Como podemos ver meu topico se trata de um menu... simplificando este na screen:
Bom este script se encontra aki :
Bom este script se encontra aki :
- Código:
#=====================REPLACE SCENE_MENU WITH ALL THIS CODE=====================
#===================================#
#Pokémon-Style Menu by Xk8 #
#===================================#
#The Menustatus are made using Zieg's system.
#make sure you have the icons called menu00.png, menu01.png, menu02.png,
#menu03.png, menu04.png,menu05, menu06, menu07 and menu08.png
#and add windowskins with the names: skin00.png, skin01.png and
#skin02.png.
#also make sure that in the database, skin00.png is the windowskin.
#If used, don't steal, please give credit.
# -Xk8
#IMPORTANT: the icons: [color00 and color08] are fully transparant.
#IMPORTANT2: the icons [color01-07] are NOT transparant
class Window_Command_Menu < Window_Selectable
def initialize(width, commands)
super(0, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.index = 0
end
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon("menu0" + index.to_s)
self.contents.blt(x + 3, index * 32 +4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(rect, @commands[index])
end
def disable_item(index)
draw_item(index, disabled_color)
end
end
class Window_HelpItemSkill < Window_Base
def initialize
super(0, 0, 320, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
end
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = 18
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
def set_actor(actor)
if actor != @actor
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
draw_actor_hp(actor, 284, 0)
draw_actor_sp(actor, 460, 0)
@actor = actor
@text = nil
self.visible = true
end
end
def set_enemy(enemy)
text = enemy.name
state_text = make_battler_state_text(enemy, 112, false)
if state_text != ""
text += " " + state_text
end
set_text(text, 1)
end
end
class Window_SkillStatus2 < Window_Base
def initialize(actor)
super(0, 64, 320, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 18
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_state(@actor, 60, 0)
draw_actor_sp(@actor, 130, 0)
end
end
class Window_Item2 < Window_Selectable
def initialize
super(0, 64, 320, 416)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
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 = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Window_Skill2 < Window_Selectable
def initialize(actor)
super(0, 128, 320, 352)
@actor = actor
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
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)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
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 = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
class Window_Target2 < Window_Selectable
def initialize
super(0, 0, 320, 400)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 18
self.z += 10
@item_max = $game_party.actors.size
refresh
end
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 4
y = i * 90
actor = $game_party.actors[i]
draw_actor_face(actor, x, y + 70)
draw_actor_name(actor, x + 40, y)
draw_actor_class(actor, x + 200, y + 32)
draw_actor_level(actor, x + 200, y + 64)
draw_actor_state(actor, x + 100, y)
draw_actor_hp(actor, x + 40, y + 32)
draw_actor_sp(actor, x + 40, y + 64)
end
end
def draw_actor_face(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.rect.width / 4
ch = bitmap.rect.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 23, y - ch, bitmap, src_rect)
end
def update_cursor_rect
if @index <= -2
self.cursor_rect.set(0, (@index + 10) * 90, self.width - 32, 96)
elsif @index == -1
self.cursor_rect.set(0, 0, self.width - 32, @item_max * 90 - 20)
else
self.cursor_rect.set(0, @index * 90, self.width - 32, 96)
end
end
end
class Scene_Item2
def main
@spriteset = Spriteset_Map.new
@help_window = Window_HelpItemSkill.new
@help_window.back_opacity = 160
@help_window.x = -320
@item_window = Window_Item2.new
@item_window.back_opacity = 160
@item_window.help_window = @help_window
@item_window.x = -320
@target_window = Window_Target2.new
@target_window.visible = false
@target_window.active = false
@target_window.back_opacity = 160
@target_window.y = 480
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@item_window.dispose
@target_window.dispose
@spriteset.dispose
end
def update
@help_window.update
if @help_window.x < 0
@help_window.x +=10
end
@item_window.update
if @item_window.x < 0
@item_window.x +=10
end
@target_window.update
if @target_window.y > 0
@target_window.y -= 15
end
if @item_window.active
update_item
return
end
if @target_window.active
update_target
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
