple_status_window.activateelse@simple_status_window.unselect@simple_status_window.hideif Jami_DQ_Menu::ACTOR_WINDOW == true@actor_window.dispose@actor_window = Window_Actor.newend@command_window.show@command_window.activateendendend#--------------------------------------------------------------------------# * Location window#--------------------------------------------------------------------------def create_location_window@location_window = Window_Location.newend#--------------------------------------------------------------------------# * Create Gold Window#--------------------------------------------------------------------------def create_gold_window@gold_window = Window_Gold.newend#--------------------------------------------------------------------------# * Create Actor Window#--------------------------------------------------------------------------def create_actor_window@actor_window = Window_Actor.newendend # end Scene_Menu
    FAQ
    None as of yet

    Credit and Thanks
    • Jamiras843
    • Woratana (influence)
    • lilcooldude69 (modified HUD)
    • EvilEagles (menu opacity code)
    Author's Notes (AKA Bug Log)

    • none note as of V2.00.
  2. I would like to say that this script is absolutely amazing! I truly like your scripting style. Very easy to modify even for a non-scripter like myself and just all around fun. I have a 2 screenshots below, it shows the magnitude of how flexible your script can really be and to show others as well. Everything you see on the screenshot is functional and works like a charm. Now, since your script is very flexible, I have been able to make several clones of the windows, which allows more of the functional feel to co-exist with the visual aspect. The second screenshot shows what I mean. Its more or less hard to explain when i mean clones. Basically... Window_Simple_MenuStatus, Window_Simple_MenuStatus1, Window_Simple_MenuStatus2 etc.

    Anyways, I look forward to seeing more amazing scripts from you  :D

    Screenshots:

    Spoiler


  3. Well actually I'm a non-scripter as well, but I'm glad it's getting some use!
  4. I realize this thread is very old, but there's a problem with the script. Namely that it's not formatted properly, it's just sort of one really long line that can't be read correctly. Is there a way for you to fix that?
  5. IttaBaby said:
    I realize this thread is very old, but there's a problem with the script. Namely that it's not formatted properly, it's just sort of one really long line that can't be read correctly. Is there a way for you to fix that?
    Right here:
    Code:
    #============================================================================
    # [VXAce] Dragon Quest Menu V2.00
    #----------------------------------------------------------------------------
    # By Jamiras843
    #
    # Features:
    #     V2.00
    #     * Fixed menu close issue
    #     * Added the ability to hide HP/MP Bars
    #     V1.50
    #     * Fixed menu overlap issues
    #     * Added charater HUD with options
    #     V1.00
    #     * Simplified menu layout that has adjustable columns and rows.
    #     * New actor selection menu which is smaller and simpler in design.
    #============================================================================
    $imported = {} if $imported.nil?
    $imported["Dragon Quest Menu"] = true
    
    module Jami_DQ_Menu
     #========================================================================
     # Script options
     #------------------------------------------------------------------------
     # Here you edit menu specific things, such as height, x/y origin, column
     # number, etc.
     #
     # Make all simple edits here! They are easy to understand and labled!
     #========================================================================
     WINDOW_OPACITY = 255 #Number 0-255 that determines window opacity
     DRAW_HP_MP_BARS = false #If true shows default RPG maker bar
     MENU_COLUMN = 2    #Number of columns for the menu
     MENU_LINE = 2      #Number of max lines for the menu
     MENU_HEIGHT = 100   #Menu height (at least 80 per line, no <80)
     MENU_WIDTH = 180   #Menu width (at least 90 per column)
     MENU_X = 0        #Menu X origin
     MENU_Y = 0         #Menu Y origin
     LOC_X = 0       #Custom location window X origin
     LOC_Y = 306 - 75          #Custom location window Y origin   
     GOLD_X = 0      #Custom gold window X origin
     GOLD_Y = 306 - 54         #Custom gold window Y origin
     #=========================================================================
     # Menu Command options
     #-------------------------------------------------------------------------
     # This is where you set up what commands you want in the menu, including
     # custom ones using common events.
     #=========================================================================
     SHOW_SAVE_CMD = false #If false removes save option from menu
     SHOW_EXIT_GAME = true #If false removes quit game option from the menu
     SHOW_FORMATION = true #If false removes the formation command
     SHOW_LOCATION = true #If true shows custom gold window w/ location
         VOCAB_LOC = "Location:"
         VOCAB_GOLD = "Gold Coins:"
     SIMPLE_STATUS = true #If true shows a list staus menu DW2,3,&4 style
     ACTOR_WINDOW = true
         SHOW_FACE = true
         SHOW_HP = true
         SHOW_MP = true
         SHOW_LEVEL = true
    end #end module Jami_DQ_Menu
    
