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Menu Compacto 1.1

Iniciado por Quasar, 31/12/2012 às 04:06

31/12/2012 às 04:06 Última edição: 20/01/2017 às 10:07 por King Gerar
Introdução:
este script ja foi postado aki no forum mas o download dele esta invalido este download esta funcionando muitíssimo bem.

Características:
este script é um dos melhores menus que já vi pois ele e bem compacto e e feito por imagens então você pode deixa-lo no tema do seu jogo.

Screenshots:
Spoiler
[close]

Como usar:
Apenas baixe a demo.

Script:
Spoiler
#==============================================================================
# ** Compact Menu
#------------------------------------------------------------------------------
#  Autor: The Sleeping Leonhart
#  Version: 1.2
#  Release Date: 26/07/2008
#------------------------------------------------------------------------------
#  Description:
#    This is an All in One menu where you can use item equipment and skill.
#------------------------------------------------------------------------------
#  Istruzioni:
#    Edit the images to suit tastes.
#    You must put the images of party in the Picture
#    and you must call it like the Battler graphic.
#==============================================================================

class Game_Actor < Game_Battler
  def now_exp
    return @exp - @exp_list[@level]
  end
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end

class Window_Base < Window
  def draw_actor_exps(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 28, 32, "Exp")
    self.contents.font.color = normal_color
    if actor.now_exp != 0
      text = (actor.now_exp.to_f / actor.next_exp.to_f)*100.00
      text = text.round
    else
      text = 0
    end
    self.contents.draw_text(x + 40, y, 84, 32, text.to_s+"%")
  end
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      parameter_name = $data_system.words.atk
      parameter_value = actor.atk
    when 1
      parameter_name = $data_system.words.pdef
      parameter_value = actor.pdef
    when 2
      parameter_name = $data_system.words.mdef
      parameter_value = actor.mdef
    when 3
      parameter_name = $data_system.words.str
      parameter_value = actor.str
    when 4
      parameter_name = $data_system.words.dex
      parameter_value = actor.dex
    when 5
      parameter_name = $data_system.words.agi
      parameter_value = actor.agi
    when 6
      parameter_name = $data_system.words.int
      parameter_value = actor.int
    when 7
      parameter_name = "Evasion"
      parameter_value = actor.eva
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, 32, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 88, y, 36, 32, parameter_value.to_s, 2)
  end
end

class Window_MenuStatus < Window_Selectable
  def initialize(actor)
    super(220, 48, 480, 96+32)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    @actor = actor
    refresh
    self.active = false
    self.index = -1
  end
  def refresh
    self.contents.clear
    @item_max = 1
    x = 0
    y = 0
    actor = @actor
    self.contents.font.size = 18
    draw_actor_name(actor, x, y)
    draw_actor_hp(actor, x + 92, y)
    draw_actor_sp(actor, x + 236, y)
    draw_actor_state(actor, x, y + 18)
    draw_actor_level(actor, x, y + 36)
    draw_actor_exps(actor, x, y + 54) 
    draw_actor_parameter(actor, x + 92, y + 16, 0)
    draw_actor_parameter(actor, x + 92, y + 32, 1)
    draw_actor_parameter(actor, x + 92, y + 48, 2)
    draw_actor_parameter(actor, x + 92, y + 64, 6)
    draw_actor_parameter(actor, x + 236, y + 16, 3)
    draw_actor_parameter(actor, x + 236, y + 32, 4)
    draw_actor_parameter(actor, x + 236, y + 48, 5)
    draw_actor_parameter(actor, x + 236, y + 64, 7)
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 96, self.width - 32, 96)
    end
  end
end

class Window_MenuSkill < Window_Selectable
  def initialize(actor)
    super(287, 299, 278, 56)
    @actor = actor
    @column_max = 10
    @row_max = 1
    refresh
    self.opacity = 0
    self.index = 0
  end
  def skill
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 0...@actor.skills.size
      skill = $data_skills[@actor.skills[i]]
      if skill != nil
        @data.push(skill)
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width-32, row_max*32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    skill = @data[index]
    if @actor.skill_can_use?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = index % 10 * 24
    y = index / 10 * 24
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.font.size = 14
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x+12,y+8,128,24,skill.sp_cost.to_s)
  end
  def update_help
    @help_window.set_text(self.skill == nil ? "" : self.skill.name+": "+self.skill.description)
  end
  def update_cursor_rect
    if self.active
      self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)
      self.oy = index / 10 * 24
    else
      self.cursor_rect.set(0, 0, 0, 0)
    end
  end
end

