[SIZE=medium]I am trying to get Yanfly’s System Options working with the Xail Menu Delux script. I am working on a demo project right now, trying to get it set up how I want it before putting it into my actual game. I had used Yanfly’s script in an older project and got it set up how I like it, so I simply copied and pasted it into the new project.[/SIZE] [SIZE=medium]There are two main issues I’m having. One, I don’t want Save and Load on this menu. [/SIZE] [SIZE=medium]However, when...
[SIZE=medium]I am trying to get
Yanfly’s System Options working with the
Xail Menu Delux script. I am working on a demo project right now, trying to get it set up how I want it before putting it into my actual game. I had used Yanfly’s script in an older project and got it set up how I like it, so I simply copied and pasted it into the new project.[/SIZE]
[SIZE=medium]There are two main issues I’m having. One, I don’t want Save and Load on this menu. [/SIZE]
[SIZE=medium]However, when I simply delete them from the command list here:[/SIZE]
[SIZE=medium]I get this error message:[/SIZE]
[SIZE=medium]I've sorted out this part of the problem.[/SIZE]
[SIZE=medium]Also, when I keep those in and am able to get to the Options menu, the Save option shows up but does nothing when selected. [/SIZE]
[SIZE=medium]Here are the scripts as I have them in the project:[/SIZE]
[SIZE=medium]Menu Delux[/SIZE]
[SIZE=medium][/SIZE]
[SIZE=medium]#==============================================================================
#Â Â XaiL System - Menu Delux
#Â Â Author: Nicke
#Â Â Created: 20/11/2012
#Â Â Edited: 08/02/2013
#Â Â Version: 1.1b
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#==============================================================================
# Requires: XS - Core Script.
#==============================================================================
#
# This script changes the way the menu scene works. Not compatible with
# XS - Menu or XS - Icon Menu.
#
# Instructions are in the settings module below. Make sure you read through
# everything so you understand each section.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-XS-MENU_DELUX"] = true[/SIZE]
[SIZE=medium]module XAIL
 module MENU_DELUX
   #--------------------------------------------------------------------------#
   # * Settings
   #--------------------------------------------------------------------------#
   # FONT:
   # FONT = [name, size, color, bold, shadow]
   FONT = [["Calibri", "Verdana"], 18, Color.new(255,255,255), true, true]
  Â
   # PLAYTIME_ICON:
   # Set playtime window icon.
   # PLAYTIME_ICON = icon_id
   PLAYTIME_ICON = 280
  Â
   # MENU_ALIGNMENT:
   # MENU_ALIGNMENT = 0 (left), 1 (center), 2 (right)
   MENU_ALIGNMENT = 0 # Default: 2.
  Â
   # MENU_SKIN:
   # The windowskin to use for the windows.
   # Set to nil to disable.
   # MENU_SKIN = string
   MENU_SKIN = nil
  Â
   # MENU_LIST:
   # name, icon_index and custom are optional.
   # If name is empty it will use the corresponding symbol as name instead.
   # To make a command a common event you need to set custom to the common event
   # id you want to run as seen below.
   # symbol => [name, description, icon_index, enabled, personal, custom]
   MENU_LIST = {
     :item     => ["", "Browse through your acquired items.", 4148, true, false],
     :equip    => ["Equipment", "Change your equipment.", 4145, true, true],
     :status   => ["Stats", "See the current status of the hero.", 4136, true, true],
     :formation => ["", "Change the formation of the party.", 4134, true, false],
     :save     => ["", "Record your progress.", 4139, true, false],
     :load     => ["", "Load your saved progress.", 4165, true, false, Scene_Load],
     :game_end => ["Options", "View the options menu", 4162, true, false],[/SIZE]
[SIZE=medium]Â Â Â } # Don't remove this line!
