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 [VX] Menu Syle Dragon Quest Customisable

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Dark Raviel
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[VX] Menu Syle Dragon Quest Customisable Empty
MessageSujet: [VX] Menu Syle Dragon Quest Customisable   [VX] Menu Syle Dragon Quest Customisable Icon_minitimeDim 28 Fév 2010 - 15:13

Auteurs : Ekras, Woratana, kmhp, Trihan, modern algebra

Explication :
Ce script remplace le menu de base par un menu style Dragon Quest

Installation : Placer ce script au dessus de Main dans Matérials

Customisation :

- Ligne 34 : NUM_OF_ITEMS = 6 Le chiffre correspond au nombre de choses présentes dans le menu (chiffre compris entre 1 et 12)

- Ligne 35 :
NUM_ROWS = 3
Le chiffre corresponds au nombre de ligne dans le menu par exemple la
les mini menus seront divisé en 3 lignes, si vous mettez 5, cela sera
divisé en 5 lignes

Exemple en screen :

pour chiffre 3 : [VX] Menu Syle Dragon Quest Customisable Sans_t50

pour chiffre 5 : [VX] Menu Syle Dragon Quest Customisable Sans_t51


- Ligne 36 :
NUM_COL = 2 Pareil que pour les lignes mais il s'agit des colonnes


- Définir un nouveau menu menu :

ITEM_x_TYPE = y
ITEM_x_NAME = w

Explications
: x = numéro du mini menu dans menu base 1 = premier, 2 = second bien
sur le dernier numéro de mini menu doit correspondre au numéro de cette
ligne :
NUM_OF_ITEMS = 6
Le y indique le numéro du type de mini menu parmi tous ces numéros :

1 = Pour une utilisation futur (je vous rappelle qu'une version 3 arrivera prochainement)
2 =
Pour une utilisation futur (je vous rappelle qu'une version 3 arrivera prochainement)
3 = Appel l'Ecran de Statut spécifique à ce script
4 = Appel l'Ecran d'Equipement spécifique à ce script (pas utilisable dans cette version)
5 = Pour le menu de sauvegarde
6 = Pour le menu de Quitter la partie
7 = Pour le menu des Objets
8 = Pour le menu des Statuts des personnages
9 = Pour le menu des Compétences
10 = Pour le menu des équipements

Et le w correspond au nom du mini menu que vous voulez mettre n'oubliez pas de mettre le nom entre ""


Pour ajouter après ceux existants ajouter les deux lignes que je vous ai donné plus haut à la ligne 86.



Passons maintenant à la configuration du statut facon Dragon Quest qui commence à la ligne 97 :

Tout d'abord la ligne 102 :
STATUS_FONT = "Franklin Gothic Medium"

Donc
cette ligne permet de choisir la police d'affichage il vous suffit de
remplacer ce qu'il y a entre " " par le nom de la police que vous
voulez mettre, attention cependant n'oubliez pas de mettre le fichier
de la police dans le répertoire de votre projet.


Ligne 106 à 135 : comme vous allez pouvoir le voir chaque élément du statut se sépare en 3 lignes comme ceci :

LINE_1_STRING = x
LINE_1_ONOFF = y
LINE_1_TYPE = w

x = nom de l'option (par exemple agilité ou endurance à mettre entre " ")
y = Afficher ou ne pas afficher cette ligne (true = afficher, false = ne pas afficher)
w = un chiffre correspond à l'élément

1 = Attaque ou Force
2 = Agilité
3 = Esprit ou Intelligence
4 = Classe
5 = Défense
6 = HP actuels ou Points de vie actuels
7 = MP actuels ou Points de magie actuels
8 = HP Maximum
9 = MP Maximum
10 = Expérience actuelle
11 = Expérience pour le prochain nveau
12 = Nom du personnage
13 = Niveau du personnage

Exemple de l'apparence de ce menu de statut : [VX] Menu Syle Dragon Quest Customisable Sans_t52



Plus bas dans le script vous voyez LIte menu c'est les même configuration que Menu Léger présent sur cette page.


Version : 1.2

Date : 04.07.2008
Revenir en haut Aller en bas
http://aigledor1989.forumpro.fr/forum.htm
Dark Raviel
Croisé Lv.14
Croisé Lv.14
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Masculin Age : 34
Inscrit le : 03/03/2009
Messages : 1141

[VX] Menu Syle Dragon Quest Customisable Empty
MessageSujet: Re: [VX] Menu Syle Dragon Quest Customisable   [VX] Menu Syle Dragon Quest Customisable Icon_minitimeDim 28 Fév 2010 - 15:15

script

Code:
#==============================================================================
# � [RMVX] Dragon-Quest Style Customizable Menu System Version 1.20
#------------------------------------------------------------------------------
# by Ekras
#
# released on 04/07/2008
#
# Credit to Woratana [woratana@hotmail.com] for his LiteMenu which
# this is lightly based on (I started with his script and built this on top)
#
# Thanks to "Woratana", "kmhp", "Trihan", and
# "modern algebra" (the person) for forum help :)
#
# Updates to version 1.2
# - script Name changed from "Dragon Quest Style Status Indicator"
#  to "Dragon Quest Style Customizable Menu System"
# - Dragon Quest Style Status Screen coded
# - Main Menu now easily configurable (Change items on the menu!)
# - Refill Command on the Status Screen currently does not function (TBD)
# - Somehow the blank line never made it into 1.1, but it is definatly in 1.2
# - Added functions to the mini-boxes to show Current EXP, EXP to next level
#  and Class
# - New error msgs are more descriptive, and appear in print commands instead of
# - in game. (you'll get a popup)
# - The player is able to back out of menu screens in the DQ Style Status Screen
# - Able to independantly change the font of the Staus Menu (partially implemented)
#
#  Coming soon in Version 1.3
#  - Lots of optimization - script will be faster, smarter, and smaller
#  - Sprite display in the mini-boxes (code is done, but still has many bugs)
#  - The ability to use one large "mega" box in place of the mini-boxes
#  - Dragon Quest Style Equip Screen + Equipment Box in DQ Style Status
#  - Additional information (Equipment) displayed under "See All" in the DQ Status screen
#  - More Font customization
#  - Much more......
#==============================================================================
module DQ_Menu_Setup

  #Configure the Main Menu here
=begin
This part of the script allows you to quickly change the display of the main menu.
You can set the number of rows and colums, as well as what items are displayed
=end
  NUM_OF_ITEMS = 6 #Set the number of items on the menu (1-12)
  NUM_ROWS = 6 # The number of Rows in the main menu
  NUM_COL = 1  # The number of columns in the main menu
 
  #Configure the items to appear on the main menu here. Types are as follows:
  # 1- Blank for future use
  # 2- Blank for future use
  # 3- Call the DQ Status Screen
  # 4- Call the DQ Equipment Screen (Do not use in this version)
  # 5- Built-in Save menu
  # 6- Built-in End Game Menu
  # 7- Built-in Item Menu
  # 8- Built-in Status Menu
  # 9- Built-in Skill Menu
  # 10- Built in Equipment Menu
 
  ITEM_1_TYPE = 7       
  ITEM_1_NAME = 'Objets'          #What displays on the menu

  ITEM_2_TYPE = 9
  ITEM_2_NAME = 'Competences' 

  ITEM_3_TYPE = 10
  ITEM_3_NAME = 'Equipement' 
 
  ITEM_4_TYPE = 3
  ITEM_4_NAME = 'Statuts' 

  ITEM_5_TYPE = 5
  ITEM_5_NAME = 'Sauver' 
 
  ITEM_6_TYPE = 6
  ITEM_6_NAME = 'Quitter Jeu' 
 
  ITEM_7_TYPE = 3
  ITEM_7_NAME = 'Item 7' 
 
  ITEM_8_TYPE = 3
  ITEM_8_NAME = 'Item 8' 

  ITEM_9_TYPE = 3
  ITEM_9_NAME = 'Item 9' 
 
  ITEM_10_TYPE = 3
  ITEM_10_NAME = 'Item 10' 
 
  ITEM_11_TYPE = 3
  ITEM_11_NAME = 'Item 11' 
 
  ITEM_12_TYPE = 3
  ITEM_12_NAME = 'Item 12' 
end

module DQ_Status_Setup
 
#This Module defines the Dragonquest Style Status Screen. If you aren't using it
#you can safely ignore this section.