class Window_MenuItem < Window_Selectable
  def initialize
    super(287, 355, 278, 56+24)
    @column_max = 10
    refresh
    self.index = 0
    self.opacity = 0
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if item.is_a?(RPG::Item) and
       $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = index % 10 * 24
    y = index / 10 * 24
    rect = Rect.new(x, y, 24, 24)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.font.size = 14
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 12, y + 4, 24, 32, number.to_s)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)
  end
  def update_cursor_rect
    if self.active
      if @index < 0
        self.cursor_rect.empty
        return
      end
      row = @index / @column_max
      if row < self.top_row
        self.top_row = row
      end
      if row > self.top_row + 1
        self.top_row = row - 1
      end
      cursor_width = self.width / @column_max - 32
      self.oy = (self.oy/32)*24
      x = @index % @column_max * 24
      y = @index / @column_max * 24 - (self.oy/24)*24
      self.cursor_rect.set(x, y, 24, 24)
     else
      self.cursor_rect.set(0, 0, 0, 0)
    end
  end
end

class Window_Target < Window_Selectable
  def initialize
    super(0, 0, $game_party.actors.size*48+32, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z += 10
    @column_max = @item_max = $game_party.actors.size
    refresh
  end
  def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
      x = 48*i+24
      y = 52
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x, y)
    end
  end
  def update_cursor_rect
    if @index <= -2
      self.cursor_rect.set((@index + 10) * 48, 0, 48, 64)
    elsif @index == -1
      self.cursor_rect.set(0, 0, @item_max * 48, 64)
    else
      self.cursor_rect.set(@index * 48, 0, 48, 64)
    end
  end
end

class Window_MenuEquipped < Window_Selectable
  def initialize(actor)
    super(272, 158, 368, 26*2+32)
    self.contents = Bitmap.new(width - 32, 32 * 5 - 32)
    self.opacity = 0
    self.active = false
    self.index = 0
    @item_max = 5
    @column_max = 1
    @actor = actor
    refresh
  end
  def item
    return @data[self.index]
  end
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    self.contents.font.size = 16
    self.contents.draw_text(16, 26 * 0, 92, 32, $data_system.words.weapon)
    self.contents.draw_text(16, 26 * 1, 92, 32, $data_system.words.armor1)
    self.contents.draw_text(16, 26 * 2, 92, 32, $data_system.words.armor2)
    self.contents.draw_text(16, 26 * 3, 92, 32, $data_system.words.armor3)
    self.contents.draw_text(16, 26 * 4, 92, 32, $data_system.words.armor4)
    draw_item_name(@data[0], 92, 26 * 0)
    draw_item_name(@data[1], 92, 26 * 1)
    draw_item_name(@data[2], 92, 26 * 2)
    draw_item_name(@data[3], 92, 26 * 3)
    draw_item_name(@data[4], 92, 26 * 4)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)
  end
  
  def update_cursor_rect
    if self.active
      y = @index % 2 * 26
      self.cursor_rect.set(12, y + 9, 244, 16)
      self.oy = (@index - @index % 2) * 26 
    else
      self.cursor_rect.set(0, 0, 0, 0)
    end
  end
end

class Window_MenuEquip < Window_Selectable
  def initialize(actor, type)
    super(287, 243-24, 272, 80)
    @actor = actor
    @column_max = 10
    @row_max = 2
    @equip_type = type
    self.index = 0
    self.opacity = 0
    self.active = false
    refresh
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    if @equip_type != 0
      armor_set = $data_classes[@actor.class_id].armor_set
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors[i].kind == @equip_type-1
            @data.push($data_armors[i])
          end
        end
      end
    end
    @data.push(nil)
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    for i in 0...@item_max-1
      draw_item(i)
    end
  end
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    x = index % 10 * 24
    y = index / 10 * 24
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.font.size = 14
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x+12,y+8,128,24, number.to_s)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)
  end
  def update_cursor_rect
    if self.active
      self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)
      self.oy = index / 10 * 24
    else
      self.cursor_rect.set(0, 0, 0, 0)
    end
  end
end

class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  def main
    @actor_index = 0
    @target = ""
    scene_window
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    scene_dispose
  end
  