  Â
   # MENU_SAVE = true/false
   # Override enabled option for save (so you can change it ingame).
   MENU_SAVE = true
  Â
   # If MENU_CUSTOM is true you will have to add the commands yourself
   # ingame, which can be useful for certain quest related stuff or if you
   # want to enable/disable menu commands.
   # To add/remove a command ingame follow these instructions:
   #
   # In a script call do like this:
   # menu_scene(key, type)
   # menu_sceneitem,:add) # To add item to menu list.
   # menu_sceneitem,:del) # To remove item from menu list.
   #
   # In a conditional branch you can check if a menu command is
   # enabled/disabled:
   # menu_active?(key)
   # menu_active?item) # Check if item is enabled.
   # !menu_active?item) # Check if item is disabled.
   #
   # To set a id to be enabled do like this:
   # menu_activeskill, true) # Set menu skill to be enabled.
   #
   # To add/remove all available menu commands use one of the
   # following methods in a script call:
   # menu_add_all
   # menu_del_all
   #
   # MENU_CUSTOM = true/false
   MENU_CUSTOM = false
  Â
   # The text to be displayed if no menu items is available.
   # Only used if MENU_CUSTOM is true.
   # MENU_EMPTY = string
   EMPTY = "Menu is not available at this point..."
  Â
   # MENU_MUSIC:
   # Set the music to be played at the menu scene.
   # This is optional.
   # MUSIC = true/false
   MUSIC = true
   # MUSIC_BGM = [name, volume, pitch]
   MUSIC_BGM = ["Theme4", 70, 100]
   # MUSIC_BGS = [name, volume, pitch]
   MUSIC_BGS = ["Darkness", 50, 100]
  Â
   # ANIM_LIST:
   # A list of animation images.
   # name => [z, zoom_x, zoom_y, blend_type, opacity]
   ANIM_LIST = {
   } # Don't remove this line!
  Â
   # BACKGROUND:
   # name => [x, y, z, opacity]
   BACKGROUND = {
     #"" => [0, 0, 200, 255]
   } # Don't remove this line!
  Â
   # Show vocab for HP, MP and TP.
   # BAR_VOCAB = true/false
   BAR_VOCAB = false
  Â
   # BAR_COLOR = rgba(255,255,255,255)
   # Set the color of the gauges.
   BAR_HP = [Color.new(255,25,25,32), Color.new(255,150,150)]
   BAR_MP = [Color.new(25,25,255,32), Color.new(150,150,255)]
   BAR_TP = [Color.new(25,255,25,32), Color.new(150,255,150)]
  Â
   # DETAILS:
   # Setup details here. (Recommended to use the default ones since you will
   # need a bit RGSS knowledge to add more.)
   def self.details
     ["#{Vocab::currency_unit}: #{$game_party.gold}",
     "Steps: #{$game_party.steps}",
     "Collected Items: #{$game_party.all_items.size}",
     "Map: #{$data_mapinfos[$game_map.map_id].name}",
     "Leader: #{$game_party.leader.name}",
     "Battle Count: #{$game_system.battle_count}",
     "Save Count: #{$game_system.save_count}",
     "Party Members: #{$game_party.all_members.size}",
     "Highest Level: #{$game_party.highest_level}",
     "Variable I: #{$game_variables[1]}",
     "Variable II: #{$game_variables[2]}"]
   end
  Â
   # DETAILS_ICONS:
   # DETAILS_ICONS[id] = icon_id
   # Set the details icon_id. (optional)
   # Should be in the same order as details.
   # Use nil to disable a icon.
   DETAILS_ICONS = []
   DETAILS_ICONS[0] = 2114 # GOLD
   DETAILS_ICONS[1] = 172 # STEPS
   DETAILS_ICONS[2] = 270 # ITEMS
   DETAILS_ICONS[3] = 232 # MAP
   DETAILS_ICONS[4] = 4425 # LEADER
   DETAILS_ICONS[5] = 115 # BATTLE COUNT
   DETAILS_ICONS[6] = 224 # SAVE COUNT
   DETAILS_ICONS[7] = 121 # PARTY MEMBERS
   DETAILS_ICONS[8] = 14  # HIGHEST LEVEL
   DETAILS_ICONS[9] = nil # VARIABLE 1
   DETAILS_ICONS[10] = nil # VARIABLE 2
  Â
   # Transition, nil to use default.
   # TRANSITION [speed, transition, opacity]
   TRANSITION = nil
  Â
 end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Error Handler
#==============================================================================#
 unless $imported["XAIL-XS-CORE"]
   # // Error handler when XS - Core is not installed.
   msg = "The script %s requires the latest version of XS - Core in order to function properly."