#Configure the "See Stats" section of the status menu here
 
  #Configure the right-side window here
  #Each "line" is a line of text and the stat value
  # For type use the following: 1 - Attack, 2 - Agility, 3 - Spirit
  # 4- Class, 5 - Defense, 6- HP, 7 - MP, 8 - MaxHP, 9 - MaxMP,
  # 10 - Experience, 11 - Experience to Level, #12 - Name, #13 - Level
  STATUS_FONT = "Franklin Gothic Medium" #case sensitive - name any true type font.
  # Note about fonts: The player must have the font installed for it to display.
  # Font changes currently only affects non-selectable menus.
  SEP = ':' # The character to seperate the stat and its value
  LINE_1_STRING = '' #Set the text to display for line one 
  LINE_1_ONOFF = false #true to turn the line on, false to turn it off
  LINE_1_TYPE = 1 #see above for type codes
  LINE_2_STRING = 'Agility' #Set the text to display for line one 
  LINE_2_ONOFF = true #true to turn the line on, false to turn it off
  LINE_2_TYPE = 2 #see above for type codes
  LINE_3_STRING = '' #Set the text to display for line one 
  LINE_3_ONOFF = false #true to turn the line on, false to turn it off
  LINE_3_TYPE = 1 #see above for type codes
  LINE_4_STRING = 'Spirit' #Set the text to display for line one 
  LINE_4_ONOFF = true #true to turn the line on, false to turn it off
  LINE_4_TYPE = 3 #see above for type codes
  LINE_5_STRING = '' #Set the text to display for line one 
  LINE_5_ONOFF = false #true to turn the line on, false to turn it off
  LINE_5_TYPE = 1 #see above for type codes
  LINE_6_STRING = 'Maximum HP' #Set the text to display for line one 
  LINE_6_ONOFF = true #true to turn the line on, false to turn it off
  LINE_6_TYPE = 8 #see above for type codes
  LINE_7_STRING = 'Maximum MP' #Set the text to display for line one 
  LINE_7_ONOFF = true #true to turn the line on, false to turn it off
  LINE_7_TYPE = 9 #see above for type codes
  LINE_8_STRING = 'Attack Power' #Set the text to display for line one 
  LINE_8_ONOFF = true #true to turn the line on, false to turn it off
  LINE_8_TYPE = 1 #see above for type codes
  LINE_9_STRING = 'Defense Power' #Set the text to display for line one 
  LINE_9_ONOFF = true #true to turn the line on, false to turn it off
  LINE_9_TYPE = 5 #see above for type codes
  LINE_10_STRING = 'EXP' #Set the text to display for line one 
  LINE_10_ONOFF = true #true to turn the line on, false to turn it off
  LINE_10_TYPE = 10 #see above for type codes
 
  #Configure the Upper Left window here - i'd suggest 8 characters max in the string
  UL_SEP = ':' #Set the character to seperate strings from values here (HP-33 if '-')
  UL_NAME_ONOFF = true #make false to have the characters name not appear
  UL_NAME_DIV = true #Add or remove the divider between the name and the other info.
                      # The divider will not appear if name is disabled
                     
  UL_LINE_1_ONOFF = true #Turn line one on or off
  UL_LINE_1_STRING = 'Class'
  UL_LINE_1_TYPE = 4 #Same types as before
  UL_LINE_2_ONOFF = false #Turn line one on or off
  UL_LINE_2_STRING = ''
  UL_LINE_2_TYPE = 1 #Same types as before
  UL_LINE_3_ONOFF = true #Turn line one on or off
  UL_LINE_3_STRING = 'Level'
  UL_LINE_3_TYPE = 13 #Same types as before
  UL_LINE_4_ONOFF = true #Turn line one on or off
  UL_LINE_4_STRING = 'HP'
  UL_LINE_4_TYPE = 6 #Same types as before
  UL_LINE_5_ONOFF = true #Turn line one on or off
  UL_LINE_5_STRING = 'MP'
  UL_LINE_5_TYPE = 7 #Same types as before
 
end
# END DQ Status Menu configuration

module Wor_Litemenu

  #Litemenu Setup
  MENU_WINDOW_Y = 20
  CHARA_WINDOW_Y = 80
  CHARA_WINDOW_WIDTH = 175
  SHOW_LV = false
  GOLD_TEXT_X = 84
  VOCAB_GOLD = "GP:"
  SHOW_LOCATION_WINDOW = false
  VOCAB_LOCATION = "Location:"
  LOCATION_WINDOW_Y = 135
  LOCATION_TEXT_X = 150
  GOLD_TEXT_X = 84
end


###################### Don't touch this section
class Scene_Menu < Scene_Base

  def initialize(menu_index = 0)
    @menu_index = menu_index
    @LASTX = 0
    @TEMPX = 0
    @TEMPY = 0
    @dqwhotype = 'null'
    @actorarray = []
##################### Resume Editing
   
#MINI-BOX SETUP HERE 

#These boxes are kinda tricky - messing with one effects the others sometimes
#You can move it anywhere, it may just take a little while to find the right
#combination of numbers.

#  Main Setup
    @BOX_ONOFF = true #true to turn the miniboxes on, false to turn them off
    @NS_LOCATION = -70 #Move the mini-boxes to the left or right
    @NS_GAP = 225 #Adjust this to make the mini-boxes closer or further apart
    @BOX_W = 115 # Adjust the width of the mini-boxes
    @BOX_H = 115 #Adjust the height of the mini-boxes
    @BOX_Y = 280 #Adjust the Y coordinates of the mini-boxes
    @BOX_LEFT_RIGHT = 2 # set to 1 for the boxes to fold out right to left
                        # set to 2 for the boxes to fold out left to right   
   
#  NAME SETUP
    @NAME_ONOFF = true #True is on, false is off
    @N_X = 0 # Set the X coordinates for the characters name
    @N_Y = 0 # Set the Y coordinates for the characters name
   
 # Setup Each line of text in the boxes. By default it supports a name line and
 # up to 3 other lines of text. (With a 4th coded but disabled)
 # Adjusting these changes the boxes for all characters.
 # I included instructions below on how to add more as well as how to
 # add new stats to the list.
#  LINE 1 SETUP
    @LINEONE_ONOFF = true #true to turn the box on, false to turn it off
    @L1_Y = 20 # Set the y coordinates of the text
    @L1_X = 0 # Set x coordinates of the stat header
    @L1_X2 = 30 # set the distance of the stat from the header
    @L1_HEADER = 'HP:' #Sets the text header of the stat
    @L1_STAT = 1 # See Stat Guide Below
 
#  LINE 2 SETUP
    @LINETWO_ONOFF = true #true to turn the box on, false to turn it off
    @L2_Y = 40 # Set the y coordinates of the text
    @L2_X = 0 # Set x coordinates of the stat header
    @L2_X2 = 30 # set the distance of the stat from the header
    @L2_HEADER = 'MP:' #Sets the text header of the stat
    @L2_STAT = 2 # See Stat Guide Below

#  LINE 3 SETUP
    @LINETHREE_ONOFF = true #true to turn the box on, false to turn it off
    @L3_Y = 60 # Set the y coordinates of the text
    @L3_X = 0 # Set x coordinates of the stat header
    @L3_X2 = 30 # set the distance of the stat from the header
    @L3_HEADER = 'LV:' #Sets the text header of the stat
    @L3_STAT = 3 # See Stat Guide Below
#  LINE 4 SETUP
    @LINEFOUR_ONOFF = false #true to turn the box on, false to turn it off
    @L4_Y = 80 # Set the y coordinates of the text
    @L4_X = 0 # Set x coordinates of the stat header
    @L4_X2 = 30 # set the distance of the stat from the header
    @L4_HEADER = 'GP:' #Sets the text header of the stat
    @L4_STAT = 4 # See Stat Guide Below
   
    #STAT GUIDE
   
# This is the list of currently implemented stats to show in the mini-boxes
# To use input their item number in the STAT line of the line you want it to
# show up on. If you want it to show anything else it shouldn't take you
# long to get it to display it

#
# 1 : Hitpoints
# 2 : Magic-Points
# 3 : Level
# 4 : Gold - Only appears in Player 1s box!
# 5 : EXP
# 6 : EXP to Next Level
# 7 : Class
#

#  ADVANCED SETUP
#      -ADDING NEW LINES
# So you want to add new stats to the boxes huh? Heres how to do it. First off
# change the total number of lines to how many lines are going to be displayed.

    @LCOUNT = 7 #Set the number of items here
#Now to add a new line go to EACH window box, and copy/pasting an existing line
# and modify it to display your new stat. Shouldn't be too hard.
# Dont forget to change the error code to reflect the new line number
# once you are done, go above and copy/paste a setup from a line, and change the
# varibles on the new one to reflect the new line.
#
#    -ADDING NEW STATS TO BE DISPLAYED
# To add a new stat to the menus first add it to the STAT Guide Above
# Once you have a number go down into EACH Menu box below and copy/paste a stat item
# Change if @L1_STAT == X to the number of the new stat
# Now add to each box an event to get the info of the stat
# Finally edit the stat section of the new item in the list,
#
#
# Sending new STATS to the author
#
# If you feel the next release of this script should have other stats in it
# email me at strager at comcast dot net with a subject line of "MINI-BOX STAT".
# email without this subject line will not be read (my email only accepts
# pre-approved subject lines
#
# In the email change the STAT number to #
# Send only one status box's code- I'm smart enough to replicate it in the other
# boxes :)
# Please don't email other requests (use the forums to make script requests)
end

