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 Un très beau script de menu! RPG maker xp

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AuteurMessage
ferrox
Molécule
Molécule
ferrox


Messages : 74
Loisirs : JEUX VIDEO, DORMIR, FRITES, RPG
Date d'inscription : 24/07/2010

Caractéristiques du membre
Evolution: Atome
Job: Making
XP:
Un très beau script de menu! RPG maker xp Left_bar_bleue20/20Un très beau script de menu! RPG maker xp Empty_bar_bleue  (20/20)

Un très beau script de menu! RPG maker xp Empty
MessageSujet: Un très beau script de menu! RPG maker xp   Un très beau script de menu! RPG maker xp EmptyMer 28 Juil 2010 - 11:08

Bonjour, je suis ferrox et je poste mon premier script.

Ce script viens tout fraichement d'un site japonais:(heureusement que google traduction existe Wink )

Voici le lien, mais je suis pas sur que sa va servir Wink
http://members.jcom.home.ne.jp/cogwheel/script/menu.html

Après un parcours de combattant j'ai réussi à traduire le script, je ne connais pas le nom de l'auteur (essayez d'écrire en jap. avec rpg maker et vous comprendrez), ca doit être un truc en japonais, vous n'êtes pas obligés mais j'apprécierais que vous me mettez dans les crédits.

Alors voici un screnn: ( ne vous inquiétez pas maintenant c'est en français)

Un très beau script de menu! RPG maker xp Menu

Et voici le script ( à mettre au dessus de main, donnez lui le nom que vous voulez. Exclamation script en deux partie

Code:
#@ƒƒjƒ…[‰ü‘¢ƒXƒNƒŠƒvƒg Ver 1.03
# ”z•zŒ³EƒTƒ|[ƒgURL traduit par ferrox
# http://members.jcom.home.ne.jp/cogwheel/

#==============================================================================
# ¡ Game_Actor
#------------------------------------------------------------------------------
# @ƒAƒNƒ^[‚ðˆµ‚¤ƒNƒ‰ƒX‚Å‚·B‚±‚̃Nƒ‰ƒX‚Í Game_Actors ƒNƒ‰ƒX ($game_actors)
# ‚Ì“à•”‚ÅŽg—p‚³‚êAGame_Party ƒNƒ‰ƒX ($game_party) ‚©️‚ç‚àŽQÆ‚³‚ê‚Ü‚·B
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # œ ƒoƒgƒ‹‰æ–Ê X À•W‚̎擾
  #--------------------------------------------------------------------------
  alias :screen_x_original :screen_x
  def screen_x
    # ƒp[ƒeƒB“à‚Ì•À‚я‡‚©️‚ç X À•W‚ðŒvŽZ‚µ‚Ä•Ô‚·
    if $game_temp.in_battle
      return screen_x_original
    else
      if self.index != nil
        return (self.index / 2 + 1) * 128 + (self.index % 2) * 264
      else
        return 0
      end
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒoƒgƒ‹‰æ–Ê Y À•W‚̎擾
  #--------------------------------------------------------------------------
  alias :screen_y_original :screen_y
  def screen_y
    if $game_temp.in_battle
      return screen_y_original
    else
      return 360 +(self.index / 2) * 104
    end
  end
end

#==============================================================================
# ¡ Window_Help
#------------------------------------------------------------------------------
# @ƒXƒLƒ‹‚âƒAƒCƒeƒ€‚Ìà–¾AƒAƒNƒ^[‚̃Xƒe[ƒ^ƒX‚È‚Ç‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_Help2 < Window_Base
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #--------------------------------------------------------------------------
  def initialize
    super(20, 42, 600, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 6110
    self.back_opacity = 192
  end
  #--------------------------------------------------------------------------
  # œ ƒeƒLƒXƒgÝ’è
  #    text  : ƒEƒBƒ“ƒhƒE‚É•\Ž¦‚·‚镶Žš—ñ
  #    align : ƒAƒ‰ƒCƒ“ƒƒ“ƒg (0..¶‘µ‚¦A1..’†‰›‘µ‚¦A2..‰E‘µ‚¦)
  #--------------------------------------------------------------------------
  def set_text(text, align = 0)
    # ƒeƒLƒXƒg‚ƃAƒ‰ƒCƒ“ƒƒ“ƒg‚̏­‚È‚­‚Æ‚àˆê•û‚ª‘O‰ñ‚ƈá‚Á‚Ä‚¢‚éê‡
    if text != @text or align != @align
      # ƒeƒLƒXƒg‚ðÄ•`‰æ
      self.contents.clear
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
      @text = text
      @align = align
      @actor = nil
    end
    self.visible = true
  end
  #--------------------------------------------------------------------------
  # œ ƒAƒNƒ^[Ý’è
  #    actor : ƒXƒe[ƒ^ƒX‚ð•\Ž¦‚·‚éƒAƒNƒ^[
  #--------------------------------------------------------------------------
  def set_actor(actor)
    if actor != @actor
      self.contents.clear
      draw_actor_name(actor, 0, 0)
      draw_actor_state(actor, 144, 0, 100)
      draw_actor_hp(@actor, 256, 0)
      draw_actor_sp(@actor, 424, 0)
      @actor = actor
      @text = nil
      self.visible = true
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒGƒlƒ~[Ý’è
  #    enemy : –¼‘O‚ƃXƒe[ƒg‚ð•\Ž¦‚·‚éƒGƒlƒ~[
  #--------------------------------------------------------------------------
  def set_enemy(enemy)
    text = enemy.name
    state_text = make_battler_state_text(enemy, 112, false)
    if state_text != ""
      text += "  " + state_text
    end
    set_text(text, 1)
  end
end

#==============================================================================
# ¡ Window_Base
#------------------------------------------------------------------------------
# @ƒQ[ƒ€’†‚Ì‚·‚ׂẴEƒBƒ“ƒhƒE‚̃X[ƒp[ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # œ –¼‘O‚Ì•`‰æ
  #    actor : ƒAƒNƒ^[
  #    x    : •`‰ææ X À•W
  #    y    : •`‰ææ Y À•W
  #--------------------------------------------------------------------------
  def draw_actor_name(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 120, 32, actor.name)
  end
  #--------------------------------------------------------------------------
  # œ ƒNƒ‰ƒX‚Ì•`‰æ
  #    actor : ƒAƒNƒ^[
  #    x    : •`‰ææ X À•W
  #    y    : •`‰ææ Y À•W
  #--------------------------------------------------------------------------
  def draw_actor_class(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 120, 32, actor.class_name)
  end
  #--------------------------------------------------------------------------
  # œ ƒOƒ‰ƒtƒBƒbƒN‚Ì•`‰æ
  #    actor : ƒAƒNƒ^[
  #    x    : •`‰ææ X À•W
  #    y    : •`‰ææ Y À•W
  #--------------------------------------------------------------------------
  def draw_actor_battler(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width / 2
    ch = bitmap.height
    self.contents.blt(x - cw, y - ch, bitmap, bitmap.rect, 208)
  end
  #--------------------------------------------------------------------------
  # œ ƒAƒCƒeƒ€–¼‚Ì•`‰æ
  #    item : ƒAƒCƒeƒ€
  #    x    : •`‰ææ X À•W
  #    y    : •`‰ææ Y À•W
  #--------------------------------------------------------------------------
  def draw_item_name(item, x, y, width = 240)
    if item == nil
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, width - 28, 32, item.name)
  end
end

#==============================================================================
# ¡ Window_Command2
#------------------------------------------------------------------------------
# @ˆê”Ê“I‚ȃRƒ}ƒ“ƒh‘I‘ð‚ðs‚¤ƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_MenuCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #    width    : ƒEƒBƒ“ƒhƒE‚Ì•
  #    commands : ƒRƒ}ƒ“ƒh•¶Žš—ñ‚Ì”z—ñ
  #--------------------------------------------------------------------------
  def initialize(width, commands)
    # ƒRƒ}ƒ“ƒh‚̌”‚©️‚çƒEƒBƒ“ƒhƒE‚̍‚‚³‚ðŽZo
    super(0, 0, width, 160)
    @item_max = commands.size
    @commands = commands
    @column_max = 2
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # œ ƒŠƒtƒŒƒbƒVƒ…
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒJ[ƒ\ƒ‹‚Ì‹éŒ`XV
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set((index % 2) * 128, 32 * (index / 2), 128, 32)
    end
  end
  #--------------------------------------------------------------------------
  # œ €–Ú‚Ì•`‰æ
  #    index : €–ڔԍ†
  #    color : •¶ŽšF
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4 + (index % 2) * 128, 32 * (index / 2), 128, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
  #--------------------------------------------------------------------------
  # œ €–Ú‚Ì–³Œø‰»
  #    index : €–ڔԍ†
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
end

