#============================================================= # 1-Scene Custom Menu System #============================================================= # LegACy # Version 1.03 # 6.18.06 #============================================================= # This script is a further development of Hydrolic's CMS # request. I enhance it toward every aspect of a menu system # so now it all operates in one scene full of animation. # There's an animated sprite and element wheel features. # There's also different category for items implemented. # # To put items into different catagory, simply apply # attributes to them, you can apply more than 1 attributes # to each item. In default, the attributes are : # :: 17 > Recovery items # :: 18 > Weaponry # :: 19 > Armor # :: 20 > Accessories # :: 21 > Key Items # :: 22 > Miscellanous Items # # For attributes customization, look at lines 311 - 316. # For animated sprite, turn @animate to true value. # # Special thanks to Hydrolic for the idea, Diego for the # element wheel, and SephirotSpawn for sprite animation. #============================================================= #============================================================================== # ** Bitmap #============================================================================== class Bitmap def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color) distance = (start_x - end_x).abs + (start_y - end_y).abs if end_color == start_color for i in 1..distance x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i if width == 1 self.set_pixel(x, y, start_color) else self.fill_rect(x, y, width, width, start_color) end end else for i in 1..distance x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i r = start_color.red * (distance-i)/distance + end_color.red * i/distance g = start_color.green * (distance-i)/distance + end_color.green * i/distance b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance if width == 1 self.set_pixel(x, y, Color.new(r, g, b, a)) else self.fill_rect(x, y, width, width, Color.new(r, g, b, a)) end end end end end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles the actor. It's used within the Game_Actors class # ($game_actors) and refers to the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Get Current Experience Points #-------------------------------------------------------------------------- def now_exp return @exp - @exp_list[@level] end #-------------------------------------------------------------------------- # * Get Needed Experience Points #-------------------------------------------------------------------------- def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end #============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class handles the map. It includes scrolling and passable determining # functions. Refer to "$game_map" for the instance of this class. #============================================================================== class Game_Map #-------------------------------------------------------------------------- # * Get Map Name #-------------------------------------------------------------------------- def name load_data("Data/MapInfos.rxdata")[@map_id].name end end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This class is for all in-game windows. #============================================================================== class Window_Base < Window FONT_SIZE = 16 NUMBER_OF_ELEMENTS = 8 ELEMENT_ORDER = [1,2,3,4,5,6, 7, 8] GRAPH_SCALINE_COLOR = Color.new(255, 255, 255, 128) GRAPH_SCALINE_COLOR_SHADOW = Color.new( 0, 0, 0, 192) GRAPH_LINE_COLOR = Color.new(255, 255, 64, 255) GRAPH_LINE_COLOR_MINUS = Color.new( 64, 255, 255, 255) GRAPH_LINE_COLOR_PLUS = Color.new(255, 64, 64, 255) def draw_actor_element_radar_graph(actor, x, y, radius = 43) cx = x + radius + FONT_SIZE + 48 cy = y + radius + FONT_SIZE + 32 for loop_i in 0..NUMBER_OF_ELEMENTS if loop_i == 0 else @pre_x = @now_x @pre_y = @now_y @pre_ex = @now_ex @pre_ey = @now_ey @color1 = @color2 end if loop_i == NUMBER_OF_ELEMENTS eo = ELEMENT_ORDER[0] else eo = ELEMENT_ORDER[loop_i] end er = actor.element_rate(eo) estr = $data_system.elements[eo] @color2 = er < 0 ? GRAPH_LINE_COLOR_MINUS : er > 100 ? GRAPH_LINE_COLOR_PLUS : GRAPH_LINE_COLOR er = er.abs th = Math::PI * (0.5 - 2.0 * loop_i / NUMBER_OF_ELEMENTS) @now_x = cx + (radius * Math.cos(th)).floor @now_y = cy - (radius * Math.sin(th)).floor @now_wx = cx - 6 + ((radius + FONT_SIZE * 3 / 2) * Math.cos(th)).floor - FONT_SIZE @now_wy = cy - ((radius + FONT_SIZE * 1 / 2) * Math.sin(th)).floor - FONT_SIZE/2 @now_vx = cx + ((radius + FONT_SIZE * 8 / 2) * Math.cos(th)).floor - FONT_SIZE @now_vy = cy - ((radius + FONT_SIZE * 3 / 2) * Math.sin(th)).floor - FONT_SIZE/2 @now_ex = cx + (er*radius/100 * Math.cos(th)).floor @now_ey = cy - (er*radius/100 * Math.sin(th)).floor if loop_i == 0 @pre_x = @now_x @pre_y = @now_y @pre_ex = @now_ex @pre_ey = @now_ey @color1 = @color2 else end next if loop_i == 0 self.contents.draw_line(cx+1,cy+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW) self.contents.draw_line(@pre_x+1,@pre_y+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW) self.contents.draw_line(cx,cy, @now_x,@now_y, GRAPH_SCALINE_COLOR) self.contents.draw_line(@pre_x,@pre_y, @now_x,@now_y, GRAPH_SCALINE_COLOR) self.contents.draw_line(@pre_ex,@pre_ey, @now_ex,@now_ey, @color1, 2, @color2) self.contents.font.color = system_color self.contents.draw_text(@now_wx,@now_wy, FONT_SIZE*3.1, FONT_SIZE, estr, 1) self.contents.font.color = Color.new(255,255,255,128) self.contents.draw_text(@now_vx,@now_vy, FONT_SIZE*2, FONT_SIZE, er.to_s + "%", 2) self.contents.font.color = normal_color end end #-------------------------------------------------------------------------- # Draw Stat Bar # actor : actor # x : bar x-coordinate # y : bar y-coordinate # stat : stat to be displayed #-------------------------------------------------------------------------- def draw_bar(actor, x, y, stat, width = 156, height = 7) bar_color = Color.new(0, 0, 0, 255) end_color = Color.new(255, 0, 0, 255) max = 10 case stat when "hp" bar_color = Color.new(150, 0, 0, 255) end_color = Color.new(255, 255, 60, 255) min = actor.hp max = actor.maxhp when "sp" bar_color = Color.new(0, 0, 155, 255) end_color = Color.new(255, 255, 255, 255) min = actor.sp max = actor.maxsp when "exp" bar_color = Color.new(0, 155, 0, 255) end_color = Color.new(255, 255, 255, 255) unless actor.level == 99 min = actor.now_exp max = actor.next_exp else min = 1 max = 1 end end # Draw Border for i in 0..height self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255)) end # Draw Background for i in 1..