#################Actual script (till end)- Don't touch unless advanced scripter

def start
blah = 0;   
    super
    psize = ($game_party.members.size)
    create_menu_background
    create_command_window
    create_dqs_window
    @dqs_window.visible = false
    create_dqwho_window
    create_DQStatus_ATTACK_window
    create_DQStatus_HPMP_window
    for actor in $game_party.members
    @actorarray[blah] = actor
    blah = blah + 1;
    end
 
    lite_create_location_window if Wor_Litemenu::SHOW_LOCATION_WINDOW == true
    lite_create_actor_window

if @BOX_ONOFF == true
 
  if @BOX_LEFT_RIGHT == 1 
    for actor in $game_party.members
     
     
      if psize == 4
        @LASTX = ((@NS_GAP * 1) - @NS_LOCATION)
        create_newstat_windowfour (psize)
      elsif psize == 3
        @LASTX = ((@NS_GAP * 2) - @NS_LOCATION)
        create_newstat_windowthree (psize)
      elsif psize == 2
        @LASTX = ((@NS_GAP * 3) - @NS_LOCATION)
        create_newstat_windowtwo (psize)
      elsif psize == 1
        @LASTX = ((@NS_GAP * 4) - @NS_LOCATION)
        create_newstat_window (psize)
      end
      psize = (psize - 1)
    end
  end
 
if @BOX_LEFT_RIGHT == 2 
  for actor in $game_party.members
      if psize == 4
        @LASTX = ((@NS_GAP * 4) - @NS_LOCATION)
        create_newstat_windowfour (psize)
      elsif psize == 3
        @LASTX = ((@NS_GAP * 3) - @NS_LOCATION)
        create_newstat_windowthree (psize)
      elsif psize == 2
        @LASTX = ((@NS_GAP * 2) - @NS_LOCATION)
        create_newstat_windowtwo (psize)
      elsif psize == 1
        @LASTX = ((@NS_GAP * 1) - @NS_LOCATION)
        create_newstat_window (psize)
      end
      psize = (psize - 1)
    end
  end
  end
end

#Create Actor (from Litemenu)

def lite_create_actor_window
    member = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
    member.push ((actor.name) + " Lv." + (actor.level.to_s)) if Wor_Litemenu::SHOW_LV == true
    member.push (actor.name) if Wor_Litemenu::SHOW_LV == false
    end
    @status_window = Window_Command.new(Wor_Litemenu::CHARA_WINDOW_WIDTH, member)
    @status_window.index = @menu_index
    @status_window.x = (554 /2) - (@status_window.width/2)
    @status_window.y = Wor_Litemenu::CHARA_WINDOW_Y
    @status_window.visible = false
end

#Reimplemented litemenu map-name script

def lite_get_map_name
    mapdata = load_data("Data/MapInfos.rvdata")
    map_id = $game_map.map_id
    @map_name = mapdata[map_id].name
  end

#Reimplemented litemenu gold

  def lite_draw_currency_value(value, x, y, width)
    cx = @location_window.contents.text_size(Vocab::gold).width
    @location_window.contents.font.color = @location_window.normal_color
    @location_window.contents.draw_text(x+53, y, @location_window.width+cx, 24, value, 0)
    @location_window.contents.font.color = @location_window.system_color
    @location_window.contents.draw_text(x+(($game_party.gold).to_s.size * 8)+68, y, @location_window.width, 24, Vocab::gold, 0)
  end

#reimplemented location window 
def lite_create_location_window
    width = 300
    height = 90
    x = (554 /2) - (width/2)
    y = Wor_Litemenu::LOCATION_WINDOW_Y
    @location_window = Window_Base.new(x, y, width, height)
    @location_window.create_contents
    lite_get_map_name
    @location_window.contents.font.color = @location_window.system_color
    @location_window.contents.draw_text(0, 0, 300, 24, Wor_Litemenu::VOCAB_GOLD)
    @location_window.contents.font.color = @location_window.normal_color
    lite_draw_currency_value($game_party.gold, 4, 0, Wor_Litemenu::GOLD_TEXT_X)
    @location_window.contents.font.color = @location_window.system_color
    @location_window.contents.draw_text(0, 32, 300, 24, Wor_Litemenu::VOCAB_LOCATION)
    @location_window.contents.font.color = @location_window.normal_color
    @location_window.contents.draw_text(Wor_Litemenu::LOCATION_TEXT_X, 32, 300, 24, @map_name)
  end 
#--------------------------------------------------------------------------
# * Actor Selection
#-------------------------------------------------------------------------- 
#~  def start_actor_selection
#~    @command_window.active = false
#~    @status_window.visible = true
#~    @status_window.active = true
#~    @status_window.index = 0
#~  end

#~  def end_actor_selection
#~    @command_window.active = true
#~    @status_window.visible = false
#~    @status_window.active = false
#~    @status_window.index = -1 
#~  end 
 
 
# Party member 1's Box
def create_newstat_window (ac)
   
    member = []
    hitpoints = []
    magpoints = []
    lev = []
    cclass = []
    cexp = []
    cexptolev = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
    member.push (actor.name)
    hitpoints.push (actor.hp)
    magpoints.push (actor.mp)
    lev.push (actor.level.to_s)
    cclass.push (actor.class.name)
    cexp.push (actor.exp)
    cexptolev.push (actor.next_rest_exp_s)
    end 
 
    width = @BOX_W
    height = @BOX_H
    x = ((@LASTX) /2) - (width/2)
    y = (@BOX_Y + 10)
    @newstat_window = Window_Base.new(x, y, width, height)

   
    @newstat_window.create_contents
#Name Line
    if @NAME_ONOFF == true
    @newstat_window.contents.font.color = @newstat_window.system_color 
    @newstat_window.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
    end
   
    #Line One
   
    #Set Color
    @newstat_window.contents.font.color = @newstat_window.normal_color
   
    if @LINEONE_ONOFF == true
      @newstat_window.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT)
      if @L1_STAT < 0
        p 'ERROR: @L1_STAT < 0 for player 1. Please set to a valid value.'
      end
      if @L1_STAT == 1
        @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L1_STAT == 2
        @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L1_STAT == 3
        @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
      end
      if @L1_STAT == 4
      @newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,$game_party.gold)
    end
      if @L1_STAT == 5
      @newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,cexp[(ac-1)])
    end
      if @L1_STAT == 6
      @newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,cexptolev[(ac-1)])
    end
      if @L1_STAT == 7
      @newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,cclass[(ac-1)])
    end
   
      if @L1_STAT > @LCOUNT
        p 'L1_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
      end
    end
       
#Line Two
   
    #Set Color
    @newstat_window.contents.font.color = @newstat_window.normal_color
   
    if @LINETWO_ONOFF == true
      @newstat_window.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT)
      if @L2_STAT < 0
        p 'ERROR: @L2_STAT < 0 for player 1. Please set to a valid value.'
      end
      case @L2_STAT
      when 1
        @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
      when 2
        @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
      when 3
        @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
      when 4
      @newstat_window.contents.draw_text( (@L2_X + @L2_X2), @L2_Y, 300, 20,$game_party.gold)
      end
      if @L2_STAT > @LCOUNT
        p 'L2_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
      end
    end

#Line Three
   
    #Set Color
    @newstat_window.contents.font.color = @newstat_window.normal_color
   
  if @LINETHREE_ONOFF == true
      @newstat_window.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT)
      if @L3_STAT < 0
      p 'ERROR: @L3_STAT < 0 for player 1. Please set to a valid value.'
      end
      if @L3_STAT == 1
        @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L3_STAT == 2
        @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L3_STAT == 3
        @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
      end
      if @L3_STAT == 4
      @newstat_window.contents.draw_text( (@L3_X + @L3_X2), @L3_Y, 300, 20,$game_party.gold)
      end
      if @L3_STAT > @LCOUNT
        p 'L3_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
      end

    end
#Line Four (Off by default)   
 if @LINEFOUR_ONOFF == true
      @newstat_window.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT)
      if @L4_STAT < 0
        p 'ERROR: @L4_STAT < 0 for player 1. Please set to a valid value.'
      end
      if @L4_STAT == 1
        @newstat_window.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L4_STAT == 2
        @newstat_window.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L4_STAT == 3
        @newstat_window.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)])
      end
      if @L4_STAT == 4
      @newstat_window.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold)
      end

      if @L4_STAT > @LCOUNT
        p 'L4_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
      end
      end
    @LASTX = (@LASTX + @NS_LOCATION)
    end 
# Party Member 2's Box
    def create_newstat_windowtwo (ac)
   
    member = []
    hitpoints = []
    magpoints = []
    lev = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
    member.push (actor.name)
    hitpoints.push (actor.hp)
    magpoints.push (actor.mp)
    lev.push (actor.level.to_s)
    end 
 
    width = @BOX_W
    height = @BOX_H
    x = ((@LASTX) /2) - (width/2)
    y = (@BOX_Y + 10)
    @newstat_windowtwo = Window_Base.new(x, y, width, height)
   
    @newstat_windowtwo.create_contents
 
   
    #Name Line
    if @NAME_ONOFF == true
    @newstat_windowtwo.contents.font.color = @newstat_windowtwo.system_color 
    @newstat_windowtwo.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
    end
   