#==============================================================================
# ¡ Window_MenuStatus
#------------------------------------------------------------------------------
# @ƒƒjƒ…[‰æ–ʂŃp[ƒeƒBƒƒ“ƒo[‚̃Xƒe[ƒ^ƒX‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
  #--------------------------------------------------------------------------
  attr_accessor :out_window              # Œ»ƒEƒBƒ“ƒhƒE
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #--------------------------------------------------------------------------
  def initialize
    super(40, 0, 560, 480)
    self.z = 6100
    self.opacity = 0
    self.back_opacity = 0
    @out_window = Window_Base.new(40, 220, 560, 240)
    @out_window.z = 6100
    @out_window.back_opacity = 192
    @column_max = 2
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # œ ‰ð•ú
  #--------------------------------------------------------------------------
  def dispose
    @out_window.dispose
    super
  end
  #--------------------------------------------------------------------------
  # œ ƒŠƒtƒŒƒbƒVƒ…
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = (i % 2) * 264
      y = (i / 2) * 104 + 220
      actor = $game_party.actors[i]
      draw_actor_battler(actor, x + (2 - i / 2) * 88, y + 104)
      draw_actor_name(actor, x + 12, y)
      draw_actor_class(actor, x + 132, y)
      draw_actor_level(actor, x + 12, y + 24)
      draw_actor_state(actor, x + 12, y + 48, 100)
      draw_actor_exp(actor, x + 30, y + 72)
      draw_actor_hp(actor, x + 108, y + 24)
      draw_actor_sp(actor, x + 108, y + 48)
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒJ[ƒ\ƒ‹‚Ì‹éŒ`XV
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      if @index == -2
        self.cursor_rect.set(0, 220, 528, 208)
      elsif @index < -2
        self.cursor_rect.set(((@index + 10) % 2) * 264,
                        ((@index + 10) / 2) * 104 + 220, 264, 104)
      else
        self.cursor_rect.empty
      end
    else
      self.cursor_rect.set((@index % 2) * 264, (@index / 2) * 104 + 220,
                                                                      264, 104)
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV
  #--------------------------------------------------------------------------
  def update
    @out_window.update
    super
  end
end

#==============================================================================
# ¡ Scene_Menu
#------------------------------------------------------------------------------
# @ƒƒjƒ…[‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
  #--------------------------------------------------------------------------
  attr_accessor :menu                    # Œ»ƒEƒBƒ“ƒhƒE
  attr_accessor :command_window          # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE
  attr_accessor :status_window            # ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #    menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # œ ƒƒCƒ“ˆ—
  #--------------------------------------------------------------------------
  def main
    # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬
    @spriteset = Spriteset_Map.new
    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Statut"
    s5 = "Sauvegarder"
    s6 = "Charger"
    s7 = "Quitter"
    @command_window = Window_MenuCommand.new(288, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    @command_window.x = 40
    @command_window.y = 20
    @command_window.z = 6100
    @command_window.back_opacity = 192
    # ƒp[ƒeƒBl”‚ª 0 l‚̏ꍇ
    if $game_party.actors.size == 0
      # ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[ƒ^ƒX‚𖳌ø‰»
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # ƒZ[ƒu‹ÖŽ~‚̏ꍇ
    if $game_system.save_disabled
      # ƒZ[ƒu‚𖳌ø‚É‚·‚é
      @command_window.disable_item(4)
    end
    # ƒS[ƒ‹ƒhƒEƒBƒ“ƒhƒE‚ðì¬
    @gold_window = Window_Gold.new
    @gold_window.x = 440
    @gold_window.y = 20
    @gold_window.z = 6100
    @gold_window.back_opacity = 192
    # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
    @status_window = Window_MenuStatus.new
    @menu = nil
    # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
    Graphics.transition
    # ƒƒCƒ“ƒ‹[ƒv
    loop do
      # ƒQ[ƒ€‰æ–Ê‚ðXV
      Graphics.update
      # “ü—͏î•ñ‚ðXV
      Input.update
      # ƒtƒŒ[ƒ€XV
      update
      if @menu != nil
        @menu.update
      end
      # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
      if $scene != self
        break
      end
    end
    # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
    Graphics.freeze
    # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
    @spriteset.dispose
    # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV
  #--------------------------------------------------------------------------
  def update
    # ƒEƒBƒ“ƒhƒE‚ðXV
    @command_window.update
    @gold_window.update
    @status_window.update
    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_command ‚ðŒÄ‚Ô
    if @command_window.active and @menu == nil
      update_command
      return
    end
    # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_status ‚ðŒÄ‚Ô
    if @status_window.active and @menu == nil
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
  #--------------------------------------------------------------------------
  def update_command
    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::B)
      # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cancel_se)
      # ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
      $scene = Scene_Map.new
      return
    end
    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::C)
      # ƒp[ƒeƒBl”‚ª 0 l‚ŁAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚̏ꍇ
      if $game_party.actors.size == 0 and @command_window.index < 4
        # ƒuƒU[ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
      case @command_window.index
      when 0  # ƒAƒCƒeƒ€
        Input.update
        # Œˆ’è  SE ‚ð‰‰‘t
        $game_system.se_play($data_system.decision_se)
        # ƒAƒCƒeƒ€‰æ–ʂɐ؂è‘Ö‚¦
        @menu = Scene_Item.new
      when 1  # ƒXƒLƒ‹
        # Œˆ’è SE ‚ð‰‰‘t
        $game_system.se_play($data_system.decision_se)
        # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # ‘•”õ
        # Œˆ’è SE ‚ð‰‰‘t
        $game_system.se_play($data_system.decision_se)
        # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # ƒXƒe[ƒ^ƒX
        # Œˆ’è SE ‚ð‰‰‘t
        $game_system.se_play($data_system.decision_se)
        # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # ƒZ[ƒu
        # ƒZ[ƒu‹ÖŽ~‚̏ꍇ
        if $game_system.save_disabled
          # ƒuƒU[ SE ‚ð‰‰‘t
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        Input.update
        # Œˆ’è SE ‚ð‰‰‘t
        $game_system.se_play($data_system.decision_se)
        # ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚¦
        @menu = Scene_Save.new
      when 5  # ƒ[ƒh
        Input.update
        # Œˆ’è SE ‚ð‰‰‘t
        $game_system.se_play($data_system.decision_se)
        # ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚¦
        @menu = Scene_Load.new
      when 6  # ƒQ[ƒ€I—¹
        # Œˆ’è SE ‚ð‰‰‘t
        $game_system.se_play($data_system.decision_se)
        # ƒQ[ƒ€I—¹‰æ–ʂɐ؂è‘Ö‚¦
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
  #--------------------------------------------------------------------------
  def update_status
    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::B)
      # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cancel_se)
      # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::C)
      # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
      case @command_window.index
      when 1  # ƒXƒLƒ‹
        # ‚±‚̃AƒNƒ^[‚̍s“®️§ŒÀ‚ª 2 ˆÈã‚̏ꍇ
        if $game_party.actors[@status_window.index].restriction >= 2
          # ƒuƒU[ SE ‚ð‰‰‘t
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        Input.update
        # Œˆ’è SE ‚ð‰‰‘t
        $game_system.se_play($data_system.decision_se)
        # ƒXƒLƒ‹‰æ–ʂɐ؂è‘Ö‚¦
        @menu = Scene_Skill.new(@status_window.index)
      when 2  # ‘•”õ
        Input.update
        # Œˆ’è SE ‚ð‰‰‘t
        $game_system.se_play($data_system.decision_se)
        # ‘•”õ‰æ–ʂɐ؂è‘Ö‚¦
        @menu = Scene_Equip.new(@status_window.index)
      when 3  # ƒXƒe[ƒ^ƒX
        Input.update
        # Œˆ’è SE ‚ð‰‰‘t
        $game_system.se_play($data_system.decision_se)
        # ƒXƒe[ƒ^ƒX‰æ–ʂɐ؂è‘Ö‚¦
        @menu = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end

#==============================================================================
# ¡ Window_Item
#------------------------------------------------------------------------------
# @ƒAƒCƒeƒ€‰æ–ʁAƒoƒgƒ‹‰æ–ʂŁAŠŽƒAƒCƒeƒ€‚̈ꗗ‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_Item < Window_Selectable
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #--------------------------------------------------------------------------
  def initialize
    super(20, 106, 600, 320)
    self.index = 0
    self.back_opacity = 192
    @column_max = 2
    # í“¬’†‚̏ꍇ‚̓EƒBƒ“ƒhƒE‚ð‰æ–Ê’†‰›‚ÖˆÚ“®️‚µA”¼“§–¾‚É‚·‚é
    if $game_temp.in_battle
      self.x = 0
      self.y = 64
      self.width = 640
      self.height = 256
    else
      self.z = 6110
    end
    refresh
  end
  #--------------------------------------------------------------------------
  # œ €–Ú‚Ì•`‰æ
  #    index : €–ڔԍ†
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if item.is_a?(RPG::Item) and
      $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    if $game_temp.in_battle
      x = 4 + index % 2 * (288 + 32)
      y = index / 2 * 32
      rect = Rect.new(x, y, self.width / @column_max - 32, 32)
      self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
      bitmap = RPG::Cache.icon(item.icon_name)
      opacity = self.contents.font.color == normal_color ? 255 : 128
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
      self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
      self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
    else
      x = 4 + index % 2 * 284
      y = index / 2 * 32
      rect = Rect.new(x, y, 280, 32)
      self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
      bitmap = RPG::Cache.icon(item.icon_name)
      opacity = self.contents.font.color == normal_color ? 255 : 128
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x + 28, y, 208, 32, item.name, 0)
      self.contents.draw_text(x + 236, y, 16, 32, ":", 1)
      self.contents.draw_text(x + 252, y, 24, 32, number.to_s, 2)
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒJ[ƒ\ƒ‹‚Ì‹éŒ`XV
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if $game_temp.in_battle
      super
    else
      # Œ»Ý‚̍s‚ðŽæ“¾
      row = @index / @column_max
      # Œ»Ý‚̍s‚ªA•\Ž¦‚³‚ê‚Ä‚¢‚éæ“ª‚̍s‚æ‚è‘O‚̏ꍇ
      if row < self.top_row
        # Œ»Ý‚̍s‚ªæ“ª‚É‚È‚é‚悤‚ɃXƒNƒ[ƒ‹
        self.top_row = row
      end
      # Œ»Ý‚̍s‚ªA•\Ž¦‚³‚ê‚Ä‚¢‚éÅŒã”ö‚̍s‚æ‚èŒã‚ë‚̏ꍇ
      if row > self.top_row + (self.page_row_max - 1)
        # Œ»Ý‚̍s‚ªÅŒã”ö‚É‚È‚é‚悤‚ɃXƒNƒ[ƒ‹
        self.top_row = row - (self.page_row_max - 1)
      end
      if @index < 0
        self.cursor_rect.empty
      else
        self.cursor_rect.set((index % 2) * 284,
                                  @index / @column_max * 32 - self.oy, 284, 32)
      end
    end
  end
end