  def scene_window
    @actor = $game_party.actors[@actor_index]
    @map = Spriteset_Map.new
    @bg = Sprite.new
    @bg.bitmap = Bitmap.new("Graphics/Pictures/MenuBG")
    @pg = Sprite.new
    @pg.bitmap = Bitmap.new("Graphics/Pictures/"+@actor.battler_name)
    @pg.y = 64
    @arrow = Sprite.new
    @arrow.x = 264
    @arrow.y = 170
    @arrow.bitmap = Bitmap.new("Graphics/Pictures/Arrow")
    @lr = Sprite.new
    @lr.bitmap = Bitmap.new("Graphics/Pictures/LR") if $game_party.actors.size > 1
    s1 = ""
    @command_window = Window_Command.new(160, [s1, s1, s1, s1, s1])
    @menu_index = 3 if @menu_index == 4
    @menu_index = 4 if @menu_index == 5
    @command_window.index = @menu_index
    @command_window.visible = false
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @help_window = Window_Help.new
    @help_window.opacity = 0
    @item_window = Window_MenuItem.new
    @skill_window = Window_MenuSkill.new(@actor)
    @status_window = Window_MenuStatus.new(@actor)
    @target_window = Window_Target.new
    @right_window = Window_MenuEquipped.new(@actor)
    @item_window1 = Window_MenuEquip.new(@actor, 0)
    @item_window2 = Window_MenuEquip.new(@actor, 1)
    @item_window3 = Window_MenuEquip.new(@actor, 2)
    @item_window4 = Window_MenuEquip.new(@actor, 3)
    @item_window5 = Window_MenuEquip.new(@actor, 4)
    @skill_window.help_window = @help_window
    @item_window.help_window = @help_window
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    @item_equip_window = @item_window1
    @item_window1.visible = false
    @item_window2.visible = false
    @item_window3.visible = false
    @item_window4.visible = false
    @item_window5.visible = false
    @item_window.active = false
    @help_window.visible = false
    @skill_window.active = false
    @target_window.visible = false
    @target_window.active = false
  end
  
  def scene_dispose
    @command_window.dispose
    @item_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
    @skill_window.dispose
    @status_window.dispose
    @target_window.dispose
    @right_window.dispose
    @help_window.dispose
    @map.dispose
    @bg.dispose
    @pg.dispose
    @arrow.dispose
    @lr.dispose
  end
  
  def update
    @command_window.update
    @item_window.update
    @item_window1.update
    @item_window2.update
    @item_window3.update
    @item_window4.update
    @item_window5.update
    @skill_window.update
    @status_window.update
    @target_window.update
    @right_window.update
    @map.update
    case @right_window.index
    when 0
      @item_equip_window.visible = false
      @item_equip_window = @item_window1
      @item_equip_window.visible = true
    when 1      
      @item_equip_window.visible = false
      @item_equip_window = @item_window2
      @item_equip_window.visible = true
    when 2      
      @item_equip_window.visible = false
      @item_equip_window = @item_window3
      @item_equip_window.visible = true
    when 3      
      @item_equip_window.visible = false
      @item_equip_window = @item_window4
      @item_equip_window.visible = true
    when 4
      @item_equip_window.visible = false
      @item_equip_window = @item_window5
      @item_equip_window.visible = true
    end    
    if $game_party.actors.size > 1
      if Input.trigger?(Input::R)
        $game_system.se_play($data_system.cursor_se)
        @actor_index += 1
        @actor_index %= $game_party.actors.size
        scene_dispose
        scene_window
        return
      end
      if Input.trigger?(Input::L)
        $game_system.se_play($data_system.cursor_se)
        @actor_index += $game_party.actors.size - 1
        @actor_index %= $game_party.actors.size
        scene_dispose
        scene_window
        return
      end
    end
    if @command_window.active
      update_command
      return
    end
    if @item_window.active
      update_item
      return
    end
    if @skill_window.active
      update_skill
      return
    end
    if @right_window.active
      update_right
      return
    end
    if @item_equip_window.active
      update_equip_item
      return
    end
    if @target_window.active
      update_item_target if @target == "item"
      update_skill_target if @target == "skill"
      return
    end
  end
  
  def update_command
    case @command_window.index
    when 2
      @help_window.set_text("Show and use item.")
      @arrow.x = 264
      @arrow.y = 360
    when 1
      @help_window.set_text("Show and use Skill.")
      @arrow.x = 264
      @arrow.y = 300
    when 0
      @help_window.set_text("Equip Weapon and Armor.")
      @arrow.x = 264
      @arrow.y = 170
    when 3
      @help_window.set_text("Save the game progress.")
      @arrow.x = 556
      @arrow.y = 464
    when 4
      @help_window.set_text("Exit.")
      @arrow.x = 590
      @arrow.y = 464
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @item_window.active = true
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @skill_window.active = true
      when 0
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @right_window.active = true
      when 3
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 4
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end
      return
    end
  end  
  