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 = 320
@target_window.y = 480
@target_window.visible = true
@target_window.active = true
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_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
@item_window.active = true
@target_window.visible = false
@target_window.active = false
@target_window.y = 480
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
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
class Scene_Skill2
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
def main
@spriteset = Spriteset_Map.new
@actor = $game_party.actors[@actor_index]
@help_window = Window_HelpItemSkill.new
@help_window.back_opacity = 160
@help_window.x = -320
@status_window = Window_SkillStatus2.new(@actor)
@status_window.back_opacity = 160
@status_window.x = -320
@skill_window = Window_Skill2.new(@actor)
@skill_window.back_opacity = 160
@skill_window.help_window = @help_window
@skill_window.x = -320
@target_window = Window_Target2.new
@target_window.visible = false
@target_window.active = false
@target_window.back_opacity = 160
@target_window.y = 480
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
@spriteset.dispose
end
def update
@help_window.update
if @help_window.x < 0
@help_window.x += 10
end
@status_window.update
if @status_window.x < 0
@status_window.x += 10
end
@skill_window.update
if @skill_window.x < 0
@skill_window.x += 10
end
@target_window.update
if @target_window.y > 0
@target_window.y -= 15
end
if @skill_window.active
update_skill
return
end
if @target_window.active
update_target
return
end
end
def update_skill
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(1)
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 = 320
@target_window.y = 480
@target_window.visible = true
@target_window.active = true
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)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
$scene = Scene_Map.new
return
end
end
return
end
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Skill.new(@actor_index)
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 = Scene_Skill.new(@actor_index)
return
end
end
def update_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
if @skill_window.active = true
@target_window.y = 480
end
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
end
class Scene_Equip2
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
def main
@spriteset = Spriteset_Map.new
@actor = $game_party.actors[@actor_index]
@help_window = Window_Help.new
@help_window.back_opacity = 160
@left_window = Window_EquipLeft.new(@actor)
@left_window.back_opacity = 160
@right_window = Window_EquipRight.new(@actor)
@right_window.back_opacity = 160
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window1.back_opacity = 160
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window2.back_opacity = 160
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window3.back_opacity = 160
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window4.back_opacity = 160
@item_window5 = Window_EquipItem.new(@actor, 4)
@item_window5.back_opacity = 160
@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
@right_window.index = @equip_index
refresh
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@spriteset.dispose
end
def refresh
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
item1 = @right_window.item
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
if @right_window.active
@left_window.set_new_parameters(nil, nil, nil)
end
if @item_window.active
item2 = @item_window.item
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
end
end
def update
@left_window.update
@right_window.update
@item_window.update
refresh
if @right_window.active
update_right
return
end
if @item_window.active
update_item
return
end
end
def update_right
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(2)
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_window.active = true
@item_window.index = 0
return
end
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Equip.new(@actor_index, @right_window.index)
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 = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.equip_se)
item = @item_window.item
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
@right_window.refresh
@item_window.refresh
return
end
end
end
class Scene_Status2
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
def main
@spriteset = Spriteset_Map.new
@actor = $game_party.actors[@actor_index]
@status_window = Window_Status.new(@actor)
@status_window.back_opacity = 160
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@status_window.dispose
@spriteset.dispose
end