#==============================================================================
# ¡ Scene_Item
#------------------------------------------------------------------------------
# @ƒAƒCƒeƒ€‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_Item
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #--------------------------------------------------------------------------
  def initialize
    # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒEAƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚ðì¬
    @help_window = Window_Help2.new
    @item_window = Window_Item.new
    # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ðŠÖ˜A•t‚¯
    @item_window.help_window = @help_window
    $scene.command_window.active = false
  end
  #--------------------------------------------------------------------------
  # œ ‰ð•ú
  #--------------------------------------------------------------------------
  def dispose
    # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
    @help_window.dispose
    @item_window.dispose
    $scene.menu = nil
    $scene.command_window.active = true
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV
  #--------------------------------------------------------------------------
  def update
    # ƒEƒBƒ“ƒhƒE‚ðXV
    @help_window.update
    @item_window.update
    # ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_item ‚ðŒÄ‚Ô
    if @item_window.active
      update_item
      return
    end
    # ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_target ‚ðŒÄ‚Ô
    if $scene.status_window.active
      update_target
      return
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV (ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
  #--------------------------------------------------------------------------
  def update_item
    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::B)
      # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cancel_se)
      dispose
      return
    end
    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::C)
      # ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚ÅŒ»Ý‘I‘ð‚³‚ê‚Ä‚¢‚éƒf[ƒ^‚ðŽæ“¾
      @item = @item_window.item
      # Žg—pƒAƒCƒeƒ€‚Å‚Í‚È‚¢ê‡
      unless @item.is_a?(RPG::Item)
        # ƒuƒU[ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Žg—p‚Å‚«‚È‚¢ê‡
      unless $game_party.item_can_use?(@item.id)
        # ƒuƒU[ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Œˆ’è SE ‚ð‰‰‘t
      $game_system.se_play($data_system.decision_se)
      # Œø‰Ê”͈͂ª–¡•û‚̏ꍇ
      if @item.scope >= 3
        # ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‰»
        @item_window.active = false
        $scene.status_window.z = 6120
        $scene.status_window.out_window.z = 6120
        $scene.status_window.active = true
        # Œø‰Ê”ÍˆÍ (’P‘Ì/‘S‘Ì) ‚ɉž‚¶‚ăJ[ƒ\ƒ‹ˆÊ’u‚ðÝ’è
        if @item.scope == 4 || @item.scope == 6
          $scene.status_window.index = -2
        else
          $scene.status_window.index = 0
        end
      # Œø‰Ê”͈͂ª–¡•ûˆÈŠO‚̏ꍇ
      else
        # ƒRƒ‚ƒ“ƒCƒxƒ“ƒg ID ‚ª—LŒø‚̏ꍇ
        if @item.common_event_id > 0
          # ƒRƒ‚ƒ“ƒCƒxƒ“ƒgŒÄ‚яo‚µ—\–ñ
          $game_temp.common_event_id = @item.common_event_id
          # ƒAƒCƒeƒ€‚ÌŽg—pŽž SE ‚ð‰‰‘t
          $game_system.se_play(@item.menu_se)
          # Á–Õ•i‚̏ꍇ
          if @item.consumable
            # Žg—p‚µ‚½ƒAƒCƒeƒ€‚ð 1 Œ¸‚ç‚·
            $game_party.lose_item(@item.id, 1)
            # ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚̍€–Ú‚ðÄ•`‰æ
            @item_window.draw_item(@item_window.index)
          end
          # ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
          dispose
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV (ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
  #--------------------------------------------------------------------------
  def update_target
    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::B)
      # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cancel_se)
      # ƒAƒCƒeƒ€Ø‚ê‚È‚Ç‚ÅŽg—p‚Å‚«‚È‚­‚È‚Á‚½ê‡
      unless $game_party.item_can_use?(@item.id)
        # ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚Ì“à—e‚ðÄì¬
        @item_window.refresh
      end
      # ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE‚ðÁ‹Ž
      @item_window.active = true
      $scene.status_window.index = -1
      $scene.status_window.z = 6100
      $scene.status_window.out_window.z = 6100
      $scene.status_window.active = false
      return
    end
    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::C)
      # ƒAƒCƒeƒ€‚ðŽg‚¢Ø‚Á‚½ê‡
      if $game_party.item_number(@item.id) == 0
        # ƒuƒU[ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # ƒ^[ƒQƒbƒg‚ª‘S‘̂̏ꍇ
      if $scene.status_window.index < 0
        # ƒp[ƒeƒB‘S‘̂ɃAƒCƒeƒ€‚ÌŽg—pŒø‰Ê‚ð“K—p
        used = false
        for i in $game_party.actors
          used |= i.item_effect(@item)
        end
      end
      # ƒ^[ƒQƒbƒg‚ª’P‘̂̏ꍇ
      if $scene.status_window.index >= 0
        # ƒ^[ƒQƒbƒg‚̃AƒNƒ^[‚ɃAƒCƒeƒ€‚ÌŽg—pŒø‰Ê‚ð“K—p
        target = $game_party.actors[$scene.status_window.index]
        used = target.item_effect(@item)
      end
      # ƒAƒCƒeƒ€‚ðŽg‚Á‚½ê‡
      if used
        # ƒAƒCƒeƒ€‚ÌŽg—pŽž SE ‚ð‰‰‘t
        $game_system.se_play(@item.menu_se)
        # Á–Õ•i‚̏ꍇ
        if @item.consumable
          # Žg—p‚µ‚½ƒAƒCƒeƒ€‚ð 1 Œ¸‚ç‚·
          $game_party.lose_item(@item.id, 1)
          # ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚̍€–Ú‚ðÄ•`‰æ
          @item_window.draw_item(@item_window.index)
        end
        # ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE‚Ì“à—e‚ðÄì¬
        $scene.status_window.refresh
        # ‘S–ł̏ꍇ
        if $game_party.all_dead?
          # ƒQ[ƒ€ƒI[ƒo[‰æ–ʂɐ؂è‘Ö‚¦
          dispose
          $scene = Scene_Gameover.new
          return
        end
        # ƒRƒ‚ƒ“ƒCƒxƒ“ƒg ID ‚ª—LŒø‚̏ꍇ
        if @item.common_event_id > 0
          # ƒRƒ‚ƒ“ƒCƒxƒ“ƒgŒÄ‚яo‚µ—\–ñ
          $game_temp.common_event_id = @item.common_event_id
          # ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
          dispose
          $scene = Scene_Map.new
          return
        end
      end
      # ƒAƒCƒeƒ€‚ðŽg‚í‚È‚©️‚Á‚½ê‡
      unless used
        # ƒuƒU[ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
end

#==============================================================================
# ¡ Window_SkillStatus
#------------------------------------------------------------------------------
# @ƒXƒLƒ‹‰æ–ʂŁAƒXƒLƒ‹Žg—pŽÒ‚̃Xƒe[ƒ^ƒX‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_SkillStatus < Window_Base
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #    actor : ƒAƒNƒ^[
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(20, 106, 600, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 6110
    self.back_opacity = 192
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # œ ƒŠƒtƒŒƒbƒVƒ…
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_state(@actor, 148, 0, 100)
    draw_actor_hp(@actor, 260, 0)
    draw_actor_sp(@actor, 420, 0)
  end
end

