#============================================================================== # ** Enable Part IV Check #============================================================================== if SDK::Parts.include?(4) || (SDK::Indidual_Parts.include?('PART 3#SCENE_MENU') && SDK::Indidual_Parts.include?('PART 4#SCENE_MENU')) #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs menu screen processing. #============================================================================== class Scene_Menu < SDK::Scene_Base #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen new_scene(Scene_Map) return end # If C button was pressed if Input.trigger?(Input::C) # Return if Disabled Command if disabled_main_command? # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Command Input main_command_input return end end #-------------------------------------------------------------------------- # * Command : Item #-------------------------------------------------------------------------- def command_item # Switch to item screen new_layer(Scene_Item) end #-------------------------------------------------------------------------- # * Command : Skill #-------------------------------------------------------------------------- def command_skill # If Main Command Active if @command_window.active # Activate Status Window active_status_window return end # Switch to skill screen new_layer(Scene_Skill, @status_window.index) end #-------------------------------------------------------------------------- # * Command : Equip #-------------------------------------------------------------------------- def command_equip # If Main Command Active if @command_window.active # Activate Status Window active_status_window return end # Switch to equipment screen new_layer(Scene_Equip, @status_window.index) end #-------------------------------------------------------------------------- # * Command : Status #-------------------------------------------------------------------------- def command_status # If Main Command Active if @command_window.active # Activate Status Window active_status_window return end # Switch to status screen new_layer(Scene_Status, @status_window.index) end #-------------------------------------------------------------------------- # * Command : Save #-------------------------------------------------------------------------- def command_save # Switch to save screen new_layer(Scene_Save) end #-------------------------------------------------------------------------- # * Command : End Game #-------------------------------------------------------------------------- def command_endgame # Switch to end game screen new_layer(Scene_End) end end #============================================================================== # ** Ends Enable Part IV Check #============================================================================== end #============================================================================== # ** Enable Part IV Check #============================================================================== if SDK::Parts.include?(4) || (SDK::Indidual_Parts.include?('PART 3#SCENE_END') && SDK::Indidual_Parts.include?('PART 4#SCENE_END')) #============================================================================== # ** Scene_End #------------------------------------------------------------------------------ # This class performs game end screen processing. #============================================================================== class Scene_End < SDK::Scene_Base #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen new_scene(Scene_Menu, 5) return end # If C button was pressed if Input.trigger?(Input::C) # Return if Disabled Command if disabled_main_command? # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Command Input main_command_input return end end end #============================================================================== # ** Ends Enable Part IV Check #============================================================================== end #============================================================================== # ** Enable Part IV Check #============================================================================== if SDK::Parts.include?(4) || (SDK::Indidual_Parts.include?('PART 3#SCENE_SHOP') && SDK::Indidual_Parts.include?('PART 4#SCENE_SHOP')) #============================================================================== # ** Scene_Shop #------------------------------------------------------------------------------ # This class performs shop screen processing. #============================================================================== class Scene_Shop < SDK::Scene_Base #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen new_scene(Scene_Map) return end # If C button was pressed if Input.trigger?(Input::C) # Return if Disabled Command if disabled_main_command? # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end main_command_input return end end #-------------------------------------------------------------------------- # * Command : Exit #-------------------------------------------------------------------------- def command_exit # Switch to map screen new_scene(Scene_Map) end end #============================================================================== # ** Ends Enable Part IV Check #============================================================================== end