#=============================================================================== # # Yanfly Engine RD - Menu System Options # Last Date Updated: 2009.05.12 # Level: Easy, Normal # # The "End Game" option is quite possibly the most useless function in RPG Maker # VX games. Not only does it have little functionality but its functions can # be reproduced by Alt+F4 and F12. This script replaces "End Game" with a new # menu altogether and giving the player some familiar options seen in many of # today's commercial RPG's such as changing window skins, adjust sound volume, # turning off animations during battle, and the like. # #=============================================================================== # Updates: # ---------------------------------------------------------------------------- # o 2009.05.12 - Auto-Dash update. If player holds down the dash button when # this option is enabled, the player will walk instead of dash. # o 2009.05.09 - Compatibility update with Woratana's NeoMessage. # Compatibility update with Modern Algebra's ATS. # o 2009.05.07 - Started script and finished. #=============================================================================== # Instructions #=============================================================================== # # Input this script anywhere above Main. It's plug and play outside of changing # a few variables and switches, which will be listed below: # # - If you have variables bound to variables 91, 92, 93, and 94, scroll down and # bind them to unused variables. # - If you have switches bound to switches 91, 92, 93, 94, 95, or 96, scroll # down and bind them to unused switches. # # Then, download the windows pack, and create a "Windows" folder inside your # Graphics folder. Input the windows pack there. You're all set to go. # #=============================================================================== # # Compatibility # - Works With: Woratana's NeoMessage # - Works With: Modern Algebra's ATS # - Alias: Game_Player: dash? # - Alias: Window_Base: initialize # - Alias: Scene_Battle: display_normal_animation # - Overwrites: Scene_End: All of it # - Overwrites: Vocab: game_end # #=============================================================================== $imported = {} if $imported == nil $imported["MenuSystemOptions"] = true module YE module SYSTEM # This changes the "End Game" string to a new string. This completely # overrides the default term from the database for a reason and that's # because this is adjustable from the title menu as well. TITLE = "½Ã½ºÅÛ" #--------------------- # Window Configuration #--------------------- # This will affect what string data will appear for the window selection # portion of the system menu. WINDOW_HELP = "À©µµ¿ì ½ÃŲÀÇ »öÀ» ¼±ÅÃÇØÁÖ¼¼¿ä." WINDOW_SKIN = "À©µµ¿ì ½ºÅ²" # This sets the default window used when nothing is selected. This also # determines the window skin used at the title screen. Reference it to # the list below to determine which window skin. Don't make this 0. DEFAULT_WINDOW = 7 # This determines the variable used to store the player's windowskin choice. WINDOW_VARIABLE = 91 # This below determines what the variable refers to when it's used as # reference. Put your windows inside the Graphics/Windows folder. ID 0 will # automatically push back to the default window's ID. WINDOW_HASH ={ # Window ID => Window Name 1 => "Red", 2 => "Orange", 3 => "Yellow", 4 => "Green", 5 => "Cyan", 6 => "Navy", 7 => "Blue", 8 => "Violet", 9 => "Purple", 10 => "Pink", 11 => "Grey", 12 => "Black", } # Do not remove this. #--------------------- # Volume Configuration #--------------------- # This will affect what string data will appear for the volume adjustment # portion of the system menu. BGM_HELP = "À½¼Ò°Å¸¦ ¿¬±¸Çß´Ù. º¸µµ ÆÐ / ½½¶óÀ̵å¼î ¹è°æ À½¾Ç º¼·ýÀ» Á¶Á¤" SFX_HELP = "À½¼Ò°Å¸¦ ¿¬±¸Çß´Ù. º¸µµ ÆÐ / SFX º¼·ýÀ» Á¶Á¤" BGS_HELP = "BGM º¼·ý Á¶Á¤" BGM_TITLE = "BGM º¼·ý" SFX_TITLE = "SFX º¼·ý" BGS_TITLE = "BGS º¼·ý" VOL_MUTE = "À½¼Ò°Å" # These are the variables and switches that govern the sound effect volumes. # Note that for the variables, the higher they are, the lower the volume. BGM_VOLUME_VAR = 92 # Variable SFX_VOLUME_VAR = 93 # Variable BGS_VOLUME_VAR = 94 # Variable BGM_MUTE_SWITCH = 92 # Switch SFX_MUTE_SWITCH = 93 # Switch BGS_MUTE_SWITCH = 94 # Switch # This adjusts the gradient colours for each of the volume controls. BGM_COLOUR1 = 30 BGM_COLOUR2 = 31 SFX_COLOUR1 = 28 SFX_COLOUR2 = 29 BGS_COLOUR1 = 20 BGS_COLOUR2 = 21 #--------------------- # Battle Animations #--------------------- # This will affect what string data will appear for the toggling of # battle animations portion of the system menu. ANI_TITLE = "ÀüÅõ ¾Ö´Ï¸ÞÀ̼Ç" ANI_HELP = "Toggles animations during battle." ANI_ON = "º¸ÀÌ´Ù" ANI_OFF = "¼û±â´Ù" # This is the switch used to adjust battle animations. If it is off, # animations are enabled. If it is on, animations are disabled. ANI_SWITCH = 91 #--------------------- # Automatic Dashing #--------------------- # This will affect what string data will appear for the toggling of # automatic dashing portion of the system menu. AUTO_DASH_TITLE = "ÀÚµ¿ ´ë½¬" AUTO_DASH_HELP = "Toggles automatic dashing." AUTO_DASH_ON = "ÀÚµ¿" AUTO_DASH_OFF = "¼öµ¿" # This is the switch used to determine whether or not autodashing is on. AUTO_DASH_SWITCH = 95 #--------------------- # Instant Text #--------------------- # This will affect what string data will appear for the instant text # portion of the system menu. INSTANT_TEXT_TITLE = "ÀνºÅϽº ÅؽºÆ®" INSTANT_TEXT_HELP = "Toggles instant text display." INSTANT_TEXT_ON = "ÀνºÅϽº" INSTANT_TEXT_OFF = "±âº»" # This is the switch used to determine whether or not instant text is on. INSTANT_TEXT_SWITCH = 96 #--------------------- # Remaining Text #--------------------- # This will affect what remaining string data is left for the system menu. RETURN_TO_TITLE = "ŸÀÌƲ È­¸éÀ¸·Î µ¹¾Æ°£´Ù." RETURN_TITLE_HELP = "ŸÀÌƲ È­¸éÀ¸·Î µ¹¾Æ°£´Ù.." RETURN_TO_MENU = "¸ÞÀÎ ¸Þ´º·Î µ¹¾Æ°£´Ù." RETURN_MENU_HELP = "¸ÞÀÎ ¸Þ´º·Î µ¹¾Æ°£´Ù." end # SYSTEM end # YE #=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #=============================================================================== module Vocab def self.game_end return YE::SYSTEM::TITLE end end module Cache def self.windows(filename) load_bitmap("Graphics/Windows/", filename) end end module RPG class BGM < AudioFile def play if @name.empty? Audio.bgm_stop @@last = BGM.new else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] end Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch) @@last = self end end #Play end # BGM class ME < AudioFile def play if @name.empty? Audio.me_stop else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] end Audio.me_play("Audio/ME/" + @name, vol, @pitch) end end end # ME class SE < AudioFile def play unless @name.empty? vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] end Audio.se_play("Audio/SE/" + @name, vol, @pitch) end end def self.stop Audio.se_stop end end # SE class BGS < AudioFile def play if @name.empty? Audio.bgs_stop @@last = BGS.new else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] end Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch) @@last = self end end end # BGS end # RPG #=============================================================================== # Game Player #=============================================================================== class Game_Player < Game_Character #-------------------------------------------------------------------------- # alias dash? #-------------------------------------------------------------------------- alias dash_mso dash? unless $@ def dash? if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] return false if @move_route_forcing return false if $game_map.disable_dash? return false if in_vehicle? return false if Input.press?(Input::A) return true else dash_mso end end end #=============================================================================== # Window #=============================================================================== class Window #-------------------------------------------------------------------------- # update windowskin #-------------------------------------------------------------------------- def update_windowskin if $game_variables != nil winvar = YE::SYSTEM::WINDOW_VARIABLE if $game_variables[winvar] == 0 $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW elsif !YE::SYSTEM::WINDOW_HASH.include?($game_variables[winvar]) $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW end mso_windowskin = YE::SYSTEM::WINDOW_HASH[$game_variables[winvar]] else mso_windowskin = YE::SYSTEM::WINDOW_HASH[YE::SYSTEM::DEFAULT_WINDOW] end self.windowskin = Cache.windows(mso_windowskin) end end #=============================================================================== # Window Base #=============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_window_mso initialize unless $@ def initialize(x, y, width, height) initialize_window_mso(x, y, width, height) self.update_windowskin end end #=============================================================================== # Window Message #=============================================================================== class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # alias update show fast #-------------------------------------------------------------------------- alias update_show_fast_mso update_show_fast unless $@ def update_show_fast if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] if self.pause or