VX 스크립트

 I installed the lufia script and working fine sofar now i wanne know how i can add extra menu items in the script
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#=========================================================================
=====
# ** TDS Lufia Rise of the Sinistrals CMS v 1.0
# Version: 1.0
#------------------------------------------------------------------------------
# This script allows for the creation of objects trough a menu using other
# objects and alchemic methods as the base for their creation.
#==============================================================================
# WARNING:
#
# Do not release, distribute or change my work without my expressed written
# consent, doing so violates the terms of use of this work.
#
# * Not Knowing English or understanding these terms will not excuse you in any
# way from the consequenses.
#
# * This applies to all of my work whether they have thiss notice or not.
#
# Contact Email: Sephirothtds@hotmail.com
#==============================================================================
# This is a system replication in no way meant to be used or distributed in any
# game or for any profit monetary or other.
#==============================================================================

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This is a superclass of all windows in the game.
#==============================================================================

class Window_Base < Window
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
WLH = 24 # Window Line Height
#--------------------------------------------------------------------------
# * Draw HP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
# no_bar : drawing bar flag
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 120, no_bar = false)
if no_bar == false
draw_actor_hp_gauge(actor, x, y, width)
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
self.contents.font.color = hp_color(actor)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, actor.hp, 2)
else
self.contents.draw_text(xr - 99, y, 44, WLH, actor.hp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, actor.maxhp, 2)
end
end
#--------------------------------------------------------------------------
# * Draw MP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
# no_bar : drawing bar flag
#--------------------------------------------------------------------------
def draw_actor_mp(actor, x, y, width = 120, no_bar = false)
if no_bar == false
draw_actor_mp_gauge(actor, x, y, width)
end
self.contents.font.color = power_up_color
self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
self.contents.font.color = mp_color(actor)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, actor.mp, 2)
else
self.contents.draw_text(xr - 99, y, 44, WLH, actor.mp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, actor.maxmp, 2)
end
end
end


#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
# This window contains cursor movement and scroll functions.
#==============================================================================

class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :item_max # item count
attr_reader :column_max # digit count
attr_reader :index # cursor position
attr_reader :help_window # help window
# Custom cursor values
attr_accessor :use_custom_cursor # Custom cursor flag
attr_accessor :cursor_visible # Cursor visibility flag
attr_accessor :cursor_offsets # Cursor offsets values
attr_accessor :wait_cursor_offsets # Cursor offsets values
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
# width : window width
# height : window height
# spacing : width of empty space when items are arranged horizontally
#--------------------------------------------------------------------------
def initialize(x, y, width, height, spacing = 32)
@item_max = 1
@column_max = 1
@index = -1
@spacing = spacing
# Cursor variables
@use_custom_cursor = false #true
@cursor_offsets = [0, 0]
@wait_cursor_offsets = [0, 0]
@cursor_visible = nil
super(x, y, width, height)
create_custom_cursor
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
self.contents.dispose
@sprite.bitmap.dispose
@sprite.dispose
super
end
#--------------------------------------------------------------------------
# * Create Custom Cursor
#--------------------------------------------------------------------------
def create_custom_cursor
@sprite = Sprite.new
@sprite.bitmap = Cache.system("Cursor")
@sprite.src_rect.width = @sprite.bitmap.width / 6
@sprite.x = self.x + 16
@sprite.y = self.y + 16 + 4
@sprite.visible = @use_custom_cursor
@sprite.z = 9999
update_cursor_graphic
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if cursor_movable?
last_index = @index
if Input.repeat?(Input::DOWN)
cursor_down(Input.trigger?(Input::DOWN))
end
if Input.repeat?(Input::UP)
cursor_up(Input.trigger?(Input::UP))
end
if Input.repeat?(Input::RIGHT)
cursor_right(Input.trigger?(Input::RIGHT))
end
if Input.repeat?(Input::LEFT)
cursor_left(Input.trigger?(Input::LEFT))
end
if Input.repeat?(Input::R)
cursor_pagedown
end
if Input.repeat?(Input::L)
cursor_pageup
end
if @index != last_index
Sound.play_cursor
end
end
update_cursor
call_update_help
if @use_custom_cursor == true
update_cursor_graphic
end
end

#--------------------------------------------------------------------------
# * Change cursor visibility
# value : true or false visibility
#--------------------------------------------------------------------------
def change_cursor_visibility(value)
@sprite.visible = value
end
#--------------------------------------------------------------------------
# * Update Cursor Graphic
#--------------------------------------------------------------------------
def update_cursor_graphic
@sprite.visible = @use_custom_cursor if @cursor_visible == nil
@sprite.visible = @cursor_visible if @cursor_visible != nil

if @use_custom_cursor == true
if self.visible == false or @index < 0
@sprite.opacity = 0
elsif self.visible == true or @index >= 0
@sprite.opacity = 255
end

if self.active
@sprite.bitmap = Cache.system("Cursor")
@sprite.src_rect.width = @sprite.bitmap.width / 6
else
@sprite.bitmap = Cache.system("Wait Cursor")
@sprite.src_rect.width = @sprite.bitmap.width / 7
end

if self.active
dx = self.x + self.cursor_rect.x + 16 + @cursor_offsets[0]
dy = self.y + self.cursor_rect.y + self.cursor_rect.height / 2 + 3 + @cursor_offsets[1]
else
dx = self.x + self.cursor_rect.x + 16 + @wait_cursor_offsets[0]
dy = self.y + self.cursor_rect.y + self.cursor_rect.height / 2 + 3 + @wait_cursor_offsets[1]
end
@sprite.x = dx
@sprite.y = dy
update_cursor_animation
end
end
#--------------------------------------------------------------------------
# * Update Cursor Animation
#--------------------------------------------------------------------------
def update_cursor_animation
@duration = -1 if @duration == nil
if self.active
@duration += 1
@duration %= 8
if @duration == 8 -1
@sprite.src_rect.x += 24
@sprite.src_rect.x %= 6 * 24
end
else
@duration += 1
@duration %= 8
if @duration == 8 - 1
@sprite.src_rect.x -= 24
@sprite.src_rect.x %= 7 * 24
end
end
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
self.contents.dispose
@sprite.dispose if @sprite != nil
super
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # If the cursor position is less than 0
self.cursor_rect.empty # Empty cursor
else # If the cursor position is 0 or more
row = @index / @column_max # Get current row
if row < top_row # If before the currently displayed
self.top_row = row # Scroll up
end
if row > bottom_row # If after the currently displayed
self.bottom_row = row # Scroll down
end
rect = item_rect(@index) # Get rectangle of selected item
rect.y -= self.oy # Match rectangle to scroll position
self.cursor_rect = rect # Refresh cursor rectangle
end
end
#--------------------------------------------------------------------------
# * Call help window update method
#--------------------------------------------------------------------------
def call_update_help
if self.active and @help_window != nil
update_help
end
end
#--------------------------------------------------------------------------
# * Update help window (contents are defined by the subclasses)
#--------------------------------------------------------------------------
def update_help
end
end


#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
# This window deals with general command choices.
#==============================================================================

class TDS_Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :commands # command
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command string array
# column_max : digit count (if 2 or more, horizontal selection)
# row_max : row count (0: match command count)
# spacing : blank space when items are arrange horizontally
#--------------------------------------------------------------------------
def initialize(width, commands, column_max = 1, row_max = 0, spacing = 32)
if row_max == 0
row_max = (commands.size + column_max - 1) / column_max
end
super(0, 0, width, row_max * WLH + 32, spacing)
self.windowskin = Cache.system("TDS-Lufia Window")
self.back_opacity = 255
@use_custom_cursor = true
@cursor_offsets = [-4, 0]
@commands = commands
@item_max = commands.size
@column_max = column_max
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Return_Command_Name
#--------------------------------------------------------------------------
def return_command_name(index)
return @commands[index]
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# enabled : enabled flag. When false, draw semi-transparently.
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
rect = item_rect(index)
rect.x += 26
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])
end
end


#============== ================================================================
# ** TDS Lufia Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
# Flag variables
@viewing_spell_information_window = false
@viewing_item_information_window = false
@viewing_scenario_information_window = false
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
# Create Menu Back Sprite
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = Cache.system("Lufia Menu Back")
# Create Scene Header
@scene_header = Window_Base.new(20, 198, 140, 56)
@scene_header.windowskin = Cache.system("TDS-Lufia Window")
@scene_header.back_opacity = 255
@scene_header.contents = Bitmap.new(140-32,56-32)
@scene_header.contents.font.color = @scene_header.text_color(0)
@scene_header.contents.draw_text(0,0,140-32, 24, "ITEM",1)
@scene_header.visible = false
# Create Dummy Help Window
@dummy_help_window = Window_Base.new(20, 305, 505, 101)
@dummy_help_window.windowskin = Cache.system("TDS-Lufia Window")
@dummy_help_window.contents = Bitmap.new(505-32,56-32)
@dummy_help_window.contents.font.color = @dummy_help_window.text_color(0)
@dummy_help_window.contents.draw_text(0, 0 , 505-32, 24, "HELP",1)
@dummy_help_window.back_opacity = 255
@dummy_help_window.visible = false
# Create Help Window Header
@scene_help_header = Window_Base.new(20, 254, 505, 56)
@scene_help_header.windowskin = Cache.system("TDS-Lufia Window")
@scene_help_header.back_opacity = 255
@scene_help_header.contents = Bitmap.new(505-32,56-32)
@scene_help_header.contents.font.color = @scene_help_header.text_color(0)
@scene_help_header.contents.draw_text(0, 0 , 505-32, 24, "Item name",1)
@scene_help_header.visible = false
# Create Scenario header
@scenario_header = Window_Base.new(20, 198, 300, 56)
@scenario_header.windowskin = Cache.system("TDS-Lufia Window")
@scenario_header.back_opacity = 255
@scenario_header.contents = Bitmap.new(300-32,56-32)
@scenario_header.contents.font.color = @scene_header.text_color(0)
@scenario_header.contents.draw_text(0,0,300-32, 24, "SCENARIO ITEMS",1)
@scenario_header.visible = false
# Create command windows
create_command_window
# Create Gold Window
@gold_time_window = Window_Gold_Time.new(265, 326)
# Create Main Status Window
@status_window = Window_MenuStatus.new(0, 0)
@status_window.active = false
# Activate main status window normal mode
@status_window.change_mode(0, true)
# Create Item Window
@item_window = TDS_Lufia_Window_Item.new(20, 254, 505, 152)
@item_window.index = 0
@item_window.active = false
@item_window.visible = false
# Create Skill Window
@skill_window = TDS_Lufia_Window_Skill.new(20, 254, 505, 152, $game_party.members[0])
@skill_window.active = false
@skill_window.visible = false
# Flag variables
@viewing_item_information_window = false
@viewing_spell_information_window = false
@viewing_scenario_information_window = false
# Update flag values
@update_item_processing = false
@update_spell_processing = false
@update_scenario_mode_processing = false
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
# Create Command Window
@command_window = TDS_Window_Command.new(390, ["ITEM", "STATUS", "SPELL",
"EQUIP", "SCENARIO", "FRIENDLIST", "SAVE", "END"], 2)
# Set command window x position
@command_window.x = 135
# Set command window y position
@command_window.y = 198
# Set command window index
@command_window.index = @menu_index
# If game party size is 0
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
# If saving disable
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(4, false) # Disable save
end
# Create Item Command Window
@item_command_window = TDS_Window_Command.new(365, ["USE", "ALL", "DROP"],3)
# Set item command window x
@item_command_window.x = 160
# Set item command window y
@item_command_window.y = 198
# Set item command visibility
@item_command_window.visible = false
# Set item command window active to false
@item_command_window.active = false
# Create Spell Command Window
@spell_command_window = TDS_Window_Command.new(365, ["USE", "ALL"],2)
# Set spell command window x
@spell_command_window.x = 160
# Set spell command window y
@spell_command_window.y = 198
# Set spell command window visible to false
@spell_command_window.visible = false
# Set Spell command window active to false
@spell_command_window.active = false
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# Update command windows
@command_window.update
@spell_command_window.update
@item_command_window.update
# Update windows
@gold_time_window.update
@status_window.update
@item_window.update
@skill_window.update
# If command window active
if @command_window.active
update_command_selection
end

