Hola, estoy utilizando el scripts de opciones para los menús de Yanfly:

#===============================================================================

#

# Yanfly Engine RD - Menu System Options

# Last Date Updated: 2009.05.12

# Level: Easy, Normal

#

# The "End Game" option is quite possibly the most useless function in RPG Maker

# VX games. Not only does it have little functionality but its functions can

# be reproduced by Alt+F4 and F12. This script replaces "End Game" with a new

# menu altogether and giving the player some familiar options seen in many of

# today's commercial RPG's such as changing window skins, adjust sound volume,

# turning off animations during battle, and the like.

#

#===============================================================================

# Updates:

# ----------------------------------------------------------------------------

# o 2009.05.12 - Auto-Dash update. If player holds down the dash button when

# this option is enabled, the player will walk instead of dash.

# o 2009.05.09 - Compatibility update with Woratana's NeoMessage.

# Compatibility update with Modern Algebra's ATS.

# o 2009.05.07 - Started script and finished.

#===============================================================================

# Instructions

#===============================================================================

#

# Input this script anywhere above Main. It's plug and play outside of changing

# a few variables and switches, which will be listed below:

#

# - If you have variables bound to variables 91, 92, 93, and 94, scroll down and

# bind them to unused variables.

# - If you have switches bound to switches 91, 92, 93, 94, 95, or 96, scroll

# down and bind them to unused switches.

#

# Then, download the windows pack, and create a "Windows" folder inside your

# Graphics folder. Input the windows pack there. You're all set to go.

#

#===============================================================================

#

# Compatibility

# - Works With: Woratana's NeoMessage

# - Works With: Modern Algebra's ATS

# - Alias: Game_Player: dash?

# - Alias: Window_Base: initialize

# - Alias: Scene_Battle: display_normal_animation

# - Overwrites: Scene_End: All of it

# - Overwrites: Vocab: game_end

#

#===============================================================================

$imported = {} if $imported == nil

$imported["MenuSystemOptions"] = true

module YE

module SYSTEM

# This changes the "End Game" string to a new string. This completely

# overrides the default term from the database for a reason and that's

# because this is adjustable from the title menu as well.

TITLE = "Opciones"

#---------------------

# Window Configuration

#---------------------

# This will affect what string data will appear for the window selection

# portion of the system menu.

WINDOW_HELP = "Ajusta el color de la ventana."

WINDOW_SKIN = "Color de Ventana"

# This sets the default window used when nothing is selected. This also

# determines the window skin used at the title screen. Reference it to

# the list below to determine which window skin. Don't make this 0.

DEFAULT_WINDOW = 7

# This determines the variable used to store the player's windowskin choice.

WINDOW_VARIABLE = 91

# This below determines what the variable refers to when it's used as

# reference. Put your windows inside the Graphics/Windows folder. ID 0 will

# automatically push back to the default window's ID.

WINDOW_HASH ={

# Window ID => Window Name

1 => "Futurista",

2 => "Hexa",

3 => "Tecno",

4 => "Diamante",

5 => "Fenix",

6 => "Celeste",

7 => "Moderno",

8 => "Piedra",

9 => "Púrpura",

10 => "Rosa",

11 => "Gris",

12 => "Negro",

} # Do not remove this.

#---------------------

# Volume Configuration

#---------------------

# This will affect what string data will appear for the volume adjustment

# portion of the system menu.

BGM_HELP = "Ajusta el volumen de la música."

SFX_HELP = "Ajusta el volumen de los sonidos."

BGS_HELP = "Ajusta el volumen de los sonidos ambientales."