def update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(3)
return
end
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Status.new(@actor_index)
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 = Scene_Status.new(@actor_index)
return
end
end
end
class Scene_End2
def main
@spriteset = Spriteset_Map.new
s1 = "To Title"
s2 = "Shutdown"
s3 = "Cancel"
@command_window2 = Window_Command.new(192, [s1, s2, s3])
@command_window2.x = -192
@command_window2.y = 240 - @command_window2.height / 2
@command_window2.back_opacity = 160
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window2.dispose
@spriteset.dispose
if $scene.is_a?(Scene_Title)
Graphics.transition
Graphics.freeze
end
end
def update
@command_window2.update
if@command_window2.x < 320 - @command_window2.width / 2
@command_window2.x += 10
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(8)
return
end
if Input.trigger?(Input::C)
case @command_window2.index
when 0
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = Scene_Title.new
when 1
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new(8)
end
return
end
end
end
class Window_SelectableOp < Window_Base
attr_reader :index
attr_reader :help_window
def initialize(x, y, width, height)
super(x, y, width, height)
@item_max = 1
@column_max = 1
@index = -1
end
def index=(index)
@index = index
if self.active and @help_window != nil
update_help
end
update_cursor_rect
end
def row_max
return (@item_max + @column_max - 1) / @column_max
end
def top_row
return self.oy / 32
end
def top_row=(row)
if row < 0
row = 0
end
if row > row_max - 1
row = row_max - 1
end
self.oy = row * 32
end
def page_row_max
return (self.height - 32) / 32
end
def page_item_max
return page_row_max * @column_max
end
def help_window=(help_window)
@help_window = help_window
if self.active and @help_window != nil
update_help
end
end
def update_cursor_rect
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 + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy
self.cursor_rect.set(x, y, cursor_width, 32)
end
def update
super
if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::DOWN)
if index == 8
$game_system.se_play($data_system.cursor_se)
@index -= 8
end
if @column_max >= 1 and @index < @item_max - 1
$game_system.se_play($data_system.cursor_se)
@index += 1
elsif @column_max >= 1 and @index >= 0
$game_system.se_play($data_system.cursor_se)
@index -= 7
end
end
if Input.repeat?(Input::UP)
if index == 1
$game_system.se_play($data_system.cursor_se)
@index += 8
end
if @column_max >= 1 and @index > 0
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end
if Input.repeat?(Input::RIGHT)
if @column_max >= 2 and @index < @item_max - 1
$game_system.se_play($data_system.cursor_se)
@index += 1
end
end
if Input.repeat?(Input::LEFT)
if @column_max >= 2 and @index > 0
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end
if Input.repeat?(Input::R)
if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
$game_system.se_play($data_system.cursor_se)
@index = [@index + self.page_item_max, @item_max - 1].min
self.top_row += self.page_row_max
end
end
if Input.repeat?(Input::L)
if self.top_row > 0
$game_system.se_play($data_system.cursor_se)
@index = [@index - self.page_item_max, 0].max
self.top_row -= self.page_row_max
end
end
end
if self.active and @help_window != nil
update_help
end
update_cursor_rect
end
end
class Window_CommandOp < Window_SelectableOp
def initialize(width, commands)
super(0, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.index = 0
end
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon("color0" + index.to_s)
self.contents.blt(x + 3, index * 32 +4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(rect, @commands[index])
self.contents.font.name = "Arial"
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 120, 32, "Interface")
self.contents.draw_text(0, 0, 120, 544, "Return")
end
def disable_item(index)
draw_item(index, disabled_color)
end
end
class Scene_WindowOp
def main
@spriteset = Spriteset_Map.new
s1 = ""
s2 = " Green"
s3 = " Blue"
s4 = " Red"
s5 = " Black"
s6 = " Yellow"
s7 = " Purple"
s8 = " Navy"
s9 = ""
@command_window2 = Window_CommandOp.new(192, [s1, s2, s3, s4, s5, s6, s7, s8, s9])
@command_window2.x = 640
@command_window2.y = 240 - @command_window2.height / 2
@command_window2.index = 1
@command_window2.back_opacity = 160
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window2.dispose
@spriteset.dispose
if $scene.is_a?(Scene_Title)
Graphics.transition
Graphics.freeze
end
end
def update
@command_window2.update
if @command_window2.x > 320 - @command_window2.width / 2
@command_window2.x -=15
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(7)