    #============================================================================   
    # WARNING: Do not edit below unless you know what you are doing. This script
    # is rather sloppy but it does its job.
    #============================================================================
    
    #============================================================================
    # * DQ Window (over writes menu command window)
    #============================================================================
    class Window_DQ_Menu < Window_Command
     #--------------------------------------------------------------------------
     # * Object Initialization
     #--------------------------------------------------------------------------
     def initialize
           super(Jami_DQ_Menu::MENU_X, Jami_DQ_Menu::MENU_Y)
     end
     #--------------------------------------------------------------------------
     # * Get Number of Lines to Show
     #--------------------------------------------------------------------------
     def visible_line_number
           return Jami_DQ_Menu::MENU_LINE
     end
     #--------------------------------------------------------------------------
     # * Get Digit Count
     #--------------------------------------------------------------------------
     def col_max
           return Jami_DQ_Menu::MENU_COLUMN
     end
     #--------------------------------------------------------------------------
     # * Set Width
     #--------------------------------------------------------------------------
     def window_width
           return Jami_DQ_Menu::MENU_WIDTH
     end
     #--------------------------------------------------------------------------
     # * Set Height
     #--------------------------------------------------------------------------
     def window_height
           return Jami_DQ_Menu::MENU_HEIGHT
     end
     #--------------------------------------------------------------------------
     # * Create Command List
     #--------------------------------------------------------------------------
     def make_command_list
           add_main_commands
           add_formation_command
           add_game_end_command
     end
     #--------------------------------------------------------------------------
     # * Create Command List
     #--------------------------------------------------------------------------
     def make_command_list
           add_main_commands
           add_formation_command
           add_save_command
           add_game_end_command
     end
     #--------------------------------------------------------------------------
     # * Add Main Commands to List
     #--------------------------------------------------------------------------
     def add_main_commands
           add_command(Vocab::item,   :item,   main_commands_enabled)
           add_command(Vocab::skill,  :skill,  main_commands_enabled)
           add_command(Vocab::equip,  :equip,  main_commands_enabled)
           add_command(Vocab::status, :status, main_commands_enabled)
     end
     #--------------------------------------------------------------------------
     # * Add Save to Command List
     #--------------------------------------------------------------------------
     def add_save_command
           add_command(Vocab::save, :save, save_enabled) if Jami_DQ_Menu::SHOW_SAVE_CMD == true
     end
     #--------------------------------------------------------------------------
     # * Add Formation to Command List
     #--------------------------------------------------------------------------
     def add_formation_command
           add_command(Vocab::formation, :formation, formation_enabled) if Jami_DQ_Menu::SHOW_FORMATION == true
     end
     #--------------------------------------------------------------------------
     # * Add Exit Game to Command List
     #--------------------------------------------------------------------------
     def add_game_end_command
           add_command(Vocab::game_end, :game_end) if Jami_DQ_Menu::SHOW_EXIT_GAME == true
     end
     #-------------------------------------------------------------------------
     # * Get Activation State of Main Commands
     #-------------------------------------------------------------------------
     def main_commands_enabled
           $game_party.exists
     end
     #-------------------------------------------------------------------------
     # * Get Activation State of Save
     #-------------------------------------------------------------------------
     def save_enabled
       !$game_system.save_disabled
     end
     #-------------------------------------------------------------------------
     # * Get Activation State of Formation
     #-------------------------------------------------------------------------
     def formation_enabled
           $game_party.members.size >= 2 && !$game_system.formation_disabled
     end
    end #class Window_DQ_Menu
    #============================================================================
    # * Window Base
    #----------------------------------------------------------------------------
    # Edit which changes base window
    #============================================================================
    class Window_Base < Window
     #--------------------------------------------------------------------------
     # * Object Initialization
     #--------------------------------------------------------------------------
     def initialize(x, y, width, height)
       super
       self.windowskin = Cache.system("Window")
       update_padding
       update_tone
       create_contents
       @opening = @closing = false
       self.back_opacity = Jami_DQ_Menu::WINDOW_OPACITY
     end
    