#==============================================================================
# ¡ Window_Skill
#------------------------------------------------------------------------------
# @ƒXƒLƒ‹‰æ–ʁAƒoƒgƒ‹‰æ–ʂŁAŽg—p‚Å‚«‚éƒXƒLƒ‹‚̈ꗗ‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_Skill < Window_Selectable
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #    actor : ƒAƒNƒ^[
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(20, 170, 600, 256)
    self.back_opacity = 192
    self.index = 0
    @actor = actor
    @column_max = 2
    # í“¬’†‚̏ꍇ‚̓EƒBƒ“ƒhƒE‚ð‰æ–Ê’†‰›‚ÖˆÚ“®️‚µA”¼“§–¾‚É‚·‚é
    if $game_temp.in_battle
      self.x = 0
      self.y = 64
      self.width = 640
      self.height = 256
    else
      self.z = 6110
    end
    refresh
  end
  #--------------------------------------------------------------------------
  # œ €–Ú‚Ì•`‰æ
  #    index : €–ڔԍ†
  #--------------------------------------------------------------------------
  def draw_item(index)
    skill = @data[index]
    if @actor.skill_can_use?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    if $game_temp.in_battle
      x = 4 + index % 2 * (288 + 32)
      y = index / 2 * 32
      rect = Rect.new(x, y, self.width / @column_max - 32, 32)
      self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
      bitmap = RPG::Cache.icon(skill.icon_name)
      opacity = self.contents.font.color == normal_color ? 255 : 128
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
      self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
    else
      x = 4 + index % 2 * 284
      y = index / 2 * 32
      rect = Rect.new(x, y, 280, 32)
      self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
      bitmap = RPG::Cache.icon(skill.icon_name)
      opacity = self.contents.font.color == normal_color ? 255 : 128
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x + 28, y, 200, 32, skill.name, 0)
      self.contents.draw_text(x + 228, y, 48, 32, skill.sp_cost.to_s, 2)
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒwƒ‹ƒvƒeƒLƒXƒgXV
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" : self.skill.description)
  end
  #--------------------------------------------------------------------------
  # œ ƒJ[ƒ\ƒ‹‚Ì‹éŒ`XV
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if $game_temp.in_battle
      super
    else
      # Œ»Ý‚̍s‚ðŽæ“¾
      row = @index / @column_max
      # Œ»Ý‚̍s‚ªA•\Ž¦‚³‚ê‚Ä‚¢‚éæ“ª‚̍s‚æ‚è‘O‚̏ꍇ
      if row < self.top_row
        # Œ»Ý‚̍s‚ªæ“ª‚É‚È‚é‚悤‚ɃXƒNƒ[ƒ‹
        self.top_row = row
      end
      # Œ»Ý‚̍s‚ªA•\Ž¦‚³‚ê‚Ä‚¢‚éÅŒã”ö‚̍s‚æ‚èŒã‚ë‚̏ꍇ
      if row > self.top_row + (self.page_row_max - 1)
        # Œ»Ý‚̍s‚ªÅŒã”ö‚É‚È‚é‚悤‚ɃXƒNƒ[ƒ‹
        self.top_row = row - (self.page_row_max - 1)
      end
      if @index < 0
        self.cursor_rect.empty
      else
        self.cursor_rect.set((index % 2) * 284,
                                  @index / @column_max * 32 - self.oy, 284, 32)
      end
    end
  end
end

#==============================================================================
# ¡ Scene_Skill
#------------------------------------------------------------------------------
# @ƒXƒLƒ‹‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_Skill
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #    actor_index : ƒAƒNƒ^[ƒCƒ“ƒfƒbƒNƒX
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    # ƒAƒNƒ^[‚ðŽæ“¾
    @actor = $game_party.actors[@actor_index]
    # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒEAƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒEAƒXƒLƒ‹ƒEƒBƒ“ƒhƒE‚ðì¬
    @help_window = Window_Help2.new
    @status_window = Window_SkillStatus.new(@actor)
    @skill_window = Window_Skill.new(@actor)
    @skill_window.z = 6110
    @skill_window.back_opacity = 160
    # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ðŠÖ˜A•t‚¯
    @skill_window.help_window = @help_window
    $scene.command_window.active = false
    $scene.status_window.active = false
  end
  #--------------------------------------------------------------------------
  # œ ‰ð•ú
  #--------------------------------------------------------------------------
  def dispose
    # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
    @help_window.dispose
    @status_window.dispose
    @skill_window.dispose
    $scene.menu = nil
    $scene.status_window.index = -1
    $scene.command_window.active = true
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV
  #--------------------------------------------------------------------------
  def update
    # ƒEƒBƒ“ƒhƒE‚ðXV
    @help_window.update
    @status_window.update
    @skill_window.update
    # ƒXƒLƒ‹ƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_skill ‚ðŒÄ‚Ô
    if @skill_window.active
      update_skill
      return
    end
    # ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_target ‚ðŒÄ‚Ô
    if $scene.status_window.active
      update_target
      return
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV (ƒXƒLƒ‹ƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
  #--------------------------------------------------------------------------
  def update_skill
    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::B)
      # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cancel_se)
      # ƒƒjƒ…[‰æ–ʂɐ؂è‘Ö‚¦
      dispose
      return
    end
    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::C)
      # ƒXƒLƒ‹ƒEƒBƒ“ƒhƒE‚ÅŒ»Ý‘I‘ð‚³‚ê‚Ä‚¢‚éƒf[ƒ^‚ðŽæ“¾
      @skill = @skill_window.skill
      # Žg—p‚Å‚«‚È‚¢ê‡
      if @skill == nil or not @actor.skill_can_use?(@skill.id)
        # ƒuƒU[ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Œˆ’è SE ‚ð‰‰‘t
      $game_system.se_play($data_system.decision_se)
      # Œø‰Ê”͈͂ª–¡•û‚̏ꍇ
      if @skill.scope >= 3
        # ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‰»
        @skill_window.active = false
        $scene.status_window.z = 6120
        $scene.status_window.out_window.z = 6120
        $scene.status_window.active = true
        # Œø‰Ê”ÍˆÍ (’P‘Ì/‘S‘Ì) ‚ɉž‚¶‚ăJ[ƒ\ƒ‹ˆÊ’u‚ðÝ’è
        if @skill.scope == 4 || @skill.scope == 6
          $scene.status_window.index = -2
        elsif @skill.scope == 7
          $scene.status_window.index = @actor_index - 10
        else
          $scene.status_window.index = 0
        end
      # Œø‰Ê”͈͂ª–¡•ûˆÈŠO‚̏ꍇ
      else
        # ƒRƒ‚ƒ“ƒCƒxƒ“ƒg ID ‚ª—LŒø‚̏ꍇ
        if @skill.common_event_id > 0
          # ƒRƒ‚ƒ“ƒCƒxƒ“ƒgŒÄ‚яo‚µ—\–ñ
          $game_temp.common_event_id = @skill.common_event_id
          # ƒXƒLƒ‹‚ÌŽg—pŽž SE ‚ð‰‰‘t
          $game_system.se_play(@skill.menu_se)
          # SP Á”ï
          @actor.sp -= @skill.sp_cost
          # ŠeƒEƒBƒ“ƒhƒE‚Ì“à—e‚ðÄì¬
          @status_window.refresh
          @skill_window.refresh
          $scene.status_window.refresh
          # ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
          dispose
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
    # R ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::R)
      # ƒJ[ƒ\ƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cursor_se)
      # ŽŸ‚̃AƒNƒ^[‚Ö
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      @actor = $game_party.actors[@actor_index]
      dispose
      $scene.status_window.index = @actor.index
      $scene.menu = Scene_Skill.new(@actor.index)
      return
    end
    # L ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::L)
      # ƒJ[ƒ\ƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cursor_se)
      # ‘O‚̃AƒNƒ^[‚Ö
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      @actor = $game_party.actors[@actor_index]
      dispose
      $scene.status_window.index = @actor.index
      $scene.menu = Scene_Skill.new(@actor.index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV (ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
  #--------------------------------------------------------------------------
  def update_target
    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::B)
      # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cancel_se)
      # ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE‚ðÁ‹Ž
      @skill_window.active = true
      $scene.status_window.index = @actor.index
      $scene.status_window.z = 6100
      $scene.status_window.out_window.z = 6100
      $scene.status_window.active = false
      return
    end
    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::C)
      # SP Ø‚ê‚È‚Ç‚ÅŽg—p‚Å‚«‚È‚­‚È‚Á‚½ê‡
      unless @actor.skill_can_use?(@skill.id)
        # ƒuƒU[ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # ƒ^[ƒQƒbƒg‚ª‘S‘̂̏ꍇ
      if $scene.status_window.index == -2
        # ƒp[ƒeƒB‘S‘̂ɃXƒLƒ‹‚ÌŽg—pŒø‰Ê‚ð“K—p
        used = false
        for i in $game_party.actors
          used |= i.skill_effect(@actor, @skill)
        end
      end
      # ƒ^[ƒQƒbƒg‚ªŽg—pŽÒ‚̏ꍇ
      if $scene.status_window.index < -2
        # ƒ^[ƒQƒbƒg‚̃AƒNƒ^[‚ɃXƒLƒ‹‚ÌŽg—pŒø‰Ê‚ð“K—p
        target = $game_party.actors[$scene.status_window.index + 10]
        used = target.skill_effect(@actor, @skill)
      end
      # ƒ^[ƒQƒbƒg‚ª’P‘̂̏ꍇ
      if $scene.status_window.index >= 0
        # ƒ^[ƒQƒbƒg‚̃AƒNƒ^[‚ɃXƒLƒ‹‚ÌŽg—pŒø‰Ê‚ð“K—p
        target = $game_party.actors[$scene.status_window.index]
        used = target.skill_effect(@actor, @skill)
      end
      # ƒXƒLƒ‹‚ðŽg‚Á‚½ê‡
      if used
        # ƒXƒLƒ‹‚ÌŽg—pŽž SE ‚ð‰‰‘t
        $game_system.se_play(@skill.menu_se)
        # SP Á”ï
        @actor.sp -= @skill.sp_cost
        # ŠeƒEƒBƒ“ƒhƒE‚Ì“à—e‚ðÄì¬
        @status_window.refresh
        @skill_window.refresh
        $scene.status_window.refresh
        # ‘S–ł̏ꍇ
        if $game_party.all_dead?
          # ƒQ[ƒ€ƒI[ƒo[‰æ–ʂɐ؂è‘Ö‚¦
          $scene = Scene_Gameover.new
          return
        end
        # ƒRƒ‚ƒ“ƒCƒxƒ“ƒg ID ‚ª—LŒø‚̏ꍇ
        if @skill.common_event_id > 0
          # ƒRƒ‚ƒ“ƒCƒxƒ“ƒgŒÄ‚яo‚µ—\–ñ
          $game_temp.common_event_id = @skill.common_event_id
          # ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
          dispose
          $scene = Scene_Map.new
          return
        end
      end
      # ƒXƒLƒ‹‚ðŽg‚í‚È‚©️‚Á‚½ê‡
      unless used
        # ƒuƒU[ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
end