self.openness < 255 @show_fast = false else @show_fast = true end if @show_fast and @wait_count > 0 @wait_count -= 1 end else update_show_fast_mso end end if $worale != nil if $worale["NMS"] #-------------------------------------------------------------------------- # alias draw_name #-------------------------------------------------------------------------- alias draw_name_mso draw_name unless $@ def draw_name(name, x, y) draw_name_mso(name, x, y) @namebox.update_windowskin end end end end #=============================================================================== # Window System #=============================================================================== class Window_System < Window_Selectable #-------------------------------------------------------------------------- # Initialize #-------------------------------------------------------------------------- def initialize super(0, 56, 544, 360) @column_max = 1 self.index = 0 self.active = true refresh end #-------------------------------------------------------------------------- # Refresh #-------------------------------------------------------------------------- def refresh @data = [] @data.push(0) # Window Skins @data.push(1) # Sound Volume/Sound Mute @data.push(2) # BGM Volume/BGM Mute @data.push(3) # Ambience Volume/Ambience Mute @data.push(4) # Battle Animations @data.push(5) # Auto-Dash @data.push(6) # Instant Text @data.push(7) # Return to Title @data.push(8) # Return to Menu @item_max = @data.size self.contents.clear for i in 0..@item_max self.contents.font.color.alpha = 255 draw_item(i) end #--- end #-------------------------------------------------------------------------- # Draw Item #-------------------------------------------------------------------------- def draw_item(index) sw = self.width - 32 dw = sw #--- case index when 0 dx = 0 dy = 0 text = YE::SYSTEM::WINDOW_SKIN self.contents.draw_text(dx, dy, dw, WLH, text, 1) winvar = $game_variables[YE::SYSTEM::WINDOW_VARIABLE] text = YE::SYSTEM::WINDOW_HASH[winvar - 2] self.contents.draw_text(dx + dw * 0/5, dy + WLH, dw/5, WLH, text, 1) text = YE::SYSTEM::WINDOW_HASH[winvar - 1] self.contents.draw_text(dx + dw * 1/5, dy + WLH, dw/5, WLH, text, 1) text = YE::SYSTEM::WINDOW_HASH[winvar] self.contents.draw_text(dx + dw * 2/5, dy + WLH, dw/5, WLH, text, 1) text = YE::SYSTEM::WINDOW_HASH[winvar + 1] self.contents.draw_text(dx + dw * 3/5, dy + WLH, dw/5, WLH, text, 1) text = YE::SYSTEM::WINDOW_HASH[winvar + 2] self.contents.draw_text(dx + dw * 4/5, dy + WLH, dw/5, WLH, text, 1) when 1 dx = 0 dy = WLH * 2 text = YE::SYSTEM::BGM_TITLE self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0) when 2 dx = 0 dy = WLH * 4 text = YE::SYSTEM::SFX_TITLE self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0) when 3 dx = 0 dy = WLH * 6 text = YE::SYSTEM::BGS_TITLE self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0) when 4 dx = 0 dy = WLH * 8 text = YE::SYSTEM::ANI_TITLE self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0) if $game_switches[YE::SYSTEM::ANI_SWITCH] en1 = false en2 = true else en1 = true en2 = false end text1 = YE::SYSTEM::ANI_ON text2 = YE::SYSTEM::ANI_OFF self.contents.font.color.alpha = en1 ? 255 : 128 self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1) self.contents.font.color.alpha = en2 ? 255 : 128 self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1) #--- when 5 dx = 0 dy = WLH * 9 text = YE::SYSTEM::AUTO_DASH_TITLE self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0) if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] en1 = true en2 = false else en1 = false en2 = true end text1 = YE::SYSTEM::AUTO_DASH_ON text2 = YE::SYSTEM::AUTO_DASH_OFF self.contents.font.color.alpha = en1 ? 255 : 128 self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1) self.contents.font.color.alpha = en2 ? 255 : 128 self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1) #--- when 6 dx = 0 dy = WLH * 10 text = YE::SYSTEM::INSTANT_TEXT_TITLE self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0) if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] en1 = true en2 = false else en1 = false en2 = true end text1 = YE::SYSTEM::INSTANT_TEXT_ON text2 = YE::SYSTEM::INSTANT_TEXT_OFF self.contents.font.color.alpha = en1 ? 255 : 128 self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1) self.contents.font.color.alpha = en2 ? 