(height - 1) r = 100 * (height - i) / height + 0 * i / height g = 100 * (height - i) / height + 0 * i / height b = 100 * (height - i) / height + 0 * i / height a = 255 * (height - i) / height + 255 * i / height self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a)) end # Draws Bar for i in 1..( (min.to_f / max.to_f) * width - 1) for j in 1..(height - 1) r = bar_color.red * (width - i) / width + end_color.red * i / width g = bar_color.green * (width - i) / width + end_color.green * i / width b = bar_color.blue * (width - i) / width + end_color.blue * i / width a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a)) end end case stat when "hp" draw_actor_hp(actor, x - 1, y - 18) when "sp" draw_actor_sp(actor, x - 1, y - 18) when "exp" draw_actor_exp(actor, x - 1, y - 18) end end #-------------------------------------------------------------------------- # * Draw Sprite #-------------------------------------------------------------------------- def draw_sprite(x, y, name, hue, frame) bitmap = RPG::Cache.character(name, hue) cw = bitmap.width / 4 ch = bitmap.height / 4 # Current Animation Slide case frame when 0 ;b = 0 when 1 ;b = cw when 2 ;b = cw * 2 when 3 ;b = cw * 3 end # Bitmap Rectange src_rect = Rect.new(b, 0, cw, ch) # Draws Bitmap self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end #-------------------------------------------------------------------------- # * Get Upgrade Text Color #-------------------------------------------------------------------------- def up_color return Color.new(74, 210, 74) end #-------------------------------------------------------------------------- # * Get Downgrade Text Color #-------------------------------------------------------------------------- def down_color return Color.new(170, 170, 170) end #-------------------------------------------------------------------------- # * Draw parameter # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : parameter type #------------------------------------------------------------------------ def draw_actor_parameter(actor, x, y, type, width = 120) 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 + width, y, 36, 32, parameter_value.to_s, 2) end end #============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # This class performs title screen processing. #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias legacy_CMS_scenetitle_newgame command_new_game #-------------------------------------------------------------------------- # * Command: New Game #-------------------------------------------------------------------------- def command_new_game $recov = 17 $weapon = 18 $armor = 19 $accessory = 20 $key = 21 $misc = 22 legacy_CMS_scenetitle_newgame end end #============================================================================== # ** Window_NewCommand #------------------------------------------------------------------------------ # This window deals with general command choices. #============================================================================== class Window_NewCommand < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # width : window width # commands : command text string array #-------------------------------------------------------------------------- def initialize(width, commands) # Compute window height from command quantity super(0, 0, width, commands.size / 3 * 32 + 32) @item_max = commands.size @commands = commands @column_max = 3 self.contents = Bitmap.new(width - 32, @item_max/3 * 32) refresh self.index = 0 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...@item_max draw_item(i, normal_color) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number # color : text color #-------------------------------------------------------------------------- def draw_item(index, color) self.contents.font.color = color rect = Rect.new((109 * (index / 2)), 32 * (index % 2), self.width / @column_max - 36, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text(rect, @commands[index]) end #-------------------------------------------------------------------------- # * Disable Item # index : item number #-------------------------------------------------------------------------- def disable_item(index) draw_item(index, disabled_color) end end #============================================================================== # ** Window_NewMenuStatus #------------------------------------------------------------------------------ # This window displays party member status on the menu screen. #============================================================================== class Window_NewMenuStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize $game_party.actors.size != 4 ? i = 14 : i = 0 $game_party.actors.size == 1 ? i = 24 : i = i super(0, 0, 480, ($game_party.actors.size * 84) + i) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...$game_party.actors.size x = 4 y = (i * 76) - 6 actor = $game_party.actors[i] self.contents.font.size = 19 self.contents.font.bold = true draw_actor_class(actor, x, y - 1) draw_actor_state(actor, x + 160, y - 1) self.contents.font.size = 15 draw_actor_parameter(actor, x, y + 14, 0) draw_actor_parameter(actor, x, y + 29, 1) draw_actor_parameter(actor, x, y + 44, 2) draw_actor_parameter(actor, x, y + 59, 3) draw_actor_parameter(actor, x + 240, y + 14, 4) draw_actor_parameter(actor, x + 240, y + 29, 5) draw_actor_parameter(actor, x + 240, y + 44, 6) draw_bar(actor, x + 240, y + 75, 'exp') end end end #============================================================================== # ** Window_Actor #------------------------------------------------------------------------------ # This window displays party member status on the menu screen. #============================================================================== class Window_Actor < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize $game_party.actors.size != 4 ? i = 14 : i = 0 $game_party.actors.size == 1 ? i = 24 : i = i super(0, 0, 160, ($game_party.actors.size * 84) + i) self.contents = Bitmap.new(width - 32, height - 32) @frame = 0 refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 4 y = (i * 77) - 12 actor = $game_party.actors[i] self.contents.font.size = 17 self.contents.font.bold = true