BGM_TITLE = "Música"

SFX_TITLE = "Sonidos"

BGS_TITLE = "Sonido Ambiental"

VOL_MUTE = "Mudo"

# These are the variables and switches that govern the sound effect volumes.

# Note that for the variables, the higher they are, the lower the volume.

BGM_VOLUME_VAR = 92 # Variable

SFX_VOLUME_VAR = 93 # Variable

BGS_VOLUME_VAR = 94 # Variable

BGM_MUTE_SWITCH = 92 # Switch

SFX_MUTE_SWITCH = 93 # Switch

BGS_MUTE_SWITCH = 94 # Switch

# This adjusts the gradient colours for each of the volume controls.

BGM_COLOUR1 = 30

BGM_COLOUR2 = 31

SFX_COLOUR1 = 28

SFX_COLOUR2 = 29

BGS_COLOUR1 = 20

BGS_COLOUR2 = 21

#---------------------

# Battle Animations

#---------------------

# This will affect what string data will appear for the toggling of

# battle animations portion of the system menu.

ANI_TITLE = "Animaciones de Batalla"

ANI_HELP = "Altera l aparición de Animaciones de Batalla."

ANI_ON = "Mostrar"

ANI_OFF = "Ocultar"

# This is the switch used to adjust battle animations. If it is off,

# animations are enabled. If it is on, animations are disabled.

ANI_SWITCH = 91

#---------------------

# Automatic Dashing

#---------------------

# This will affect what string data will appear for the toggling of

# automatic dashing portion of the system menu.

AUTO_DASH_TITLE = "Ataque Automático"

AUTO_DASH_HELP = "Altera el uso del ataque automático."

AUTO_DASH_ON = "Auto"

AUTO_DASH_OFF = "Mantener"

# This is the switch used to determine whether or not autodashing is on.

AUTO_DASH_SWITCH = 95

#---------------------

# Instant Text

#---------------------

# This will affect what string data will appear for the instant text

# portion of the system menu.

INSTANT_TEXT_TITLE = "Texto Instantáneo"

INSTANT_TEXT_HELP = "Altera el texto instantáneo."

INSTANT_TEXT_ON = "Instantáneo"

INSTANT_TEXT_OFF = "Por Defecto"

# This is the switch used to determine whether or not instant text is on.

INSTANT_TEXT_SWITCH = 96

#---------------------

# Remaining Text

#---------------------

# This will affect what remaining string data is left for the system menu.

RETURN_TO_TITLE = "Volver al Título"

RETURN_TITLE_HELP = "Te lleva de vuelta al título."

RETURN_TO_MENU = "Volver al Menú de Pausa"

RETURN_MENU_HELP = "Te lleva al menú de pausa."

end # SYSTEM

end # YE

#===============================================================================

# Editting anything past this point may potentially result in causing computer

# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.

# Therefore, edit at your own risk.

#===============================================================================

module Vocab

def self.game_end

return YE::SYSTEM::TITLE

end

end

module Cache

def self.windows(filename)

load_bitmap("Graphics/Windows/", filename)

end

end

module RPG

class BGM < AudioFile

def play

if @name.empty?

Audio.bgm_stop

@@last = BGM.new

else

vol = @volume

if $game_variables != nil

vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR]

vol /= 100

vol = [[vol, 0].max, 100].min

vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]

end

Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch)

@@last = self

end

end #Play

end # BGM

class ME < AudioFile

def play

if @name.empty?

Audio.me_stop

else

vol = @volume

if $game_variables != nil

vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR]

vol /= 100

vol = [[vol, 0].max, 100].min

vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]

end

Audio.me_play("Audio/ME/" + @name, vol, @pitch)

end

end

end # ME

class SE < AudioFile

def play

unless @name.empty?

vol = @volume

if $game_variables != nil

vol *= 100 - $game_variables[YE::SYSTEM::SFX_VOLUME_VAR]

vol /= 100

vol = [[vol, 0].max, 100].min

vol = 0 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]

end

Audio.se_play("Audio/SE/" + @name, vol, @pitch)

end

end

def self.stop

Audio.se_stop

end

end # SE

class BGS < AudioFile

def play

if @name.empty?