# If status window is active and it's on normal mode
if @status_window.active and @status_window.normal_mode
# Update main menu actor selection
update_main_actor_selection
end
# If item processing flag is true update item methods
if @update_item_processing
# Update Item Choosing if Item window is active or viewing item information
if @item_window.active == true or @viewing_item_information_window
update_item_choosing
end
# Update Item Command Arrange Choosing if Item Command window is active
if @item_command_window.active
update_item_command_choosing
end
# If status window is active and it's on item mode
if @status_window.active and @status_window.item_mode
update_item_target_choosing
end
end
# If skill prcoessing flag is true update skill methods
if @update_spell_processing
# Update skill arrange choosing if spell command window is active
if @spell_command_window.active
update_skill_command_choosing
end
# Update skill choosing if skill window is active or viewing skill information
if @skill_window.active or @viewing_spell_information_window
update_skill_choosing
end
# If status window is active and it's on skill mode
if @status_window.active and @status_window.skill_mode
update_skill_target_choosing
end
end

# If scenario processing flag is true update Scenario methods
if @update_scenario_mode_processing

# Update sceneario item viewing pro
update_scenario_item_choosing
end

end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
return
end
# If Input trigger Confirm
if Input.trigger?(Input::C)
case @command_window.return_command_name(@command_window.index)
when "ITEM"
# Play desicion sound
Sound.play_decision
# Start item scene processing
start_item_scene
# Update input
Input.update
return
when "STATUS"
start_main_actor_selection
when "SPELL"
start_main_actor_selection
when "EQUIP"
start_main_actor_selection
when "SCENARIO"
# Play desicion sound
Sound.play_decision
# Start scenario scene processing
start_scenario_mode
return
when "FRIENDLIST"
# Play desicion sound
Sound.play_decision
# Start scenario scene processing
start_scenario_mode
return
when "SAVE"
# Play desicion sound
Sound.play_decision
$scene = Scene_File.new(true, false, false)
return
when "END"
# Play desicion sound
Sound.play_decision
$scene = Scene_End.new
return
end
end
end
#--------------------------------------------------------------------------
# * Start Main Actor Selection
#--------------------------------------------------------------------------
def start_main_actor_selection
if $game_party.members.size == 0
Sound.play_buzzer
return
end
# Play desicion sound
Sound.play_decision
# Deactivate command window
@command_window.active = false
# Activate status window and make cursor visible
@status_window.active = true
@status_window.index = 0
# Input update
Input.update
return
end
#--------------------------------------------------------------------------
# * End Main Actor Selection
#--------------------------------------------------------------------------
def end_main_actor_selection
# Deactivate status window and make cursor invisible
@status_window.active = false
@status_window.index = -1
# Activate command window
@command_window.active = true
return
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_main_actor_selection
# If input trigger is cancel
if Input.trigger?(Input::B)
# Play cancel sound
Sound.play_cancel
# End main actor selection
end_main_actor_selection
return
end
# If input trigger confirm
if Input.trigger?(Input::C)
# Play desicion sound
Sound.play_decision
case @command_window.return_command_name(@command_window.index)
when "STATUS"
# Change scene to Scene Status
$scene = Scene_Status.new(@status_window.index)
return
when "SPELL"
# Start skill methods
start_skill_scene
when "EQUIP"
# Change scene to Scene Equip
$scene = Scene_Equip.new(@status_window.index)
return
end
end
end


#==============================================================================
# ** Item Methods
#------------------------------------------------------------------------------
# These methods performs the item screen processing.
#==============================================================================

#--------------------------------------------------------------------------
# * Start Item Scene
#--------------------------------------------------------------------------
def start_item_scene
# Start updating item processing
@update_item_processing = true
# Set intial value for item for information
@item = nil
# Activate main status window normal mode
@status_window.change_mode(1, true)
# Deactivate status window
@status_window.active = false
# Set Old Index initial value
@old_item_command_index = 0
# Change item status window visibility
@command_window.visible = false
@command_window.active = false
# Changing visibily of gold window
@gold_time_window.visible = false
# Change scene header text color, text and visibility
@scene_header.contents.font.color = @scene_header.text_color(0)
@scene_header.contents.clear
@scene_header.contents.draw_text(0,0,140-32,56-32, "ITEM",1)
@scene_header.visible = true
# Activate the item command window
@item_command_window.visible = true
@item_command_window.index = 0
# Determining item index and activity
if @item_window.item_max == 0
@item_window.index = -1
@item_window.active = false
@item_command_window.active = true
else
@item_window.index = 0
@item_window.active = true
@item_command_window.active = false
end
# Changing command window visibility
@item_window.visible = true
end
#--------------------------------------------------------------------------
# * End Item Scene
#--------------------------------------------------------------------------
def end_item_scene
# Set value for item for information
@item = nil
# Activate main status window normal mode
@status_window.change_mode(0, true)
# Set Old Index value
@old_item_command_index = 0
# Changing item window visibility and active
@item_command_window.visible = false
@item_window.active = false
# Changing command window visibility and active
@item_window.visible = false
@item_window.active = false
# Change scene header visibility
@scene_header.contents.clear
@scene_header.visible = false
# Activating command window
@command_window.visible = true
@command_window.active = true
# Changing visibily of gold window
@gold_time_window.visible = true
# Deactivate status window and change index
@status_window.active = false
@status_window.index = -1
# Change viewing item information flag to false
@viewing_item_information_window = false
# End item processing
@update_item_processing = false
# Update Input
Input.update
return
end
#--------------------------------------------------------------------------
# * Update Item Command Choosing
#--------------------------------------------------------------------------
def update_item_command_choosing
# If old index is not equal to item command window idex
if @old_item_command_index != @item_command_window.index
# Update window display mode
update_item_window_display_mode
end
# If Input Trigger Cancel
if Input.trigger?(Input::B)
# Play cancel sound
Sound.play_cancel
# End item processing
end_item_scene
# Update Input
Input.update
return
end
# If Input trigger Confirm
if Input.trigger?(Input::C)
# If item window item max is 0
if @item_window.item_max == 0
# Play buzzer sound
Sound.play_buzzer
# Activate item command window
@item_command_window.active = true
# Deactivate item window
@item_window.active = false
# Update input
Input.update
return
end
# PLay desicion sound
Sound.play_decision
# Deactivate the command window
@item_command_window.active = false
# Activate the item window
@item_window.active = true
return
end
end
#--------------------------------------------------------------------------
# * Update Item Choosing
#--------------------------------------------------------------------------
def update_item_choosing
# If Input Trigger Cancel
if Input.trigger?(Input::B)
# Play cancel sound
Sound.play_cancel
# If viewing item information flag is true
if @viewing_item_information_window == true
# View item information
view_item_information(@item_window.item)
return
end
# Deactivate the item window
@item_window.active = false
# Set old index value to the item window index value
@old_item_window_index = @item_window.index
# Activate the command window
@item_command_window.active = true
# If item quantity is 0
if $game_party.item_number(@item) == 0
# Refresh item window
@item_window.refresh
end
# Update Input
Input.update
return
end
# If Input trigger Confirm not viewing item information
if Input.trigger?(Input::C) and @viewing_item_information_window == false
# Item command window index
case @item_command_window.index
when 0, 1 # Use or all items
use_item
when 2 # Drop
drop_item
end
end
# If Input Trigger CTRL
if Input.trigger?(Input::CTRL)
# PLay desicion sound
Sound.play_decision
# View item information
view_item_information(@item_window.item)
return
end
end
#--------------------------------------------------------------------------
# * Update Item Target Choosing
#--------------------------------------------------------------------------
def update_item_target_choosing
# If Input Trigger Cancel
if Input.trigger?(Input::B)
# Play cancel sound
Sound.play_cancel
# Deactivate status window
@status_window.active = false
# Change status window index making it invisible
@status_window.index = -1
# Activate the command window
@item_window.active = true
# If item quantity is 0
if $game_party.item_number(@item) == 0
# Refresh item window
@item_window.refresh
# Activate item command window
@item_command_window.active = true
# Deactivate item window
@item_window.active = false
end
# Set value for item for information
@item = nil
return
end
# If Input trigger Confirm
if Input.trigger?(Input::C)
if $game_party.item_can_use?(@item) == false
Sound.play_buzzer
else
determine_item_target
end
return
end
end
#--------------------------------------------------------------------------
# * Update Item Window Display Mode
#--------------------------------------------------------------------------
def update_item_window_display_mode
case @item_command_window.index
when 0
# Change item window mode to true and to display only use items
@item_window.only_items_mode(true)
# Change item window mode to false and to display all items
@item_window.all_items_mode(false)
# Change item window mode to drop items to false
@item_window.drop_items_mode(false)
# Refresh item window
@item_window.refresh
# Change cursor index to 0
@item_window.index = 0
when 1, 2
# Set old mode value for refresh
old_mode_value = @item_window.all_mode
# Change item window mode to false and to display only use items
@item_window.only_items_mode(false)
# Change item window mode to true and to display all items
@item_window.all_items_mode(true)
# Set item window index to 0 if the items in the window are more
if old_mode_value == false
# Refresh item window
@item_window.refresh
# Change cursor index to 0
@item_window.index = 0
end
end
# Set old command index to be the same as the
@old_item_command_index = @item_command_window.index
end
#--------------------------------------------------------------------------
# * Use Item
#--------------------------------------------------------------------------
def use_item
# Set item variable information
@item = @item_window.item
return Sound.play_buzzer if $game_party.item_can_use?(@item) == false
# PLay desicion sound
Sound.play_decision
# Deactivate the item window
@item_window.active = false
# Activate status window
@status_window.active = true
# Change status window index making it visible depending on the item scope
if @item.scope == 8 and $game_party.members.size > 1
@status_window.index = 100
else
@status_window.index = 0
end
# Update input
Input.update
return
end
#--------------------------------------------------------------------------
# * Drop Item
#--------------------------------------------------------------------------
def drop_item
# If Item window Item max is 0
if @item_window.item_max == 0
# Activate item command window
@item_command_window.active = true
# Deactivate item window
@item_window.active = false
else
# Set old item index
old_index = @item_window.index
# Play equip sound
Sound.play_equip
# Drop item
@item_window.drop_item(@item_window.item)
# Refresh item window
@item_window.refresh
# Set old index to the item window index if it's not 0
old_index %= @item_window.item_max if @item_window.item_max != 0
# Set item window index to old index
@item_window.index = old_index
# If item window item max is not 0
if @item_window.item_max == 0
# Play cancel sound
Sound.play_cancel
# Activate item command window
@item_command_window.active = true
end
# Update input
Input.update
return
end
end
#--------------------------------------------------------------------------
# * Confirm Item Target
# If there is no effect (such as using a potion on an incapacitated
# character), play a buzzer SE.
#--------------------------------------------------------------------------
def determine_item_target
# Item used is set to false
used = false
# if item is for all
if @item.for_all?
for target in $game_party.members
target.item_effect(target, @item)
used = true unless target.skipped
end
else
$game_party.last_target_index = @status_window.index
target = $game_party.members[@status_window.index]
target.item_effect(target, @item)
used = true unless target.skipped
end
# If use is true
if used
# Use item
use_item_nontarget
else
# Play buzzer sound
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# * Use Item (apply effects to non-ally targets)
#--------------------------------------------------------------------------
def use_item_nontarget
# Play item use sound
Sound.play_use_item
# Consume item
$game_party.consume_item(@item)
# Draw used item
@item_window.draw_item(@item_window.index)
# Refresh status window
@status_window.refresh
# If the party is all dead
if $game_party.all_dead?
# Change to scene game over
$scene = Scene_Gameover.new
# If item common event ID is more than 0
elsif @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# * View Item Information
# item : item from which to read data from
#--------------------------------------------------------------------------
def view_item_information(item)
# If viewing item information flag is false
if @viewing_item_information_window == false
item_info = item
# Change item window visibility and active
@item_window.visible = false
@item_window.active = false
# Change scene help header visibility, add text and change text color
@scene_help_header.visible = true
@scene_help_header.contents.font.color = @scene_help_header.text_color(0)
@scene_help_header.contents.clear
@scene_help_header.contents.draw_text(0, 0 , 505-32, 24, item_info.name,1)
# Change dummy help window visibility, add text and color
@dummy_help_window.visible = true
@dummy_help_window.contents.font.color = @dummy_help_window.text_color(0)
@dummy_help_window.contents.clear
@dummy_help_window.contents.font.size = 22
@dummy_help_window.contents.draw_text(0, -24, 505-32, 100-32, item_info.description.capitalize)
# Change viewing item information flag to true
@viewing_item_information_window = true
else
# Change item window visibility and active
@item_window.visible = true
@item_window.active = true
# Change help header window visibilty and clear text
@scene_help_header.visible = false
@scene_help_header.contents.clear
# Change dummy help window visibily and clear text
@dummy_help_window.visible = false
@dummy_help_window.contents.clear
# Change viewing item information flag to false
@viewing_item_information_window = false
return
end
end