    #Line One
   
    #Set Color
    @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color
   
    if @LINEONE_ONOFF == true
      @newstat_windowtwo.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT) and (@L1_STAT != 4)
      if @L1_STAT < 0
        p 'ERROR: @L1_STAT < 0 for player 2. Please set to a valid value.'
      end
      if @L1_STAT == 1
        @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L1_STAT == 2
        @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L1_STAT == 3
        @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
      end
      if @L1_STAT > @LCOUNT
        p 'L1_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
      end
    end
       
#Line Two
   
    #Set Color
    @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color
   
    if @LINETWO_ONOFF == true
      @newstat_windowtwo.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT) and (@L2_STAT != 4)
      if @L2_STAT < 0
        p 'ERROR: @L2_STAT < 0 for player 2. Please set to a valid value.'
      end
          case @L2_STAT
      when 1
        @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
      when 2
        @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
      when 3
        @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
      end

      if @L2_STAT > @LCOUNT
        p 'L2_STAT > LCOUNT for (Player 2) - Please check your LCOUNT #.'
      end
    end

#Line Three
   
    #Set Color
    @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color
   
    if @LINETHREE_ONOFF == true
      @newstat_windowtwo.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT) and (@L3_STAT != 4)
      if @L3_STAT < 0
        p 'ERROR: @L3_STAT < 0 for player 2. Please set to a valid value.'
      end
      if @L3_STAT == 1
        @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L3_STAT == 2
        @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L3_STAT == 3
        @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
      end

      if @L3_STAT > @LCOUNT
        p 'L3_STAT > LCOUNT for (Player 2) - Please check your LCOUNT #.'
      end
    end 
   
 #Line Four (Off by default)   
 if @LINEFOUR_ONOFF == true
      @newstat_windowtwo.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT)
   
     
      if @L4_STAT < 0
        p 'ERROR: @L4_STAT < 0 for player 2. Please set to a valid value.'
      end
      if @L4_STAT == 1
        @newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L4_STAT == 2
        @newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L4_STAT == 3
        @newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)])
      end
      if @L4_STAT == 4
      @newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold)
      end

      if @L4_STAT > @LCOUNT
        p 'L4_STAT > LCOUNT for (Player 2) - Please check your LCOUNT #.'
      end
      end
 
    @LASTX = (@LASTX + @NS_LOCATION)
    end
   

 # Party member 3's Box
    def create_newstat_windowthree (ac)
   
    member = []
    hitpoints = []
    magpoints = []
    lev = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
    member.push (actor.name)
    hitpoints.push (actor.hp)
    magpoints.push (actor.mp)
    lev.push (actor.level.to_s)
    end 
 
    width = @BOX_W
    height = @BOX_H
    x = ((@LASTX) /2) - (width/2)
    y = (@BOX_Y + 10)
    @newstat_windowthree = Window_Base.new(x, y, width, height)

   
    @newstat_windowthree.create_contents
 
    #Name Line
    if @NAME_ONOFF == true
    @newstat_windowthree.contents.font.color = @newstat_windowthree.system_color 
    @newstat_windowthree.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
    end
   
#Line One
   
    #Set Color
    @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color
   
    if @LINEONE_ONOFF == true
      @newstat_windowthree.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT) and (@L1_STAT != 4)
      if @L1_STAT < 0
        p 'ERROR: @L1_STAT < 0 for player 3. Please set to a valid value.'
      end
      if @L1_STAT == 1
        @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L1_STAT == 2
        @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L1_STAT == 3
        @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
      end
      if @L1_STAT > @LCOUNT
        p 'L1_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.'
      end
    end
       
#Line Two
   
    #Set Color
    @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color
   
    if @LINETWO_ONOFF == true
      @newstat_windowthree.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT) and (@L2_STAT != 4)
      if @L2_STAT < 0
        p 'ERROR: @L2_STAT < 0 for player 3. Please set to a valid value.'
      end
      if @L2_STAT == 1
        @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L2_STAT == 2
        @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L2_STAT == 3
        @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
      end
      if @L2_STAT > @LCOUNT
        p 'L2_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.'
      end
    end

#Line Three
   
    #Set Color
    @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color
   
    if @LINETHREE_ONOFF == true
      @newstat_windowthree.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT) and (@L3_STAT != 4)
      if @L3_STAT < 0
        p 'ERROR: @L3_STAT < 0 for player 3. Please set to a valid value.'
      end
      if @L3_STAT == 1
        @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L3_STAT == 2
        @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L3_STAT == 3
        @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
      end
      if @L3_STAT > @LCOUNT
        p 'L3_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.'
      end
    end 
    #Line Four (Off by default)   
 if @LINEFOUR_ONOFF == true
      @newstat_windowthree.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT)
   
     
      if @L4_STAT < 0
        p 'ERROR: @L4_STAT < 0 for player 3. Please set to a valid value.'
      end
      if @L4_STAT == 1
        @newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L4_STAT == 2
        @newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L4_STAT == 3
        @newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)])
      end
      if @L4_STAT == 4
      @newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold)
      end

      if @L4_STAT > @LCOUNT
        p 'L4_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.'
      end
      end

    @LASTX = (@LASTX + @NS_LOCATION)
    end
 #Party Member 4's box
    def create_newstat_windowfour (ac)
   
    member = []
    hitpoints = []
    magpoints = []
    lev = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
    member.push (actor.name)
    hitpoints.push (actor.hp)
    magpoints.push (actor.mp)
    lev.push (actor.level.to_s)
    end 
 
    width = @BOX_W
    height = @BOX_H
    x = ((@LASTX) /2) - (width/2)
    y = (@BOX_Y + 10)
    @newstat_windowfour = Window_Base.new(x, y, width, height)

   
    @newstat_windowfour.create_contents
   
        #Name Line
    if @NAME_ONOFF == true
    @newstat_windowfour.contents.font.color = @newstat_windowfour.system_color 
    @newstat_windowfour.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
    end
   
#Line One
   
    #Set Color
    @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color
   
    if @LINEONE_ONOFF == true
      @newstat_windowfour.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT) and (@L1_STAT != 4)
      if @L1_STAT < 0
        p 'ERROR: @L1_STAT < 0 for player 4. Please set to a valid value.'
      end
      if @L1_STAT == 1
        @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L1_STAT == 2
        @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L1_STAT == 3
        @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
      end
      if @L1_STAT > @LCOUNT
        p 'L1_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.'
      end
    end
       
#Line Two
   
    #Set Color
    @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color
   
    if @LINETWO_ONOFF == true
      @newstat_windowfour.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT) and (@L2_STAT != 4)
      if @L2_STAT < 0
        p 'ERROR: @L2_STAT < 0 for player 4. Please set to a valid value.'
      end
      if @L2_STAT == 1
        @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L2_STAT == 2
        @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L2_STAT == 3
        @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
      end
      if @L2_STAT > @LCOUNT
        p 'L2_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.'
      end
    end

#Line Three
   
    #Set Color
    @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color
   
    if @LINETHREE_ONOFF == true
      @newstat_windowfour.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT) and (@L3_STAT != 4)
      if @L3_STAT < 0
        p 'ERROR: @L3_STAT < 0 for player 4. Please set to a valid value.'
      end
      if @L3_STAT == 1
        @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L3_STAT == 2
        @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L3_STAT == 3
        @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
      end
      if @L3_STAT > @LCOUNT
        p 'L3_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.'
      end
    end
  #Line Four (Off by default)   
 if @LINEFOUR_ONOFF == true
      @newstat_windowfour.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT)
   
     
      if @L4_STAT < 0
        p 'ERROR: @L4_STAT < 0 for player 4. Please set to a valid value.'
      end
      if @L4_STAT == 1
        @newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L4_STAT == 2
        @newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L4_STAT == 3
        @newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)])
      end
      if @L4_STAT == 4
      @newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold)
      end

      if @L4_STAT > @LCOUNT
        p 'L4_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.'
      end
      end     
    @LASTX = (@LASTX + @NS_LOCATION)
    end