  def update_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @item_window.active = false
      @item_window.help_window.visible = false
      @command_window.active = true
      return
    end
    if Input.trigger?(Input::C)
      @item = @item_window.item
      unless @item.is_a?(RPG::Item)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      unless $game_party.item_can_use?(@item.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      if @item.scope >= 3
        @item_window.active = false
        @target_window.x = 287
        @target_window.y = 355
        @target_window.visible = true
        @target_window.active = true
        @target = "item"
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      else
        if @item.common_event_id > 0
          $game_temp.common_event_id = @item.common_event_id
          $game_system.se_play(@item.menu_se)
          if @item.consumable
            $game_party.lose_item(@item.id, 1)
            @item_window.draw_item(@item_window.index)
          end
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end

  def update_item_target
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      unless $game_party.item_can_use?(@item.id)
        @item_window.refresh
      end
      @target = ""
      @item_window.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.item_number(@item.id) == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @target_window.index == -1
        used = false
        for i in $game_party.actors
          used |= i.item_effect(@item)
        end
      end
      if @target_window.index >= 0
        target = $game_party.actors[@target_window.index]
        used = target.item_effect(@item)
      end
      if used
        $game_system.se_play(@item.menu_se)
        if @item.consumable
          $game_party.lose_item(@item.id, 1)
          @item_window.draw_item(@item_window.index)
        end
        @target_window.refresh
        if $game_party.all_dead?
          $scene = Scene_Gameover.new
          return
        end
        if @item.common_event_id > 0
          $game_temp.common_event_id = @item.common_event_id
          $scene = Scene_Map.new
          return
        end
        @status_window.refresh
      end
      unless used
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
  
  def update_skill
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @skill_window.active = false
      @skill_window.help_window.visible = false
      @command_window.active = true
      return
    end
    if Input.trigger?(Input::C)
      @skill = @skill_window.skill
      if @skill == nil or not @actor.skill_can_use?(@skill.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      if @skill.scope >= 3
        @skill_window.active = false
        @target_window.x = 287
        @target_window.y = 299
        @target_window.visible = true
        @target_window.active = true
        @target = "skill"
        if @skill.scope == 4 || @skill.scope == 6
          @target_window.index = -1
        elsif @skill.scope == 7
          @target_window.index = @actor_index - 10
        else
          @target_window.index = 0
        end
      else
        if @skill.common_event_id > 0
          $game_temp.common_event_id = @skill.common_event_id
          $game_system.se_play(@skill.menu_se)
          @status_window.refresh
          @skill_window.refresh
          @target_window.refresh
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
  
  def update_skill_target
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @skill_window.active = true
      @target_window.visible = false
      @target_window.active = false
      @target = ""
      return
    end
    if Input.trigger?(Input::C)
      unless @actor.skill_can_use?(@skill.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @target_window.index == -1
        used = false
        for i in $game_party.actors
          used |= i.skill_effect(@actor, @skill)
        end
      end
      if @target_window.index <= -2
        target = $game_party.actors[@target_window.index + 10]
        used = target.skill_effect(@actor, @skill)
      end
      if @target_window.index >= 0
        target = $game_party.actors[@target_window.index]
        used = target.skill_effect(@actor, @skill)
      end
      if used
        $game_system.se_play(@skill.menu_se)
        @actor.sp -= @skill.sp_cost
        @status_window.refresh
        @skill_window.refresh
        @target_window.refresh
        if $game_party.all_dead?
          $scene = Scene_Gameover.new
          return
        end
        if @skill.common_event_id > 0
          $game_temp.common_event_id = @skill.common_event_id
          $scene = Scene_Map.new
          return
        end
      end
      unless used
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end  
  
  def update_right
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @right_window.active = false
      @right_window.help_window.visible = false
      @command_window.active = true
      return
    end
    if Input.trigger?(Input::C)
      if @actor.equip_fix?(@right_window.index)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @right_window.active = false
      @item_equip_window.active = true
      return
    end
  end
  
  def update_equip_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @right_window.active = true
      @item_equip_window.help_window.visible = false
      @item_equip_window.active = false
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.equip_se)
      type = @right_window.index
      item = @item_equip_window.item
      @actor.equip(type, item == nil ? 0 : item.id)
      @right_window.active = true
      @item_equip_window.active = false
      @right_window.refresh
      @item_equip_window.refresh
      @status_window.refresh
      return
    end
  end
end
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Créditos e Agradecimentos:
The Sleeping Leonhart