#==============================================================================
# ¡ Window_Status
#------------------------------------------------------------------------------
# @ƒXƒe[ƒ^ƒX‰æ–Ê‚Å•\Ž¦‚·‚éAƒtƒ‹Žd—l‚̃Xƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #    actor : ƒAƒNƒ^[
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(20, 40, 600, 400)
    self.z = 6110
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 192
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # œ ƒŠƒtƒŒƒbƒVƒ…
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_graphic(@actor, 44, 96)
    draw_actor_battler(@actor, 426, 368)
    draw_actor_name(@actor, 24, 0)
    draw_actor_class(@actor, 24 + 144, 0)
    draw_actor_level(@actor, 320, 16)
    draw_actor_state(@actor, 320, 48)
    draw_actor_hp(@actor, 68, 32, 172)
    draw_actor_sp(@actor, 68, 64, 172)
    draw_actor_parameter(@actor, 68, 112, 0)
    draw_actor_parameter(@actor, 68, 144, 1)
    draw_actor_parameter(@actor, 68, 176, 2)
    draw_actor_parameter(@actor, 68, 224, 3)
    draw_actor_parameter(@actor, 68, 256, 4)
    draw_actor_parameter(@actor, 68, 288, 5)
    draw_actor_parameter(@actor, 68, 320, 6)
    self.contents.font.color = system_color
    self.contents.draw_text(304, 96, 80, 32, "EXP")
    self.contents.draw_text(304, 128, 80, 32, "NEXT")
    self.contents.font.color = normal_color
    self.contents.draw_text(304 + 80, 96, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(304 + 80, 128, 84, 32, @actor.next_rest_exp_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(304, 176, 96, 32, "‘•”õ")
    draw_item_name($data_weapons[@actor.weapon_id], 304 + 16, 208)
    draw_item_name($data_armors[@actor.armor1_id], 304 + 16, 240)
    draw_item_name($data_armors[@actor.armor2_id], 304 + 16, 272)
    draw_item_name($data_armors[@actor.armor3_id], 304 + 16, 304)
    draw_item_name($data_armors[@actor.armor4_id], 304 + 16, 336)
  end
end

#==============================================================================
# ¡ Scene_Status
#------------------------------------------------------------------------------
# @ƒXƒe[ƒ^ƒX‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_Status
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #    actor_index : ƒAƒNƒ^[ƒCƒ“ƒfƒbƒNƒX
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    # ƒAƒNƒ^[‚ðŽæ“¾
    @actor = $game_party.actors[@actor_index]
    # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
    @status_window = Window_Status.new(@actor)
    $scene.command_window.active = false
    $scene.status_window.active = false
  end
  #--------------------------------------------------------------------------
  # œ ‰ð•ú
  #--------------------------------------------------------------------------
  def dispose
    # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
    @status_window.dispose
    $scene.menu = nil
    $scene.status_window.index = -1
    $scene.command_window.active = true
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV
  #--------------------------------------------------------------------------
  def update
    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::B)
      # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cancel_se)
      # ƒƒjƒ…[‰æ–ʂɐ؂è‘Ö‚¦
      dispose
      return
    end
    # R ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::R)
      # ƒJ[ƒ\ƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cursor_se)
      # ŽŸ‚̃AƒNƒ^[‚Ö
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      @actor = $game_party.actors[@actor_index]
      dispose
      # •Ê‚̃Xƒe[ƒ^ƒX‰æ–ʂɐ؂è‘Ö‚¦
      $scene.status_window.index = @actor.index
      $scene.menu = Scene_Status.new(@actor.index)
      return
    end
    # L ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::LEFT) or Input.trigger?(Input::L)
      # ƒJ[ƒ\ƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cursor_se)
      # ‘O‚̃AƒNƒ^[‚Ö
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      @actor = $game_party.actors[@actor_index]
      dispose
      # •Ê‚̃Xƒe[ƒ^ƒX‰æ–ʂɐ؂è‘Ö‚¦
      $scene.status_window.index = @actor.index
      $scene.menu = Scene_Status.new(@actor.index)
      return
    end
  end
end

#==============================================================================
# ¡ Window_EquipLeft
#------------------------------------------------------------------------------
# @‘•”õ‰æ–ʂŁAƒAƒNƒ^[‚̃pƒ‰ƒ[ƒ^•Ï‰»‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_EquipLeft < Window_Base
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #    actor : ƒAƒNƒ^[
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(20, 106, 264, 192)
    self.z = 6110
    self.back_opacity = 192
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # œ ƒŠƒtƒŒƒbƒVƒ…
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_graphic(@actor, 28, 64)
    draw_actor_name(@actor, 52, 0)
    draw_actor_level(@actor, 68, 32)
    draw_actor_parameter(@actor, 4, 64, 0)
    draw_actor_parameter(@actor, 4, 96, 1)
    draw_actor_parameter(@actor, 4, 128, 2)
    if @new_atk != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 64, 40, 32, "¨", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(192, 64, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 96, 40, 32, "¨", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(192, 96, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 128, 40, 32, "¨", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(192, 128, 36, 32, @new_mdef.to_s, 2)
    end
  end
end

#==============================================================================
# ¡ Window_EquipRight
#------------------------------------------------------------------------------
# @‘•”õ‰æ–ʂŁAƒAƒNƒ^[‚ªŒ»Ý‘•”õ‚µ‚Ä‚¢‚éƒAƒCƒeƒ€‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_EquipRight < Window_Selectable
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #    actor : ƒAƒNƒ^[
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(284, 106, 336, 192)
    self.z = 6110
    self.back_opacity = 192
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # œ ƒŠƒtƒŒƒbƒVƒ…
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
    self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
    self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
    self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
    self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
    draw_item_name(@data[0], 92, 32 * 0, 202)
    draw_item_name(@data[1], 92, 32 * 1, 202)
    draw_item_name(@data[2], 92, 32 * 2, 202)
    draw_item_name(@data[3], 92, 32 * 3, 202)
    draw_item_name(@data[4], 92, 32 * 4, 202)
  end
end

#==============================================================================
# ¡ Window_EquipItem
#------------------------------------------------------------------------------
# @‘•”õ‰æ–ʂŁA‘•”õ•ÏX‚ÌŒó•â‚Æ‚È‚éƒAƒCƒeƒ€‚̈ꗗ‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_EquipItem < Window_Selectable
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #    actor      : ƒAƒNƒ^[
  #    equip_type : ‘•”õ•”ˆÊ (0`3)
  #--------------------------------------------------------------------------
  def initialize(actor, equip_type)
    super(20, 298, 600, 128)
    self.z = 6110
    self.back_opacity = 192
    @actor = actor
    @equip_type = equip_type
    @column_max = 2
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # œ €–Ú‚Ì•`‰æ
  #    index : €–ڔԍ†
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    x = 4 + index % 2 * 281
    y = index / 2 * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 208, 32, item.name, 0)
    self.contents.draw_text(x + 236, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 252, y, 24, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # œ ƒJ[ƒ\ƒ‹‚Ì‹éŒ`XV
  #--------------------------------------------------------------------------

Voili voul
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Messages : 74
Loisirs : JEUX VIDEO, DORMIR, FRITES, RPG
Date d'inscription : 24/07/2010

Caractéristiques du membre
Evolution: Atome
Job: Making
XP:
Un très beau script de menu! RPG maker xp Left_bar_bleue20/20Un très beau script de menu! RPG maker xp Empty_bar_bleue  (20/20)

Un très beau script de menu! RPG maker xp Empty
MessageSujet: Re: Un très beau script de menu! RPG maker xp   Un très beau script de menu! RPG maker xp EmptyMer 28 Juil 2010 - 11:10

Maintenant voici la deuxième partie du script: à placer en dessous du premier script.