   
# End Character Boxes





def create_command_window
 
    s1 = DQ_Menu_Setup::ITEM_1_NAME
    s2 = DQ_Menu_Setup::ITEM_2_NAME
    s3 = DQ_Menu_Setup::ITEM_3_NAME
    s4 = DQ_Menu_Setup::ITEM_4_NAME
    s5 = DQ_Menu_Setup::ITEM_5_NAME
    s6 = DQ_Menu_Setup::ITEM_6_NAME
  s7 = DQ_Menu_Setup::ITEM_7_NAME
  s8 = DQ_Menu_Setup::ITEM_8_NAME
  s9 = DQ_Menu_Setup::ITEM_9_NAME
  s10 = DQ_Menu_Setup::ITEM_10_NAME
  s11 = DQ_Menu_Setup::ITEM_11_NAME
  s12 = DQ_Menu_Setup::ITEM_12_NAME
  if DQ_Menu_Setup::NUM_OF_ITEMS == 0
  p 'ERROR: Number of items on the main menu is set to 0 or garbage.' while 1 == 1
    end
    if DQ_Menu_Setup::NUM_OF_ITEMS == 1
  @command_window = Window_Command.new(200, [s1],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
  if DQ_Menu_Setup::NUM_OF_ITEMS == 2
  @command_window = Window_Command.new(200, [s1, s2],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
  if DQ_Menu_Setup::NUM_OF_ITEMS == 3
  @command_window = Window_Command.new(200, [s1, s2, s3],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
  if DQ_Menu_Setup::NUM_OF_ITEMS == 4
  @command_window = Window_Command.new(200, [s1, s2, s3, s4],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
  if DQ_Menu_Setup::NUM_OF_ITEMS == 5
  @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
  end
 
  if DQ_Menu_Setup::NUM_OF_ITEMS == 6
  @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
  end
 
  if DQ_Menu_Setup::NUM_OF_ITEMS == 7
  @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
  end
  if DQ_Menu_Setup::NUM_OF_ITEMS == 8
  @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7,s8],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
  end
  if DQ_Menu_Setup::NUM_OF_ITEMS == 9
  @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7,s8,s9],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
  end 
  if DQ_Menu_Setup::NUM_OF_ITEMS == 10
  @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7,s8,s9,s10],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
  if DQ_Menu_Setup::NUM_OF_ITEMS == 11
  @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7,s8,s9,s10,s11],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
  if DQ_Menu_Setup::NUM_OF_ITEMS == 12
  @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7,s8,s9,s10,s11,s12],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
end
  if DQ_Menu_Setup::NUM_OF_ITEMS > 12
  p 'ERROR: Number of items on the main menu is greater than 12.', ' You need to script in more line numbers.' while 1 == 1
    end
    @command_window.index = @menu_index
    @command_window.x = (230 /2) - (@command_window.width/2) #167
    @command_window.y = Wor_Litemenu::MENU_WINDOW_Y

if $game_party.members.size == 0
p 'error - 0 party members. Lock the menu here.'
end
   
if $game_system.save_disabled
      @command_window.draw_item(4, false)
end

end

# Command Selection Re-Write

def update_command_selection
 
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
     
     
      case @command_window.index
     
     
      when 0      # Item 1 on the menu




Dernière édition par Dark Raviel le Dim 28 Fév 2010 - 15:34, édité 1 fois
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Dark Raviel
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Messages : 1141

[VX] Menu Syle Dragon Quest Customisable Empty
MessageSujet: Re: [VX] Menu Syle Dragon Quest Customisable   [VX] Menu Syle Dragon Quest Customisable Icon_minitimeDim 28 Fév 2010 - 15:16

Suite du script :

Code:
 #$scene = DQ_Menu_Setup::ITEM_1_STRING if DQ_Menu_Setup::ITEM_1_TYPE == 1
        start_DQStatus_selection if DQ_Menu_Setup::ITEM_1_TYPE == 3
        $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_1_TYPE == 5
        $scene = Scene_End.new if DQ_Menu_Setup::ITEM_1_TYPE == 6
        $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_1_TYPE == 7
        @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_1_TYPE == 8
        start_DQWho_selection if DQ_Menu_Setup::ITEM_1_TYPE == 8

        @dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_1_TYPE == 9
        start_DQWho_selection if DQ_Menu_Setup::ITEM_1_TYPE == 9
       
        @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_1_TYPE == 10
        start_DQWho_selection if DQ_Menu_Setup::ITEM_1_TYPE == 10
      when 1 
        # @dqwhotype = 'equip' # left this here as a reminder. Should be placed for
        #item type for equip menu
        #start_DQWho_selection
        start_DQStatus_selection if DQ_Menu_Setup::ITEM_2_TYPE == 3
        $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_2_TYPE == 5
        $scene = Scene_End.new if DQ_Menu_Setup::ITEM_2_TYPE == 6
        $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_2_TYPE == 7
        @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_2_TYPE == 8
        start_DQWho_selection if DQ_Menu_Setup::ITEM_2_TYPE == 8

        @dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_2_TYPE == 9
        start_DQWho_selection if DQ_Menu_Setup::ITEM_2_TYPE == 9
       
        @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_2_TYPE == 10
        start_DQWho_selection if DQ_Menu_Setup::ITEM_2_TYPE == 10
      when 2  # Skill, equipment, status
        start_DQStatus_selection if DQ_Menu_Setup::ITEM_3_TYPE == 3
        $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_3_TYPE == 5
        $scene = Scene_End.new if DQ_Menu_Setup::ITEM_3_TYPE == 6
        $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_3_TYPE == 7
        @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_3_TYPE == 8
        start_DQWho_selection if DQ_Menu_Setup::ITEM_3_TYPE == 8

        @dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_3_TYPE == 9
        start_DQWho_selection if DQ_Menu_Setup::ITEM_3_TYPE == 9
       
        @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_3_TYPE == 10
        start_DQWho_selection if DQ_Menu_Setup::ITEM_3_TYPE == 10
       
      when 3     
        start_DQStatus_selection if DQ_Menu_Setup::ITEM_4_TYPE == 3
        $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_4_TYPE == 5
        $scene = Scene_End.new if DQ_Menu_Setup::ITEM_4_TYPE == 6
        $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_4_TYPE == 7
        @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_4_TYPE == 8
        start_DQWho_selection if DQ_Menu_Setup::ITEM_4_TYPE == 8

        @dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_4_TYPE == 9
        start_DQWho_selection if DQ_Menu_Setup::ITEM_4_TYPE == 9
       
        @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_4_TYPE == 10
        start_DQWho_selection if DQ_Menu_Setup::ITEM_4_TYPE == 10
      when 4     
                start_DQStatus_selection if DQ_Menu_Setup::ITEM_5_TYPE == 3
        $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_5_TYPE == 5
        $scene = Scene_End.new if DQ_Menu_Setup::ITEM_5_TYPE == 6
        $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_5_TYPE == 7
        @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_5_TYPE == 8
        start_DQWho_selection if DQ_Menu_Setup::ITEM_5_TYPE == 8

        @dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_5_TYPE == 9
        start_DQWho_selection if DQ_Menu_Setup::ITEM_5_TYPE == 9
       
        @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_5_TYPE == 10
        start_DQWho_selection if DQ_Menu_Setup::ITEM_5_TYPE == 10
      when 5     
              start_DQStatus_selection if DQ_Menu_Setup::ITEM_6_TYPE == 3
        $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_6_TYPE == 5
        $scene = Scene_End.new if DQ_Menu_Setup::ITEM_6_TYPE == 6
        $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_6_TYPE == 7
        @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_6_TYPE == 8
        start_DQWho_selection if DQ_Menu_Setup::ITEM_6_TYPE == 8

        @dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_6_TYPE == 9
        start_DQWho_selection if DQ_Menu_Setup::ITEM_6_TYPE == 9
       
        @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_6_TYPE == 10
        start_DQWho_selection if DQ_Menu_Setup::ITEM_6_TYPE == 10
      when 6
              start_DQStatus_selection if DQ_Menu_Setup::ITEM_7_TYPE == 3
        $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_7_TYPE == 5
        $scene = Scene_End.new if DQ_Menu_Setup::ITEM_7_TYPE == 6
        $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_7_TYPE == 7
        @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_7_TYPE == 8
        start_DQWho_selection if DQ_Menu_Setup::ITEM_7_TYPE == 8

        @dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_7_TYPE == 9
        start_DQWho_selection if DQ_Menu_Setup::ITEM_7_TYPE == 9
       
        @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_7_TYPE == 10
        start_DQWho_selection if DQ_Menu_Setup::ITEM_7_TYPE == 10
      when 7
                start_DQStatus_selection if DQ_Menu_Setup::ITEM_8_TYPE == 3
        $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_8_TYPE == 5
        $scene = Scene_End.new if DQ_Menu_Setup::ITEM_8_TYPE == 6
        $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_8_TYPE == 7
        @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_8_TYPE == 8
        start_DQWho_selection if DQ_Menu_Setup::ITEM_8_TYPE == 8

        @dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_8_TYPE == 9
        start_DQWho_selection if DQ_Menu_Setup::ITEM_8_TYPE == 9
       
        @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_8_TYPE == 10
        start_DQWho_selection if DQ_Menu_Setup::ITEM_8_TYPE == 10
        when 8
                  start_DQStatus_selection if DQ_Menu_Setup::ITEM_9_TYPE == 3
        $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_9_TYPE == 5
        $scene = Scene_End.new if DQ_Menu_Setup::ITEM_9_TYPE == 6
        $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_9_TYPE == 7
        @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_9_TYPE == 8
        start_DQWho_selection if DQ_Menu_Setup::ITEM_9_TYPE == 8

        @dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_9_TYPE == 9
        start_DQWho_selection if DQ_Menu_Setup::ITEM_9_TYPE == 9
       
        @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_9_TYPE == 10
        start_DQWho_selection if DQ_Menu_Setup::ITEM_9_TYPE == 10
          when 9
                start_DQStatus_selection if DQ_Menu_Setup::ITEM_10_TYPE == 3
        $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_10_TYPE == 5
        $scene = Scene_End.new if DQ_Menu_Setup::ITEM_10_TYPE == 6
        $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_10_TYPE == 7
        @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_10_TYPE == 8
        start_DQWho_selection if DQ_Menu_Setup::ITEM_10_TYPE == 8