#==============================================================================
# ** Skill Methods
#------------------------------------------------------------------------------
# These methods performs the Spell screen processing.
#==============================================================================


#--------------------------------------------------------------------------
# * Start Skill Scene
#--------------------------------------------------------------------------
def start_skill_scene
# Start updating spell processing
@update_spell_processing = true
# Set initial value for skill information
@skill = nil
# Activate main status window spell mode
@status_window.change_mode(2, true)
# Set old index initia value
@old_spell_value_command_index = 0
# Change command window visibility and active
@command_window.visible = false
@command_window.active = false
# Deactivate status window
@status_window.active = false
# Change spell command window visibility and active
@spell_command_window.visible = true
@spell_command_window.active = true
# Change spell command window to 0
@spell_command_window.index = 0
# Change skill window mode to show only usable skills
@skill_window.only_use_skill_mode(true)
# Change scene header text, color, visibility and add text
@scene_header.contents.font.color = @scene_header.text_color(0)
@scene_header.contents.clear
@scene_header.contents.draw_text(0,0,140-32,56-32, "SPELL",1)
@scene_header.visible = true
# Changing visibily of gold window
@gold_time_window.visible = false
# Refresh window contents
@skill_window.refresh($game_party.members[@status_window.index])
# Change skill window visibility
@skill_window.visible = true
# Change skill window index to 0
@skill_window.index = 0
# Input update
Input.update
return
end
#--------------------------------------------------------------------------
# * End Skill Scene
#--------------------------------------------------------------------------
def end_skill_scene
# End updating spell processing
@update_spell_processing = false
# Set value for skill information
@skill = nil
# Activate main status window normal mode
@status_window.change_mode(0, true)
# Set old index initia value
@old_spell_value_command_index = 0
# Deactivate status window and change index
@status_window.active = false
@status_window.index = -1
# Change skill window visibility
@skill_window.visible = false
# Change spell command window visibility and active
@spell_command_window.visible = false
@spell_command_window.active = false
# Change spell command window to 0
@spell_command_window.index = 0
# Change scene header visibility
@scene_header.contents.clear
@scene_header.visible = false
# Change command window visibility and active
@command_window.visible = true
@command_window.active = true
# Changing visibily of gold window
@gold_time_window.visible = true
# Update Input
Input.update
return
end
#--------------------------------------------------------------------------
# * Update Skill Command Choosing
#--------------------------------------------------------------------------
def update_skill_command_choosing
# If old index is not equal to item command window idex
if @old_spell_value_command_index != @spell_command_window.index
# Update window display mode
update_skill_window_display_mode
end
# If Input Trigger Cancel
if Input.trigger?(Input::B)
# Play cancel sound
Sound.play_cancel
# End spell processing
end_skill_scene
# Update Input
Input.update
return
end
# If not viewing spell information window
if @viewing_spell_information_window == false
# If Input trigger R
if Input.trigger?(Input::R)
# Play cursor sound
Sound.play_cursor
# Next actor
next_spell_actor
# If Input trigger L
elsif Input.trigger?(Input::L)
# Play cursor sound
Sound.play_cursor
# Previous actor
prev_spell_actor
end
end
# If Input trigger Confirm
if Input.trigger?(Input::C)
# If item window item max is 0
if @skill_window.item_max == 0
# Play buzzer sound
Sound.play_buzzer
# Activate spell command window
@spell_command_window.active = true
# Deactivate skill window
@skill_window.active = false
# Update input
Input.update
return
end
# Change skill window index to 0 if skill window index is more than skill window item max
@skill_window.index = 0 if @skill_window.index > @skill_window.item_max
# PLay desicion sound
Sound.play_decision
# Deactivate the command window
@spell_command_window.active = false
# Activate the skill window
@skill_window.active = true
# Update input
Input.update
return
end
end
#--------------------------------------------------------------------------
# * Update Skill Choosing
#--------------------------------------------------------------------------
def update_skill_choosing
# If Input Trigger Cancel
if Input.trigger?(Input::B)
# Play cancel sound
Sound.play_cancel

if @viewing_spell_information_window == true
# View skill information
view_skill_information(@skill_window.skill)
return
end
# Deactivate the skill window
@skill_window.active = false
# Activate spell command window
@spell_command_window.active = true
# Update Input
Input.update
return
end
# If not viewing spell information window
if @viewing_spell_information_window == false
# If Input trigger R
if Input.trigger?(Input::R)
# Play cursor sound
Sound.play_cursor
# Next actor
next_spell_actor
# If Input trigger L
elsif Input.trigger?(Input::L)
# Play cursor sound
Sound.play_cursor
# Previous actor
prev_spell_actor
end
end
# If Input trigger Confirm and not viewing skill information
if Input.trigger?(Input::C) and @viewing_spell_information_window == false
# Use skill
use_skill
# Update Input
Input.update
return
end


# If Input Trigger CTRL
if Input.trigger?(Input::CTRL)
# PLay desicion sound
Sound.play_decision
# View skill information
view_skill_information(@skill_window.skill)
return
end
end
#--------------------------------------------------------------------------
# * Update Skill Target Choosing
#--------------------------------------------------------------------------
def update_skill_target_choosing
# If Input Trigger Cancel
if Input.trigger?(Input::B)
# Play cancel sound
Sound.play_cancel
# Deactivate status window
@status_window.active = false
# Change status window index to the return index
@status_window.index = @return_status_index
# Activate the skill window
@skill_window.active = true
# Set value for skill information
@skill = nil
# Update input
Input.update
return
end
# If input trigger confirm
if Input.trigger?(Input::C)
# If actor can use skill
if @skill_window.actor.skill_can_use?(@skill)
# Determine if skill further usable
determine_skill
else
# Play buzzer sound
Sound.play_buzzer
end
end
end
#--------------------------------------------------------------------------
# * Update Skill Window Display Mode
#--------------------------------------------------------------------------
def update_skill_window_display_mode
case @spell_command_window.index
when 0
# Change skill window mode to show only usable skills
@skill_window.only_use_skill_mode(true)
# Change display of all skills mode to false
@skill_window.all_skill_display_mode(false)
when 1
# Change display of only usable skills to false
@skill_window.only_use_skill_mode(false)
# Change skill window mode to show all skills
@skill_window.all_skill_display_mode(true)
end
# Change old spell index value to spell window command index
@old_spell_value_command_index = @spell_command_window.index
# Refresh command window
@skill_window.refresh(@skill_window.actor)
# Change skill window index to 0 if skill window index is more than skill window item max
@skill_window.index = 0 if @skill_window.index > @skill_window.item_max
return
end
#--------------------------------------------------------------------------
# * Next Spell Actor
#--------------------------------------------------------------------------
def next_spell_actor
@actor_index = @status_window.index if @actor_index == nil
@actor_index += 1
@actor_index %= $game_party.members.size
@status_window.index = @actor_index
@skill_window.index = 0 if @skill_window.item_max != 0
@skill_window.refresh($game_party.members[@actor_index])
return @skill_window.active = false, @spell_command_window.active = true if @skill_window.actor.dead?
return @skill_window.active = false, @spell_command_window.active = true if @skill_window.item_max == 0
end
#--------------------------------------------------------------------------
# * Prev Spell Actor
#--------------------------------------------------------------------------
def prev_spell_actor
@actor_index = @status_window.index if @actor_index == nil
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
@status_window.index = @actor_index
@skill_window.index = 0 if @skill_window.item_max != 0
@skill_window.refresh($game_party.members[@actor_index])
return @skill_window.active = false, @spell_command_window.active = true if @skill_window.actor.dead?
return @skill_window.active = false, @spell_command_window.active = true if @skill_window.item_max == 0
end
#--------------------------------------------------------------------------
# * Use Skill
#--------------------------------------------------------------------------
def use_skill
# Set skill variable value to the currently used skill
@skill = @skill_window.skill
# If actor can use the skill
if @skill_window.actor.skill_can_use?(@skill)
# Play desicion sound
Sound.play_decision
# Change skill window active to false
@skill_window.active = false
# Set return status index to the current status index
@return_status_index = @status_window.index
# Change status window active to true
@status_window.active = true
# If skill scope covers all characters and there are more tnan 1 party members
if @skill.scope == 8 and $game_party.members.size > 1
# Make cursor select eveveryone
@status_window.index = 100
else
# Change status window index to 1
@status_window.index = 0
end
else
# Play buzzer sound
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# * Confirm Target
# If there is no effect (such as using a potion on an incapacitated
# character), play a buzzer SE.
#--------------------------------------------------------------------------
def determine_skill
# Set used value to false
used = false
# If skill is for all
if @skill.for_all?
for target in $game_party.members
target.skill_effect(@skill_window.actor, @skill)
used = true unless target.skipped
end
elsif @skill.for_user?
target = $game_party.members[@status_window.index]
target.skill_effect(target, @skill)
used = true unless target.skipped
else
$game_party.last_target_index = @status_window.index
target = $game_party.members[@status_window.index]
target.skill_effect(target, @skill)
used = true unless target.skipped
end
# If used is true
if used
use_skill_nontarget
else
# Play buzzer sound
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# * Use Skill (apply effects to non-ally targets)
#--------------------------------------------------------------------------
def use_skill_nontarget
# Play use skill sound
Sound.play_use_skill
# Detract MP equal to the skill MP cost
@skill_window.actor.mp -= @skill_window.actor.calc_mp_cost(@skill)
# Refresh status window
@status_window.refresh
# Refresh skill window
@skill_window.refresh(@skill_window.actor)
# If the whole party is dead
if $game_party.all_dead?
$scene = Scene_Gameover.new
elsif @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# * View Skill Information
# skill : skill from which to read data from
#--------------------------------------------------------------------------
def view_skill_information(skill)
# If viewing spell information flag is false
if @viewing_spell_information_window == false
skill_info = skill
# Change skill window visibility and active
@skill_window.visible = false
@skill_window.active = false
# Change scene help header visibility, add text and change text color
@scene_help_header.visible = true
@scene_help_header.contents.font.color = @scene_help_header.text_color(0)
@scene_help_header.contents.clear
@scene_help_header.contents.draw_text(0, 0 , 505-32, 24, skill_info.name,1)
# Change dummy help window visibility, add text and color
@dummy_help_window.visible = true
@dummy_help_window.contents.font.color = @dummy_help_window.text_color(0)
@dummy_help_window.contents.clear
@dummy_help_window.contents.font.size = 22
@dummy_help_window.contents.draw_text(0, -24, 505-32, 100-32, skill_info.description.capitalize)
# Change viewing spell information flag to true
@viewing_spell_information_window = true
else
# Change skill window visibility and active
@skill_window.visible = true
@skill_window.active = true
# Change help header window visibilty and clear text
@scene_help_header.visible = false
@scene_help_header.contents.clear
# Change dummy help window visibily and clear text
@dummy_help_window.visible = false
@dummy_help_window.contents.clear
# Change viewing spell information flag to false
@viewing_spell_information_window = false
return
end
end

#==============================================================================
# ** Scenario Methods
#------------------------------------------------------------------------------
# These methods performs the scenario screen processing.
#==============================================================================