     #--------------------------------------------------------------------------
     # * Draw HP
     #--------------------------------------------------------------------------
     def draw_actor_hp(actor, x, y, width = 124)
       if Jami_DQ_Menu::DRAW_HP_MP_BARS == true
       draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
       end
       change_color(system_color)
       draw_text(x, y, 30, line_height, Vocab::hp_a)
       draw_current_and_max_values(x, y, width, actor.hp, actor.mhp,
         hp_color(actor), normal_color)
       end
    
     #--------------------------------------------------------------------------
     # * Draw MP
     #--------------------------------------------------------------------------
     def draw_actor_mp(actor, x, y, width = 124)
       if Jami_DQ_Menu::DRAW_HP_MP_BARS == true
       draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
       end
       change_color(system_color)
       draw_text(x, y, 30, line_height, Vocab::mp_a)
       draw_current_and_max_values(x, y, width, actor.mp, actor.mmp,
       mp_color(actor), normal_color)
       end
    end
    
    #============================================================================
    # ** Gold/location Window
    #============================================================================
    class Window_Location < Window_Base
     #--------------------------------------------------------------------------
     # * Object Initialization
     #--------------------------------------------------------------------------
     def initialize
           super(Jami_DQ_Menu::LOC_X, Jami_DQ_Menu::LOC_Y,300,75)
           self.contents = Bitmap.new(width - 32, height - 32)
           refresh
    
         end
     #--------------------------------------------------------------------------
     # * Refresh
     #--------------------------------------------------------------------------
     def refresh
       self.contents.clear
       self.contents.draw_text(0,0,140,32, Jami_DQ_Menu::VOCAB_LOC)
       self.contents.draw_text(120,0,140,32, $game_map.display_name)
       self.contents.draw_text(0,20,140,32, Jami_DQ_Menu::VOCAB_GOLD)
       self.contents.draw_text(120,20,140,32, $game_party.gold)
     end
    end #end class Window_Location
    
    #============================================================================
    # ** Gold Window (No location)
    #============================================================================
    class Window_Gold < Window_Base
     #--------------------------------------------------------------------------
     # * Object Initialization
     #--------------------------------------------------------------------------
     def initialize
           super(Jami_DQ_Menu::GOLD_X, Jami_DQ_Menu::GOLD_Y,245,54)
           self.contents = Bitmap.new(width - 32, height - 32)
           refresh
    
         end
     #--------------------------------------------------------------------------
     # * Refresh
     #--------------------------------------------------------------------------
     def refresh
       self.contents.clear
       self.contents.draw_text(0,0,140,32, Jami_DQ_Menu::VOCAB_GOLD)
       self.contents.draw_text(120,0,140,32, $game_party.gold)
     end
    end #end class Window_Location
    
    #============================================================================
    # ** Actor Window
    #============================================================================
    class Window_Actor < Window_Base
     #--------------------------------------------------------------------------
     # * Object Initialization
     #--------------------------------------------------------------------------
     def initialize
       if $game_party.members.size < 4
           super(0,306,110 * $game_party.members.size,110)
       else
           super(0,306,110 * 4,110)
       end
           create_contents
           @actor1 = $game_party.members[0]
           @actor2 = $game_party.members[1]
           @actor3 = $game_party.members[2]
           @actor4 = $game_party.members[3]
           refresh
     end
      #----------------------------------------------------
      # * Refresh
      #----------------------------------------------------
     def refresh
           contents.clear
           draw_window_content
           draw_horiz_line (line_height * 1)
    
         end
      #----------------------------------------------------
      # * Draw Window Contents
      #----------------------------------------------------
     def draw_window_content
    