   name = "XS - Menu Delux"
   msgbox(sprintf(msg, name))
   exit
 end
#==============================================================================#
# ** Game_System
#==============================================================================#
class Game_System
Â
 attr_accessor :menu_list
Â
 alias xail_menu_delux_gm_sys_initialize initialize
 def initialize(*args, &block)
   # // Method to initialize game system.
   xail_menu_delux_gm_sys_initialize(*args, &block)
   @menu_list = {}
 end
Â
 def get_menu
   # // Method to get the menu list.
   XAIL::MENU_DELUX::MENU_CUSTOM ? @menu_list : XAIL::MENU_DELUX::MENU_LIST
 end
Â
end
#==============================================================================#
# ** Game_Interpreter
#==============================================================================#
class Game_Interpreter
Â
 def menu_scene(key, type = :add)Â
   # // Method to add/remove a menu item to the list.
   case type
     when :add # // Add menu id.
      unless $game_system.menu_list.include?(XAIL::MENU_DELUX::MENU_LIST[key])
        $game_system.menu_list[key] = XAIL::MENU_DELUX::MENU_LIST[key]         Â
      end unless XAIL::MENU_DELUX::MENU_LIST[key].nil?
     when :del # // Remove menu id.
     unless XAIL::MENU_DELUX::MENU_LIST[key].nil?
       $game_system.menu_list.delete(key)
     end
   end
 end
Â
 def menu_active?(key)
   # // Method to check if menu key is enabled.
   # This will return nil if menu item not added in the list.
   return $game_system.menu_list[key][3] rescue nil
 end
Â
 def menu_active(key, enabled)
   # // Method to enable id.
   $game_system.menu_list[key][3] = enabled
 end
Â
 def menu_add_all
   # // Method to add all available menu items.
   XAIL::MENU_DELUX::MENU_LIST.each_key {|key| menu_scene(key) }
 end
Â
 def menu_del_all
   # // Method to remove all available menu items.
   XAIL::MENU_DELUX::MENU_LIST.each_key {|key| menu_scene(key, :del) }
 end[/SIZE]
[SIZE=medium]end
#==============================================================================
# ** Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
Â
 def window_width
   # // Method to return the width of the window.
   return Graphics.width / 4
 end
Â
 def window_height
   # // Method to return the height of the window.
   return Graphics.height
 end
Â
 def alignment
   # // Method to return the alignment.
   return XAIL::MENU_DELUX::MENU_ALIGNMENT
 end
Â
 def menu_color(color, enabled = true)
    # // Method to set the color and alpha if not enabled.
   contents.font.color.set(color)
   contents.font.color.alpha = Colors::AlphaMenu unless enabled
 end
Â
 def item_rect_for_text(index)
   # // Method to draw item rect for text.
   rect = item_rect(index)
   rect.x += 25
   draw_line_ex(rect.x - 4, rect.y + 9, Color.new(255,255,255), Color.new(0,0,0,128))
   draw_icon(XAIL::MENU_DELUX::MENU_LIST.values[index][2], -2, rect.y) unless XAIL::MENU_DELUX::MENU_LIST.values[index][2].nil?
   rect
 end
Â
 def draw_item(index)
   # // Method to draw the command item.
   contents.font.name = XAIL::MENU_DELUX::FONT[0]
   contents.font.size = XAIL::MENU_DELUX::FONT[1]
   # // Save enable option.
   XAIL::MENU_DELUX::MENU_LIST[:save][3] = save_enabled if XAIL::MENU_DELUX::MENU_SAVE
   # // Default enable option.
   menu_color(XAIL::MENU_DELUX::FONT[2], menu_enabled?(index))
   # // Font settings
   contents.font.bold = XAIL::MENU_DELUX::FONT[3]
   contents.font.shadow = XAIL::MENU_DELUX::FONT[4]
   draw_text(item_rect_for_text(index), command_name(index), alignment)
   reset_font_settings
 end
Â
 def menu_enabled?(index)
   # // Method to check if menu item is enabled.
   return $game_system.get_menu.values[index][3]