#--------------------------------------------------------------------------
# * Start Scenario Mode
#--------------------------------------------------------------------------
def start_scenario_mode
# Start updating scenario processing
@update_scenario_mode_processing = true
# Change command window visibility
@command_window.visible = false
@command_window.active = false
# Deactivate status window
@status_window.active = false
# Changing visibily of gold window
@gold_time_window.visible = false
# Change sceneraio header visibility to true
@scenario_header.visible = true
# Determining item index and activity
if @item_window.item_max == 0
@item_window.index = -1
@item_window.active = false
else
@item_window.index = 0
@item_window.active = true
end
# Change item window mode to display scenenario items
@item_window.scenario_items_mode(true)
@item_window.only_items_mode(false)
@item_window.all_items_mode(false)
# Changing command window visibility
@item_window.visible = true
# Refresh item window
@item_window.refresh
# Update Input
Input.update
return
end
#--------------------------------------------------------------------------
# * End Scenario Scene
#--------------------------------------------------------------------------
def end_scenario_scene
# End scenario processing
@update_scenario_mode_processing = false
# Change sceneraio header visibility to false
@scenario_header.visible = false
# Change item window mode to display normal items
@item_window.active = false
@item_window.only_items_mode(true)
@item_window.all_items_mode(false)
@item_window.scenario_items_mode(false)
# Change item window index
@item_window.index = -1
# Changing command window visibility
@item_window.visible = false
# Refresh item window
@item_window.refresh
# Change command window visibility
@command_window.visible = true
@command_window.active = true
# Deactivate status window
@status_window.active = false
# Changing visibily of gold window
@gold_time_window.visible = true
# Update Input
Input.update
return
end
#--------------------------------------------------------------------------
# * Update Scenario Item Choosing
#--------------------------------------------------------------------------
def update_scenario_item_choosing
# If Input Trigger Cancel
if Input.trigger?(Input::B)
# Play cancel sound
Sound.play_cancel
# If viewing sceneario information flag is true
if @viewing_scenario_information_window == true
# View scenario_ information
view_scenario_item_information(@item_window.item)
return
end
# End scenario scene processing
end_scenario_scene
return
end

# If Input Trigger CTRL
if Input.trigger?(Input::CTRL)
# PLay desicion sound
Sound.play_decision
# View item information
view_scenario_item_information(@item_window.item)
return
end
end
#--------------------------------------------------------------------------
# * View Scenario Item Information
# item : item from which to read data from
#--------------------------------------------------------------------------
def view_scenario_item_information(item)
# If viewing scenario information flag is false
if @viewing_scenario_information_window == false
item_info = item
# Change item window visibility and active
@item_window.visible = false
@item_window.active = false
# Change scene help header visibility, add text and change text color
@scene_help_header.visible = true
@scene_help_header.contents.font.color = @scene_help_header.text_color(0)
@scene_help_header.contents.clear
@scene_help_header.contents.draw_text(0, 0 , 505-32, 24, item_info.name,1)
# Change dummy help window visibility, add text and color
@dummy_help_window.visible = true
@dummy_help_window.contents.font.color = @dummy_help_window.text_color(0)
@dummy_help_window.contents.clear
@dummy_help_window.contents.font.size = 22
@dummy_help_window.contents.draw_text(0, -24, 505-32, 100-32, item_info.description.capitalize)
# Change viewing item information flag to true
@viewing_scenario_information_window = true
else
# Change item window visibility and active
@item_window.visible = true
@item_window.active = true
# Change help header window visibilty and clear text
@scene_help_header.visible = false
@scene_help_header.contents.clear
# Change dummy help window visibily and clear text
@dummy_help_window.visible = false
@dummy_help_window.contents.clear
# Change viewing scenario information flag to false
@viewing_scenario_information_window = false
return
end
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
# Dipose of back sprite
@menuback_sprite.dispose
@menuback_sprite.bitmap.dispose
# Dispose command windows
@command_window.dispose
@item_command_window.dispose
@spell_command_window.dispose
# Dispose of windows
@gold_time_window.dispose
@status_window.dispose
@item_window.dispose
@skill_window.dispose
# Dispose of headers and dummy windows
@scene_header.dispose
@dummy_help_window.dispose
@scene_help_header.dispose
@scenario_header.dispose
end
end

#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :normal_mode # Normal Mode flag
attr_reader :item_mode # Item Mode Flag
attr_reader :skill_mode # skill Mode Flag
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 544, 416)
self.active = false
self.contents.font.size = 18
self.opacity = 0
self.index = -1
@normal_mode = true
@item_mode = false
@skill_mode = false
refresh
end
#--------------------------------------------------------------------------
# * Change Mode
# mode : mode to modify 0 = Normal, 1 = Item, 2 = Skill
# value : true or false value
#--------------------------------------------------------------------------
def change_mode(mode, value)
# Modes array
@normal_mode = (mode == 0 ? value : false )
@item_mode = (mode == 1 ? value : false )
@skill_mode = (mode == 2 ? value : false )
return
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
@column_max = 2
for actor in $game_party.members
y = 0
if actor.index > 1
x = 260 #272
draw_actor_graphic(actor, 19 + actor.index * x - actor.index - @column_max * x, 90)
draw_actor_name(actor, 96 + actor.index * x - actor.index - @column_max * x, 90)
draw_actor_hp(actor, 96 + actor.index * x - actor.index - @column_max * x, y + 84 + WLH * 1 , 120, true)
draw_actor_mp(actor, 96 + actor.index * x - actor.index - @column_max * x, y + 84 + WLH * 2 , 120, true)
draw_actor_level(actor, 174 + actor.index * x - actor.index - @column_max * x, 90)
else
x = 260 #272
draw_actor_graphic(actor, 20 + actor.index * x, 8)

draw_actor_name(actor, 96 + actor.index * x, 10)
draw_actor_hp(actor, 96 + actor.index * x, y + WLH * 1 + 4, 120, true)
draw_actor_mp(actor, 96 + actor.index * x, y + WLH * 2 + 4, 120, true)
draw_actor_level(actor, 174 + actor.index * x, 10)
end
x = actor.index * 96 + WLH / 2
y = 0
end
end
#--------------------------------------------------------------------------
# * Draw Level
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 18, y, 24, WLH, actor.level, 2)
end
#--------------------------------------------------------------------------
# * Draw Actor Walking Graphic
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
character_name = actor.character_name
bitmap = Cache.character(character_name)
sign = character_name[/^[!$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = actor.character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
dest_rect = Rect.new(x, y, 80, 80)
dest_rect = Rect.new(x, y, 65, 65)
self.contents.stretch_blt(dest_rect, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# * Draw Name
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y)
self.contents.font.color = hp_color(actor)
self.contents.draw_text(x, y, 75, WLH, actor.name)
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
end
case @index
when 0, 1
self.cursor_rect.set(19 + @index * 258, 0, 210, 86)
when 2, 3
self.cursor_rect.set(19 + @index * 258 - @index - @column_max * 258, 80, 210, 86)
when 100
self.cursor_rect.set(16, 0, contents.width-38, 163)

end
end
end

#==============================================================================
# ** Window_Gold & Time
#------------------------------------------------------------------------------
# This window displays the amount of gold and played time.
#==============================================================================

class Window_Gold_Time < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y, width = 260, height = 80)
super(x, y, width, height)
self.windowskin = Cache.system("TDS-Lufia Window")
self.back_opacity = 255
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 25
draw_playtime(0, 0, self.width-32, 0)
draw_currency_value($game_party.gold, 0, 26, self.width-32)
end
#--------------------------------------------------------------------------
# * Draw Play Time
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
# width : Width
# align : Alignment
#--------------------------------------------------------------------------
def draw_playtime(x, y, width, align)
@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(x + 12, y, width, WLH, "TIME")
self.contents.draw_text(x, y, width - 12, WLH + 2, time_string, 2)
end
#--------------------------------------------------------------------------
# * Draw number with currency unit
# value : Number (gold, etc)
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#--------------------------------------------------------------------------
def draw_currency_value(value, x, y, width)
cx = contents.text_size(Vocab::gold).width
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width-12, WLH, value, 2)
self.contents.draw_text(x + 12, y, width, WLH, "GOLD")
end
end

#==============================================================================
# ** TDS_Lufia_Window_Item
#------------------------------------------------------------------------------
# This window displays a list of inventory items for the item screen, etc.
#==============================================================================

class TDS_Lufia_Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :drop_mode # Drop flag
attr_reader :item_mode # Item display flag
attr_reader :all_mode # All item display flag
attr_reader :scenario_mode # Scenario display flag
#--------------------------------------------------------------------------
# * Object Initialization
# x : window x-coordinate
# y : window y-coordinate
# width : window width
# height : window height
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@use_custom_cursor = true
@column_max = 1
self.index = 0
self.back_opacity = 255
self.windowskin = Cache.system("TDS-Lufia Window")
@drop_mode = false
@item_mode = true
@all_mode = false
@scenario_mode = false
refresh
end
#--------------------------------------------------------------------------
# * Only Items Mode
#--------------------------------------------------------------------------
def all_items_mode(value)
@all_mode = value
end
#--------------------------------------------------------------------------
# * Only Items Mode
#--------------------------------------------------------------------------
def only_items_mode(value)
@item_mode = value
end
#--------------------------------------------------------------------------
# * Drop Items Mode
#--------------------------------------------------------------------------
def drop_items_mode(value)
@drop_mode = value
end
#--------------------------------------------------------------------------
# * Scenario Items Mode
#--------------------------------------------------------------------------
def scenario_items_mode(value)
@scenario_mode = value
end
#--------------------------------------------------------------------------
# * Get Item
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Whether or not to include in item list
# item : item
#--------------------------------------------------------------------------
def include?(item)
return false if item == nil
if $game_temp.in_battle
return false unless item.is_a?(RPG::Item)
end
return true
end
#--------------------------------------------------------------------------
# * Whether or not to display in enabled state
# item : item
#--------------------------------------------------------------------------
def enable?(item)
return $game_party.item_can_use?(item)
end
#--------------------------------------------------------------------------
# * Drop item
# item : item
#--------------------------------------------------------------------------
def drop_item(item)
$game_party.lose_item(item, $game_party.item_number(item))
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
@data = []
for item in $game_party.items
next unless include?(item)
next if @item_mode == true and !$game_party.item_can_use?(item)
next if @scenario_mode == true and !item.element_set.include?(17)
if @item_mode == true
if $game_party.item_can_use?(item) and !item.element_set.include?(17)
@data.push(item)
end
end
if @scenario_mode == true
if item.element_set.include?(17)
@data.push(item)
end
end
if @all_mode
if !item.element_set.include?(17)
@data.push(item)
end
end
if item.is_a?(RPG::Item) and item.id == $game_party.last_item_id
self.index = @data.size - 1
end
end
@data.push(nil) if include?(nil)
@item_max = @data.size
create_contents
if @data.empty?
@cursor_visible = false
else
@cursor_visible = true
end
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
item = @data[index]
if item != nil
number = $game_party.item_number(item)
enabled = enable?(item)
rect.width -= 30
draw_item_name(item, rect.x += 26, rect.y, enabled)
rect.x -= 20
self.contents.draw_text(rect, sprintf(":%2d", number), 2)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
item = @data[index]
if item != nil
number = $game_party.item_number(item)
enabled = enable?(item)
rect.width -= 30
draw_item_name(item, rect.x += 26, rect.y, enabled)
rect.x -= 20
if @scenario_mode != true
self.contents.draw_text(rect, sprintf(":%2d", number), 2)
end
end
end
#--------------------------------------------------------------------------
# * Update Help Text
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(item == nil ? "" : item.description)
end
end