Audio.bgs_stop

@@last = BGS.new

else

vol = @volume

if $game_variables != nil

vol *= 100 - $game_variables[YE::SYSTEM::BGS_VOLUME_VAR]

vol /= 100

vol = [[vol, 0].max, 100].min

vol = 0 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]

end

Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch)

@@last = self

end

end

end # BGS

end # RPG

#===============================================================================

# Game Player

#===============================================================================

class Game_Player < Game_Character

#--------------------------------------------------------------------------

# alias dash?

#--------------------------------------------------------------------------

alias dash_mso dash? unless $@

def dash?

if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH]

return false if @move_route_forcing

return false if $game_map.disable_dash?

return false if in_vehicle?

return false if Input.press?(Input::A)

return true

else

dash_mso

end

end

end

#===============================================================================

# Window

#===============================================================================

class Window

#--------------------------------------------------------------------------

# update windowskin

#--------------------------------------------------------------------------

def update_windowskin

if $game_variables != nil

winvar = YE::SYSTEM::WINDOW_VARIABLE

if $game_variables[winvar] == 0

$game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW

elsif !YE::SYSTEM::WINDOW_HASH.include?($game_variables[winvar])

$game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW

end

mso_windowskin = YE::SYSTEM::WINDOW_HASH[$game_variables[winvar]]

else

mso_windowskin = YE::SYSTEM::WINDOW_HASH[YE::SYSTEM::DEFAULT_WINDOW]

end

self.windowskin = Cache.windows(mso_windowskin)

end

end

#===============================================================================

# Window Base

#===============================================================================

class Window_Base < Window

#--------------------------------------------------------------------------

# alias initialize

#--------------------------------------------------------------------------

alias initialize_window_mso initialize unless $@

def initialize(x, y, width, height)

initialize_window_mso(x, y, width, height)

self.update_windowskin

end

end

#===============================================================================

# Window Message

#===============================================================================

class Window_Message < Window_Selectable

#--------------------------------------------------------------------------

# alias update show fast

#--------------------------------------------------------------------------

alias update_show_fast_mso update_show_fast unless $@

def update_show_fast

if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH]

if self.pause or self.openness < 255

@show_fast = false

else

@show_fast = true

end

if @show_fast and @wait_count > 0

@wait_count -= 1

end

else

update_show_fast_mso

end

end

if $worale != nil

if $worale["NMS"]

#--------------------------------------------------------------------------

# alias draw_name

#--------------------------------------------------------------------------

alias draw_name_mso draw_name unless $@

def draw_name(name, x, y)

draw_name_mso(name, x, y)

@namebox.update_windowskin

end

end

end

end

#===============================================================================

# Window System

#===============================================================================

class Window_System < Window_Selectable

#--------------------------------------------------------------------------

# Initialize

#--------------------------------------------------------------------------

def initialize

super(0, 56, 544, 360)

@column_max = 1

self.index = 0

self.active = true

refresh

end

#--------------------------------------------------------------------------

# Refresh

#--------------------------------------------------------------------------

def refresh

@data = []

@data.push(0) # Window Skins

@data.push(1) # Sound Volume/Sound Mute

@data.push(2) # BGM Volume/BGM Mute

@data.push(3) # Ambience Volume/Ambience Mute

@data.push(4) # Battle Animations

@data.push(5) # Auto-Dash

@data.push(6) # Instant Text

@data.push(7) # Return to Title

@data.push(8) # Return to Menu

@item_max = @data.size

self.contents.clear

for i in 0..@item_max

self.contents.font.color.alpha = 255

draw_item(i)

end

#---

end

#--------------------------------------------------------------------------

# Draw Item

#--------------------------------------------------------------------------

def draw_item(index)

sw = self.width - 32

dw = sw

#---

case index

when 0

dx = 0

dy = 0

text = YE::SYSTEM::WINDOW_SKIN

self.contents.draw_text(dx, dy, dw, WLH, text, 1)

winvar = $game_variables[YE::SYSTEM::WINDOW_VARIABLE]

text = YE::SYSTEM::WINDOW_HASH[winvar - 2]