        @dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_10_TYPE == 9
        start_DQWho_selection if DQ_Menu_Setup::ITEM_10_TYPE == 9
       
        @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_10_TYPE == 10
        start_DQWho_selection if DQ_Menu_Setup::ITEM_10_TYPE == 10 
            when 10
                start_DQStatus_selection if DQ_Menu_Setup::ITEM_11_TYPE == 3
        $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_11_TYPE == 5
        $scene = Scene_End.new if DQ_Menu_Setup::ITEM_11_TYPE == 6
        $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_11_TYPE == 7
        @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_11_TYPE == 8
        start_DQWho_selection if DQ_Menu_Setup::ITEM_11_TYPE == 8

        @dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_11_TYPE == 9
        start_DQWho_selection if DQ_Menu_Setup::ITEM_11_TYPE == 9
       
        @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_11_TYPE == 10
        start_DQWho_selection if DQ_Menu_Setup::ITEM_11_TYPE == 10     
            when 11
                      start_DQStatus_selection if DQ_Menu_Setup::ITEM_12_TYPE == 3
        $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_12_TYPE == 5
        $scene = Scene_End.new if DQ_Menu_Setup::ITEM_12_TYPE == 6
        $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_12_TYPE == 7
        @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_12_TYPE == 8
        start_DQWho_selection if DQ_Menu_Setup::ITEM_12_TYPE == 8

        @dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_12_TYPE == 9
        start_DQWho_selection if DQ_Menu_Setup::ITEM_12_TYPE == 9
       
        @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_12_TYPE == 10
        start_DQWho_selection if DQ_Menu_Setup::ITEM_12_TYPE == 10
      end
    end
  end


########################BEGIN DQ STYLE STATUS MENU ###################


#Create the Dragon Quest Style Status Window

def create_dqs_window
    s1 = 'HP & MP'
    s2 = 'Attack Power'
    s3 = 'See Stats'
    s4 = 'Refill'
    @dqs_window = Window_Command.new(200, [s1,s2,s3,s4])
    @dqs_window.x = 80
    @dqs_window.y = 60
    @dqs_window.index = 4
    @dqs_window.visible = false

  end

#Custom DQ Style Member Select menu 
def create_dqwho_window
  member = []
  acount = 0;
  for actor in $game_party.members 
    member.push (actor.name)
    acount = acount+1
  end
 
  case acount
 
  when 1
    return
  when 2
    @dqwho_window = Window_Command.new(200, [member[0], member[1]])
  when 3
    @dqwho_window = Window_Command.new(200, [member[0], member[1], member[2]])
  when 4
    @dqwho_window = Window_Command.new(200, [member[0], member[1], member[2], member[3]])
 end
 
 
    @dqwho_window.x = 80
    @dqwho_window.y = 60
    @dqwho_window.index = 4
    @dqwho_window.visible = false
   
  end
#Create the HP/MP Display under Status 
 
def create_DQStatus_HPMP_window ()

  @W_PERCHAR = 0
  @spacer = 0
    member = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
    member.push (actor.name)
    @W_PERCHAR = @W_PERCHAR + 113
    end 
 
    width = @W_PERCHAR
    height = 190
    x = (30)
    y = (30)
   
    @DQStatus_HPMP_window = Window_Base.new(x, y, width, height)



    @DQStatus_HPMP_window.create_contents
    @DQStatus_HPMP_window.contents.font.name = DQ_Status_Setup::STATUS_FONT
 
#Output
 for actor in $game_party.members
    @DQStatus_HPMP_window.contents.font.color = @DQStatus_HPMP_window.normal_color 
    @DQStatus_HPMP_window.contents.draw_text(@TEMPX, -60, 300, 150, (@spacer + 1).to_s + ':')
    @DQStatus_HPMP_window.contents.draw_text(@TEMPX, -40, 300, 150, actor.name.to_s)
#HP Display
    @DQStatus_HPMP_window.contents.draw_text(@TEMPX, -10, 300, 150, 'HP')
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), -10, 300, 150,actor.hp.to_s) if actor.maxhp >= 100
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), -10, 300, 150,' ' + actor.hp.to_s) if actor.maxhp < 100 and actor.maxhp >=10
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), -10, 300, 150,'  ' + actor.hp.to_s) if actor.maxhp < 10
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50),  0, 300, 150, '-------')
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 10, 300, 150,actor.maxhp.to_s) if actor.maxhp >= 100
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 10, 300, 150,' ' + actor.maxhp.to_s) if actor.maxhp < 100 and actor.maxhp >=10
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 10, 300, 150,'  ' + actor.maxhp.to_s) if actor.maxhp < 10
#MP Diaplay   
    @DQStatus_HPMP_window.contents.draw_text(@TEMPX, 40, 300, 150, 'MP')
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 50, 300, 150,actor.mp.to_s) if actor.maxmp >= 100
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 50, 300, 150,' ' + actor.mp.to_s) if actor.maxmp < 100 and actor.maxmp >=10
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 50, 300, 150,'  ' + actor.mp.to_s) if actor.maxmp < 10
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50),  60, 300, 150, '-------')
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 70, 300, 150,actor.maxmp.to_s) if actor.maxmp >= 100
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 70, 300, 150,' ' + actor.maxmp.to_s) if actor.maxmp < 100 and actor.maxmp >=10
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 70, 300, 150,'  ' + actor.maxmp.to_s) if actor.maxmp < 10 
    @TEMPX = @TEMPX + 100
    end
   
    @spacer = @spacer + 1

  @TEMPX = 0
  @DQStatus_HPMP_window.visible = false
  end 
 
#Create the Attack Power Display under Status 
 
def create_DQStatus_ATTACK_window ()
 
  @spacer = 0
  @H_PERCHAR = 0
    member = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
    member.push (actor.name)
    @H_PERCHAR = @H_PERCHAR + 25
    end 
 
    width = 300
    height = 73 + @H_PERCHAR
    x = (30)
    y = (70)
   
    @DQStatus_ATTACK_window = Window_Base.new(x, y, width, height)



    @DQStatus_ATTACK_window.create_contents 
    @DQStatus_ATTACK_window.contents.font.name = DQ_Status_Setup::STATUS_FONT
#Output

#HEADER
    @DQStatus_ATTACK_window.contents.draw_text(120, -50, 300, 150, 'LV')
    @DQStatus_ATTACK_window.contents.draw_text(170, -50, 300, 150, 'ATK')
    @DQStatus_ATTACK_window.contents.draw_text(230, -50, 300, 150, 'DEF')
    @DQStatus_ATTACK_window.contents.draw_text(-30, -40, 300, 150, '-----------------------------------------------------------------------------------------------------------------------------------------------------------')
 

for actor in $game_party.members
    @DQStatus_ATTACK_window.contents.font.color = @DQStatus_ATTACK_window.normal_color 

   
#Display Each Member
    @DQStatus_ATTACK_window.contents.draw_text(0, @TEMPY - 20 , 300, 150, actor.name.to_s)
    @DQStatus_ATTACK_window.contents.draw_text(120,@TEMPY - 20, 300, 150, actor.level.to_s)
    @DQStatus_ATTACK_window.contents.draw_text(170, @TEMPY - 20, 300, 150, actor.atk.to_s)
    @DQStatus_ATTACK_window.contents.draw_text(230, @TEMPY - 20, 300, 150, actor.def.to_s)
   
    @TEMPY = @TEMPY + 25

    end
    @TEMPY = 0
    @spacer = @spacer + 1

@DQStatus_ATTACK_window.active = false
@DQStatus_ATTACK_window.visible = false
  end   
 
 

#Create the Full Status window (right screen of Show all)
 
def create_DQStatus_FullStat_window (actorstat)
@dqs_window.active = false
  create_DQStatus_FullStatChar_window(actorstat) #Calls the character (right) window
 
  #This next part determines the longest string size in use (to line up lines)
  xpos = 0
  if DQ_Status_Setup::LINE_1_ONOFF == true
    xpos = DQ_Status_Setup::LINE_1_STRING.size if DQ_Status_Setup::LINE_1_STRING.size >= xpos
    end
    if DQ_Status_Setup::LINE_2_ONOFF == true
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end 
  if DQ_Status_Setup::LINE_3_ONOFF == true
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end 
  if DQ_Status_Setup::LINE_4_ONOFF == true
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end 
  if DQ_Status_Setup::LINE_5_ONOFF == true
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end 
  if DQ_Status_Setup::LINE_6_ONOFF == true
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end 
  if DQ_Status_Setup::LINE_7_ONOFF == true
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end 
  if DQ_Status_Setup::LINE_8_ONOFF == true
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end 
  if DQ_Status_Setup::LINE_9_ONOFF == true
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end 
  if DQ_Status_Setup::LINE_10_ONOFF == true
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end 
 
    @dqs_window.active = false
    @dqwho_window.active = false
    @spacer = 10
    width = 300
    height = 260
    x = (230)
    y = (30)
   
    @DQStatus_FullStat_window = Window_Base.new(x, y, width, height)