#==============================================================================
# ** TDS_Lufia_Window_Skill
#------------------------------------------------------------------------------
# This window displays a list of usable skills on the skill screen, etc.
#==============================================================================

class TDS_Lufia_Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :use_skill_mode # Use skill display flag
attr_reader :all_skill_mode # All skill display flag
attr_reader :actor # Actor information
#--------------------------------------------------------------------------
# * Object Initialization
# x : window x-coordinate
# y : window y-coordinate
# width : window width
# height : window height
# actor : actor
#--------------------------------------------------------------------------
def initialize(x, y, width, height, actor)
super(x, y, width, height)
@actor = actor
@column_max = 2
@use_custom_cursor = true
self.index = 0
self.back_opacity = 255
self.windowskin = Cache.system("TDS-Lufia Window")
self.index = 0
@use_skill_mode = true
@all_skill_mode = false
refresh(@actor)
end
#--------------------------------------------------------------------------
# * Only Use Skill Mode
#--------------------------------------------------------------------------
def only_use_skill_mode(value)
@use_skill_mode = value
end
#--------------------------------------------------------------------------
# * All skill display mode
#--------------------------------------------------------------------------
def all_skill_display_mode(value)
@all_skill_mode = value
end
#--------------------------------------------------------------------------
# * Get Skill
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor)
@item_max = @data.size if @data != nil
@data = []
@actor = actor
for skill in @actor.skills
next if @use_skill_mode == true and skill_can_use?(skill) == false
if @use_skill_mode == true
@data.push(skill) if skill_can_use?(skill)
end
if @all_skill_mode == true
@data.push(skill)
end
if skill.id == @actor.last_skill_id
self.index = @data.size - 1
end
end
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
if @data.empty?
@cursor_visible = false
else
@cursor_visible = true
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
skill = @data[index]
if skill != nil
rect.width -= 4
enabled = skill_can_use?(skill, true) # @actor.skill_can_use?(skill)

draw_item_name(skill, rect.x + 26, rect.y, enabled)
self.contents.draw_text(rect, @actor.calc_mp_cost(skill), 2)
end
end
#--------------------------------------------------------------------------
# * Determine Usable Skills
# skill : skill
#--------------------------------------------------------------------------
def skill_can_use?(skill,dead = false)
skill = @data[index] if skill == nil
return false unless skill.is_a?(RPG::Skill)
return false unless @actor.movable? if dead == true
return false if @actor.silent? and skill.spi_f > 0
return false if @actor.calc_mp_cost(skill) > @actor.mp if dead == true
return skill.menu_ok?
end
#--------------------------------------------------------------------------
# * Update Help Text
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(skill == nil ? "" : skill.description)
end
end

#==============================================================================
# ** Scene_Status
#------------------------------------------------------------------------------
# This class performs the status screen processing.
#==============================================================================

class Scene_Status < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
#--------------------------------------------------------------------------
def initialize(actor_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
# Create Menu Back Sprite
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = Cache.system("Lufia Menu Back")
@actor = $game_party.members[@actor_index]
# Create Status Header Window
@status_header = Window_Base.new(14, 330, 140, 56)
@status_header.windowskin = Cache.system("TDS-Lufia Window")
@status_header.back_opacity = 255
@status_header.contents = Bitmap.new(140-32,56-32)
@status_header.contents.font.color = @status_header.text_color(0)
@status_header.contents.draw_text(0,0,140-32,56-32, "STATUS",1)
# Create Status Window
@status_window = Window_Status.new(@actor)
# Create command window
@command_window = TDS_Window_Command.new(370, ["NEXT", "PREVIOUS", "RETURN"],
3, 0)
@command_window.active = true
@command_window.x = 154 #120 + 14
@command_window.y = 330
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
@menuback_sprite.dispose
@menuback_sprite.bitmap.dispose
@status_window.dispose
@status_header.dispose
@command_window.dispose
end
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(1)
end
#--------------------------------------------------------------------------
# * Switch to Next Actor Screen
#--------------------------------------------------------------------------
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
@status_window.refresh($game_party.members[@actor_index])
end
#--------------------------------------------------------------------------
# * Switch to Previous Actor Screen
#--------------------------------------------------------------------------
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
@status_window.refresh($game_party.members[@actor_index])
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
@command_window.update
@status_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
Sound.play_cursor
next_actor
when 1
Sound.play_cursor
prev_actor
when 2
Sound.play_cancel
return_scene
end
end
super
end
end


#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
# This window displays full status specs on the status screen.
#==============================================================================

class Window_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 544, 416)
self.opacity = 0
self.contents.font.size = 20
@actor = actor
refresh(@actor)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor)
@actor = actor
self.contents.clear
draw_actor_name(@actor, 78, 24)
self.contents.font.color = system_color
self.contents.draw_text(260, 24, 80, WLH, "CLASS")
self.contents.draw_text(260, 48, 80, WLH, "STATES")
self.contents.font.color = normal_color
draw_actor_class(@actor, 308 + 30, 24)
draw_actor_graphic(@actor, 8, 24)
draw_basic_info(128, 24)
draw_parameters(55, 110)
draw_exp_info(60, 218)
draw_equipments(262, 110)
end
#--------------------------------------------------------------------------
# * Draw Basic Information
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_basic_info(x, y)
draw_actor_level(@actor, x + 25, y + WLH * 0)
draw_actor_state(@actor, x + 180 + 30, y + WLH * 1)
draw_actor_hp(@actor, 78, y + WLH * 2 -24, 120, true)
draw_actor_mp(@actor, 78, y + WLH * 3 -24, 120, true)
end
#--------------------------------------------------------------------------
# * Draw Parameters
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_parameters(x, y)
draw_actor_parameter(@actor, x, y + WLH * 0, 0)
draw_actor_parameter(@actor, x, y + WLH * 1, 1)
draw_actor_parameter(@actor, x, y + WLH * 2, 2)
draw_actor_parameter(@actor, x, y + WLH * 3, 3)
end
#--------------------------------------------------------------------------
# * Draw Experience Information
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
s1 = @actor.exp_s
s2 = @actor.next_rest_exp_s
s_next = sprintf(Vocab::ExpNext, Vocab::level)
self.contents.font.color = system_color
self.contents.draw_text(x, y + WLH * 0, 180, WLH, "NOW EXP")
self.contents.draw_text(x, y + WLH * 2 , 180, WLH, "NEXT LEVEL")
self.contents.font.color = normal_color
self.contents.draw_text(x - 30, y + WLH * 1, 180, WLH, s1, 2)
self.contents.draw_text(x - 30, y + WLH * 3 , 180, WLH, s2, 2)
end
#--------------------------------------------------------------------------
# * Draw Actor Walking Graphic
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
character_name = actor.character_name
bitmap = Cache.character(character_name)
sign = character_name[/^[!$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = actor.character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
dest_rect = Rect.new(x, y, 80, 80)
dest_rect = Rect.new(x, y, 65, 65)
self.contents.stretch_blt(dest_rect, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# * Draw State
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_state(actor, x, y, width = 96)
count = 0
if actor.states.empty?
self.contents.draw_text(x, y, 80, WLH, "Fine")
end
for state in actor.states
draw_icon(state.icon_index, x + 24 * count, y)
count += 1
break if (24 * count > width - 24)
end
end
#--------------------------------------------------------------------------
# * Draw Level
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 18, y, 24, WLH, actor.level, 2)
end
#--------------------------------------------------------------------------
# * Draw Name
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y)
self.contents.font.color = hp_color(actor)
self.contents.draw_text(x, y, 75, WLH, actor.name)
end
#--------------------------------------------------------------------------
# * Draw Equipment
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_equipments(x, y)
self.contents.font.color = system_color
for i in 0..4
self.contents.font.size = 25
if @actor.equips[i] == nil
self.contents.draw_text(x + 37, y + i * 32, 100, WLH, "No Equip")
end
draw_item_name(@actor.equips[i], x , y + i * 32)
end
self.contents.font.size = 20
end
#--------------------------------------------------------------------------
# * Draw Item Name
# item : Item (skill, weapon, armor are also possible)
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# enabled : Enabled flag. When false, draw semi-transparently.
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true)
if item != nil
draw_icon(item.icon_index, x + 2, y, enabled)
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 31, y, 290, WLH, item.name)
end
end
end

#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs the equipment screen processing.
#==============================================================================

class Scene_Equip < Scene_Base
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
EQUIP_TYPE_MAX = 5 # Number of equip region
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
# equip_index : equipment index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0, command_index = 0)
@actor_index = actor_index
@equip_index = equip_index
@command_index = command_index
@viewing_item_window_info = false
@viewing_equip_window_info = false
@remove_item_mode = false
@drop_item_mode = false

@item_index_return = 0
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
# Create Menu Back Sprite
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = Cache.system("Lufia Menu Back")


# Actor information
@actor = $game_party.members[@actor_index]
# Create command window
@command_window = TDS_Window_Command.new(247, ["EQUIP", "STRONGEST",
"REMOVE", "REMOVE ALL", "DROP"])
@command_window.x = 250
@command_window.y = 247
@command_window.index = @command_index

if @actor.fix_equipment
for i in 0...@command_window.commands.size
@command_window.draw_item(i, false)
end
end

@equip_window = Window_Equip.new(228, 56, @actor)
@equip_window.index = @equip_index
@equip_window.active = false
@equip_window.change_cursor_visibility(false)
@status_window = Window_EquipStatus.new(0, 0, @actor)

create_item_windows
update_item_windows

# Create Dummy help window
@dummy_help_window = Window_Base.new(18, 298, 510, 101)

@dummy_help_window.windowskin = Cache.system("TDS-Lufia Window")
@dummy_help_window.contents = Bitmap.new(510-32,56-32)
@dummy_help_window.contents.font.color = @dummy_help_window.text_color(0)

@dummy_help_window.contents.font.size = 22
@dummy_help_window.contents.draw_text(0, -24, 510-32, 100-32, "Help window text test")

@dummy_help_window.back_opacity = 255
@dummy_help_window.visible = false
@dummy_help_window.z = 5000
# Create Help Window Header
@scene_help_header = Window_Base.new(18, 247, 510, 56)
@scene_help_header.windowskin = Cache.system("TDS-Lufia Window")
@scene_help_header.back_opacity = 255
@scene_help_header.contents = Bitmap.new(510-32,56-32)
@scene_help_header.contents.font.color = @scene_help_header.text_color(0)
@scene_help_header.contents.draw_text(0, 0 , 505-32,56-32, "Item name",1)
@scene_help_header.visible = false
@scene_help_header.z = 5000
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
@menuback_sprite.dispose
@menuback_sprite.bitmap.dispose
@command_window.dispose
@equip_window.dispose
@status_window.dispose
dispose_item_windows
@dummy_help_window.dispose
@scene_help_header.dispose
end
#--------------------------------------------------------------------------
# * Update Frame
#--------------------------------------------------------------------------
def update
super
# Update windows
@command_window.update
@equip_window.update
update_status_window
update_item_windows
# If not viewing any info and command window active
if @viewing_equip_window_info == false and @viewing_item_window_info == false and
@command_window.active == true
if Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
end
end
# If command Window active
if @command_window.active
update_command_selection
end
# If equip window active or viewing equip item info
if @equip_window.active or @viewing_equip_window_info
update_equip_selection
@equip_window.change_cursor_visibility(true)
else
if @item_window.active == false and @viewing_item_window_info == false
@equip_window.change_cursor_visibility(false)
end
end
# If item window active or viewing item window info
if @item_window.active or @viewing_item_window_info
update_item_selection
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Menu.new(3)
end
# If input trigger
if Input.trigger?(Input::C)
if @actor.fix_equipment
Sound.play_buzzer
return
end
case @command_window.index
when 0 # Equip
Sound.play_decision
@command_window.active = false
@command_window.visible = false
@item_window.visible = true
@equip_window.active = true
@remove_item_mode = false
@drop_item_mode = false
Input.update
when 1 # Equip Strongest
Sound.play_equip

for i in 0...3
equip_strongest_armor(i, i+1)
end
for i in 0...5
@item_windows[i].refresh
end