       # Face
          if Jami_DQ_Menu::SHOW_FACE == true
       draw_face(@actor1.face_name, @actor1.face_index, 0, 0, enabled = false)
          if $game_party.members.size > 1
       draw_face(@actor2.face_name, @actor2.face_index, 110, 0, enable = false)
          end # > 1
          if $game_party.members.size > 2
       draw_face(@actor3.face_name, @actor3.face_index, 220, 0, enable = false)
          end # > 2
          if $game_party.members.size > 3
       draw_face(@actor4.face_name, @actor4.face_index, 330, 0, enable = false)
          end # > 3
        end # if face
    
       # Actor Name
       draw_actor_name(@actor1, 0, 0)
         if $game_party.members.size > 1
       draw_actor_name(@actor2, 110, 0)
          end # > 1
          if $game_party.members.size > 2
       draw_actor_name(@actor3, 220, 0)
          end # > 2
          if $game_party.members.size > 3
       draw_actor_name(@actor4, 330, 0)
          end # > 3
    
       # Actor HP
       if Jami_DQ_Menu::SHOW_HP == true
       draw_actor_hp(@actor1, 0, 24, 80)
         if $game_party.members.size > 1
       draw_actor_hp(@actor2, 110, 24, 80)
          end # > 1
          if $game_party.members.size > 2
       draw_actor_hp(@actor3, 220, 24, 80)
          end # > 2
          if $game_party.members.size > 3
       draw_actor_hp(@actor4, 330, 24, 80)
          end # > 3
       end #if SHOW_HP
    
       # Actor MP
       if Jami_DQ_Menu::SHOW_MP == true
       draw_actor_mp(@actor1, 0, 44, 80)
         if $game_party.members.size > 1
       draw_actor_mp(@actor2, 110, 44, 80)
          end # > 1
          if $game_party.members.size > 2
       draw_actor_mp(@actor3, 220, 44, 80)
          end # > 2
          if $game_party.members.size > 3
       draw_actor_mp(@actor4, 330, 44, 80)
          end # > 3
       end #if SHOW_MP
    
       # Actor LV
       if Jami_DQ_Menu::SHOW_LEVEL == true
       draw_actor_level(@actor1, 0, 64)
         if $game_party.members.size > 1
       draw_actor_level(@actor2, 110, 64)
          end # > 1
          if $game_party.members.size > 2
       draw_actor_level(@actor3, 220, 64)
          end # > 2
          if $game_party.members.size > 3
       draw_actor_level(@actor4, 330, 64)
          end # > 3
       end #if SHOW_Level
     end # df draw_window_content
    end #end class Window_Location
    
     #--------------------------------------------------------------------------
     # * Draw Horizontal Line
     #--------------------------------------------------------------------------
     def draw_horiz_line(y)
       contents.fill_rect(0, 22, contents_width, 2, line_color)
     end
     #--------------------------------------------------------------------------
     # * Get Color of Horizontal Line
     #--------------------------------------------------------------------------
     def line_color
       color = normal_color
       color.alpha = 200
       color
     end
    
    
    #==============================================================================
    # ** Window_MenuStatus
    #------------------------------------------------------------------------------
    #  This window displays party member status on the menu screen.
    #==============================================================================
    
    class Window_Simple_MenuStatus < Window_Selectable
     #--------------------------------------------------------------------------
     # * Public Instance Variables
     #--------------------------------------------------------------------------
     attr_reader   :pending_index            # Pending position (for formation)
     #--------------------------------------------------------------------------
     # * Object Initialization
     #--------------------------------------------------------------------------
     def initialize(x, y)
       super(x, y, window_width, window_height)
       @pending_index = -1
       refresh
     end
     #--------------------------------------------------------------------------
     # * Get Window Width
     #--------------------------------------------------------------------------
     def window_width
       Jami_DQ_Menu::MENU_WIDTH
     end
     #--------------------------------------------------------------------------
     # * Get Window Height
     #--------------------------------------------------------------------------
     def window_height
       124
     end
     #--------------------------------------------------------------------------
     # * Get Number of Items
     #--------------------------------------------------------------------------
     def item_max
       $game_party.members.size
     end
     #--------------------------------------------------------------------------
     # * Get Item Height
     #--------------------------------------------------------------------------
     def item_height
       22
     end
     #--------------------------------------------------------------------------
     # * Draw Item
     #--------------------------------------------------------------------------
     def draw_item(index)
       actor = $game_party.members[index]
       enabled = $game_party.battle_members.include?(actor)
       rect = item_rect(index)
       draw_item_background(index)
       draw_actor_name(actor, 4, rect.y - 2)
    