 end
Â
 def make_command_list
   # // Method to add the commands.
   $game_system.get_menu.each {|key, value|
     name = value[0] == "" ? key.id2name.capitalize : value[0]
     XAIL::MENU_DELUX::MENU_LIST[:save][3] = save_enabled if XAIL::MENU_DELUX::MENU_SAVE
     add_command(name, key, value[3], value[5].nil? ? nil : value[5])
   }
 end[/SIZE]
[SIZE=medium]end
#==============================================================================
# ** Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
Â
 def initialize(x, y)
   # // Method to initialize the window.
   super(x, y, window_width, window_height)
   self.arrows_visible = false
   @pending_index = -1
   refresh
 end
Â
 def window_width
   # // Method to determine window width.
   return Graphics.width / 2.4
 end
Â
 def col_max
   # // Method to determine col max.
   return 2
 end[/SIZE]
[SIZE=medium]Â def spacing
   # // Method to determine spacing.
   return 6 if Graphics.width == 544 # For standard resolution.
   return 44                        # For high resolution.
 end
Â
 def item_width
   # // Method to determine item width.
   return 98
 end[/SIZE]
[SIZE=medium]Â def item_height
   # // Method to determine item height.
   return 128
 end
Â
 def refresh
   # // Method to refresh the window.
   super
   # // Only display cursor arrow if more or equal to 5 party members.
   if $game_party.all_members.size >= 5
     self.arrows_visible = true
   end
 end[/SIZE]
[SIZE=medium]Â def draw_item(index)
   # // Method to draw item.
   actor = $game_party.members[index]
   rect = item_rect(index)
   # // Face
   draw_actor_face(actor, rect.x + 1, rect.y + 1, true)
   # // Name
   draw_font_text(actor.name, rect.x + 4, rect.y, rect.width, 0, XAIL::MENU_DELUX::FONT[0], 20, XAIL::MENU_DELUX::FONT[2])
   # // Level
   lvl = "#{Vocab::level_a}: #{actor.level}"
   draw_font_text(lvl, rect.x + 4, rect.y + 64, rect.width, 0, XAIL::MENU_DELUX::FONT[0], 18, XAIL::MENU_DELUX::FONT[2])
   # // Class
   # // Check if Yanfly Class System is installed.
   if $imported["YEA-ClassSystem"]
     actor_class = actor.subclass.nil? ? actor.class.name : "#{actor.class.name} [#{actor.subclass.name}]"
   else
     actor_class = actor.class.name
   end  Â
   draw_font_text(actor_class, rect.x - 4, rect.y + 76, rect.width, 2, XAIL::MENU_DELUX::FONT[0], 16, XAIL::MENU_DELUX::FONT[2])
   # // Stats
   draw_menu_stats(actor, :hp, rect.x, rect.y + 90, XAIL::MENU_DELUX::BAR_HP[0], XAIL::MENU_DELUX::BAR_HP[1], rect.width - 2)
   draw_menu_stats(actor, :mp, rect.x, rect.y + 100, XAIL::MENU_DELUX::BAR_MP[0], XAIL::MENU_DELUX::BAR_MP[1], rect.width - 2)
   draw_menu_stats(actor, :tp, rect.x, rect.y + 110, XAIL::MENU_DELUX::BAR_TP[0], XAIL::MENU_DELUX::BAR_TP[1], rect.width - 2)
 end
Â
 def draw_menu_stats(actor, stat, x, y, color1, color2, width)
   # // Method to draw actor hp & mp.
   case stat
   when :hp
     rate = actor.hp_rate ; vocab = Vocab::hp_a ; values = [actor.hp, actor.mhp]
   when :mp
     rate = actor.mp_rate ; vocab = Vocab::mp_a ; values = [actor.mp, actor.mmp]
   when :tp
     rate = actor.tp_rate ; vocab = Vocab::tp_a ; values = [actor.tp, actor.max_tp]
   end
   contents.font.name = XAIL::MENU_DELUX::FONT[0]
   contents.font.size = 14 # // Override font size.