equip_strongest_weapon

@status_window.refresh
Input.update
return
when 2 # Remove
Sound.play_decision
@command_window.active = false
@equip_window.active = true
@item_window.visible = false
@remove_item_mode = true
Input.update
when 3 # Remove all
Sound.play_equip
old_equip_index = @equip_window.index
for i in 0...5
@actor.change_equip(i, nil)
@equip_window.index = i
@item_windows[i].refresh
if @equip_window.item != nil
equip_redraw_index = @item_windows[i].return_item_index(@equip_window.item)
if equip_redraw_index != nil
@item_windows[i].draw_item(equip_redraw_index)
end
end
@status_window.refresh
end
@equip_window.index = old_equip_index
@equip_window.refresh
when 4 # Drop
Sound.play_decision
@command_window.active = false
@equip_window.active = true
@item_window.visible = false
@drop_item_mode = true
Input.update
end
return
end
end
#--------------------------------------------------------------------------
# * Update Equip Region Selection
#--------------------------------------------------------------------------
def update_equip_selection
if Input.trigger?(Input::B)
Sound.play_cancel
if @viewing_equip_window_info
if @drop_item_mode == true or @remove_item_mode == true
@dummy_help_window.visible = false
@scene_help_header.visible = false
@command_window.visible = true
@equip_window.active = true
@scene_help_header.contents.clear
@viewing_equip_window_info = false
return
end
@dummy_help_window.visible = false
@scene_help_header.visible = false
@item_window.visible = true
@equip_window.active = true
@scene_help_header.contents.clear
@viewing_equip_window_info = false
@remove_item_mode = false
@drop_item_mode = false
return
end
@item_window.visible = false
@equip_window.active = false
@equip_window.change_cursor_visibility(false)
@command_window.active = true
@command_window.visible = true
@remove_item_mode = false
@drop_item_mode = false
end

if Input.trigger?(Input::C) and @viewing_equip_window_info == false
if @remove_item_mode == true
if @actor.fix_equipment or @equip_window.item == nil
Sound.play_buzzer
Input.update
return
else
Sound.play_equip
draw_index = @item_window.return_item_index(@equip_window.item)
@actor.change_equip(@equip_window.index, nil)
if draw_index != nil
@item_window.draw_item(draw_index)
end
@item_window.refresh
@equip_window.refresh
@status_window.refresh
Input.update
return
end
end

if @drop_item_mode == true
if @actor.fix_equipment or @equip_window.item == nil
Sound.play_buzzer
Input.update
return
else
Sound.play_equip
draw_index = @item_window.return_item_index(@equip_window.item)
@actor.change_equip(@equip_window.index, nil)
$game_party.lose_item(@equip_window.item, 1, true)
@equip_window.refresh
if draw_index != nil
@item_window.draw_item(draw_index)
end
@item_window.refresh
@status_window.refresh
Input.update
return
end
end

if @actor.fix_equipment or @item_window.item_max == 0
Sound.play_buzzer
else
Sound.play_decision
@equip_window.active = false
@item_window.active = true
@item_window.index = 0
Input.update
end
end

if Input.trigger?(Input::CTRL)
if @viewing_equip_window_info == false
return Sound.play_buzzer if @equip_window.item == nil
Sound.play_decision
if @drop_item_mode == true or @remove_item_mode == true
@command_window.active = false
@command_window.visible = false
@equip_window.active = false
@dummy_help_window.visible = true
@scene_help_header.visible = true
@scene_help_header.contents.font.color = @scene_help_header.text_color(0)
@scene_help_header.contents.clear
@scene_help_header.contents.draw_text(0, 0 , 510-32,56-32, @equip_window.item.name,1)
@dummy_help_window.contents.font.color = @dummy_help_window.text_color(0)
@dummy_help_window.contents.clear
@dummy_help_window.contents.font.size = 22
@dummy_help_window.contents.draw_text(0, -24, 510-32, 100-32, @equip_window.item.description.capitalize)
@viewing_equip_window_info = true
return
end
@dummy_help_window.visible = true
@scene_help_header.visible = true
@item_window.visible = false
@equip_window.active = false
@item_index_return = @item_window.index
@scene_help_header.contents.font.color = @scene_help_header.text_color(0)
@scene_help_header.contents.clear
@scene_help_header.contents.draw_text(0, 0 , 510-32,56-32, @equip_window.item.name,1)
@dummy_help_window.contents.font.color = @dummy_help_window.text_color(0)
@dummy_help_window.contents.clear
@dummy_help_window.contents.font.size = 22
@dummy_help_window.contents.draw_text(0, -24, 510-32, 100-32, @equip_window.item.description.capitalize)
@item_window.index = -1
@viewing_equip_window_info = true
else
if @drop_item_mode == true or @remove_item_mode == true
Sound.play_decision
@dummy_help_window.visible = false
@scene_help_header.visible = false
@command_window.visible = true
@equip_window.active = true
@scene_help_header.contents.clear
@viewing_equip_window_info = false
return
end
Sound.play_decision
@dummy_help_window.visible = false
@scene_help_header.visible = false
@item_window.visible = true
@equip_window.active = true
@scene_help_header.contents.clear
@viewing_equip_window_info = false
end
return
end
end
#--------------------------------------------------------------------------
# * Update Item Selection
#--------------------------------------------------------------------------
def update_item_selection
if Input.trigger?(Input::B)
Sound.play_cancel
if @viewing_item_window_info
@dummy_help_window.visible = false
@scene_help_header.visible = false
@item_window.active = true
@item_window.visible = true
@item_window.index = @item_index_return
@scene_help_header.contents.clear
@viewing_item_window_info = false
return
end
@equip_window.active = true
@item_window.active = false
@item_window.index = -1
end

if Input.trigger?(Input::C) and @viewing_item_window_info == false
Sound.play_equip
@actor.change_equip(@equip_window.index, @item_window.item)
@equip_window.active = true
@item_window.active = false
@item_window.index = -1
@equip_window.refresh
for item_window in @item_windows
item_window.refresh
end
end

if Input.trigger?(Input::CTRL)
Sound.play_decision
if @viewing_item_window_info == false
@dummy_help_window.visible = true
@scene_help_header.visible = true
@item_window.visible = false
@item_window.active = false
@item_index_return = @item_window.index
@scene_help_header.contents.font.color = @scene_help_header.text_color(0)
@scene_help_header.contents.clear
@scene_help_header.contents.draw_text(0, 0 , 510-32,56-32, @item_window.item.name,1)
@dummy_help_window.contents.font.color = @dummy_help_window.text_color(0)
@dummy_help_window.contents.clear
@dummy_help_window.contents.font.size = 22
@dummy_help_window.contents.draw_text(0, -24, 510-32, 100-32, @item_window.item.description.capitalize)
@item_window.index = -1
@viewing_item_window_info = true
else
@dummy_help_window.visible = false
@scene_help_header.visible = false
@item_window.active = true
@item_window.visible = true
@item_window.index = @item_index_return

@scene_help_header.contents.clear
@viewing_item_window_info = false
end
return
end
end
#--------------------------------------------------------------------------
# * Update Status Window
#--------------------------------------------------------------------------
def update_status_window
if @equip_window.active
@status_window.set_new_parameters(nil, nil, nil, nil)
elsif @item_window.active
temp_actor = @actor.clone
temp_actor.change_equip(@equip_window.index, @item_window.item, true)
new_atk = temp_actor.atk
new_def = temp_actor.def
new_spi = temp_actor.spi
new_agi = temp_actor.agi
@status_window.set_new_parameters(new_atk, new_def, new_spi, new_agi)
end
@status_window.update
end
#--------------------------------------------------------------------------
# * Equip Strongest Weapon
#--------------------------------------------------------------------------
def equip_strongest_weapon
# Owned weapons array
weapons = []
# Actor class weapon set
weapon_set = @actor.class.weapon_set
# Block
weapon_set.each do |i|
next if $game_party.has_item?($data_weapons[i]) == false
next if @actor.equippable?($data_weapons[i]) == false
# Push weapon values into weapons variable
weapons << $data_weapons[i]
end
# Return if weaponsa array is empty
return if weapons == []
# If actors currently equiped weapon is nil
if @actor.weapons[0] == nil
ver_weapon = weapons[0]
else
ver_weapon = @actor.weapons[0]
end

for weapon in weapons
next if weapon.two_handed
if ver_weapon.atk < weapon.atk
ver_weapon = weapon
end
end
# Equip Strongest Weapon
@actor.change_equip(0, ver_weapon)
# Reresh equip window
@equip_window.refresh

end

#--------------------------------------------------------------------------
# * Equip Strongest Armor
#--------------------------------------------------------------------------
def equip_strongest_armor(armor_kind , index)

# Owned armors array
armors = []
# Actor class armor set
armor_set = @actor.class.armor_set
# Block
armor_set.each do |i|
next if $data_armors[i].kind == 3
next if $game_party.has_item?($data_armors[i]) == false
next if @actor.armors[armor_kind] == $data_armors[i]

if $data_armors[i].kind == armor_kind
armors << $data_armors[i]
end
end
# Return if armors array is empty
return if armors == []

# If actor armor is nil
if @actor.armors[armor_kind] == nil
ver_armor = armors[0]
else
ver_armor = @actor.armors[armor_kind]
end

for armor in armors
if ver_armor.def < armor.def
ver_armor = armor
end
end
# Equip strongest armor
@actor.change_equip(index, ver_armor)
# Reresh equip window
@equip_window.refresh
end
#--------------------------------------------------------------------------
# * Create Item Window
#--------------------------------------------------------------------------
def create_item_windows
@item_windows = []
for i in 0...EQUIP_TYPE_MAX
@item_windows[i] = Window_EquipItem.new(18, 247, 510, 152, @actor, i)
@item_windows[i].visible = (@equip_index == i)
@item_windows[i].active = false
@item_windows[i].visible = false
@item_windows[i].index = -1
end
end
#--------------------------------------------------------------------------
# * Dispose of Item Window
#--------------------------------------------------------------------------
def dispose_item_windows
for window in @item_windows
window.dispose
end
end
#--------------------------------------------------------------------------
# * Switch to Next Actor Screen
#--------------------------------------------------------------------------
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
@actor = $game_party.members[@actor_index]
@status_window.refresh(@actor)
@equip_window.refresh(@actor)


create_item_windows
update_item_windows

@viewing_item_window_info = false
@viewing_equip_window_info = false
@remove_item_mode = false
@drop_item_mode = false
end
#--------------------------------------------------------------------------
# * Switch to Previous Actor Screen
#--------------------------------------------------------------------------
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
@actor = $game_party.members[@actor_index]
@status_window.refresh(@actor)
@equip_window.refresh(@actor)

create_item_windows
update_item_windows

@viewing_item_window_info = false
@viewing_equip_window_info = false
@remove_item_mode = false
@drop_item_mode = false
end
#--------------------------------------------------------------------------
# * Update Item Window
#--------------------------------------------------------------------------
def update_item_windows
for i in 0...EQUIP_TYPE_MAX
@item_windows[i].visible = false if @command_window.active == true
if @command_window.active == false and @remove_item_mode == false and
@drop_item_mode == false
@item_windows[i].visible = (@equip_window.index == i)
@item_windows[i].update
end
end
@item_window = @item_windows[@equip_window.index]
end
end

#==============================================================================
# ** Window_Equip
#------------------------------------------------------------------------------
# This window displays items the actor is currently equipped with on the
# equipment screen.
#==============================================================================

class Window_Equip < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y corrdinate
# actor : actor
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, 290, 200)
@actor = actor
@use_custom_cursor = true
self.windowskin = Cache.system("TDS-Lufia Window")
self.contents.font.color = Color.new(255, 255, 255, 255)
self.opacity = 0
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Get Item
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor = nil)
self.contents.clear
@actor = actor if actor != nil
@data = []
for item in @actor.equips do @data.push(item) end
@item_max = @data.size

for i in 0...@data.size
if @data[i] == nil
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.draw_text(48, 32 * i , 172, 24, "No Equip")
end
self.contents.font.color = Color.new(255, 255, 255, 255)
draw_item_name(@data[i], 24, 32 * i)
end
end
#--------------------------------------------------------------------------
# * Draw Item Name
# item : Item (skill, weapon, armor are also possible)
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# enabled : Enabled flag. When false, draw semi-transparently.
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true)
if item != nil
draw_icon(item.icon_index, x + 2, y, enabled)
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 31, y, 290, WLH, item.name)
end
end
#--------------------------------------------------------------------------
# * Get rectangle for displaying items
# index : item number
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = 25
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * 32
return rect
end
end