Code:

Code:
def update_cursor_rect
    if $game_temp.in_battle
      super
    else
      # Œ»Ý‚̍s‚ðŽæ“¾
      row = @index / @column_max
      # Œ»Ý‚̍s‚ªA•\Ž¦‚³‚ê‚Ä‚¢‚éæ“ª‚̍s‚æ‚è‘O‚̏ꍇ
      if row < self.top_row
        # Œ»Ý‚̍s‚ªæ“ª‚É‚È‚é‚悤‚ɃXƒNƒ[ƒ‹
        self.top_row = row
      end
      # Œ»Ý‚̍s‚ªA•\Ž¦‚³‚ê‚Ä‚¢‚éÅŒã”ö‚̍s‚æ‚èŒã‚ë‚̏ꍇ
      if row > self.top_row + (self.page_row_max - 1)
        # Œ»Ý‚̍s‚ªÅŒã”ö‚É‚È‚é‚悤‚ɃXƒNƒ[ƒ‹
        self.top_row = row - (self.page_row_max - 1)
      end
      if @index < 0
        self.cursor_rect.empty
      else
        self.cursor_rect.set((index % 2) * 284,
                                  @index / @column_max * 32 - self.oy, 284, 32)
      end
    end
  end
end

#==============================================================================
# ¡ Scene_Equip
#------------------------------------------------------------------------------
# @‘•”õ‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_Equip
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #    actor_index : ƒAƒNƒ^[ƒCƒ“ƒfƒbƒNƒX
  #    equip_index : ‘•”õƒCƒ“ƒfƒbƒNƒX
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
    # ƒAƒNƒ^[‚ðŽæ“¾
    @actor = $game_party.actors[@actor_index]
    # ƒEƒBƒ“ƒhƒE‚ðì¬
    @help_window = Window_Help2.new
    @left_window = Window_EquipLeft.new(@actor)
    @right_window = Window_EquipRight.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ðŠÖ˜A•t‚¯
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    # ƒJ[ƒ\ƒ‹ˆÊ’u‚ðÝ’è
    @right_window.index = @equip_index
    $scene.command_window.active = false
    $scene.status_window.active = false
    refresh
  end
  #--------------------------------------------------------------------------
  # œ ‰ð•ú
  #--------------------------------------------------------------------------
  def dispose
    # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
    $scene.menu = nil
    $scene.status_window.index = -1
    $scene.command_window.active = true
  end
  #--------------------------------------------------------------------------
  # œ ƒŠƒtƒŒƒbƒVƒ…
  #--------------------------------------------------------------------------
  def refresh
    # ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚̉Ž‹ó‘Ԑݒè
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    # Œ»Ý‘•”õ’†‚̃AƒCƒeƒ€‚ðŽæ“¾
    item1 = @right_window.item
    # Œ»Ý‚̃AƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚ð @item_window ‚ɐݒè
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    # ƒ‰ƒCƒgƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ
    if @right_window.active
      # ‘•”õ•ÏXŒã‚̃pƒ‰ƒ[ƒ^‚ðÁ‹Ž
      @left_window.set_new_parameters(nil, nil, nil)
    end
    # ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ
    if @item_window.active
      # Œ»Ý‘I‘𒆂̃AƒCƒeƒ€‚ðŽæ“¾
      item2 = @item_window.item
      # ‘•”õ‚ð•ÏX
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      # ‘•”õ•ÏXŒã‚̃pƒ‰ƒ[ƒ^‚ðŽæ“¾
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      # ‘•”õ‚ð–ß‚·
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      # ƒŒƒtƒgƒEƒBƒ“ƒhƒE‚É•`‰æ
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV
  #--------------------------------------------------------------------------
  def update
    # ƒEƒBƒ“ƒhƒE‚ðXV
    @left_window.update
    @right_window.update
    @item_window.update
    refresh
    # ƒ‰ƒCƒgƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_right ‚ðŒÄ‚Ô
    if @right_window.active
      update_right
      return
    end
    # ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_item ‚ðŒÄ‚Ô
    if @item_window.active
      update_item
      return
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV (ƒ‰ƒCƒgƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
  #--------------------------------------------------------------------------
  def update_right
    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::B)
      # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cancel_se)
      # ƒƒjƒ…[‰æ–ʂɐ؂è‘Ö‚¦
      dispose
      return
    end
    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::C)
      # ‘•”õŒÅ’è‚̏ꍇ
      if @actor.equip_fix?(@right_window.index)
        # ƒuƒU[ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Œˆ’è SE ‚ð‰‰‘t
      $game_system.se_play($data_system.decision_se)
      # ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‰»
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    # R ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::R)
      # ƒJ[ƒ\ƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cursor_se)
      # ŽŸ‚̃AƒNƒ^[‚Ö
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      @actor = $game_party.actors[@actor_index]
      dispose
      # •Ê‚Ì‘•”õ‰æ–ʂɐ؂è‘Ö‚¦
      $scene.status_window.index = @actor.index
      $scene.menu = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    # L ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::LEFT) or Input.trigger?(Input::L)
      # ƒJ[ƒ\ƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cursor_se)
      # ‘O‚̃AƒNƒ^[‚Ö
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      @actor = $game_party.actors[@actor_index]
      dispose
      # •Ê‚Ì‘•”õ‰æ–ʂɐ؂è‘Ö‚¦
      $scene.status_window.index = @actor.index
      $scene.menu = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV (ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
  #--------------------------------------------------------------------------
  def update_item
    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::B)
      # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cancel_se)
      # ƒ‰ƒCƒgƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‰»
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::C)
      # ‘•”õ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.equip_se)
      # ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚ÅŒ»Ý‘I‘ð‚³‚ê‚Ä‚¢‚éƒf[ƒ^‚ðŽæ“¾
      item = @item_window.item
      # ‘•”õ‚ð•ÏX
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      # ƒ‰ƒCƒgƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‰»
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      # ƒ‰ƒCƒgƒEƒBƒ“ƒhƒEAƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚Ì“à—e‚ðÄì¬
      @right_window.refresh
      @item_window.refresh
      $scene.status_window.refresh
      return
    end
  end
end

#==============================================================================
# ¡ Scene_Title
#------------------------------------------------------------------------------
# @ƒ^ƒCƒgƒ‹‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
  #--------------------------------------------------------------------------
  attr_accessor :menu                    # Œ»ƒEƒBƒ“ƒhƒE
  attr_accessor :command_window          # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #--------------------------------------------------------------------------
  def initialize
    @menu = nil
  end
  #--------------------------------------------------------------------------
  # œ ƒƒCƒ“ˆ—
  #--------------------------------------------------------------------------
  def main
    # í“¬ƒeƒXƒg‚̏ꍇ
    if $BTEST
      battle_test
      return
    end
    # ƒf[ƒ^ƒx[ƒX‚ðƒ[ƒh
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes      = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items        = load_data("Data/Items.rxdata")
    $data_weapons      = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies      = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    # ƒVƒXƒeƒ€ƒIƒuƒWƒFƒNƒg‚ðì¬
    $game_system = Game_System.new
    # ƒ^ƒCƒgƒ‹ƒOƒ‰ƒtƒBƒbƒN‚ðì¬
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
    s1 = "Nouvelle partie"
    s2 = "Charger"
    s3 = "Quitter“"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    # ƒRƒ“ƒeƒBƒjƒ…[—LŒø”»’è
    # ƒZ[ƒuƒtƒ@ƒCƒ‹‚ª‚Ð‚Æ‚Â‚Å‚à‘¶Ý‚·‚é‚©‚Ç‚¤‚©‚𒲂ׂé
    # —LŒø‚È‚ç @continue_enabled ‚ð trueA–³Œø‚È‚ç false ‚É‚·‚é
    @continue_enabled = false
    for i in 0..5
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    # ƒRƒ“ƒeƒBƒjƒ…[‚ª—LŒø‚ȏꍇAƒJ[ƒ\ƒ‹‚ðƒRƒ“ƒeƒBƒjƒ…[‚ɍ‡‚킹‚é
    # –³Œø‚ȏꍇAƒRƒ“ƒeƒBƒjƒ…[‚Ì•¶Žš‚ðƒOƒŒ[•\Ž¦‚É‚·‚é
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    # ƒ^ƒCƒgƒ‹ BGM ‚ð‰‰‘t
    $game_system.bgm_play($data_system.title_bgm)
    # MEABGS ‚̉‰‘t‚ð’âŽ~
    Audio.me_stop
    Audio.bgs_stop
    # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
    Graphics.transition
    # ƒƒCƒ“ƒ‹[ƒv
    loop do
      # ƒQ[ƒ€‰æ–Ê‚ðXV
      Graphics.update
      # “ü—͏î•ñ‚ðXV
      Input.update
      # ƒtƒŒ[ƒ€XV
      update
      # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
      if $scene != self
        break
      end
    end
    # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
    Graphics.freeze
    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ð‰ð•ú
    @command_window.dispose
    # ƒ^ƒCƒgƒ‹ƒOƒ‰ƒtƒBƒbƒN‚ð‰ð•ú
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV
  #--------------------------------------------------------------------------
  alias :update_original :update
  def update
    update_original
    if @menu != nil
      @menu.update
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒRƒ}ƒ“ƒh : ƒRƒ“ƒeƒBƒjƒ…[
  #--------------------------------------------------------------------------
  def command_continue
    if @menu != nil
      return
    end
    # ƒRƒ“ƒeƒBƒjƒ…[‚ª–³Œø‚̏ꍇ
    unless @continue_enabled
      # ƒuƒU[ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    Input.update
    # Œˆ’è SE ‚ð‰‰‘t
    $game_system.se_play($data_system.decision_se)
    # ƒ[ƒh‰æ–ʂɐ؂è‘Ö‚¦
    @menu = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # œ ƒRƒ}ƒ“ƒh : ƒVƒƒƒbƒgƒ_ƒEƒ“
  #--------------------------------------------------------------------------
  def command_shutdown
    # Œˆ’è SE ‚ð‰‰‘t
    $game_system.se_play($data_system.decision_se)
    # BGMABGSAME ‚ðƒtƒF[ƒhƒAƒEƒg
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # ƒVƒƒƒbƒgƒ_ƒEƒ“
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # œ í“¬ƒeƒXƒg
  #--------------------------------------------------------------------------
  def battle_test
    # ƒf[ƒ^ƒx[ƒX (í“¬ƒeƒXƒg—p) ‚ðƒ[ƒh
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes      = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items        = load_data("Data/BT_Items.rxdata")
    $data_weapons      = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies      = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
    # ƒvƒŒƒCŽžŠÔŒv‘ª—p‚̃tƒŒ[ƒ€ƒJƒEƒ“ƒg‚ðƒŠƒZƒbƒg
    Graphics.frame_count = 0
    # ŠeŽíƒQ[ƒ€ƒIƒuƒWƒFƒNƒg‚ðì¬
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables    = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party        = Game_Party.new
    $game_troop        = Game_Troop.new
    $game_map          = Game_Map.new
    $game_player        = Game_Player.new
    # í“¬ƒeƒXƒg—p‚̃p[ƒeƒB‚ðƒZƒbƒgƒAƒbƒv
    $game_party.setup_battle_test_members
    # ƒgƒ‹[ƒv IDA“¦‘–‰Â”\ƒtƒ‰ƒOAƒoƒgƒ‹ƒoƒbƒN‚ðÝ’è
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # ƒoƒgƒ‹ŠJŽn SE ‚ð‰‰‘t
    $game_system.se_play($data_system.battle_start_se)
    # ƒoƒgƒ‹ BGM ‚ð‰‰‘t
    $game_system.bgm_play($game_system.battle_bgm)
    # ƒoƒgƒ‹‰æ–ʂɐ؂è‘Ö‚¦
    $scene = Scene_Battle.new
  end
end