   contents.font.color = XAIL::MENU_DELUX::FONT[2]
   contents.font.bold = XAIL::MENU_DELUX::FONT[3]
   contents.font.shadow = XAIL::MENU_DELUX::FONT[4]
   # // Draw guage.
   draw_gauge_ex(x, y - 8, width, 8, rate, color1, color2)
   # // Draw stats.
   draw_text(x + 2, y, width, line_height, values[0], 0)
   draw_text(x + 1, y, width, line_height, values[1], 2)
   # // Draw vocab.
   draw_text(x, y, width, line_height, vocab, 1) if XAIL::MENU_DELUX::BAR_VOCAB
   reset_font_settings
 end[/SIZE]
[SIZE=medium]end
#==============================================================================
# ** Window_Menu_Details
#==============================================================================
class Window_Menu_Details < Window_Base
Â
 def initialize(x, y)
   # // Method to initialize.
   super(x, y, window_width, window_height)
   @leader = $game_party.leader
   refresh
 end
Â
 def window_width
   # // Method to determine window width.
   return Graphics.width / 3
 end
Â
 def window_height
   # // Method to determine window height.
   return Graphics.height
 end
Â
 def refresh
   # // Method to refresh the window.
   contents.clear
   # // Draw details.
   y = -10
   XAIL::MENU_DELUX.details.each_index {|i|
     draw_line_ex(0, y += 24, Color.new(255,255,255,32), Color.new(0,0,0,64))
     draw_font_text(XAIL::MENU_DELUX.details
, -4, line_height * i + 4, contents_width, 2, XAIL::MENU_DELUX::FONT[0], 16, XAIL::MENU_DELUX::FONT[2])
   }
   # // Draw icons.
   draw_icons(XAIL::MENU_DELUX:ETAILS_ICONS, :vertical, 2, line_height * 0 + 2)
 end[/SIZE]
[SIZE=medium]
 def update
   # // Method to update details window.
   super
   if @leader != $game_party.leader
     @leader = $game_party.leader
     refresh
   end
 end
Â
end
#==============================================================================
# ** Window_Menu_Playtime
#==============================================================================
class Window_Menu_Playtime < Window_Base
Â
 def initialize(x, y)
   # // Method to initialize.
   super(x, y, 120, fitting_height(1))
   @playtime = $game_system.playtime_s
   refresh
 end
Â
 def refresh
   # // Method to refresh the window.
   contents.clear
   # // Draw icon.
   draw_icon(XAIL::MENU_DELUX:LAYTIME_ICON, 4, 0)
   # // Draw playtime.
   draw_font_text(@playtime, 0, 6, contents_width, 2, XAIL::MENU_DELUX::FONT[0], 22, XAIL::MENU_DELUX::FONT[2])
 end
Â
 def update
   # // Method to update the window.
   super
   @playtime = $game_system.playtime_s
   refresh
 end
Â
end
#==============================================================================#
# ** Window_Menu_Help
#==============================================================================#
class Window_Menu_Help < Window_Help
Â
 attr_accessor :index
Â
 alias xail_icon_menu_winhelp_init initialize
 def initialize(*args, &block)
   # // Method to initialize help window.
   xail_icon_menu_winhelp_init(*args, &block)
   @index = 0
 end[/SIZE]
[SIZE=medium]
 def set_text(text, enabled)
   # // Method to set a new help text.
   if text != @text
     menu_color(XAIL::MENU_DELUX::FONT[2], enabled)
     @text = text
     refresh
   end
 end
Â
 def refresh
   # // Refresh help contents.
   contents.clear
   draw_help_text
 end
Â
 def draw_help_text
   # // Method to draw the help text.
   contents.font.name = XAIL::MENU_DELUX::FONT[0]
   contents.font.size = XAIL::MENU_DELUX::FONT[1]
   menu_color(XAIL::MENU_DELUX::FONT[2], menu_enabled?(@index))
   contents.font.bold = XAIL::MENU_DELUX::FONT[3]
   contents.font.shadow = XAIL::MENU_DELUX::FONT[4]
   # // Draw title and description for the menu.
   draw_line_ex(0, 14, Color.new(255,255,255), Color.new(0,0,0,128))
   draw_text_ex_no_reset(0, 0, @text)
   reset_font_settings
 end
Â
 def menu_enabled?(index)
   # // Method to check if menu item is enabled.
   return $game_system.get_menu.values[index][3]
 end
Â
 def menu_color(color, enabled = true)
    # // Method to set the color and alpha if not enabled.
   contents.font.color.set(color)
   contents.font.color.alpha = 150 unless enabled
 end
Â
end
#==============================================================================#
# ** Scene_MenuBase
#==============================================================================#
class Scene_MenuBase < Scene_Base
Â
 def start
   # // Method to start the scene.
   super
   @actor = $game_party.menu_actor
   if SceneManager.scene_is?(Scene_Menu)
     @backgrounds = []
     @animations = []
