module Vocab
def self.formation
'대열 변경'
end
end
class Game_Party < Game_Unit
def swap_order(index1, index2)
@actors[index1], @actors[index2] = @actors[index2], @actors[index1]
$game_player.refresh
end
end
class Window_MenuStatus < Window_Selectable
attr_reader :pending_index
def initialize(x, y)
if $scene.is_a?(Scene_Menu)
super(x, y, 384, 416)
else
super(x, y, 384, Graphics.height)
end
@pending_index = -1
refresh
self.opacity = 0
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = 4
for i in 0...@item_max
break if i >= $game_party.members.size
draw_item_background(i)
x = 0
y = i * contents.height / @item_max
draw_actor_face($game_party.members[i], x + 2, y + 2)
draw_actor_name($game_party.members[i], x + 104, y + 13)
draw_actor_class($game_party.members[i], x + 224, y + 13)
draw_actor_level($game_party.members[i], x + 104, y + 37)
draw_actor_state($game_party.members[i], x + 104, y + 61, 96, 24)
draw_actor_hp($game_party.members[i], x + 224, y + 37, 120)
draw_actor_mp($game_party.members[i], x + 224, y + 61, 120)
end
end
def draw_actor_name(actor, x, y)
self.contents.font.color = hp_color(actor)
self.contents.draw_text(x, y, 112, 24, actor.name)
end
def draw_actor_class(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 112, 24, actor.class.name)
end
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 24, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 58 - 32, 24, actor.level, 2)
end
def draw_actor_state(actor, x, y, width = 96, height = 24)
count = 0
for state in actor.states
draw_icon(state.icon_index, x + 24 * (count % (width / 24)), y + 24 * (count / (width / 24)))
count += 1
break if (24 * count > width * (height/24) - 24)
end
end
def draw_face(face_name, face_index, x, y, size = 96)
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - 92) / 2
rect.y = face_index / 4 * 96 + (96 - 92) / 2
rect.width = 92
rect.height = 92
self.contents.blt(x, y, bitmap, rect)
bitmap.dispose
end
def update_cursor
if @index < 0
self.cursor_rect.empty
elsif @index < @item_max
x = 0
y = @index * contents.height / @item_max
self.cursor_rect.set(x, y, contents.width, contents.height/@item_max)
elsif @index >= 100
x = 0
y = (@index - 100) * contents.height/@item_max
self.cursor_rect.set(x, y, contents.width, contents.height/@item_max)
else
self.cursor_rect.set(0, 0, contents.width, contents.height)
end
end
def draw_item_background(index)
if index == @pending_index
contents.fill_rect(self.cursor_rect, pending_color)
end
end
def pending_color
windowskin.get_pixel(80, 80)
end
def pending_index=(index)
last_pending_index = @pending_index
@pending_index = index
refresh
end
end
class Window_MenuGold < Window_Base
def initialize(x, y, width, height)
super(x, y, width, height)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, self.contents.width - 8, WLH, '소지금')
cx = contents.text_size(Vocab::gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, self.contents.height-WLH, self.contents.width - 8-cx-2, WLH, $game_party.gold, 2)
self.contents.font.color = system_color
self.contents.draw_text(4, self.contents.height-WLH, self.contents.width - 8, WLH, Vocab::gold, 2)
end
end
class Window_Timer < Window_Base
def initialize(x, y, width, height)
super(x, y, width, height)
refresh
end
def update
if @total_sec != Graphics.frame_count / Graphics.frame_rate
refresh
end
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, self.contents.width - 8, WLH, '시간')
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
time_string = sprintf('%02d:%02d:%02d', hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, self.contents.height-WLH, self.contents.width - 8, WLH, time_string, 2)
end
end
class Window_Location < Window_Base
def initialize(x, y, width, height)
super(x, y, width, height)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, self.contents.width - 8, WLH, '위치')
self.contents.font.color = normal_color
map = load_data('Data/MapInfos.rvdata')
self.contents.draw_text(4, self.contents.height-WLH, self.contents.width - 8, WLH, map[$game_map.map_id].name, 2)
end
end
class Window_MenuCommand < Window_Command
def draw_item(index, enabled = true)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(rect, @commands[index], 0)
end
end
class Scene_Menu < Scene_Base
def start
super
create_menu_background
create_background
create_command_window
@gold_window = Window_MenuGold.new(384, 360, 160, 56)
@timer_window = Window_Timer.new(384, 304, 160, 56)
@location_window = Window_Location.new(384, 248, 160, 56)
@status_window = Window_MenuStatus.new(0, 0)
end
def create_background
@menu_background = Sprite.new
@menu_background.bitmap = Cache.system('menu_bg')
end
def dispose_background
@menu_background.bitmap.dispose
@menu_background.dispose
end
def terminate
super
dispose_menu_background
dispose_background
@command_window.dispose
@gold_window.dispose
@timer_window.dispose
@location_window.dispose
@status_window.dispose
end
def update
super
update_menu_background
@command_window.update
@gold_window.update
@timer_window.update
@location_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
def create_command_window
@command_window = Window_MenuCommand.new(160, [Vocab::item,Vocab::skill,Vocab::equip,Vocab::status,Vocab::formation,Vocab::save,Vocab::game_end])
@command_window.x = 384
@command_window.y = 0
@command_window.height = 200
@command_window.index = @menu_index
if $game_party.members.size == 0
@command_window.draw_item(0, false)
@command_window.draw_item(1, false)
@command_window.draw_item(2, false)
@command_window.draw_item(3, false)
end
if $game_party.members.size < 2
@command_window.draw_item(4, false)
end
if $game_system.save_disabled
@command_window.draw_item(5, false)
end
end
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and [5,6].include?(@command_window.index)
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 5
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0
$scene = Scene_Item.new
when 1
start_actor_selection
when 2
start_actor_selection
when 3
start_actor_selection
when 4
start_actor_selection
when 5
$scene = Scene_File.new(true, false, false)
when 6
$scene = Scene_End.new
end
end
end
def update_actor_selection
if Input.trigger?(Input::B)
if @command_window.index == 4
if @status_window.pending_index >= 0
@status_window.pending_index = -1
Sound.play_cancel
else
Sound.play_cancel
end_actor_selection
end
else
Sound.play_cancel
end_actor_selection
end
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1
$scene = Scene_Skill.new(@status_window.index)
when 2
$scene = Scene_Equip.new(@status_window.index)
when 3
$scene = Scene_Status.new(@status_window.index)
when 4
if @status_window.pending_index >= 0
$game_party.swap_order(@status_window.index, @status_window.pending_index)
@status_window.pending_index = -1
@status_window.refresh
else
@status_window.pending_index = @status_window.index
end
end
end
end
end
end
class Scene_Item < Scene_Base
def return_scene
$scene = Scene_Menu.new(0)
end
end
class Scene_Skill < Scene_Base
def return_scene
$scene = Scene_Menu.new(1)
end
end
class Scene_Equip < Scene_Base
def return_scene
$scene = Scene_Menu.new(2)
end
end
class Scene_Status < Scene_Base
def return_scene
$scene = Scene_Menu.new(3)
end
end
class Scene_End < Scene_Base
def return_scene
$scene = Scene_Menu.new(6)
end
end
class Scene_File < Scene_Base
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(5)
end
end
end
를 했는데 계속 297번째 줄에서 syntax error가 뜨네요 뭐가 문제죠???