#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
# This window displays choices when opting to change equipment on the
# equipment screen.
#==============================================================================

class Window_EquipItem < Window_Item
#--------------------------------------------------------------------------
# * Object Initialization
# x : sindow X coordinate
# y : sindow Y corrdinate
# width : sindow width
# height : sindow height
# actor : actor
# equip_type : equip region (0-4)
#--------------------------------------------------------------------------
def initialize(x, y, width, height, actor, equip_type)
@actor = actor
if equip_type == 1 and actor.two_swords_style
equip_type = 0 # Change shield to weapon
end
@equip_type = equip_type
super(x, y, width, height)
@column_max = 1
@use_custom_cursor = true
@normal_color = normal_color
self.contents.font.color = @normal_color
self.windowskin = Cache.system("TDS-Lufia Window")
self.back_opacity = 255
refresh
end

#--------------------------------------------------------------------------
# * Whether to include item in list
# item : item
#--------------------------------------------------------------------------
def return_item_index(item)
item_index = item
item_index = @data.index(item)
return item_index
end
#--------------------------------------------------------------------------
# * Whether to include item in list
# item : item
#--------------------------------------------------------------------------
def include?(item)
return true if item == nil
if @equip_type == 0
return false unless item.is_a?(RPG::Weapon)
else
return false unless item.is_a?(RPG::Armor)
return false unless item.kind == @equip_type - 1
end
return @actor.equippable?(item)
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
@item_max = @data.size-1
rect = item_rect(index)
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
item = @data[index]
if item != nil
number = $game_party.item_number(item)
enabled = enable?(item)
rect.width -= 14
draw_item_name(item, rect.x + 26, rect.y, enabled)
self.contents.draw_text(rect, sprintf(":%2d", number), 2)
end
end

#--------------------------------------------------------------------------
# * Whether to display item in enabled state
# item : item
#--------------------------------------------------------------------------
def enable?(item)
return true
end
end

#==============================================================================
# ** Window_EquipStatus
#------------------------------------------------------------------------------
# This window displays actor parameter changes on the equipment screen, etc.
#==============================================================================

class Window_EquipStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y corrdinate
# actor : actor
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, 290, 300)
@actor = actor
self.opacity = 0
self.contents.font.size = 20
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor = nil)
self.contents.clear
@actor = actor if actor != nil
x = 128
y = 24
draw_actor_name(@actor, 78, y)
draw_actor_graphic(@actor, 8, y)

draw_actor_level(@actor, x + 25, y + WLH * 0)
draw_actor_state(@actor, x + 180 + 30, y + WLH * 1)
draw_actor_hp(@actor, 78, y + WLH * 2 -24, 120, true)
draw_actor_mp(@actor, 78, y + WLH * 3 -24, 120, true)

draw_parameter(55, 90 + WLH * 1, 0)
draw_parameter(55, 90 + WLH * 2, 1)
draw_parameter(55, 90 + WLH * 3, 2)
draw_parameter(55, 90 + WLH * 4, 3)

if self.active == false

end
end
#--------------------------------------------------------------------------
# * Set Parameters After Equipping
# new_atk : attack after equipping
# new_def : defense after equipping
# new_spi : spirit after equipping
# new_agi : agility after equipping
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_def, new_spi, new_agi)
if @new_atk != new_atk or @new_def != new_def or
@new_spi != new_spi or @new_agi != new_agi
@new_atk = new_atk
@new_def = new_def
@new_spi = new_spi
@new_agi = new_agi
refresh
end
end
#--------------------------------------------------------------------------
# * Get Post Equip Parameter Drawing Color
# old_value : parameter before equipment change
# new_value : parameter after equipment change
#--------------------------------------------------------------------------
def new_parameter_color(old_value, new_value)
if new_value > old_value # Get stronger
return power_up_color
elsif new_value == old_value # No change
return normal_color
else # Get weaker
return power_down_color
end
end
#--------------------------------------------------------------------------
# * Draw Parameters
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# type : type of parameter (0 - 3)
#--------------------------------------------------------------------------
def draw_parameter(x, y, type)
case type
when 0
name = Vocab::atk
value = @actor.atk
new_value = @new_atk
when 1
name = Vocab::def
value = @actor.def
new_value = @new_def
when 2
name = Vocab::spi
value = @actor.spi
new_value = @new_spi
when 3
name = Vocab::agi
value = @actor.agi
new_value = @new_agi
end
self.contents.font.color = system_color
self.contents.draw_text(x + 4, y, 80, WLH, name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 50, y, 30, WLH, value, 2)
self.contents.font.color = system_color


stat_icons_positive = [120, 121, 122, 123]
stat_icons_negative = [124, 125, 126, 127]
if new_value != nil
if new_value > value
draw_icon(stat_icons_positive[type], x + 84, y-4, enabled = true)
elsif new_value < value
draw_icon(stat_icons_negative[type], x + 84, y, enabled = true)
else
draw_equal_icon(x + 84, y-2, enabled = true)
end
end

if new_value != nil
self.contents.font.color = new_parameter_color(value, new_value)
self.contents.draw_text(x + 110, y, 30, WLH, new_value, 2)
end
end
#--------------------------------------------------------------------------
# * Draw Actor Walking Graphic
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
character_name = actor.character_name
bitmap = Cache.character(character_name)
sign = character_name[/^[!$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = actor.character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
dest_rect = Rect.new(x, y, 80, 80)
dest_rect = Rect.new(x, y, 65, 65)
self.contents.stretch_blt(dest_rect, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# * Draw Equal Icon
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# enabled : Enabled flag. When false, draw semi-transparently.
#--------------------------------------------------------------------------
def draw_equal_icon(x, y, enabled = true)
bitmap = Cache.system("Equal Icon")
rect = Rect.new(0, 0, 24, 24)
self.contents.blt(x, y, bitmap, rect, enabled ? 255 : 128)
end
#--------------------------------------------------------------------------
# * Draw Name
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y)
self.contents.font.color = hp_color(actor)
self.contents.draw_text(x, y, 75, WLH, actor.name)
end
#--------------------------------------------------------------------------
# * Draw Level
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 18, y, 24, WLH, actor.level, 2)
end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This class performs the save and load screen processing.
#==============================================================================

class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# saving : save flag (if false, load screen)
# from_title : flag: it was called from "Continue" on the title screen
# from_event : flag: it was called from the "Call Save Screen" event
# return_index : value index when returning to the scene
#--------------------------------------------------------------------------
def initialize(saving, from_title, from_event, return_index = nil)
@saving = saving
@from_title = from_title
@from_event = from_event
@return_index = return_index
@updating_exit = false
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
# Create Menu Back Sprite
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = Cache.system("Lufia Menu Back")
if @saving == false
load_database # Load databasee
else
# Create Scene Header
@scene_header = Window_Base.new(18, 32, 140, 56)
@scene_header.windowskin = Cache.system("TDS-Lufia Window")
@scene_header.back_opacity = 255
@scene_header.contents = Bitmap.new(140-32,56-32)
@scene_header.contents.font.color = @scene_header.text_color(0)
@scene_header.contents.draw_text(0,0,140-32,56-32, "SAVE",1)
end
create_savefile_windows
# Create Scene Header
@first_save_header = Window_Base.new(137, 32, 389, 56)
@first_save_header.windowskin = Cache.system("TDS-Lufia Window")
@first_save_header.back_opacity = 255
@first_save_header.contents = Bitmap.new(140-32,56-32)
@first_save_header.contents.font.color = @first_save_header.text_color(0)
@first_save_header.contents.draw_text(0,0,140-32,56-32, "Game Saved.",0)
@first_save_header.visible = false
if @saving
@index = $game_temp.last_file_index
else
@index = self.latest_file_index
end
if @return_index != nil
@index = @return_index
end
@savefile_windows[@index].selected = true
end
#--------------------------------------------------------------------------
# * Load Database
#--------------------------------------------------------------------------
def load_database
$data_actors = load_data("Data/Actors.rvdata")
$data_classes = load_data("Data/Classes.rvdata")
$data_skills = load_data("Data/Skills.rvdata")
$data_items = load_data("Data/Items.rvdata")
$data_weapons = load_data("Data/Weapons.rvdata")
$data_armors = load_data("Data/Armors.rvdata")
$data_enemies = load_data("Data/Enemies.rvdata")
$data_troops = load_data("Data/Troops.rvdata")
$data_states = load_data("Data/States.rvdata")
$data_animations = load_data("Data/Animations.rvdata")
$data_common_events = load_data("Data/CommonEvents.rvdata")
$data_system = load_data("Data/System.rvdata")
$data_areas = load_data("Data/Areas.rvdata")
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
confirm_player_location
Sound.play_decision
$game_party.setup_starting_members # Initial party
$game_map.setup($data_system.start_map_id) # Initial map position
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(1500)
Graphics.fadeout(60)
Graphics.wait(40)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
#--------------------------------------------------------------------------
# * Check Player Start Location Existence
#--------------------------------------------------------------------------
def confirm_player_location
if $data_system.start_map_id == 0
print "Player start location not set."
exit
end
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_item_windows
if @saving == true
@scene_header.dispose
end
@menuback_sprite.dispose
@menuback_sprite.bitmap.dispose
@first_save_header.dispose
end
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if @from_event
$scene = Scene_Map.new
else
if @saving == true
$scene = Scene_Menu.new(5)
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super

update_savefile_windows
if @updating_exit
updating_first_time_save_exit
return
end
update_savefile_selection
end
#--------------------------------------------------------------------------
# * Create Save File Window
#--------------------------------------------------------------------------
def create_savefile_windows
@savefile_windows = []
for i in 0..4
next if @saving == true and i == 0
@savefile_windows.push(Window_SaveFile.new(i, "Save#{i}.rvdata"))
end
@item_max = (@saving == true ? 4 : 5 )
end
#--------------------------------------------------------------------------
# * Dispose of Save File Window
#--------------------------------------------------------------------------
def dispose_item_windows
for window in @savefile_windows
window.dispose
end
end
#--------------------------------------------------------------------------
# * Update Save File Window
#--------------------------------------------------------------------------
def update_savefile_windows
for window in @savefile_windows
window.update
window.update_cursor_graphic
window.update_cursor_animation
end
end
#--------------------------------------------------------------------------
# * Update Save File Selection
#--------------------------------------------------------------------------
def update_savefile_selection
if Input.trigger?(Input::C)
determine_savefile
elsif Input.trigger?(Input::B)
if @saving == false
return
end
Sound.play_cancel
return_scene
else
last_index = @index


return if @updating_exit

if Input.repeat?(Input::DOWN)
cursor_down(Input.trigger?(Input::DOWN))
end
if Input.repeat?(Input::UP)
cursor_up(Input.trigger?(Input::UP))
end

if Input.repeat?(Input::LEFT)
cursor_up(Input.trigger?(Input::LEFT))
end

if Input.repeat?(Input::RIGHT)
cursor_down(Input.trigger?(Input::RIGHT))
end

if @index != last_index
Sound.play_cursor
@savefile_windows[last_index].selected = false
@savefile_windows[@index].selected = true
end
end
end
#--------------------------------------------------------------------------
# * Updating first time save exit
#--------------------------------------------------------------------------
def updating_first_time_save_exit
# Exit frame count
@frames = 0 if @frames == nil
@frames += 1 if @frames < 70
if @frames == 70
return_scene
end
end
#--------------------------------------------------------------------------
# * Confirm Save File
#--------------------------------------------------------------------------
def determine_savefile
if @saving
if @savefile_windows[@index].file_exist == false
@first_save_header.visible = true
Sound.play_save
do_save
else
Sound.play_decision
$scene = Scene_File_II.new(@savefile_windows[@index].filename, @saving,
@index, @from_event)
return
end
else
if @savefile_windows[0].selected == true
command_new_game
return
end
if @savefile_windows[@index].file_exist
Sound.play_decision
$scene = Scene_File_II.new(@savefile_windows[@index].filename, @saving,
@index, @from_event)
else
Sound.play_buzzer
return
end
end
$game_temp.last_file_index = @index
end
#--------------------------------------------------------------------------
# * Move cursor down
# wrap : Wraparound allowed
#--------------------------------------------------------------------------
def cursor_down(wrap)
if @index < @item_max - 1 or wrap
@index = (@index + 1) % @item_max
end
end
#--------------------------------------------------------------------------
# * Move cursor up
# wrap : Wraparound allowed
#--------------------------------------------------------------------------
def cursor_up(wrap)
if @index > 0 or wrap
@index = (@index - 1 + @item_max) % @item_max
end
end
#--------------------------------------------------------------------------
# * Create Filename
# file_index : save file index (0-4)
#--------------------------------------------------------------------------
def make_filename(file_index)
return if file_index == 0
return "Save#{file_index}.rvdata"
end
#--------------------------------------------------------------------------
# * Select File With Newest Timestamp
#--------------------------------------------------------------------------
def latest_file_index
index = 0
latest_time = Time.at(0)
for i in 1...@savefile_windows.size
if @savefile_windows[i].time_stamp > latest_time
latest_time = @savefile_windows[i].time_stamp
index = i
end
end
return index
end
#--------------------------------------------------------------------------
# * Execute Save
#--------------------------------------------------------------------------
def do_save
file = File.open(@savefile_windows[@index].filename, "wb")
write_save_data(file)
file.close
@savefile_windows[@index].redraw_new_save_infofmation
@updating_exit = true
return
end
#--------------------------------------------------------------------------
# * Write Save Data
# file : write file object (opened)
#--------------------------------------------------------------------------
def write_save_data(file)
characters = []
for actor in $game_party.members
characters.push([actor.character_name, actor.character_index])
end
$game_system.save_count += 1
$game_system.version_id = $data_system.version_id
@last_bgm = RPG::BGM::last
@last_bgs = RPG::BGS::last
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
Marshal.dump(@last_bgm, file)
Marshal.dump(@last_bgs, file)
Marshal.dump($game_system, file)
Marshal.dump($game_message, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
end
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
$game_system = Marshal.load(file)
$game_message = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
if $game_system.version_id != $data_system.version_id
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
end
end