     create_menu_backgrounds
     create_menu_animations
   end
 end
Â
 def create_menu_backgrounds
   # // Method to create custom background(s).
   XAIL::MENU_DELUX::BACKGROUND.each {|key, value| @backgrounds << [sprite.new, key] }
   @backgrounds.each {|i|
     i[0].bitmap = Cache.system(i[1])
     i[0].x = XAIL::MENU_DELUX::BACKGROUND[i[1]][0]
     i[0].y = XAIL::MENU_DELUX::BACKGROUND[i[1]][1]
     i[0].z = XAIL::MENU_DELUX::BACKGROUND[i[1]][2]
     i[0].opacity = XAIL::MENU_DELUX::BACKGROUND[i[1]][3]
   }
 end
Â
 def create_menu_animations
   # // Method to create custom animation(s).
   # name => [z, zoom_x, zoom_y, blend_type, opacity]
   XAIL::MENU_DELUX::ANIM_LIST.each {|key, value| @animations.push << [Plane.new, key] }
   @animations.each {|i|
     i[0].bitmap = Cache.system(i[1])
     i[0].z = XAIL::MENU_DELUX::ANIM_LIST[i[1]][0]
     i[0].zoom_x = XAIL::MENU_DELUX::ANIM_LIST[i[1]][1]
     i[0].zoom_y = XAIL::MENU_DELUX::ANIM_LIST[i[1]][2]
     i[0].blend_type = XAIL::MENU_DELUX::ANIM_LIST[i[1]][3]
     i[0].opacity = XAIL::MENU_DELUX::ANIM_LIST[i[1]][4]
   }
 end[/SIZE]
[SIZE=medium]
 alias xail_upd_menubase_delux_upd update
 def update(*args, &block)
   # // Method for updating the scene.
   xail_upd_menubase_delux_upd(*args, &block)
   if SceneManager.scene_is?(Scene_Menu)
     for i in 0...@animations.size
       @animations[0].ox += 1.2 - i
       @animations[0].oy -= 0.6 + i
     end unless scene_changing?
     delay?(1)
   end
 end
Â
 def delay?(amount)
   # // Method to delay.
   amount.times do
     update_basic
   end
 end
Â
 alias xail_menubase_delux_transition perform_transition
 def perform_transition(*args, &block)
   # // Method to create the transition.
   return if $game_system.get_menu.empty?
   if XAIL::MENU_DELUX::TRANSITION.nil?
     xail_menubase_delux_transition(*args, &block)
   else
     Graphics.transition(XAIL::MENU_DELUX::TRANSITION[0],XAIL::MENU_DELUX::TRANSITION[1],XAIL::MENU_DELUX::TRANSITION[2])
   end
 end
Â
 def dispose_sprites
   # // Method to dispose sprites.
   @backgrounds.each {|i| i[0].dispose unless i[0].nil? ; i[0] = nil } rescue nil
   @animations.each {|i| i[0].dispose unless i[0].nil? ; i[0] = nil } rescue nil
 end
Â
 def terminate
   # // Method to terminate.
   super
   dispose_sprites unless SceneManager.scene_is?(Scene_Menu)
 end[/SIZE]
[SIZE=medium]
end
#==============================================================================#
# ** Scene_Menu
#==============================================================================#
class Scene_Menu < Scene_MenuBase
Â
 def start
   super
   # // Method to start the scene.
   # // Return if menu empty.
   return command_map if $game_system.get_menu.empty?
   # // Create windows.
   create_menu_command_window
   create_menu_status_window
   create_menu_details_window
   create_menu_playtime_window
   create_menu_help_window
   # // Set help text to first menu command.
   help_update(@command_window.index)
   # // Play music if enabled.
   play_menu_music if XAIL::MENU_DELUX::MUSIC
 end
Â
 def create_menu_command_window
   # // Method to create the command window.
   @command_window = Window_MenuCommand.new
   @command_window.windowskin = Cache.system(XAIL::MENU_DELUX::MENU_SKIN) unless XAIL::MENU_DELUX::MENU_SKIN.nil?