draw_sprite(x + 20, y + 57, actor.character_name, actor.character_hue, @frame) draw_actor_name(actor, x + 52, y + 6) draw_actor_level(actor, x + 52, y + 24) draw_bar(actor, x - 3, y + 60, 'hp', 120) draw_bar(actor, x - 3, y + 75, 'sp', 120) end end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(-4, (@index * 77) - 2, self.width - 24, 77) end end #-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def frame_update @frame == 3 ? @frame = 0 : @frame += 1 refresh end end #============================================================================== # ** Window_Stat #------------------------------------------------------------------------------ # This window displays play time on the menu screen. #============================================================================== class Window_Stat < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 320, 96) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.font.size = 18 self.contents.font.bold = true self.contents.draw_text(4, -4, 120, 32, "Play Time") cx = contents.text_size($data_system.words.gold).width self.contents.draw_text(4, 18, 120, 32, "Step Count") self.contents.draw_text(4, 38, cx, 32, $data_system.words.gold, 2) @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(144, -4, 120, 32, text, 2) self.contents.draw_text(144, 18, 120, 32, $game_party.steps.to_s, 2) self.contents.draw_text(144, 40, 120, 32, $game_party.gold.to_s, 2) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end #============================================================================== # ** Window_Location #------------------------------------------------------------------------------ # This window displays current map name. #============================================================================== class Window_Location < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 640, 48) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.font.bold = true self.contents.font.size = 20 self.contents.draw_text(4, -4, 120, 24, "Location") self.contents.font.color = normal_color self.contents.draw_text(170, -4, 400, 24, $game_map.name.to_s, 2) end end #============================================================================== # ** Window_NewHelp #------------------------------------------------------------------------------ # This window shows skill and item explanations along with actor status. #============================================================================== class Window_NewHelp < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 640, 48) self.contents = Bitmap.new(width - 32, height - 32) end #-------------------------------------------------------------------------- # * Set Text # text : text string displayed in window # align : alignment (0..flush left, 1..center, 2..flush right) #-------------------------------------------------------------------------- def set_text(text, align = 0) self.contents.font.bold = true self.contents.font.size = 20 # If at least one part of text and alignment differ from last time if text != @text or align != @align # Redraw text self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(4, -4, self.width - 40, 24, text, align) @text = text @align = align @actor = nil end self.visible = true end end #============================================================================== # ** Window_NewItem #------------------------------------------------------------------------------ # This window displays items in possession on the item and battle screens. #============================================================================== class Window_NewItem < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 96, 480, 336) @column_max = 2 @attribute = $recov refresh self.index = 0 self.active = false end #-------------------------------------------------------------------------- # * Get Item #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # * Updates Window With New Item Type # attribute : new item type #-------------------------------------------------------------------------- def update_item(attribute) @attribute = attribute refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add item for i in 1...$data_items.size if $game_party.item_number(i) > 0 and $data_items[i].element_set.include?(@attribute) @data.push($data_items[i]) end end # Also add weapons and armors for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and $data_weapons[i].element_set.include?(@attribute) @data.push($data_weapons[i]) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and $data_armors[i].guard_element_set.include?(@attribute) @data.push($data_armors[i]) end end # If item count is not 0, make a bit map and draw all items @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 #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- 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 % 2 * (208 + 32) y = index / 2 * 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, 132, 32, item.name, 0) self.contents.draw_text(x + 160, y, 16, 32, ":", 1) self.contents.draw_text(x + 176, y, 24, 32, number.to_s, 2) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #============================================================================== # ** Window_NewSkill #------------------------------------------------------------------------------ # This window displays usable skills on the skill screen. #============================================================================== class Window_NewSkill < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 96, 480, 336) @actor = actor @column_max = 2 refresh self.index = 0 self.active = false end #-------------------------------------------------------------------------- # * Acquiring Skill #-------------------------------------------------------------------------- def skill return @data[self.index] end #-------------------------------------------------------------------------- # * Updates Window With New Actor # actor : new actor #-------------------------------------------------------------------------- def update_actor(actor) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- 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 # If item count is not 0, make a bit map and draw all items @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 #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- 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 % 2 * (208 + 32) y = index / 2 * 