     end
     #--------------------------------------------------------------------------
     # * Draw Background for Item
     #--------------------------------------------------------------------------
     def draw_item_background(index)
       if index == @pending_index
         contents.fill_rect(item_rect(index), pending_color)
       end
     end
     #--------------------------------------------------------------------------
     # * Processing When OK Button Is Pressed
     #--------------------------------------------------------------------------
     def process_ok
       super
       $game_party.menu_actor = $game_party.members[index]
     end
     #--------------------------------------------------------------------------
     # * Restore Previous Selection Position
     #--------------------------------------------------------------------------
     def select_last
       select($game_party.menu_actor.index || 0)
     end
     #--------------------------------------------------------------------------
     # * Set Pending Position (for Formation)
     #--------------------------------------------------------------------------
     def pending_index=(index)
       last_pending_index = @pending_index
       @pending_index = index
       redraw_item(@pending_index)
       redraw_item(last_pending_index)
     end
    end
    
    
    #============================================================================
    # ** Scene_Menu
    #----------------------------------------------------------------------------
    #  This overwrites menu
    #============================================================================
    
    class Scene_Menu < Scene_MenuBase
     #--------------------------------------------------------------------------
     # * Start Processing
     #--------------------------------------------------------------------------
     def start
       super
       create_command_window
       if Jami_DQ_Menu::SHOW_LOCATION == false
         create_gold_window
       else
         create_location_window
       end
       if Jami_DQ_Menu::SIMPLE_STATUS == false
         create_status_window
       else
         create_simple_status_window
       end
       if Jami_DQ_Menu::ACTOR_WINDOW == true
         create_actor_window
       end
     end
     #--------------------------------------------------------------------------
     # * Create Command Window
     #--------------------------------------------------------------------------
     def create_command_window
       @command_window = Window_DQ_Menu.new
       @command_window.set_handler(:item,      method(:command_item))
       @command_window.set_handler(:skill,     method(:command_personal))
       @command_window.set_handler(:equip,     method(:command_personal))
       @command_window.set_handler(:status,    method(:command_personal))
       @command_window.set_handler(:formation, method(:command_formation))
       @command_window.set_handler(:save,      method(:command_save))
       @command_window.set_handler(:game_end,  method(:command_game_end))
       @command_window.set_handler(:cancel,    method(:return_scene))
    