self.contents.draw_text(dx + dw * 0/5, dy + WLH, dw/5, WLH, text, 1)

text = YE::SYSTEM::WINDOW_HASH[winvar - 1]

self.contents.draw_text(dx + dw * 1/5, dy + WLH, dw/5, WLH, text, 1)

text = YE::SYSTEM::WINDOW_HASH[winvar]

self.contents.draw_text(dx + dw * 2/5, dy + WLH, dw/5, WLH, text, 1)

text = YE::SYSTEM::WINDOW_HASH[winvar + 1]

self.contents.draw_text(dx + dw * 3/5, dy + WLH, dw/5, WLH, text, 1)

text = YE::SYSTEM::WINDOW_HASH[winvar + 2]

self.contents.draw_text(dx + dw * 4/5, dy + WLH, dw/5, WLH, text, 1)

when 1

dx = 0

dy = WLH * 2

text = YE::SYSTEM::BGM_TITLE

self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)

when 2

dx = 0

dy = WLH * 4

text = YE::SYSTEM::SFX_TITLE

self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)

when 3

dx = 0

dy = WLH * 6

text = YE::SYSTEM::BGS_TITLE

self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)

when 4

dx = 0

dy = WLH * 8

text = YE::SYSTEM::ANI_TITLE

self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)

if $game_switches[YE::SYSTEM::ANI_SWITCH]

en1 = false

en2 = true

else

en1 = true

en2 = false

end

text1 = YE::SYSTEM::ANI_ON

text2 = YE::SYSTEM::ANI_OFF

self.contents.font.color.alpha = en1 ? 255 : 128

self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)

self.contents.font.color.alpha = en2 ? 255 : 128

self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)

#---

when 5

dx = 0

dy = WLH * 9

text = YE::SYSTEM::AUTO_DASH_TITLE

self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)

if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH]

en1 = true

en2 = false

else

en1 = false

en2 = true

end

text1 = YE::SYSTEM::AUTO_DASH_ON

text2 = YE::SYSTEM::AUTO_DASH_OFF

self.contents.font.color.alpha = en1 ? 255 : 128

self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)

self.contents.font.color.alpha = en2 ? 255 : 128

self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)

#---

when 6

dx = 0

dy = WLH * 10

text = YE::SYSTEM::INSTANT_TEXT_TITLE

self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)

if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH]

en1 = true

en2 = false

else

en1 = false

en2 = true

end

text1 = YE::SYSTEM::INSTANT_TEXT_ON

text2 = YE::SYSTEM::INSTANT_TEXT_OFF

self.contents.font.color.alpha = en1 ? 255 : 128

self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)

self.contents.font.color.alpha = en2 ? 255 : 128

self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)

#---

when 7

dx = 0

dy = WLH * 11

text = YE::SYSTEM::RETURN_TO_TITLE

self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0)

#---

when 8

dx = 0

dy = WLH * 12

text = YE::SYSTEM::RETURN_TO_MENU

self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0)

end

end

#--------------------------------------------------------------------------

# Update Cursor

#--------------------------------------------------------------------------

def update_cursor

if @index < 0

self.cursor_rect.empty

elsif @index < 4

self.cursor_rect.set(0, @index * 48, self.width - 32, 48)

else

self.cursor_rect.set(0, @index * 24 + 96, self.width - 32, 24)

end

end

end

#===============================================================================

# Window Volume

#===============================================================================

class Window_Volume < Window_Base

#--------------------------------------------------------------------------

# initialize

#--------------------------------------------------------------------------

def initialize(wx, wy, ww, wh, var)

super(wx, wy, ww, wh)

@var = var

if @var == YE::SYSTEM::BGM_VOLUME_VAR

@gc1 = text_color(YE::SYSTEM::BGM_COLOUR1)

@gc2 = text_color(YE::SYSTEM::BGM_COLOUR2)

@mute = YE::SYSTEM::BGM_MUTE_SWITCH

elsif @var == YE::SYSTEM::SFX_VOLUME_VAR

@gc1 = text_color(YE::SYSTEM::SFX_COLOUR1)