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, 124, 32, skill.name, 0) self.contents.draw_text(x + 152 , y, 48, 32, skill.sp_cost.to_s, 2) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) end end #============================================================================== # ** Window_EquipStat #------------------------------------------------------------------------------ # This window displays actor parameter changes on the equipment screen. #============================================================================== class Window_EquipStat < Window_Base #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :changes #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 96, 240, 336) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor @changes = [0, 0, 0, 0, 0, 0, 0, 0] refresh end #-------------------------------------------------------------------------- # * Updates Window With New Actor # actor : new actor #-------------------------------------------------------------------------- def update_actor(actor) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size = 18 self.contents.font.bold = true for i in 0..7 draw_actor_parameter(@actor, 16, (i * 20) - 8, i, 96) end if @new_atk != nil self.contents.font.color = system_color self.contents.draw_text(152, -8, 32, 32, "¡í¡í", 1) if @changes[0] == 0 self.contents.font.color = normal_color elsif @changes[0] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, -8, 32, 32, @new_atk.to_s, 2) end if @new_pdef != nil self.contents.font.color = system_color self.contents.draw_text(152, 12, 32, 32, "¡í¡í", 1) if @changes[1] == 0 self.contents.font.color = normal_color elsif @changes[1] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 12, 32, 32, @new_pdef.to_s, 2) end if @new_mdef != nil self.contents.font.color = system_color self.contents.draw_text(152, 32, 32, 32, "¡í¡í", 1) if @changes[2] == 0 self.contents.font.color = normal_color elsif @changes[2] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 32, 32, 32, @new_mdef.to_s, 2) end if @new_str != nil self.contents.font.color = system_color self.contents.draw_text(152, 52, 32, 32, "¡í¡í", 1) if @changes[3] == 0 self.contents.font.color = normal_color elsif @changes[3] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 52, 32, 32, @new_str.to_s, 2) end if @new_dex != nil self.contents.font.color = system_color self.contents.draw_text(152, 72, 32, 32, "¡í¡í", 1) if @changes[4] == 0 self.contents.font.color = normal_color elsif @changes[4] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 72, 32, 32, @new_dex.to_s, 2) end if @new_agi != nil self.contents.font.color = system_color self.contents.draw_text(152, 92, 32, 32, "¡í¡í", 1) if @changes[5] == 0 self.contents.font.color = normal_color elsif @changes[5] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 92, 32, 32, @new_agi.to_s, 2) end if @new_int != nil self.contents.font.color = system_color self.contents.draw_text(152, 112, 32, 32, "¡í¡í", 1) if @changes[6] == 0 self.contents.font.color = normal_color elsif @changes[6] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 112, 32, 32, @new_int.to_s, 2) end if @new_eva != nil self.contents.font.color = system_color self.contents.draw_text(152, 112, 32, 32, "¡í¡í", 1) if @changes[7] == 0 self.contents.font.color = normal_color elsif @changes[7] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 112, 32, 32, @new_eva.to_s, 2) end self.contents.font.size = 14 draw_actor_element_radar_graph(@actor, 0, 140, 32) end #-------------------------------------------------------------------------- # * Set parameters after changing equipment # new_atk : attack power after changing equipment # new_pdef : physical defense after changing equipment # new_mdef : magic defense after changing equipment # new_str : strength after changing equipment # new_dex : dexterity after changing equipment # new_agi : agility after changing equipment # new_int : inteligence after changing equipment # new_eva : evasion after changing equipment #-------------------------------------------------------------------------- def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva) flag = false if new_atk != @new_atk || new_pdef != @new_pdef || new_str != @new_str || new_mdef != @new_mdef || new_dex != @new_dex || new_agi != @new_agi || new_eva != @new_eva flag = true end @new_atk = new_atk @new_pdef = new_pdef @new_mdef = new_mdef @new_str = new_str @new_dex = new_dex @new_agi = new_agi @new_int = new_int @new_eva = new_eva if flag refresh end end end #============================================================================== # ** Window_Equipment #------------------------------------------------------------------------------ # This window displays items the actor is currently equipped with on the # equipment screen. #============================================================================== class Window_Equipment < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 96, 240, 176) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh self.index = 0 self.active = false end #-------------------------------------------------------------------------- # * Updates Window With New Actor # actor : new actor #-------------------------------------------------------------------------- def update_actor(actor) @actor = actor refresh end #-------------------------------------------------------------------------- # * Item Acquisition #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- 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 = 19 self.contents.font.bold = true self.contents.draw_text(0, 28 * 0, 76, 32, $data_system.words.weapon) self.contents.draw_text(0, 28 * 1, 76, 32, $data_system.words.armor1) self.contents.draw_text(0, 28 * 2, 76, 32, $data_system.words.armor2) self.contents.draw_text(0, 28 * 3, 76, 32, $data_system.words.armor3) self.contents.draw_text(0, 28 * 4, 76, 32, $data_system.words.armor4) self.contents.font.bold = false for i in 0..4 draw_item_name(@data[i], 76, 28 * i) end end #-------------------------------------------------------------------------- # * Update Cursor Rectangle #-------------------------------------------------------------------------- def update_cursor_rect # Calculate cursor width cursor_width = self.width / @column_max - 24 # Calculate cursor coordinates x = @index % @column_max * (cursor_width + 24) y = @index * 28 # Update cursor rectangle self.cursor_rect.set(x - 4, y, cursor_width, 32) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #============================================================================== # ** Window_EquipmentItem #------------------------------------------------------------------------------ # This window displays choices when opting to change equipment on the # equipment screen. #============================================================================== class Window_EquipmentItem < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor # equip_type : equip region (0-3) #-------------------------------------------------------------------------- def initialize(actor, equip_type) super(0, 272, 240, 160) @actor = actor @equip_type = equip_type refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Updates Window With New Actor # actor : new actor #-------------------------------------------------------------------------- def update_actor(actor) @actor = actor refresh end #-------------------------------------------------------------------------- # * Updates Window With New Equipment Type # equip_type : new teyp of equipment #-------------------------------------------------------------------------- def update_equipment(equip_type) @equip_type = equip_type refresh end #-------------------------------------------------------------------------- # * Item Acquisition #-------------------------------------------------------------------------- def item if self.index == 0 return @data[@item_max - 1] else return @data[self.index - 1] end end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add equippable weapons 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 # Add equippable armor 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 # Add blank page @data.push(nil) # Make a bit map and draw all items @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max - 1 draw_item(i) end self.contents.draw_text(4, 0, 204, 32, 'Unequip', 0) end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] x = 4 y = (index + 1) * 32 case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.font.size = 20 self.contents.font.bold = true self.contents.draw_text(x + 28, y, 132, 32, item.name, 0) self.contents.draw_text(x + 160, y, 12, 32, ":", 1) self.contents.draw_text(x + 176, y, 24, 32, number.to_s, 2) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? 'Unequip the current equipment.' : self.item.description) end end #============================================================================== # ** Window_Status #------------------------------------------------------------------------------ # This window displays full status specs on the status screen. #============================================================================== class Window_NewStatus < Window_Base def initialize(actor) super(0, 96, 640, 336) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh self.active = false end #-------------------------------------------------------------------------- # * Updates Window With New Actor # actor : new actor #-------------------------------------------------------------------------- def update_actor(actor) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size = 22 self.contents.font.bold = false draw_actor_name(@actor, 12, 0) draw_actor_graphic(@actor, 40, 120) draw_actor_class(@actor, 262, 0) draw_actor_level(@actor, 184, 0) draw_actor_state(@actor, 96, 0) draw_bar(@actor, 96, 60, 'hp', 200) draw_bar(@actor, 96, 92, 'sp', 200) draw_bar(@actor, 96, 124, 'exp', 200) self.contents.font.size = 17 self.contents.font.bold = true for i in 0..7 draw_actor_parameter(@actor, 386, (i * 20) - 6, i) end self.contents.font.color = system_color self.contents.font.size = 16 draw_actor_element_radar_graph(@actor, 48, 136) self.contents.font.size = 18 self.contents.font.color = system_color self.contents.draw_text(380, 160, 96, 32, "Equipment") self.contents.draw_text(300, 184, 96, 32, "Weapon") self.contents.draw_text(300, 208, 96, 32, "Shield") self.contents.draw_text(300, 232, 96, 32, "Helmet") self.contents.draw_text(300, 256, 96, 32, "Armor") self.contents.draw_text(300, 280, 96, 32, "Accessory") equip = $data_weapons[@actor.weapon_id] if @actor.equippable?(equip) draw_item_name($data_weapons[@actor.weapon_id], 406, 184) else self.contents.font.color = knockout_color self.contents.draw_text(406, 184, 192, 32, "Nothing equipped") end equip1 = $data_armors[@actor.armor1_id] if @actor.equippable?(equip1) draw_item_name($data_armors[@actor.armor1_id], 406, 208) else self.contents.font.color = crisis_color self.contents.draw_text(406, 208, 192, 32, "Nothing equipped") end equip2 = $data_armors[@actor.armor2_id] if @actor.equippable?(equip2) draw_item_name($data_armors[@actor.armor2_id], 406, 232) else self.contents.font.color = crisis_color self.contents.draw_text(406, 232, 192, 32, "Nothing equipped") end equip3 = $data_armors[@actor.armor3_id] if @actor.equippable?(equip3) draw_item_name($data_armors[@actor.armor3_id], 406, 256) else self.contents.font.color = crisis_color self.contents.draw_text(406, 256, 192, 32, "Nothing equipped") end equip4 = $data_armors[@actor.armor4_id] if @actor.equippable?(equip4) draw_item_name($data_armors[@actor.armor4_id], 406, 280) else self.contents.font.color = crisis_color self.contents.draw_text(406, 280, 192, 32, "Nothing equipped") end end def dummy self.contents.font.color = system_color self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon) self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1) self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2) self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3) self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4) draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144) draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208) draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272) draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336) draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400) end end #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs menu screen processing. #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index @update_frame = 0 @animate = false # True if you want the sprite to be animated, which'll cause massive lags. @targetactive = false @exit = false @actor = $game_party.actors[0] end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = ' ' + $data_system.words.item s2 = ' ' + $data_system.words.skill s3 = $data_system.words.equip