    @DQStatus_FullStat_window.create_contents 
    @DQStatus_FullStat_window.contents.font.name = DQ_Status_Setup::STATUS_FONT

    @DQStatus_FullStat_window.contents.font.color = @DQStatus_FullStat_window.normal_color
# Line 1 Output
if DQ_Status_Setup::LINE_1_ONOFF == true

    @DQStatus_FullStat_window.contents.draw_text(xpos, -65, 350, 150, DQ_Status_Setup::LINE_1_STRING + DQ_Status_Setup::SEP)
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_1_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_1_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_1_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, -65, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_1_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_1_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_1_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_1_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_1_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_1_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_1_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_1_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_1_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_1_TYPE == 13
end       
# Line 2 output
if DQ_Status_Setup::LINE_2_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, -45, 350, 150, DQ_Status_Setup::LINE_2_STRING + DQ_Status_Setup::SEP)
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_2_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_2_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_2_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, -45, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_2_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_2_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_2_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_2_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_2_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_2_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_2_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_2_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_2_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_2_TYPE == 13
end     
# Line 3 output       
if DQ_Status_Setup::LINE_3_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, -25, 350, 150, DQ_Status_Setup::LINE_3_STRING + DQ_Status_Setup::SEP)
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_3_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_3_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_3_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, -25, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_3_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_3_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_3_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_3_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_3_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_3_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_3_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_3_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_3_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_3_TYPE == 13
end 
# Line 4 output             
if DQ_Status_Setup::LINE_4_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, -5, 350, 150, DQ_Status_Setup::LINE_4_STRING + DQ_Status_Setup::SEP)
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_4_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_4_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_4_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, -5, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_4_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_4_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_4_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_4_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_4_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_4_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_4_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_4_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_4_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_4_TYPE == 13
end     
# Line 5 output         
if DQ_Status_Setup::LINE_5_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, 15, 350, 150, DQ_Status_Setup::LINE_5_STRING + DQ_Status_Setup::SEP)
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_5_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_5_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_5_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, 15, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_5_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_5_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_5_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_5_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_5_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_5_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_5_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_5_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_5_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_5_TYPE == 13
end 
# Line 6 output   
if DQ_Status_Setup::LINE_6_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, 35, 350, 150, DQ_Status_Setup::LINE_6_STRING + DQ_Status_Setup::SEP)
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_6_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_6_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_6_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, 35, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_6_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_6_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_6_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_6_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_6_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_6_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_6_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_6_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_6_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_6_TYPE == 13
  end 
# Line 7 output   
if DQ_Status_Setup::LINE_7_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, 55, 350, 150, DQ_Status_Setup::LINE_7_STRING + DQ_Status_Setup::SEP)
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_7_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_7_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_7_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, 55, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_7_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_7_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_7_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_7_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_7_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_7_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_7_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_7_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_7_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_7_TYPE == 13
  end 
# Line 8 output   
if DQ_Status_Setup::LINE_8_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, 75, 350, 150, DQ_Status_Setup::LINE_8_STRING + DQ_Status_Setup::SEP)
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_8_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_8_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_8_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, 75, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_8_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_8_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_8_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_8_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_8_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_8_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_8_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_8_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_8_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_8_TYPE == 13
  end 
# Line 9 output   
if DQ_Status_Setup::LINE_9_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, 95, 350, 150, DQ_Status_Setup::LINE_9_STRING + DQ_Status_Setup::SEP)
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_9_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_9_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_9_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, 95, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_9_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_9_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_9_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_9_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_9_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_9_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_9_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_9_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_9_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_9_TYPE == 13
  end 
# Line 10 output   
if DQ_Status_Setup::LINE_10_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, 115, 350, 150, DQ_Status_Setup::LINE_10_STRING + DQ_Status_Setup::SEP)
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_10_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_10_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_10_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, 115, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_10_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_10_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_10_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_10_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_10_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_10_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_10_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_10_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_10_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_10_TYPE == 13
end   


  end   

 
#Create the right window in the "See All Stats" section under Status 
 
def create_DQStatus_FullStatChar_window (actorstat)
 
    member = []
    for actor in $game_party.members
    member.push (actor.name)
    end 
 
    width = 170
    height = 180
    x = (40)
    y = (30)
   
    @DQStatus_FullStatChar_window = Window_Base.new(x, y, width, height)



    @DQStatus_FullStatChar_window.create_contents 
    @DQStatus_FullStatChar_window.contents.font.name = DQ_Status_Setup::STATUS_FONT
#output player name
    @DQStatus_FullStatChar_window.contents.draw_text(0, -60, 300, 150, actorstat.name) if DQ_Status_Setup::UL_NAME_ONOFF == true
    @DQStatus_FullStatChar_window.contents.draw_text(-30, -50, 250, 150, '----------------------------------------') if DQ_Status_Setup::UL_NAME_ONOFF == true and DQ_Status_Setup::UL_NAME_DIV == true

# Line 1 output   
if DQ_Status_Setup::UL_LINE_1_ONOFF == true
    @DQStatus_FullStatChar_window.contents.draw_text(0, -30, 350, 150, DQ_Status_Setup::UL_LINE_1_STRING + DQ_Status_Setup::UL_SEP)
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_1_TYPE == 1
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_1_TYPE == 2
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_1_TYPE == 3
    @DQStatus_FullStatChar_window.contents.draw_text(55, -30, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_1_TYPE == 4
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_1_TYPE == 5
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_1_TYPE == 6
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_1_TYPE == 7
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_1_TYPE == 8
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_1_TYPE == 9
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_1_TYPE == 10
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_1_TYPE == 11
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_1_TYPE == 12
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_1_TYPE == 13
end   

# Line 2 output   
if DQ_Status_Setup::UL_LINE_2_ONOFF == true
    @DQStatus_FullStatChar_window.contents.draw_text(0, -10, 350, 150, DQ_Status_Setup::UL_LINE_2_STRING + DQ_Status_Setup::UL_SEP)
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_2_TYPE == 1
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_2_TYPE == 2
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_2_TYPE == 3
    @DQStatus_FullStatChar_window.contents.draw_text(55, -10, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_2_TYPE == 4
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_2_TYPE == 5
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_2_TYPE == 6
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_2_TYPE == 7
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_2_TYPE == 8
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_2_TYPE == 9
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_2_TYPE == 10
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_2_TYPE == 11
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_2_TYPE == 12
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_2_TYPE == 13
end

# Line 3 output   
if DQ_Status_Setup::UL_LINE_3_ONOFF == true
    @DQStatus_FullStatChar_window.contents.draw_text(0, 10, 350, 150, DQ_Status_Setup::UL_LINE_3_STRING + DQ_Status_Setup::UL_SEP)
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_3_TYPE == 1
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_3_TYPE == 2
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_3_TYPE == 3
    @DQStatus_FullStatChar_window.contents.draw_text(55, 10, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_3_TYPE == 4
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_3_TYPE == 5
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_3_TYPE == 6
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_3_TYPE == 7
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_3_TYPE == 8
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_3_TYPE == 9
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_3_TYPE == 10
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_3_TYPE == 11
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_3_TYPE == 12
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_3_TYPE == 13
  end
 
  # Line 4 output   
if DQ_Status_Setup::UL_LINE_4_ONOFF == true
    @DQStatus_FullStatChar_window.contents.draw_text(0, 30, 350, 150, DQ_Status_Setup::UL_LINE_4_STRING + DQ_Status_Setup::UL_SEP)
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_4_TYPE == 1
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_4_TYPE == 2
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_4_TYPE == 3
    @DQStatus_FullStatChar_window.contents.draw_text(55, 30, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_4_TYPE == 4
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_4_TYPE == 5
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_4_TYPE == 6
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_4_TYPE == 7
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_4_TYPE == 8
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_4_TYPE == 9
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_4_TYPE == 10
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_4_TYPE == 11
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_4_TYPE == 12
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_4_TYPE == 13
  end
 
  # Line 5 output   
if DQ_Status_Setup::UL_LINE_5_ONOFF == true
    @DQStatus_FullStatChar_window.contents.draw_text(0, 50, 350, 150, DQ_Status_Setup::UL_LINE_5_STRING + DQ_Status_Setup::UL_SEP)
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_5_TYPE == 1
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_5_TYPE == 2
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_5_TYPE == 3
    @DQStatus_FullStatChar_window.contents.draw_text(55, 50, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_5_TYPE == 4
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_5_TYPE == 5
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_5_TYPE == 6
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_5_TYPE == 7
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_5_TYPE == 8
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_5_TYPE == 9
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_5_TYPE == 10
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_5_TYPE == 11
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_5_TYPE == 12
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_5_TYPE == 13
end
  end   
 
 



