class Scene_Menu < Scene_MenuBase def start super create_command_window create_gold_window create_timer_window create_location_window create_status_window end def create_gold_window @gold_window = Window_Gold.new end def create_timer_window @timer_window = Window_Timer.new end def create_location_window @location_window = Window_Location.new end def create_command_window @command_window = Window_MenuCommand.new @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:save, method(:command_save)) @command_window.set_handler(:equip, method(:command_personal)) @command_window.set_handler(:status, method(:command_personal)) @command_window.set_handler(:continue, method(:command_continue)) @command_window.set_handler(:game_end, method(:command_game_end)) @command_window.set_handler(:cancel, method(:return_scene)) end def create_status_window @status_window = Window_MenuStatus.new(159, 44) end def command_continue SceneManager.call(Scene_Load) end end class Window_MenuCommand < Window_Command def initialize super(0, 0) self.opacity = 0 if SceneManager.scene_is?(Scene_Menu) select_last end def window_width return 160 end def window_height return 479 end def make_command_list add_command(Vocab::item, :item, main_commands_enabled) add_command(Vocab::save, :save, save_enabled) add_command(Vocab::equip, :equip, main_commands_enabled) add_command(Vocab::status, :status, main_commands_enabled) add_command(Vocab::continue, :continue, main_commands_enabled) add_command(Vocab::game_end, :game_end) end def alignment return 0 end end class Window_MenuStatus < Window_Selectable def initialize(x, y) super(x, y, window_width, window_height) @pending_index = -1 self.opacity = 0 if SceneManager.scene_is?(Scene_Menu) refresh end def window_width return 481 end def window_height return 436 end def item_height return (height - standard_padding * 2) / 4 end def draw_item(index) actor = $game_party.members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled) draw_actor_simple_status(actor, rect.x, rect.y) end def draw_actor_simple_status(actor, x, y) draw_actor_name(actor, x + 108, y + 12) draw_actor_level(actor, x + 108, y + 36) draw_actor_icons(actor, x + 108, y + 60) draw_actor_class(actor, x + 228, y + 12) draw_actor_hp(actor, x + 228, y + 36) draw_actor_mp(actor, x + 228, y + 60) end def draw_face(face_name, face_index, x, y, enabled = true) bitmap = Cache.face(face_name) rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, 96, 96) contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha) bitmap.dispose end def draw_actor_name(actor, x, y, width = 112) change_color(hp_color(actor)) draw_text(x, y, width, 24, actor.name) end def draw_actor_level(actor, x, y) change_color(system_color) draw_text(x, y, 32, line_height, Vocab::level_a) change_color(normal_color) draw_text(x + 56 - 24, y, 24, 24, actor.level, 2) end def draw_actor_icons(actor, x, y, width = 96) icons = (actor.state_icons + actor.buff_icons)[0, ((24/24)*width)/24] icons.each_with_index {|n, i| draw_icon(n, x + 24 * (i % (width / 24)), y + 24 * (i / (width / 24))) } end def draw_actor_class(actor, x, y, width = 112) change_color(normal_color) draw_text(x, y, width, 24, actor.class.name) end def draw_actor_hp(actor, x, y, width = 124) draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::hp_a) draw_current_and_max_values(x, y, width, actor.hp, actor.mhp, hp_color(actor), normal_color) end def draw_actor_mp(actor, x, y, width = 124) draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::mp_a) draw_current_and_max_values(x, y, width, actor.mp, actor.mmp, mp_color(actor), normal_color) end end class Window_MenuActor < Window_MenuStatus def initialize super(0, 0) self.visible = false end def window_height Graphics.height end end class Window_Gold < Window_Base def initialize super(161, 0, window_width, 48) self.opacity = 0 if SceneManager.scene_is?(Scene_Menu) refresh end def window_width return 160 end def refresh contents.clear change_color(system_color) draw_text(4, 0, contents_width - 8, line_height, '소지금') cx = text_size(currency_unit).width change_color(normal_color) draw_text(4, contents_height - line_height, contents.width - 8 - cx - 2, line_height, value, 2) change_color(system_color) draw_text(4, contents_height - line_height, contents.width - 8, line_height, currency_unit, 2) end end class Window_Location < Window_Base def initialize super(480, 0, window_width, 48) self.opacity = 0 if SceneManager.scene_is?(Scene_Menu) refresh end def window_width return 160 end def refresh contents.clear change_color(system_color) draw_text(4, 0, contents_width - 8, line_height, '위치') change_color(normal_color) draw_text(4, contents_height - line_height, contents_width - 8, line_height, $game_map.display_name, 2) end def open refresh super end end class Window_Timer < Window_Base def initialize super(322, 0, window_width, 48) self.opacity = 0 if SceneManager.scene_is?(Scene_Menu) refresh end def window_width return 160 end def refresh contents.clear change_color(system_color) draw_text(4, 0, contents_width - 8, line_height, '시간') change_color(normal_color) draw_playtime(4, contents_height - line_height, contents.width - 8, 2) end def open refresh super end def draw_playtime(x, y, width, align) draw_text(x, y, width, line_height, $game_system.playtime_s, align) end def update refresh end end