s4 = 'Status' s5 = 'Save' s6 = 'Exit' t1 = ' ' + 'Recov.' t2 = ' ' + 'Weaponry' t3 = 'Armor' t4 = 'Accessory' t5 = 'Important' t6 = 'Misc.' u1 = 'To Title' u2 = 'Quit' @command_window = Window_NewCommand.new(320, [s1, s2, s3, s4, s5, s6]) @command_window.y = -96 @command_window.index = @menu_index # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Make stat window @stat_window = Window_Stat.new @stat_window.x = 320 @stat_window.y = -96 # Make status window @status_window = Window_NewMenuStatus.new @status_window.x = 640 @status_window.y = 96 #@status_window.z = 110 @location_window = Window_Location.new @location_window.y = 480 @actor_window = Window_Actor.new @actor_window.x = -160 @actor_window.y = 96 @itemcommand_window = Window_NewCommand.new(320, [t1, t2, t3, t4, t5, t6]) @itemcommand_window.x = -320 @itemcommand_window.active = false @help_window = Window_NewHelp.new @help_window.x = -640 @help_window.y = 432 @item_window = Window_NewItem.new @item_window.x = -480 @item_window.help_window = @help_window @skill_window = Window_NewSkill.new(@actor) @skill_window.x = -480 @skill_window.help_window = @help_window @equipstat_window = Window_EquipStat.new(@actor) @equipstat_window.x = -480 @equip_window = Window_Equipment.new(@actor) @equip_window.x = -240 @equip_window.help_window = @help_window @equipitem_window = Window_EquipmentItem.new(@actor, 0) @equipitem_window.x = -240 @equipitem_window.help_window = @help_window @playerstatus_window = Window_NewStatus.new(@actor) @playerstatus_window.x = -640 @end_window = Window_Command.new(120, [u1, u2]) @end_window.x = 640 @end_window.active = false @spriteset = Spriteset_Map.new @windows = [@command_window, @stat_window, @status_window, @location_window, @actor_window, @itemcommand_window,@help_window, @item_window, @skill_window, @equipstat_window, @equip_window, @equipitem_window, @playerstatus_window, @end_window] @windows.each {|i| i.opacity = 160} # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @spriteset.dispose @windows.each {|i| i.dispose} end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @windows.each {|i| i.update unless i == @status_window or i == @location_window} animate menu_update if @animate @update_frame += 1 if @update_frame == 3 @update_frame = 0 @actor_window.frame_update end end end #-------------------------------------------------------------------------- # * Animating windows. #-------------------------------------------------------------------------- def animate if @command_window.active && @skill_window.x == -480 @command_window.y += 6 if @command_window.y < 0 @stat_window.y += 6 if @stat_window.y < 0 @actor_window.x += 10 if @actor_window.x < 0 @status_window.x -= 30 if @status_window.x > 160 @location_window.y -= 3 if @location_window.y > 432 elsif @exit == true @command_window.y -= 6 if @command_window.y > -96 @stat_window.y -= 6 if @stat_window.y > -96 @actor_window.x -= 10 if @actor_window.x > -160 @status_window.x += 30 if @status_window.x < 640 @location_window.y += 3 if @location_window.y < 480 $scene = Scene_Map.new if @location_window.y == 480 end if @itemcommand_window.active if @itemcommand_window.x < 0 @stat_window.x += 40 @command_window.x += 40 @itemcommand_window.x += 40 end else if @itemcommand_window.x > -320 && @command_window.active @stat_window.x -= 40 @command_window.x -= 40 @itemcommand_window.x -= 40 end end if @item_window.active if @item_window.x < 0 @location_window.x += 40 @help_window.x += 40 @status_window.x += 30 @actor_window.x += 30 @item_window.x += 30 end elsif @targetactive != true if @item_window.x > -480 && @command_window.index == 0 @help_window.x -= 40 @location_window.x -= 40 @item_window.x -= 30 @actor_window.x -= 30 @status_window.x -= 30 end end if @skill_window.active if @skill_window.x < 0 @location_window.x += 40 @help_window.x += 40 @status_window.x += 30 @actor_window.x += 30 @skill_window.x += 30 end elsif @targetactive != true if @skill_window.x > -480 && @command_window.index == 3 @help_window.x -= 40 @location_window.x -= 40 @skill_window.x -= 30 @actor_window.x -= 30 @status_window.x -= 30 end end if @equip_window.active if @equipstat_window.x < 0 @status_window.x += 48 @actor_window.x += 48 @equip_window.x += 48 @equipitem_window.x += 48 @equipstat_window.x += 48 @location_window.x += 64 @help_window.x += 64 end elsif not @equipitem_window.active if @equipstat_window.x > -480 && @command_window.index == 1 @equipstat_window.x -= 48 @equip_window.x -= 48 @equipitem_window.x -= 48 @actor_window.x -= 48 @status_window.x -= 48 @help_window.x -= 64 @location_window.x -= 64 end end if @playerstatus_window.active if @playerstatus_window.x < 0 @status_window.x += 40 @actor_window.x += 40 @playerstatus_window.x += 40 end else if @playerstatus_window.x > -640 && @command_window.index == 4 @playerstatus_window.x -= 40 @actor_window.x -= 40 @status_window.x -= 40 end end if @end_window.active if @end_window.x > 520 @stat_window.x -= 10 @command_window.x -= 10 @end_window.x -= 10 end else if @end_window.x < 640 && @command_window.index == 5 @end_window.x += 10 @stat_window.x += 10 @command_window.x += 10 end end end #-------------------------------------------------------------------------- # * Checking Update Method Needed #-------------------------------------------------------------------------- def menu_update if @command_window.active then update_command elsif @itemcommand_window.active then update_itemcommand elsif @item_window.active then update_item elsif @skill_window.active then update_skill elsif @targetactive == true then update_target elsif @equip_window. active && @equip_window.x == 240 then update_equip elsif @equipitem_window.active then update_equipment elsif @playerstatus_window.active then update_playerstatus elsif @actor_window.active && @actor_window.x == 0 then update_status elsif @end_window.active then update_end end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen @command_window.active = false @exit = true #$scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen @command_window.active = false @itemcommand_window.active = true when 1 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @actor_window.active = true @actor_window.index = 0 when 2 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.new when 3..4 # skill & status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @actor_window.active = true @actor_window.index = 0 when 5 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen @command_window.active = false @end_window.active = true end return end end #-------------------------------------------------------------------------- # * Frame Update (when item command window is active) #-------------------------------------------------------------------------- def update_itemcommand # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to item command window @command_window.active = true @itemcommand_window.active = false return end # If C button was pressed if Input.trigger?