@gc2 = text_color(YE::SYSTEM::SFX_COLOUR2)

@mute = YE::SYSTEM::SFX_MUTE_SWITCH

else

@gc1 = text_color(YE::SYSTEM::BGS_COLOUR1)

@gc2 = text_color(YE::SYSTEM::BGS_COLOUR2)

@mute = YE::SYSTEM::BGS_MUTE_SWITCH

end

self.opacity = 0

refresh

end

#--------------------------------------------------------------------------

# refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

sw = self.width - 32

self.contents.fill_rect(0, 14, sw-80, 20, gauge_back_color)

gw = sw-84

gw *= 100 - $game_variables[@var]

gw /= 100

gw = [[gw, 0].max, sw-84].min

self.contents.gradient_fill_rect(2, 16, gw, 16, @gc1, @gc2)

if $game_switches[@mute]

text = YE::SYSTEM::VOL_MUTE

else

text = sprintf("%d%%", 100 - $game_variables[@var])

end

self.contents.draw_text(sw-76, 0, 76, WLH*2, text, 0)

end

end

#===============================================================================

# Modern Algebra ATS Compatibility

#===============================================================================

class Window_FaceBox < Window_Base

unless method_defined?(:initialize)

#--------------------------------------------------------------------------

# alias initialize

#--------------------------------------------------------------------------

alias initialize_fb_mso initialize unless $@

def initialize

initialize_fb_mso

self.update_windowskin

end

end

end

class Window_NameBox < Window_Base

unless method_defined?(:initialize)

#--------------------------------------------------------------------------

# alias initialize

#--------------------------------------------------------------------------

alias initialize_nb_mso initialize unless $@

def initialize(string = '')

initialize_nb_mso(string)

self.update_windowskin

end

end

end

class Window_ChoiceBox < Window_Command

unless method_defined?(:initialize)

#--------------------------------------------------------------------------

# alias initialize

#--------------------------------------------------------------------------

alias initialize_cb_mso initialize unless $@

def initialize

initialize_cb_mso

self.update_windowskin

end

end

end

class Window_Message < Window_Selectable

unless method_defined?(:initialize)

#--------------------------------------------------------------------------

# alias initialize

#--------------------------------------------------------------------------

alias initialize_wm_mso initialize unless $@

def initialize

initialize_wm_mso

self.update_windowskin

end

end

end

#===============================================================================

# Scene_Battle

#===============================================================================

class Scene_Battle < Scene_Base

#--------------------------------------------------------------------------

# alias display_normal_animation

#--------------------------------------------------------------------------

alias display_normal_animation_mso display_normal_animation unless $@

def display_normal_animation(targets, animation_id, mirror = false)

return if $game_switches[YE::SYSTEM::ANI_SWITCH]

display_normal_animation_mso(targets, animation_id, mirror)

end

end

#===============================================================================

# Scene_End

#===============================================================================

class Scene_End < Scene_Base

#--------------------------------------------------------------------------

# Start processing

#--------------------------------------------------------------------------

def start

super

create_menu_background

@help_window = Window_Base.new(0, 0, 544, 56)

@help_window.contents.clear

#---

text = YE::SYSTEM::WINDOW_HELP

@help_window.contents.draw_text(4, 0, 504, 24, text, 0)

@system_window = Window_System.new

var = YE::SYSTEM::BGM_VOLUME_VAR

@bgm_vol_window = Window_Volume.new(160, 104, 384, 80, var)

var = YE::SYSTEM::SFX_VOLUME_VAR

@sfx_vol_window = Window_Volume.new(160, 152, 384, 80, var)

var = YE::SYSTEM::BGS_VOLUME_VAR

@bgs_vol_window = Window_Volume.new(160, 200, 384, 80, var)