255 : 128 self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1) #--- when 7 dx = 0 dy = WLH * 11 text = YE::SYSTEM::RETURN_TO_TITLE self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0) #--- when 8 dx = 0 dy = WLH * 12 text = YE::SYSTEM::RETURN_TO_MENU self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0) end end #-------------------------------------------------------------------------- # Update Cursor #-------------------------------------------------------------------------- def update_cursor if @index < 0 self.cursor_rect.empty elsif @index < 4 self.cursor_rect.set(0, @index * 48, self.width - 32, 48) else self.cursor_rect.set(0, @index * 24 + 96, self.width - 32, 24) end end end #=============================================================================== # Window Volume #=============================================================================== class Window_Volume < Window_Base #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(wx, wy, ww, wh, var) super(wx, wy, ww, wh) @var = var if @var == YE::SYSTEM::BGM_VOLUME_VAR @gc1 = text_color(YE::SYSTEM::BGM_COLOUR1) @gc2 = text_color(YE::SYSTEM::BGM_COLOUR2) @mute = YE::SYSTEM::BGM_MUTE_SWITCH elsif @var == YE::SYSTEM::SFX_VOLUME_VAR @gc1 = text_color(YE::SYSTEM::SFX_COLOUR1) @gc2 = text_color(YE::SYSTEM::SFX_COLOUR2) @mute = YE::SYSTEM::SFX_MUTE_SWITCH else @gc1 = text_color(YE::SYSTEM::BGS_COLOUR1) @gc2 = text_color(YE::SYSTEM::BGS_COLOUR2) @mute = YE::SYSTEM::BGS_MUTE_SWITCH end self.opacity = 0 refresh end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh self.contents.clear sw = self.width - 32 self.contents.fill_rect(0, 14, sw-80, 20, gauge_back_color) gw = sw-84 gw *= 100 - $game_variables[@var] gw /= 100 gw = [[gw, 0].max, sw-84].min self.contents.gradient_fill_rect(2, 16, gw, 16, @gc1, @gc2) if $game_switches[@mute] text = YE::SYSTEM::VOL_MUTE else text = sprintf("%d%%", 100 - $game_variables[@var]) end self.contents.draw_text(sw-76, 0, 76, WLH*2, text, 0) end end #=============================================================================== # Modern Algebra ATS Compatibility #=============================================================================== class Window_FaceBox < Window_Base unless method_defined?(:initialize) #-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_fb_mso initialize unless $@ def initialize initialize_fb_mso self.update_windowskin end end end class Window_NameBox < Window_Base unless method_defined?(:initialize) #-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_nb_mso initialize unless $@ def initialize(string = '') initialize_nb_mso(string) self.update_windowskin end end end class Window_ChoiceBox < Window_Command unless method_defined?(:initialize) #-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_cb_mso initialize unless $@ def initialize initialize_cb_mso self.update_windowskin end end end class Window_Message < Window_Selectable unless method_defined?(:initialize) #-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_wm_mso initialize unless $@ def initialize initialize_wm_mso self.update_windowskin end end end #=============================================================================== # Scene_Battle #=============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # alias display_normal_animation #-------------------------------------------------------------------------- alias display_normal_animation_mso display_normal_animation unless $@ def display_normal_animation(targets, animation_id, mirror = false) return if $game_switches[YE::SYSTEM::ANI_SWITCH] display_normal_animation_mso(targets, animation_id, mirror) end end #=============================================================================== # Scene_End #=============================================================================== class Scene_End < Scene_Base #-------------------------------------------------------------------------- # Start processing #-------------------------------------------------------------------------- def start super create_menu_background @help_window = Window_Base.new(0, 0, 544, 56) @help_window.contents.clear #--- text = YE::SYSTEM::WINDOW_HELP @help_window.contents.draw_text(4, 0, 504, 24, text, 0) @system_window = Window_System.new var = YE::SYSTEM::BGM_VOLUME_VAR @bgm_vol_window = Window_Volume.new(160, 104, 384, 80, var) var = YE::SYSTEM::SFX_VOLUME_VAR @sfx_vol_window = Window_Volume.new(160, 152, 384, 80, var) var = YE::SYSTEM::BGS_VOLUME_VAR @bgs_vol_window = Window_Volume.new(160, 200, 384, 80, var) #--- @last_index = 100 end #-------------------------------------------------------------------------- # Post-Start Processing #-------------------------------------------------------------------------- def post_start super end #-------------------------------------------------------------------------- # Pre-termination Processing #-------------------------------------------------------------------------- def pre_terminate super end #-------------------------------------------------------------------------- # Termination Processing #-------------------------------------------------------------------------- def terminate super @help_window.dispose @system_window.dispose @bgm_vol_window.dispose @sfx_vol_window.dispose @bgs_vol_window.dispose dispose_menu_background end #-------------------------------------------------------------------------- # Update Help #-------------------------------------------------------------------------- def update_help @help_window.contents.clear case @system_window.index when 0; text = YE::SYSTEM::WINDOW_HELP when 1; text = YE::SYSTEM::BGM_HELP when 2; text = YE::SYSTEM::SFX_HELP when 3; text = YE::SYSTEM::BGS_HELP when 4; text = YE::SYSTEM::ANI_HELP when 5; text = YE::SYSTEM::AUTO_DASH_HELP when 6; text = YE::SYSTEM::INSTANT_TEXT_HELP when 7; text = YE::SYSTEM::RETURN_TITLE_HELP when 8; text = YE::SYSTEM::RETURN_MENU_HELP end @help_window.contents.draw_text(4, 0, 504, 24, text, 0) end #-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @system_window.update if @last_index != @system_window.index @last_index = @system_window.index update_help end if Input.trigger?(Input::B) Sound.play_cancel return_scene else #--- if Input.repeat?(Input::LEFT) and @system_window.index == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] -= 1 if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] = 1 else Sound.play_cursor end @system_window.refresh @system_window.update_windowskin @help_window.update_windowskin elsif Input.repeat?(Input::RIGHT) and @system_window.index == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] += 1 if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] > YE::SYSTEM::WINDOW_HASH.size $game_variables[YE::SYSTEM::WINDOW_VARIABLE] = YE::SYSTEM::WINDOW_HASH.size else Sound.play_cursor end @system_window.refresh @system_window.update_windowskin @help_window.update_windowskin #--- elsif Input.repeat?(Input::LEFT) and @system_window.index == 1 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 100 end Sound.play_cursor @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::RIGHT) and @system_window.index == 1 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 0 end Sound.play_cursor @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::L) and @system_window.index == 1 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true end Sound.play_decision @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::R) and @system_window.index == 1 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true end Sound.play_decision @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::LEFT) and @system_window.index == 2 if Input.press?(Input::A) $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 100 end Sound.play_cursor @sfx_vol_window.refresh elsif Input.repeat?(Input::RIGHT) and @system_window.index == 2 if Input.press?(Input::A) $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 0 end Sound.play_cursor @sfx_vol_window.refresh elsif Input.trigger?(Input::L) and @system_window.index == 2 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true end Sound.play_decision @sfx_vol_window.refresh elsif Input.trigger?(Input::R) and @system_window.index == 2 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true end Sound.play_decision @sfx_vol_window.refresh elsif Input.repeat?(Input::LEFT) and @system_window.index == 3 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 100 end Sound.play_cursor @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::RIGHT) and @system_window.index == 3 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 0 end Sound.play_cursor @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::L) and @system_window.index == 3 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true end Sound.play_decision @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::R) and @system_window.index == 3 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true end Sound.play_decision @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::LEFT) and @system_window.index == 4 $game_switches[YE::SYSTEM::ANI_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 4 $game_switches[YE::SYSTEM::ANI_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::LEFT) and @system_window.index == 5 $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 5 $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::LEFT) and @system_window.index == 6 $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 6 $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::C) and @system_window.index == 7 Sound.play_decision RPG::BGM.fade(800) RPG::BGS.fade(800) RPG::ME.fade(800) $scene = Scene_Title.new Graphics.fadeout(60) elsif Input.trigger?(Input::C) and @system_window.index == 8 Sound.play_cancel return_scene end #--- end end end #=============================================================================== # # END OF FILE # #===============================================================================