return
end
if Input.trigger?(Input::C)
case @command_window2.index
when 0
when 1
$game_system.se_play($data_system.decision_se)
$game_system.windowskin_name = "skin00"
$scene = Scene_Menu.new(7)
when 2
$game_system.se_play($data_system.decision_se)
$game_system.windowskin_name = "skin01"
$scene = Scene_Menu.new(7)
when 3
$game_system.se_play($data_system.decision_se)
$game_system.windowskin_name = "skin02"
$scene = Scene_Menu.new(7)
when 4
$game_system.se_play($data_system.decision_se)
$game_system.windowskin_name = "skin03"
$scene = Scene_Menu.new(7)
when 5
$game_system.se_play($data_system.decision_se)
$game_system.windowskin_name = "skin04"
$scene = Scene_Menu.new(7)
when 6
$game_system.se_play($data_system.decision_se)
$game_system.windowskin_name = "skin05"
$scene = Scene_Menu.new(7)
when 7
$game_system.se_play($data_system.decision_se)
$game_system.windowskin_name = "skin06"
$scene = Scene_Menu.new(7)
when 8
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new(7)
end
return
end
end
end
class Window_NewMenuStatus < Window_Selectable
def initialize
super(204, 64, 160, 240)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
self.contents.font.name = $fontface
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 50 * i
actor = $game_party.actors[i]
draw_actor_face(actor, x - 72, y + 47)
draw_actor_name(actor, x - 20, y + 6)
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 50, self.width - 34, 48)
end
end
def draw_actor_face(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.rect.width / 4
ch = bitmap.rect.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 23, y - ch, bitmap, src_rect)
end
end
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
@spriteset = Spriteset_Map.new
s1 = " Item"
s2 = " Skill"
s3 = " Equip"
s4 = " Status"
s5 = " Save"
s6 = " Gold"
s7 = " Playtime"
s8 = " Window"
s9 = " End Game"
@command_window = Window_Command_Menu.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9]) #this
@command_window.index = @menu_index
@command_window.x = -160
@command_window.back_opacity = 160
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
@playtime_window = Window_PlayTime.new
@playtime_window.x = -200
@playtime_window.y = 208
@playtime_window.back_opacity = 160
@playtime_window.visible = false
@gold_window = Window_Gold.new
@gold_window.x = -200
@gold_window.y = 176
@gold_window.back_opacity = 160
@gold_window.visible = false
@status_window = Window_NewMenuStatus.new
@status_window.x = -200
@status_window.y = 0
@status_window.back_opacity = 160
@status_window.visible = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
@spriteset.dispose
end
def update
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
if @command_window.x < 0
@command_window.x += 5
end
if @playtime_window.visible
if @playtime_window.x < 160
@playtime_window.x += 10
end
end
if @command_window.active
update_command
return
end
if @status_window.active
if @status_window.x < 160
@status_window.x += 10
end
update_status
return
end
if @gold_window.active
if @gold_window.x < 160
@gold_window.x += 10
end
update_status
return
end
if @playtime_window.active
update_status
return
end
end
def update_command
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 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item2.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.visible = true
@status_window.active = true
@status_window.index = 0
@status_window.x = -200
@status_window.y = 48
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.visible = true
@status_window.active = true
@status_window.index = 0
@status_window.x = -200
@status_window.y = 80
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.visible = true
@status_window.active = true
@status_window.index = 0
@status_window.x = -200
@status_window.y = 112
when 4
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 5
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@gold_window.visible = true
when 6
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@playtime_window.visible = true
when 7
$game_system.se_play($data_system.decision_se)
$scene = Scene_WindowOp.new
when 8
$game_system.se_play($data_system.decision_se)
$scene = Scene_End2.new
end
return
end
end
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@gold_window.visible = false
@playtime_window.visible = false
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
@status_window.x = -200
@gold_window.x = -200
@playtime_window.x = -200
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill2.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip2.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status2.new(@status_window.index)
end
return
end
end
end