#---

@last_index = 100

end

#--------------------------------------------------------------------------

# Post-Start Processing

#--------------------------------------------------------------------------

def post_start

super

end

#--------------------------------------------------------------------------

# Pre-termination Processing

#--------------------------------------------------------------------------

def pre_terminate

super

end

#--------------------------------------------------------------------------

# Termination Processing

#--------------------------------------------------------------------------

def terminate

super

@help_window.dispose

@system_window.dispose

@bgm_vol_window.dispose

@sfx_vol_window.dispose

@bgs_vol_window.dispose

dispose_menu_background

end

#--------------------------------------------------------------------------

# Update Help

#--------------------------------------------------------------------------

def update_help

@help_window.contents.clear

case @system_window.index

when 0; text = YE::SYSTEM::WINDOW_HELP

when 1; text = YE::SYSTEM::BGM_HELP

when 2; text = YE::SYSTEM::SFX_HELP

when 3; text = YE::SYSTEM::BGS_HELP

when 4; text = YE::SYSTEM::ANI_HELP

when 5; text = YE::SYSTEM::AUTO_DASH_HELP

when 6; text = YE::SYSTEM::INSTANT_TEXT_HELP

when 7; text = YE::SYSTEM::RETURN_TITLE_HELP

when 8; text = YE::SYSTEM::RETURN_MENU_HELP

end

@help_window.contents.draw_text(4, 0, 504, 24, text, 0)

end

#--------------------------------------------------------------------------

# Frame Update

#--------------------------------------------------------------------------

def update

super

update_menu_background

@system_window.update

if @last_index != @system_window.index

@last_index = @system_window.index

update_help

end

if Input.trigger?(Input::B)

Sound.play_cancel

return_scene

else

#---

if Input.repeat?(Input::LEFT) and @system_window.index == 0

$game_variables[YE::SYSTEM::WINDOW_VARIABLE] -= 1

if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] == 0

$game_variables[YE::SYSTEM::WINDOW_VARIABLE] = 1

else

Sound.play_cursor

end

@system_window.refresh

@system_window.update_windowskin

@help_window.update_windowskin

elsif Input.repeat?(Input::RIGHT) and @system_window.index == 0

$game_variables[YE::SYSTEM::WINDOW_VARIABLE] += 1

if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] >

YE::SYSTEM::WINDOW_HASH.size

$game_variables[YE::SYSTEM::WINDOW_VARIABLE] =

YE::SYSTEM::WINDOW_HASH.size

else

Sound.play_cursor

end

@system_window.refresh

@system_window.update_windowskin

@help_window.update_windowskin

#---

elsif Input.repeat?(Input::LEFT) and @system_window.index == 1

if Input.press?(Input::A)

$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 10

else

$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 1

end

if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] >= 100

$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 100

end

Sound.play_cursor

@bgm_vol_window.refresh

RPG::BGM.last.play

RPG::BGS.last.play

elsif Input.repeat?(Input::RIGHT) and @system_window.index == 1

if Input.press?(Input::A)

$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 10

else

$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 1

end

if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] <= 0

$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 0

end

Sound.play_cursor

@bgm_vol_window.refresh

RPG::BGM.last.play

RPG::BGS.last.play

elsif Input.trigger?(Input::L) and @system_window.index == 1

if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]

$game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false

else

$game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true

end

Sound.play_decision

@bgm_vol_window.refresh

RPG::BGM.last.play

RPG::BGS.last.play

elsif Input.trigger?(Input::R) and @system_window.index == 1

if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]

$game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false

else

$game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true

end

Sound.play_decision

@bgm_vol_window.refresh

RPG::BGM.last.play

RPG::BGS.last.play

elsif Input.repeat?(Input::LEFT) and @system_window.index == 2

if Input.press?(Input::A)

$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 10

else

$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 1

end

if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] >= 100

$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 100

end

Sound.play_cursor

@sfx_vol_window.refresh

elsif Input.repeat?(Input::RIGHT) and @system_window.index == 2

if Input.press?(Input::A)