(Input::C) # Play decision SE $game_system.se_play($data_system.decision_se) # Branch by command window cursor position case @itemcommand_window.index when 0 # recovery type = $recov when 1 # armor type = $armor when 2 # key item type = $key when 3 # weaponry type = $weapon when 4 # accessory type = $accessory when 5 # miscellanous item type = $misc end @item_window.active = true @itemcommand_window.active = false @item_window.update_item(type) @item_window.index = 0 @help_window.active = true return end end #-------------------------------------------------------------------------- # * Frame Update (when item window is active) #-------------------------------------------------------------------------- def update_item # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to item command window @item_window.active = false @itemcommand_window.active = true @help_window.active = false return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the item window @item = @item_window.item # If not a use item unless @item.is_a?(RPG::Item) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If it can't be used unless $game_party.item_can_use?(@item.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # If effect scope is an ally if @item.scope >= 3 # Activate target window @item_window.active = false @targetactive = true @actor_window.active = true # Set cursor position to effect scope (single / all) if @item.scope == 4 || @item.scope == 6 @actor_window.index = -1 else @actor_window.index = 0 end # If effect scope is other than an ally else # If command event ID is valid if @item.common_event_id > 0 # Command event call reservation $game_temp.common_event_id = @item.common_event_id # Play item use SE $game_system.se_play(@item.menu_se) # If consumable if @item.consumable # Decrease used items by 1 $game_party.lose_item(@item.id, 1) # Draw item window item @item_window.draw_item(@item_window.index) end # Switch to map screen $scene = Scene_Map.new return end end return end end #-------------------------------------------------------------------------- # * Frame Update (if skill window is active) #-------------------------------------------------------------------------- def update_skill # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to main command menu @skill_window.active = false @help_window.active = false @actor_window.active = true return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the skill window @skill = @skill_window.skill # If unable to use if @skill == nil or not @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # If effect scope is ally if @skill.scope >= 3 # Activate target window @skill_window.active = false @targetactive = true @actor_window.active = true # Set cursor position to effect scope (single / all) if @skill.scope == 4 || @skill.scope == 6 @actor_window.index = -1 elsif @skill.scope == 7 @actor_index = @actor_window.index @actor_window.index = @actor_index - 10 else @actor_window.index = 0 end # If effect scope is other than ally else # If common event ID is valid if @skill.common_event_id > 0 # Common event call reservation $game_temp.common_event_id = @skill.common_event_id # Play use skill SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @actor_window.refresh @skill_window.refresh # Switch to map screen $scene = Scene_Map.new return end end return end end #-------------------------------------------------------------------------- # * Frame Update (when target window is active) #-------------------------------------------------------------------------- def update_target # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # If unable to use because items ran out if @command_window.index == 0 unless $game_party.item_can_use?(@item.id) # Remake item window contents @item_window.refresh @item_window.active = true @actor_window.active = false end end if @command_window.index == 3 # Remake skill window contents @skill_window.active = true @actor_window.active = false end @targetactive = false @actor_window.index = 0 return end # If C button was pressed if Input.trigger?(Input::C) if @command_window.index == 0 # If items are used up if $game_party.item_number(@item.id) == 0 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If target is all if @actor_window.index == -1 # Apply item effects to entire party used = false for i in $game_party.actors used |= i.item_effect(@item) end end # If single target if @actor_window.index >= 0 # Apply item use effects to target actor target = $game_party.actors[@actor_window.index] used = target.item_effect(@item) end # If an item was used if used # Play item use SE $game_system.se_play(@item.menu_se) # If consumable if @item.consumable # Decrease used items by 1 $game_party.lose_item(@item.id, 1) # Redraw item window item @item_window.draw_item(@item_window.index) end # Remake target window contents @actor_window.refresh # If all party members are dead if $game_party.all_dead? @targetactive = false # Switch to game over screen $scene = Scene_Gameover.new return end # If common event ID is valid if @item.common_event_id > 0 # Common event call reservation $game_temp.common_event_id = @item.common_event_id @targetactive = false # Switch to map screen $scene = Scene_Map.new return end end # If item wasn't used unless used # Play buzzer SE $game_system.se_play($data_system.buzzer_se) end return end if @command_window.index == 3 # If unable to use because SP ran out unless @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If target is all if @actor_window.index == -1 # Apply skill use effects to entire party used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end # If target is user if @actor_window.index <= -2 # Apply skill use effects to target actor target = $game_party.actors[@actor_window.index + 10] used = target.skill_effect(@actor, @skill) end # If single target if @actor_window.index >= 0 # Apply