#==============================================================================
# ¡ Window_SaveFile
#------------------------------------------------------------------------------
# @ƒZ[ƒu‰æ–Ê‚¨‚æ‚у[ƒh‰æ–Ê‚Å•\Ž¦‚·‚éAƒZ[ƒuƒtƒ@ƒCƒ‹‚̃EƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_SaveFile < Window_Base
  #--------------------------------------------------------------------------
  # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
  #--------------------------------------------------------------------------
  attr_reader  :filename                # ƒtƒ@ƒCƒ‹–¼
  attr_reader  :selected                # ‘I‘ðó‘Ô
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #    file_index : ƒZ[ƒuƒtƒ@ƒCƒ‹‚̃Cƒ“ƒfƒbƒNƒX (0`3)
  #    filename  : ƒtƒ@ƒCƒ‹–¼
  #--------------------------------------------------------------------------
  def initialize(file_index, filename)
    super(file_index % 2 * 320, 106 + file_index / 2 * 104, 320, 104)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 6110
    self.back_opacity = 192
    @file_index = file_index
    @filename = "Save#{@file_index + 1}.rxdata"
    @time_stamp = Time.at(0)
    @file_exist = FileTest.exist?(@filename)
    if @file_exist
      file = File.open(@filename, "r")
      @time_stamp = file.mtime
      @characters = Marshal.load(file)
      @frame_count = Marshal.load(file)
      @game_system = Marshal.load(file)
      @game_switches = Marshal.load(file)
      @game_variables = Marshal.load(file)
      @total_sec = @frame_count / Graphics.frame_rate
      file.close
    end
    refresh
    @selected = false
  end
  #--------------------------------------------------------------------------
  # œ ƒŠƒtƒŒƒbƒVƒ…
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # ƒtƒ@ƒCƒ‹”ԍ†‚ð•`‰æ
    self.contents.font.color = normal_color
    name = "Partie #{@file_index + 1}"
    self.contents.draw_text(4, 0, 600, 32, name)
    @name_width = contents.text_size(name).width
    # ƒZ[ƒuƒtƒ@ƒCƒ‹‚ª‘¶Ý‚·‚éê‡
    if @file_exist
      # ƒLƒƒƒ‰ƒNƒ^[‚ð•`‰æ
      for i in 0...@characters.size
        bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
        cw = bitmap.rect.width / 4
        ch = bitmap.rect.height / 4
        src_rect = Rect.new(0, 0, cw, ch)
        x = 160 - @characters.size * 32 + i * 64 - cw / 2
        self.contents.blt(x, 68 - ch, bitmap, src_rect)
      end
      # ƒvƒŒƒCŽžŠÔ‚ð•`‰æ
      hour = @total_sec / 60 / 60
      min = @total_sec / 60 % 60
      sec = @total_sec % 60
      time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 8, 280, 32, time_string, 2)
      # ƒ^ƒCƒ€ƒXƒ^ƒ“ƒv‚ð•`‰æ
      self.contents.font.color = normal_color
      time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
      self.contents.draw_text(4, 40, 280, 32, time_string, 2)
    end
  end
  #--------------------------------------------------------------------------
  # œ ‘I‘ðó‘Ԃ̐ݒè
  #    selected : V‚µ‚¢‘I‘ðó‘Ô (true=‘I‘ð false=”ñ‘I‘ð)
  #--------------------------------------------------------------------------
  def selected=(selected)
    @selected = selected
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # œ ƒJ[ƒ\ƒ‹‚Ì‹éŒ`XV
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @selected
      self.cursor_rect.set(0, 0, @name_width + 8, 32)
    else
      self.cursor_rect.empty
    end
  end
end

#==============================================================================
# ¡ Scene_File
#------------------------------------------------------------------------------
# @ƒZ[ƒu‰æ–Ê‚¨‚æ‚у[ƒh‰æ–ʂ̃X[ƒp[ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_File
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #    help_text : ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚É•\Ž¦‚·‚镶Žš—ñ
  #--------------------------------------------------------------------------
  def initialize(help_text)
    @help_text = help_text
    # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ðì¬
    @help_window = Window_Help2.new
    @help_window.set_text(@help_text)
    # ƒZ[ƒuƒtƒ@ƒCƒ‹ƒEƒBƒ“ƒhƒE‚ðì¬
    @savefile_windows = []
    for i in 0..5
      @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
    end
    # ÅŒã‚É‘€ì‚µ‚½ƒtƒ@ƒCƒ‹‚ð‘I‘ð
    @file_index = $game_temp.last_file_index
    @savefile_windows[@file_index].selected = true
    # ƒƒjƒ…[‚©‚çŒÄ‚яo‚³‚ê‚Ä‚¢‚éê‡
    unless $game_temp.save_calling
      $scene.command_window.active = false
    end
  end
  #--------------------------------------------------------------------------
  # œ ‰ð•ú
  #--------------------------------------------------------------------------
  def dispose
    # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
    @help_window.dispose
    for i in @savefile_windows
      i.dispose
    end
    # ƒƒjƒ…[‚©‚çŒÄ‚яo‚³‚ê‚Ä‚¢‚éê‡
    unless $game_temp.save_calling
      $scene.menu = nil
      $scene.command_window.active = true
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒƒCƒ“ˆ—
  #--------------------------------------------------------------------------
  def main
    # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬
    @spriteset = Spriteset_Map.new
    # ÅŒã‚É‘€ì‚µ‚½ƒtƒ@ƒCƒ‹‚ð‘I‘ð
    @file_index = $game_temp.last_file_index
    @savefile_windows[@file_index].selected = true
    # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
    Graphics.transition(0)
    # ƒƒCƒ“ƒ‹[ƒv
    loop do
      # ƒQ[ƒ€‰æ–Ê‚ðXV
      Graphics.update
      # “ü—͏î•ñ‚ðXV
      Input.update
      # ƒtƒŒ[ƒ€XV
      update
      @spriteset.update
      # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
      if $scene != self
        break
      end
    end
    # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
    Graphics.freeze
    # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
    @spriteset.dispose
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV
  #--------------------------------------------------------------------------
  def update
    # ƒEƒBƒ“ƒhƒE‚ðXV
    @help_window.update
    for i in @savefile_windows
      i.update
    end
    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::C)
      # ƒƒ\ƒbƒh on_decision (Œp³æ‚Å’è‹`) ‚ðŒÄ‚Ô
      on_decision(make_filename(@file_index))
      $game_temp.last_file_index = @file_index
      return
    end
    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::B)
      # ƒƒ\ƒbƒh on_cancel (Œp³æ‚Å’è‹`) ‚ðŒÄ‚Ô
      on_cancel
      return
    end
    # •ûŒüƒ{ƒ^ƒ“‚̉º‚ª‰Ÿ‚³‚ꂽê‡
    if Input.repeat?(Input::DOWN)
      # •ûŒüƒ{ƒ^ƒ“‚̉º‚̉Ÿ‰ºó‘Ô‚ªƒŠƒs[ƒg‚Å‚È‚¢ê‡
      if Input.trigger?(Input::DOWN) or @file_index < 4
        # ƒJ[ƒ\ƒ‹ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.cursor_se)
        # ƒJ[ƒ\ƒ‹‚ð‰º‚ÉˆÚ“®
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 2) % 6
        @savefile_windows[@file_index].selected = true
        return
      end
    end
    # •ûŒüƒ{ƒ^ƒ“‚̏オ‰Ÿ‚³‚ꂽê‡
    if Input.repeat?(Input::UP)
      # •ûŒüƒ{ƒ^ƒ“‚̏ã‚̉Ÿ‰ºó‘Ô‚ªƒŠƒs[ƒg‚Å‚È‚¢ê‡
      if Input.trigger?(Input::UP) or @file_index > 1
        # ƒJ[ƒ\ƒ‹ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.cursor_se)
        # ƒJ[ƒ\ƒ‹‚ðã‚Ɉړ®
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index - 2) % 6
        @savefile_windows[@file_index].selected = true
        return
      end
    end
    # •ûŒüƒ{ƒ^ƒ“‚̉E‚ª‰Ÿ‚³‚ꂽê‡
    if Input.repeat?(Input::RIGHT)
      # •ûŒüƒ{ƒ^ƒ“‚̉E‚̉Ÿ‰ºó‘Ô‚ªƒŠƒs[ƒg‚Å‚È‚¢ê‡
      if Input.trigger?(Input::RIGHT) or @file_index < 5
        # ƒJ[ƒ\ƒ‹ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.cursor_se)
        # ƒJ[ƒ\ƒ‹‚ð‰E‚Ɉړ®
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 1) % 6
        @savefile_windows[@file_index].selected = true
        return
      end
    end
    # •ûŒüƒ{ƒ^ƒ“‚̍¶‚ª‰Ÿ‚³‚ꂽê‡
    if Input.repeat?(Input::LEFT)
      # •ûŒüƒ{ƒ^ƒ“‚̍¶‚̉Ÿ‰ºó‘Ô‚ªƒŠƒs[ƒg‚Å‚È‚¢ê‡
      if Input.trigger?(Input::LEFT) or @file_index > 0
        # ƒJ[ƒ\ƒ‹ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.cursor_se)
        # ƒJ[ƒ\ƒ‹‚ð¶‚ÉˆÚ“®
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index - 1) % 6
        @savefile_windows[@file_index].selected = true
        return
      end
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒ@ƒCƒ‹–¼‚̍쐬
  #    file_index : ƒZ[ƒuƒtƒ@ƒCƒ‹‚̃Cƒ“ƒfƒbƒNƒX (0`3)
  #--------------------------------------------------------------------------
  def make_filename(file_index)
    return "Save#{file_index + 1}.rxdata"
  end
end