     end
     #--------------------------------------------------------------------------
     # * Create Status Window
     #--------------------------------------------------------------------------
     def create_status_window
       @status_window = Window_MenuStatus.new(0,0)
       @status_window.hide
     end
     #--------------------------------------------------------------------------
     # * Create Simple Status Window
     #--------------------------------------------------------------------------
     def create_simple_status_window
       @simple_status_window = Window_Simple_MenuStatus.new(0,0)
       @simple_status_window.hide
     end
     #--------------------------------------------------------------------------
     # * [skill], [Equipment] and [status] Commands
     #--------------------------------------------------------------------------
     def command_personal
       if Jami_DQ_Menu::SIMPLE_STATUS == false
       @status_window.show
       @command_window.hide
       if Jami_DQ_Menu::ACTOR_WINDOW == true
       @actor_window.hide
       end
       @status_window.select_last
       @status_window.activate
       @status_window.set_handler(:ok,     method(:on_personal_ok))
       @status_window.set_handler(:cancel, method(:on_personal_cancel))
       else
       @simple_status_window.show
       @command_window.hide
       @simple_status_window.select_last
       @simple_status_window.activate
       @simple_status_window.set_handler(:ok,     method(:on_personal_ok))
       @simple_status_window.set_handler(:cancel, method(:on_personal_cancel))
       end
     end
     #--------------------------------------------------------------------------
     # * [Cancel] Personal Command
     #--------------------------------------------------------------------------
     def on_personal_cancel
       if Jami_DQ_Menu::SIMPLE_STATUS == false
       @status_window.unselect
       @status_window.hide
       if Jami_DQ_Menu::ACTOR_WINDOW == true
       @actor_window.dispose
       @actor_window = Window_Actor.new
       end
       @command_window.show
       @command_window.activate
       else
       @simple_status_window.unselect
       @command_window.show
       @simple_status_window.hide
       if Jami_DQ_Menu::ACTOR_WINDOW == true
       @actor_window.dispose
       @actor_window = Window_Actor.new
       end
       @command_window.activate
       end
     end
     #--------------------------------------------------------------------------
     # * [Formation] Command
     #--------------------------------------------------------------------------
     def command_formation
       if Jami_DQ_Menu::SIMPLE_STATUS == false
       @status_window.show
       @command_window.hide
       if Jami_DQ_Menu::ACTOR_WINDOW == true
       @actor_window.hide
       end
       @status_window.select_last
       @status_window.activate
       @status_window.set_handler(:ok,     method(:on_formation_ok))
       @status_window.set_handler(:cancel, method(:on_formation_cancel))
       else
       @simple_status_window.show
       @command_window.hide
       @simple_status_window.select_last
       @simple_status_window.activate
       @simple_status_window.set_handler(:ok,     method(:on_formation_ok))
       @simple_status_window.set_handler(:cancel, method(:on_formation_cancel))
       end
     end     
     #--------------------------------------------------------------------------
     # * Formation [OK]
     #--------------------------------------------------------------------------
     def on_formation_ok
       if Jami_DQ_Menu::SIMPLE_STATUS == false
       if @status_window.pending_index >= 0
         $game_party.swap_order(@status_window.index,
                                @status_window.pending_index)
         @status_window.pending_index = -1
         @status_window.redraw_item(@status_window.index)
         if Jami_DQ_Menu::ACTOR_WINDOW == true
         @actor_window.dispose
         @actor_window = Window_Actor.new
         @actor_window.hide
         end
       else
         @status_window.pending_index = @status_window.index
       end
       @status_window.activate
       else
       if @simple_status_window.pending_index >= 0
         $game_party.swap_order(@simple_status_window.index,
                                @simple_status_window.pending_index)
         @simple_status_window.pending_index = -1
         @simple_status_window.redraw_item(@simple_status_window.index)
         if Jami_DQ_Menu::ACTOR_WINDOW == true
         @actor_window.dispose
         @actor_window = Window_Actor.new
         end
       else
         @simple_status_window.pending_index = @simple_status_window.index
       end
       @simple_status_window.activate
       end
     end
     #--------------------------------------------------------------------------
     # * Formation [Cancel]
     #--------------------------------------------------------------------------
     def on_formation_cancel
       if Jami_DQ_Menu::SIMPLE_STATUS == false
         if @status_window.pending_index >= 0
           @status_window.pending_index = -1
           @status_window.activate
         else
           @status_window.unselect
           @status_window.hide
           if Jami_DQ_Menu::ACTOR_WINDOW == true
         @actor_window.dispose
         @actor_window = Window_Actor.new
         end
           @command_window.show
           @command_window.activate
         end
         else
         if @simple_status_window.pending_index >= 0
           @simple_status_window.pending_index = -1
           @simple_status_window.activate
         else
           @simple_status_window.unselect
           @simple_status_window.hide
           if Jami_DQ_Menu::ACTOR_WINDOW == true
           @actor_window.dispose
           @actor_window = Window_Actor.new
         end
           @command_window.show
           @command_window.activate
         end
      end
     end
     #--------------------------------------------------------------------------
     # * Location window
     #--------------------------------------------------------------------------
     def create_location_window
       @location_window = Window_Location.new
     end
     #--------------------------------------------------------------------------
     # * Create Gold Window
     #--------------------------------------------------------------------------
     def create_gold_window
       @gold_window = Window_Gold.new
     end
     #--------------------------------------------------------------------------
     # * Create Actor Window
     #--------------------------------------------------------------------------
     def create_actor_window
       @actor_window = Window_Actor.new
     end
    end # end Scene_Menu
  6. This might be a silly question, but I'm having trouble finding the answer on my own (yes I know this thread is old) but how/where do I put custom event menu commands? (I hope I'm wording this coherently)...
  7. How to add character sprite beside actor status hud in menu? thank you!