 
# DQ STATUS MENU CONTROLS (Allows you to back up out of menus)

# Fullstat windows

def update_dqfullstat_selection
@dqs_window.active = false 
@dqwho_window.active = false

if Input.trigger?(Input::B)
        Sound.play_cancel
        @DQStatus_FullStat_window.visible = false
        @DQStatus_FullStatChar_window.visible = false
        @dqwho_window.active = true
        @dqwho_window.visible = true
      end
    end
#HPMP window   
def update_dqhpmp_selection
 
if Input.trigger?(Input::B)
        Sound.play_cancel
        end_dqhpmp_selection
        @DQStatus_ATTACK_window.visible = false
        @DQStatus_HPMP_window.visible = false
        @DQStatus_ATTACK_window.active = false
        @DQStatus_HPMP_window.active = false
        @DQStatus_FullStatChar_window.visible = false if @DQStatus_FullStatChar_window
        @DQStatus_FullStatChar_window.active = false if @DQStatus_FullStatChar_window
        @DQStatus_FullStat_window.visible = false if @DQStatus_FullStat_window
        @DQStatus_FullStat_window.visible = false if @DQStatus_FullStat_window
        @dqwho_window.active = false
        @dqwho_window.active = false
        @dqs_window.active = true
        @dqs_window.visible = true
      end
end
#Attack window
def update_attack_selection
 
if Input.trigger?(Input::B)
        Sound.play_cancel
        end_attack_selection
        @DQStatus_ATTACK_window.visible = false
        @DQStatus_HPMP_window.visible = false
        @DQStatus_ATTACK_window.active = false
        @DQStatus_HPMP_window.active = false
        @DQStatus_FullStatChar_window.visible = false if @DQStatus_FullStatChar_window
        @DQStatus_FullStatChar_window.active = false  if @DQStatus_FullStatChar_window
        @DQStatus_FullStat_window.visible = false if @DQStatus_FullStat_window
        @DQStatus_FullStat_window.visible = false if @DQStatus_FullStat_window
        @dqwho_window.active = false
        @dqwho_window.active = false   
        @dqs_window.active = true
        @dqs_window.visible = true
      end

end



#Update the Dragon Quest Status Selection 
def update_dqs_selection 
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @DQStatus_FullStat_window.visible = false if @DQStatus_FullStat_window
      @DQStatus_FullStatChar_window.visible = false if @DQStatus_FullStatChar_window
      @DQStatus_HPMP_window.visible = false if @DQStatus_HPMP_window
      @DQStatus_ATTACK_window.visible = false if @DQStatus_ATTACK_window
    $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @dqs_window.index < 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
     
      case @dqs_window.index
     
     
      when 0      # Item 1 on the menu
       
        start_dqhpmp_selection     
      when 1
        start_attack_selection
      when 2
        @dqwhotype = 'status'
        start_DQWho_selection ()
       
      end
    end
  end
 
  #Update the Dragon Quest Who Selection Screen for Status
def update_dqwho_selection  ()
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @command_window.active = true if @dqwhotype == 'oldskill'
      @command_window.active = true if @dqwhotype == 'oldstatus'
      @command_window.active = true if @dqwhotype == 'oldequip'
      @command_window.active = true if @dqwhotype == 'equip'
      @dqs_window.active = true if @dqwhotype == 'status'
      @dqwho_window.visible = false

    # @DQStatus_FullStatChar_window.visible = false
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @dqwho_window.index < 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
 
  #When called for the Old (built-in) Style status Menu   
      if @dqwhotype == 'oldstatus'
      @dqwho_window.active = false
      $scene = Scene_Status.new(@dqwho_window.index)

    end     
      #When called for the Old (built-in) Style Equip Menu   
      if @dqwhotype == 'oldequip'
      @dqwho_window.active = false
      $scene = Scene_Equip.new(@dqwho_window.index)

    end 
      #When called for the Old (built-in) Style Skill Menu   
      if @dqwhotype == 'oldskill'
      @dqwho_window.active = false
      $scene = Scene_Skill.new(@dqwho_window.index)

        end 
 #When called for the DQ Style Equip Menu 
    if @dqwhotype == 'equip'
        case @dqwho_window.index
        when 0
       
          return
        end
       
  #When called from the DQ Status screen (to show all stats)   
      elsif @dqwhotype == 'status'
     
      case @dqwho_window.index
     
     
      when 0      # Should be Player #1
        @dqwho_window.active = false
        create_DQStatus_FullStat_window (@actorarray[0])
        start_fullstat_selection
        return
   
      when 1
        @dqwho_window.active = false
        create_DQStatus_FullStat_window (@actorarray[1])
        return
       
      when 2
        @dqwho_window.active = false
        create_DQStatus_FullStat_window (@actorarray[2])
        return
       
        when 3
        @dqwho_window.active = false
        create_DQStatus_FullStat_window (@actorarray[3])
        return
      end
      end
         
        p 'ERROR: @dqwho_window.index > 3. You have too big a party.' if @dqwho_window.index > 3
    end
    end

#Start Selection on the DQ Status Menu   

def start_DQStatus_selection
    @command_window.active = false
    @dqs_window.visible = true
    @dqs_window.active = true
    @DQStatus_HPMP_window.visible = false
    @DQStatus_HPMP_window.active = false
    @DQStatus_ATTACK_window.visible = false
    @DQStatus_ATTACK_window.active = false
    @dqwho_window.visible = false
    @dqwho_window.active = false
    @dqs_window.index = 0
  end

#End Selection on the DQ Status Menu
 
def end_DQStatus_selection
    @command_window.active = true
    @dqs_window.visible = false
    @dqs_window.active = false
    @dqs_window.index = -1
  end

#Start Selection on the HPMP Screen
def start_dqhpmp_selection
    create_DQStatus_HPMP_window()
    @dqwho_window.active = false
    @dqs_window.active = false
    @DQStatus_HPMP_window.visible = true
    @DQStatus_HPMP_window.active = true


  end

def end_dqhpmp_selection
    start_DQStatus_selection

  end 

  #Start Selection on the ATTACK Screen
def start_attack_selection
    create_DQStatus_ATTACK_window()
    @dqwho_window.active = false
    @dqs_window.active = false
    @DQStatus_ATTACK_window.visible = true
    @DQStatus_ATTACK_window.active = true

  end

def end_attack_selection
    start_DQStatus_selection

  end   
    #Start Selection on the Dragon Quest Who Selection Screen for Status
def start_DQWho_selection
    create_dqwho_window()
    @command_window.active = false
    @dqs_window.active = false
    @dqwho_window.visible = true
    @dqwho_window.active = true
    @dqwho_window.index = 0
  end

#End Selection on the Dragon Quest Who Selection Screen for Status
 
def end_DQWho_selection
    @command_window.active = true
    @dqwho_window.visible = false
    @dqwho_window.active = false
    @dqwho_window.index = -1
  end
 
    #Start Selection on the FullStat screen
def start_fullstat_selection
    @dqwho_window.active = false
    @dqs_window.active = false
    @DQStatus_HPMP_window.active = false
    @DQStatus_ATTACK_window.active = false
    @DQStatus_FullStat_window.visible = true
    @DQStatus_FullStat_window.active = true
  end

#End Selection on the FullStat screen
 
def end_fullstat_selection
    @dqwho_window.active = true
    @DQStatus_FullStat_window.visible = false
    @DQStatus_FullStat_window.active = false
    @DQStatus_FullStatChar_window.visible = false
    @DQStatus_FullStatChar_window.active = false
  end
   
########################END DQ STYLE STATUS MENU ################### 
 
 
 
# UPDATE
def update
    super
   
    update_menu_background
    @command_window.update
    if @command_window.active
      update_command_selection
     
    elsif @dqs_window.active
          update_dqs_selection
          @dqs_window.update
    elsif @dqwho_window.active
     
      update_dqwho_selection
      @dqwho_window.update
     
          elsif @DQStatus_ATTACK_window.active
        update_attack_selection     
      elsif @DQStatus_HPMP_window.active
        update_dqhpmp_selection
      elsif @status_window.visible
      @status_window.update
      update_actor_selection
   
    elsif @DQStatus_FullStat_window
      update_dqfullstat_selection if @DQStatus_FullStat_window.active
      end
end 
 
#Terminate
def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @status_window.dispose
    @dqs_window.dispose
    @DQStatus_FullStat_window.dispose if @DQStatus_FullStat_window
    @DQStatus_FullStatChar_window.dispose if @DQStatus_FullStatChar_window
    @dqwho_window.dispose if @dqwho_window
    @DQStatus_HPMP_window.dispose  if @DQStatus_HPMP_window
    @DQStatus_ATTACK_window.dispose  if @DQStatus_ATTACK_window
    @location_window.dispose if @location_window
   
    psize = ($game_party.members.size)
 
 if @BOX_ONOFF == true 
    for actor in $game_party.members
      if psize == 4
      @newstat_windowfour.dispose
      elsif psize == 3
      @newstat_windowthree.dispose
      elsif psize == 2
      @newstat_windowtwo.dispose
      elsif psize == 1
      @newstat_window.dispose
      end
      psize = (psize - 1)
    end   
  end
end 

end

#Configuring the old-style menu's to update their cursors to the first position

class Scene_Status < Scene_Base
    def return_scene
    $scene = Scene_Menu.new(0)
  end
end

class Scene_Equip < Scene_Base
    def return_scene
    $scene = Scene_Menu.new(0)
  end
end
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