$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 10

else

$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 1

end

if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] <= 0

$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 0

end

Sound.play_cursor

@sfx_vol_window.refresh

elsif Input.trigger?(Input::L) and @system_window.index == 2

if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]

$game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false

else

$game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true

end

Sound.play_decision

@sfx_vol_window.refresh

elsif Input.trigger?(Input::R) and @system_window.index == 2

if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]

$game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false

else

$game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true

end

Sound.play_decision

@sfx_vol_window.refresh

elsif Input.repeat?(Input::LEFT) and @system_window.index == 3

if Input.press?(Input::A)

$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 10

else

$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 1

end

if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] >= 100

$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 100

end

Sound.play_cursor

@bgs_vol_window.refresh

RPG::BGM.last.play

RPG::BGS.last.play

elsif Input.repeat?(Input::RIGHT) and @system_window.index == 3

if Input.press?(Input::A)

$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 10

else

$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 1

end

if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] <= 0

$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 0

end

Sound.play_cursor

@bgs_vol_window.refresh

RPG::BGM.last.play

RPG::BGS.last.play

elsif Input.trigger?(Input::L) and @system_window.index == 3

if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]

$game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false

else

$game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true

end

Sound.play_decision

@bgs_vol_window.refresh

RPG::BGM.last.play

RPG::BGS.last.play

elsif Input.trigger?(Input::R) and @system_window.index == 3

if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]

$game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false

else

$game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true

end

Sound.play_decision

@bgs_vol_window.refresh

RPG::BGM.last.play

RPG::BGS.last.play

elsif Input.trigger?(Input::LEFT) and @system_window.index == 4

$game_switches[YE::SYSTEM::ANI_SWITCH] = false

Sound.play_decision

@system_window.refresh

elsif Input.trigger?(Input::RIGHT) and @system_window.index == 4

$game_switches[YE::SYSTEM::ANI_SWITCH] = true

Sound.play_decision

@system_window.refresh

elsif Input.trigger?(Input::LEFT) and @system_window.index == 5

$game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = true

Sound.play_decision

@system_window.refresh

elsif Input.trigger?(Input::RIGHT) and @system_window.index == 5

$game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = false

Sound.play_decision

@system_window.refresh

elsif Input.trigger?(Input::LEFT) and @system_window.index == 6

$game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = true

Sound.play_decision

@system_window.refresh

elsif Input.trigger?(Input::RIGHT) and @system_window.index == 6

$game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = false

Sound.play_decision

@system_window.refresh

elsif Input.trigger?(Input::C) and @system_window.index == 7

Sound.play_decision

RPG::BGM.fade(800)

RPG::BGS.fade(800)

RPG::ME.fade(800)

$scene = Scene_Title.new

Graphics.fadeout(60)

elsif Input.trigger?(Input::C) and @system_window.index == 8

Sound.play_cancel

return_scene

end

#---

end

end

end

#===============================================================================

#

# END OF FILE

#

#===============================================================================

Y me gustaría que, como no tengo mucha idea de como se programan ni se crean los scripts,

alguien me dijera como se llama desde una ventana de script en un evento.

¿Qué es exactamente cuando escribo $scene = Scene_(La escena que sea)?

Tengo varias opciones en un menú personalizado que llaman a un selector de personajes,

a una enciclopedia, y quiero poder llamar este script también con una llamada de ese estilo o como se deba hacer desde el menú personalizado.

¿Más como una petición secundaria, me podríais decir como añadir un mensaje como los de dentro del juego en un script?

Muchas Gracias

8 días más tarde

Para la primera duda, si llamas a un script, por ejemplo $scene = Scene_Items.new, llamarás a la escena de los objetos y abandonarás la actual. Sí quieres añadir una ventana sin cambiar la escena, tendrías que crear un script que cumpliera esta función.

No uso VX así que no puedo ayudarte mucho en la segunda, pero supongo que deberías usar un textbox y conocimientos de programación RGSS2 por lo que solo es una suposición.

Espero que sirva de algo.