#==============================================================================
# ¡ Scene_Save
#------------------------------------------------------------------------------
# @ƒZ[ƒu‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #--------------------------------------------------------------------------
  def initialize
    super("Sauvegarder quelle partie?")
  end
  #--------------------------------------------------------------------------
  # œ Œˆ’莞‚̏ˆ—
  #--------------------------------------------------------------------------
  def on_decision(filename)
    # ƒZ[ƒu SE ‚ð‰‰‘t
    $game_system.se_play($data_system.save_se)
    dispose
    # ƒZ[ƒuƒf[ƒ^‚̏‘‚«ž‚Ý
    file = File.open(filename, "wb")
    write_save_data(file)
    file.close
    # ƒCƒxƒ“ƒg‚©‚çŒÄ‚яo‚³‚ê‚Ä‚¢‚éê‡
    if $game_temp.save_calling
      # ƒZ[ƒuŒÄ‚яo‚µƒtƒ‰ƒO‚ðƒNƒŠƒA
      $game_temp.save_calling = false
      # ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
      $scene = Scene_Map.new
      return
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒLƒƒƒ“ƒZƒ‹Žž‚̏ˆ—
  #--------------------------------------------------------------------------
  def on_cancel
    # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
    $game_system.se_play($data_system.cancel_se)
    dispose
    # ƒCƒxƒ“ƒg‚©‚çŒÄ‚яo‚³‚ê‚Ä‚¢‚éê‡
    if $game_temp.save_calling
      # ƒZ[ƒuŒÄ‚яo‚µƒtƒ‰ƒO‚ðƒNƒŠƒA
      $game_temp.save_calling = false
      # ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
      $scene = Scene_Map.new
      return
    end
  end
end

#==============================================================================
# ¡ Scene_Load
#------------------------------------------------------------------------------
# @ƒ[ƒh‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #--------------------------------------------------------------------------
  def initialize
    # ƒeƒ“ƒ|ƒ‰ƒŠƒIƒuƒWƒFƒNƒg‚ðÄì¬
    $game_temp = Game_Temp.new
    # ƒ^ƒCƒ€ƒXƒ^ƒ“ƒv‚ªÅV‚̃tƒ@ƒCƒ‹‚ð‘I‘ð
    $game_temp.last_file_index = 0
    latest_time = Time.at(0)
    for i in 0..5
      filename = make_filename(i)
      if FileTest.exist?(filename)
        file = File.open(filename, "r")
        if file.mtime > latest_time
          latest_time = file.mtime
          $game_temp.last_file_index = i
        end
        file.close
      end
    end
    super("Charger quelle partie?")
  end
  #--------------------------------------------------------------------------
  # œ Œˆ’莞‚̏ˆ—
  #--------------------------------------------------------------------------
  def on_decision(filename)
    # ƒtƒ@ƒCƒ‹‚ª‘¶Ý‚µ‚È‚¢ê‡
    unless FileTest.exist?(filename)
      # ƒuƒU[ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    dispose
    # ƒ[ƒh SE ‚ð‰‰‘t
    $game_system.se_play($data_system.load_se)
    # ƒZ[ƒuƒf[ƒ^‚̏‘‚«ž‚Ý
    file = File.open(filename, "rb")
    read_save_data(file)
    file.close
    # BGMABGS ‚𕜋A
    $game_system.bgm_play($game_system.playing_bgm)
    $game_system.bgs_play($game_system.playing_bgs)
    # ƒ}ƒbƒv‚ðXV (•À—ñƒCƒxƒ“ƒgŽÀs)
    $game_map.update
    # ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # œ ƒLƒƒƒ“ƒZƒ‹Žž‚̏ˆ—
  #--------------------------------------------------------------------------
  def on_cancel
    # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
    $game_system.se_play($data_system.cancel_se)
    dispose
  end
end

#==============================================================================
# ¡ Scene_End
#------------------------------------------------------------------------------
# @ƒQ[ƒ€I—¹‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_End
  #--------------------------------------------------------------------------
  # œ ƒƒCƒ“ˆ—
  #--------------------------------------------------------------------------
  def main
    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
    s1 = "Menu titre"
    s2 = "Quitter"
    s3 = "Annuler"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 240 - @command_window.height / 2
    # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
    Graphics.transition
    # ƒƒCƒ“ƒ‹[ƒv
    loop do
      # ƒQ[ƒ€‰æ–Ê‚ðXV
      Graphics.update
      # “ü—͏î•ñ‚ðXV
      Input.update
      # ƒtƒŒ[ƒ€XV
      update
      # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
      if $scene != self
        break
      end
    end
    # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
    Graphics.freeze
    # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
    @command_window.dispose
    # ƒ^ƒCƒgƒ‹‰æ–ʂɐ؂è‘Ö‚¦’†‚̏ꍇ
    if $scene.is_a?(Scene_Title)
      # ‰æ–Ê‚ðƒtƒF[ƒhƒAƒEƒg
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV
  #--------------------------------------------------------------------------
  def update
    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðXV
    @command_window.update
    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::B)
      # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.cancel_se)
      # ƒƒjƒ…[‰æ–ʂɐ؂è‘Ö‚¦
      $scene = Scene_Menu.new(6)
      return
    end
    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::C)
      # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
      case @command_window.index
      when 0  # ƒ^ƒCƒgƒ‹‚Ö
        command_to_title
      when 1  # ƒVƒƒƒbƒgƒ_ƒEƒ“
        command_shutdown
      when 2  # ‚â‚ß‚é
        command_cancel
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒRƒ}ƒ“ƒh [ƒ^ƒCƒgƒ‹‚Ö] ‘I‘ðŽž‚Ìˆ—
  #--------------------------------------------------------------------------
  def command_to_title
    # Œˆ’è SE ‚ð‰‰‘t
    $game_system.se_play($data_system.decision_se)
    # BGMABGSAME ‚ðƒtƒF[ƒhƒAƒEƒg
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # ƒ^ƒCƒgƒ‹‰æ–ʂɐ؂è‘Ö‚¦
    $scene = Scene_Title.new
  end
  #--------------------------------------------------------------------------
  # œ ƒRƒ}ƒ“ƒh [ƒVƒƒƒbƒgƒ_ƒEƒ“] ‘I‘ðŽž‚Ìˆ—
  #--------------------------------------------------------------------------
  def command_shutdown
    # Œˆ’è SE ‚ð‰‰‘t
    $game_system.se_play($data_system.decision_se)
    # BGMABGSAME ‚ðƒtƒF[ƒhƒAƒEƒg
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # ƒVƒƒƒbƒgƒ_ƒEƒ“
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # œ ƒRƒ}ƒ“ƒh [‚â‚ß‚é] ‘I‘ðŽž‚Ìˆ—
  #--------------------------------------------------------------------------
  def command_cancel
    # Œˆ’è SE ‚ð‰‰‘t
    $game_system.se_play($data_system.decision_se)
    # ƒƒjƒ…[‰æ–ʂɐ؂è‘Ö‚¦
    $scene = Scene_Menu.new(6)
  end
end


Voilà c'est terminé le script est complet

Bye,
ferrox
Revenir en haut Aller en bas
 

Un très beau script de menu! RPG maker xp

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