skill use effects to target actor target = $game_party.actors[@actor_window.index] used = target.skill_effect(@actor, @skill) end # If skill was used if used # Play skill use SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @actor_window.refresh @skill_window.refresh # If entire party is dead if $game_party.all_dead? # Switch to game over screen @targetactive = false $scene = Scene_Gameover.new return end # If command event ID is valid if @skill.common_event_id > 0 # Command event call reservation $game_temp.common_event_id = @skill.common_event_id @targetactive = false # Switch to map screen $scene = Scene_Map.new return end end # If skill wasn't used unless used # Play buzzer SE $game_system.se_play($data_system.buzzer_se) end return end end end #-------------------------------------------------------------------------- # * Frame Update (when equip window is active) #-------------------------------------------------------------------------- def update_equip @equipitem_window.update_equipment(@equip_window.index) # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen @equip_window.active = false @help_window.active = false @actor_window.active = true return end # If C button was pressed if Input.trigger?(Input::C) # If equipment is fixed if @actor.equip_fix?(@equip_window.index) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Activate item window @equip_window.active = false @equipitem_window.active = true @equipitem_window.index = 0 return end end #-------------------------------------------------------------------------- # * Frame Update (when equipment item window is active) #-------------------------------------------------------------------------- def update_equipment # Get currently item item1 = @equip_window.item item2 = @equipitem_window.item last_hp = @actor.hp last_sp = @actor.sp old_atk = @actor.atk old_pdef = @actor.pdef old_mdef = @actor.mdef old_str = @actor.str old_dex = @actor.dex old_agi = @actor.agi old_int = @actor.int old_eva = @actor.eva @actor.equip(@equip_window.index, item2 == nil ? 0 : item2.id) # Get parameters for after equipment change new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef new_str = @actor.str new_dex = @actor.dex new_agi = @actor.agi new_int = @actor.int new_eva = @actor.eva @equipstat_window.changes = [0, 0, 0, 0, 0, 0, 0, 0] @equipstat_window.changes[0] = new_atk > old_atk ? 1 : @equipstat_window.changes[0] @equipstat_window.changes[0] = new_atk < old_atk ? -1 : @equipstat_window.changes[0] @equipstat_window.changes[1] = new_pdef > old_pdef ? 1 : @equipstat_window.changes[1] @equipstat_window.changes[1] = new_pdef < old_pdef ? -1 : @equipstat_window.changes[1] @equipstat_window.changes[2] = new_mdef > old_mdef ? 1 : @equipstat_window.changes[2] @equipstat_window.changes[2] = new_mdef < old_mdef ? -1 : @equipstat_window.changes[2] @equipstat_window.changes[3] = new_str > old_str ? 1 : @equipstat_window.changes[3] @equipstat_window.changes[3] = new_str < old_str ? -1 : @equipstat_window.changes[3] @equipstat_window.changes[4] = new_dex > old_dex ? 1 : @equipstat_window.changes[4] @equipstat_window.changes[4] = new_dex < old_dex ? -1 : @equipstat_window.changes[4] @equipstat_window.changes[5] = new_agi > old_agi ? 1 : @equipstat_window.changes[5] @equipstat_window.changes[5] = new_agi < old_agi ? -1 : @equipstat_window.changes[5] @equipstat_window.changes[6] = new_int > old_int ? 1 : @equipstat_window.changes[6] @equipstat_window.changes[6] = new_int < old_int ? -1 : @equipstat_window.changes[6] @equipstat_window.changes[7] = new_eva > old_eva ? 1 : @equipstat_window.changes[7] @equipstat_window.changes[7] = new_eva < old_eva ? -1 : @equipstat_window.changes[7] # Return equipment @actor.equip(@equip_window.index, item1 == nil ? 0 : item1.id) @actor.hp = last_hp @actor.sp = last_sp # Draw in left window @equipstat_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva) # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Erase parameters for after equipment change @equipstat_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil) # Activate right window @equip_window.active = true @equipitem_window.active = false @equipitem_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Play equip SE $game_system.se_play($data_system.equip_se) # Get currently selected data on the item window item = @equipitem_window.item # Change equipment @actor.equip(@equip_window.index, item == nil ? 0 : item.id) # Erase parameters for after equipment change @equipstat_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil) # Activate right window @equip_window.active = true @equipitem_window.active = false @equipitem_window.index = -1 # Remake right window and item window contents @equip_window.refresh @equipitem_window.refresh return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_playerstatus # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen @playerstatus_window.active = false @actor_window.active = true return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status @actor = $game_party.actors[@actor_window.index] # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @actor_window.active = false @actor_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen @equip_window.active = true @equip_window.update_actor(@actor) @equipitem_window.update_actor(@actor) @equipstat_window.update_actor(@actor) @help_window.active = true @actor_window.active = false when 3 # skill # If this actor's action limit is 2 or more if $game_party.actors[@actor_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen @skill_window.active = true @skill_window.index = 0 @skill_window.update_actor(@actor) @help_window.active = true @actor_window.active = false when 4 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen @playerstatus_window.active = true @playerstatus_window.update_actor(@actor) @actor_window.active = false end return end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update_end # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen @end_window.active = false @command_window.active = true return end # If C button was pressed if Input.trigger?(Input::C) # Play decision SE $game_system.se_play($data_system.decision_se) # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Branch by command window cursor position case @end_window.index when 0 # to title # Switch to title screen $scene = Scene_Title.new when 1 # shutdown # Shutdown $scene = nil end return end end end