   @command_window.back_opacity = 96
   $game_system.get_menu.each {|key, value|
     unless value[5].nil?
       @command_window.set_handler(key, methodcommand_custom))
     else
       if value[4]
         @command_window.set_handler(key, methodcommand_personal))
       else
         @command_window.set_handler(key, method("command_#{key}".to_sym))
       end
     end
   }  Â
   @command_window.set_handlercancel, methodreturn_scene))
 end
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 def create_menu_status_window
   # // Method to create the status window.
   @status_window = Window_MenuStatus.new(0, 0)
   @status_window.height = Graphics.height - 72
   @status_window.x = @command_window.width
   @status_window.back_opacity = 96
 end
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 def create_menu_details_window
   # // Method to create the details window.
   @details_window = Window_Menu_Details.new(0, 0)
   @details_window.x = Graphics.width - @details_window.width
   @details_window.back_opacity = 96
 end
Â
 def create_menu_playtime_window
   # // Method to create the playtime window.
   @playtime_window = Window_Menu_Playtime.new(0, 0)
   @playtime_window.x = Graphics.width - @playtime_window.width
   @playtime_window.y = Graphics.height - @playtime_window.height - 26
   @playtime_window.opacity = 0
   @playtime_window.z = 201
 end
Â
 def create_menu_help_window
   # // Method to create the help window.
   @help_window = Window_Menu_Help.new(2)
   @help_window.viewport = @viewport
   @help_window.windowskin = Cache.system(XAIL::MENU_DELUX::MENU_SKIN) unless XAIL::MENU_DELUX::MENU_SKIN.nil?
   @help_window.index = @command_window.index
   @help_window.y = Graphics.height - @help_window.height
   @help_window.back_opacity = 255
   @help_window.z = 200
 end
Â
 def play_menu_music
   # // Method to play menu music.
   @last_bgm = RPG::BGM.last
   @last_bgs = RPG::BGS.last
   bgm = XAIL::MENU_DELUX::MUSIC_BGM
   bgs = XAIL::MENU_DELUX::MUSIC_BGS
   Sound.play(bgm[0], bgm[1], bgm[2], :bgm)
   Sound.play(bgs[0], bgs[1], bgs[2], :bgs)
 end
Â
 alias xail_upd_menu_delux_upd update
 def update(*args, &block)
   # // Method for updating the scene.
   xail_upd_menu_delux_upd(*args, &block)
   old_index = @help_window.index
   help_update(@command_window.index) if old_index != @command_window.index
 end
Â
 def help_update(index)
   # // If index changes update help window text.
   list = XAIL::MENU_DELUX::MENU_LIST
   icon = list.values[index][2].nil? ? "" : list.values[index][2]
   name = list.values[index][0] == "" ? list.keys[index].id2name.capitalize : list.values[index][0]
   if icon == "" ; title = name ; else ; title = '\i[' + icon.to_s + ']' + name ; end
   desc = '\c[0]' + list.values[index][1]
   text = "#{title}\n#{desc}"
   enabled = list.values[index][3]
   @help_window.index = index
   @help_window.set_text(text, enabled)
 end
Â
 def on_personal_ok
   # // Method override on personal ok.
   scene = "Scene_#{@command_window.current_symbol.to_s.capitalize}".to_class
   SceneManager.call(scene)
 end
Â
 def command_custom
   # // Method to call a custom command. (Don't remove)
   if @command_window.current_ext.is_a?(Integer)
     $game_temp.reserve_common_event(@command_window.current_ext)
     return command_map
   end
   SceneManager.call(@command_window.current_ext)
 end
Â
 def command_map
   # // command_map (Don't remove)
   if $game_system.get_menu.empty?
     Sound.play_buzzer
     $game_message.texts << XAIL::MENU_DELUX::EMPTY
   end
   SceneManager.call(Scene_Map)
 end
Â
 def pre_terminate
   # // Method to pre terminate scene menu.
   # // Play last bgm and bgs if menu music is enabled.
   if XAIL::MENU_DELUX::MUSIC
     @last_bgm.replay rescue nil
     @last_bgs.replay rescue nil
   end
 end
Â
end # END OF FILE[/SIZE]
[SIZE=medium]
#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#[/SIZE]
[SIZE=medium][/SIZE]
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