#==============================================================================
# ** Scene_File_II
#------------------------------------------------------------------------------
# This class performs the save and load screen processing when rewriting.
#==============================================================================

class Scene_File_II < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# file : Save file to load data from
# saving : save flag (if false, load screen)
# return_index : index to return
#--------------------------------------------------------------------------
def initialize(file, saving, return_index, from_event)
@file = file
@saving = saving
@return_index = return_index
@from_event = from_event
load_saved_game_data(@file)
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
# Create Menu Back Sprite
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = Cache.system("Lufia Menu Back")
# Create Status window
@status_window = Window_File_MenuStatus.new(0, 0, @game_party)
@status_window.active = false
# Get map information
map_info = load_data("Data/MapInfos.rvdata")
# Get map name
map_name = map_info[@game_map.map_id].name
# Create map name window header
@map_name_header = Window_Base.new(18, 198, 505, 76)
@map_name_header.windowskin = Cache.system("TDS-Lufia Window")
@map_name_header.back_opacity = 255
@map_name_header.contents = Bitmap.new(505-32, 76-32)
@map_name_header.contents.font.size = 37
@map_name_header.contents.font.color = @map_name_header.text_color(0)
@map_name_header.contents.draw_text(18, 7 , 505-32, 37, map_name.to_s, 0)
# Create dummy command window header
@dummy_command_window_header = Window_Base.new(358, 274, 165, 135)
@dummy_command_window_header.windowskin = Cache.system("TDS-Lufia Window")
@dummy_command_window_header.back_opacity = 255
@dummy_command_window_header.contents = Bitmap.new(180-32, 130-32)
@dummy_command_window_header.contents.font.size = 20
@dummy_command_window_header.contents.font.color = @dummy_command_window_header.text_color(0)
if @saving == true
@dummy_command_window_header.contents.draw_text(3, 0 , 165-32, 24, "Save over this")
@dummy_command_window_header.contents.draw_text(3, 24 , 165-32, 24, "file?")
else
@dummy_command_window_header.contents.draw_text(3, 0 , 165-32, 24, "Start the game")
@dummy_command_window_header.contents.draw_text(3, 24 , 165-32, 24, "from this file?")
end
@dummy_command_window_header.contents.font.size = 25
# Create command window
@command_window = TDS_Window_Command.new(165, ["YES", "NO"])
@command_window.x = 370
@command_window.y = 332
@command_window.opacity = 0
# Create gold & time window
@gold_time_header = Window_Base.new(18, 274, 340, 78)
@gold_time_header.windowskin = Cache.system("TDS-Lufia Window")
@gold_time_header.back_opacity = 255
@gold_time_header.contents = Bitmap.new(340-32, 78-32)
@gold_time_header.contents.font.size = 25
@gold_time_header.contents.font.color = @gold_time_header.text_color(0)
@gold_time_header.contents.draw_text(18, 0, 340-32, 24, "TIME", 0)
@gold_time_header.contents.draw_text(18, 24 , 340-32, 24, "GOLD", 0)
@gold_time_header.contents.draw_text(18, 24 , 300-32, 24, @game_party.gold , 2)
# Calculate playtime
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)
@gold_time_header.contents.draw_text(18, 0 , 300-32, 24, time_string , 2)
# Create save cofirmation header
@save_confirmation_header = Window_Base.new(18, 352, 340, 57)
@save_confirmation_header.windowskin = Cache.system("TDS-Lufia Window")
@save_confirmation_header.back_opacity = 255
@save_confirmation_header.contents = Bitmap.new(340-32, 78-32)
@save_confirmation_header.contents.font.size = 25
@save_confirmation_header.contents.font.color = @save_confirmation_header.text_color(0)
@save_confirmation_header.contents.draw_text(18, 0, 340-32, 24, "Game saved.", 0)
@save_confirmation_header.visible = false
# Save process flag
@saving_process = false
end
#--------------------------------------------------------------------------
# * Load Saved Game Data
# file : Save file to load data from
#--------------------------------------------------------------------------
def load_saved_game_data(file = nil)
filename = file
file = File.open(filename, "r")
@characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
@game_system = Marshal.load(file)
@game_message = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@game_self_switches = Marshal.load(file)
@game_actors = Marshal.load(file)
@game_party = Marshal.load(file)
@game_troop = Marshal.load(file)
@game_map = Marshal.load(file)
@game_player = Marshal.load(file)
return
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update command window
@command_window.update
# If saving process flag is true
if @saving_process
update_save_process
return
end
# If input trigger cancel
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_File.new(@saving, false, false, @return_index)
return
end

# If input is confirm
if Input.trigger?(Input::C)
case @command_window.index
when 0
if @saving
Sound.play_save
@command_window.active = false
@save_confirmation_header.visible = true
@saving_process = true
$game_temp.last_file_index
return
else
Sound.play_load
@command_window.active = false
do_load
return
end
when 1
Sound.play_cancel
$scene = Scene_File.new(@saving, false, false, @return_index)
return
end
end
end
#--------------------------------------------------------------------------
# * Update save process
#--------------------------------------------------------------------------
def update_save_process
# Exit frame count
@frames = 0 if @frames == nil
@frames += 1 if @frames < 70
if @frames == 70
do_save
end
end
#--------------------------------------------------------------------------
# * Execute Load
#--------------------------------------------------------------------------
def do_load
file = File.open(@file, "rb")
read_save_data(file)
file.close
$scene = Scene_Map.new
RPG::BGM.fade(1500)
Graphics.fadeout(60)
Graphics.wait(40)
@last_bgm.play
@last_bgs.play
end
#--------------------------------------------------------------------------
# * Execute Save
#--------------------------------------------------------------------------
def do_save
file = File.open(@file, "wb")
write_save_data(file)
file.close
if @from_event
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(5)
end
return
end
#--------------------------------------------------------------------------
# * Write Save Data
# file : write file object (opened)
#--------------------------------------------------------------------------
def write_save_data(file)
characters = []
for actor in $game_party.members
characters.push([actor.character_name, actor.character_index])
end
$game_system.save_count += 1
$game_system.version_id = $data_system.version_id
@last_bgm = RPG::BGM::last
@last_bgs = RPG::BGS::last
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
Marshal.dump(@last_bgm, file)
Marshal.dump(@last_bgs, file)
Marshal.dump($game_system, file)
Marshal.dump($game_message, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
end
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
$game_system = Marshal.load(file)
$game_message = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
if $game_system.version_id != $data_system.version_id
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
@menuback_sprite.dispose
@menuback_sprite.bitmap.dispose
@status_window.dispose
@map_name_header.dispose
@dummy_command_window_header.dispose
@command_window.dispose
@gold_time_header.dispose
@save_confirmation_header.dispose
end
end

#==============================================================================
# ** Window_File_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the save and load screen.
#==============================================================================

class Window_File_MenuStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y, party_data)
super(x, y, 544, 416)
self.active = false
self.contents.font.size = 18
self.opacity = 0
@party_data = party_data
@column_max = 2
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = @party_data.members.size
for actor in @party_data.members
actor_index = @party_data.members.index(actor)
y = 0
if actor_index > 1
x = 260
draw_actor_graphic(actor, 19 + actor_index * x - actor_index - @column_max * x, 90)
draw_actor_name(actor, 96 + actor_index * x - actor_index - @column_max * x, 90)
draw_actor_hp(actor, 96 + actor_index * x - actor_index - @column_max * x, y + 84 + WLH * 1 , 120, true)
draw_actor_mp(actor, 96 + actor_index * x - actor_index - @column_max * x, y + 84 + WLH * 2 , 120, true)
draw_actor_level(actor, 174 + actor_index * x - actor_index - @column_max * x, 90)
else
x = 260
draw_actor_graphic(actor, 20 + actor_index * x, 8)
draw_actor_name(actor, 96 + actor_index * x, 10)
draw_actor_hp(actor, 96 + actor_index * x, y + WLH * 1 + 4, 120, true)
draw_actor_mp(actor, 96 + actor_index * x, y + WLH * 2 + 4, 120, true)
draw_actor_level(actor, 174 + actor_index * x, 10)
end
x = actor_index * 96 + WLH / 2
y = 0
end
end
#--------------------------------------------------------------------------
# * Draw Level
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 18, y, 24, WLH, actor.level, 2)
end
#--------------------------------------------------------------------------
# * Draw Actor Walking Graphic
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
character_name = actor.character_name
bitmap = Cache.character(character_name)
sign = character_name[/^[!$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = actor.character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
dest_rect = Rect.new(x, y, 80, 80)
dest_rect = Rect.new(x, y, 65, 65)
self.contents.stretch_blt(dest_rect, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# * Draw Name
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y)
self.contents.font.color = hp_color(actor)
self.contents.draw_text(x, y, 75, WLH, actor.name)
end
end

#==============================================================================
# ** Window_SaveFile
#------------------------------------------------------------------------------
# This window displays save files on the save and load screens.
#==============================================================================

class Window_SaveFile < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :filename # filename
attr_reader :file_exist # file existence flag
attr_reader :time_stamp # timestamp
attr_reader :selected # selected
#--------------------------------------------------------------------------
# * Object Initialization
# file_index : save file index (0-3)
# filename : filename
#--------------------------------------------------------------------------
def initialize(file_index, filename, saving = false)
window_values = [
# Start
values = [18, 32, 140, 56 ],
# Save files
values = [18, 88, 254, 160 ],
values = [272, 88, 254, 160 ],
values = [18, 248, 254, 160 ],
values = [272, 248, 254, 160 ],
]

v_x = window_values[file_index][0]
v_y = window_values[file_index][1]
v_height = window_values[file_index][2]
v_width = window_values[file_index][3]
super(v_x, v_y, v_height, v_width)
self.windowskin = Cache.system("TDS-Lufia Window")
self.back_opacity = 255
create_custom_cursor
@file_index = file_index
@filename = filename
@saving = saving
load_gamedata
refresh
@selected = false

# self.visible = false
end
#--------------------------------------------------------------------------
# * Load Partial Game Data
# By default, switches and variables are not used (for expansion use,
# such as displaying place names)
#--------------------------------------------------------------------------
def load_gamedata
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
begin
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
@game_system = Marshal.load(file)
@game_message = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
# Reads self switches
Marshal.load(file)
@game_actors = Marshal.load(file)
@game_party = Marshal.load(file)
Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
rescue
@file_exist = false
ensure
file.close
end
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
if @file_index == 0
name = " START "
self.contents.draw_text(4, 0, 200, WLH, name)
end
if @file_exist == false and @file_index != 0
self.contents.draw_text(30, 0, 200, WLH, "FREE")
end
@name_width = contents.text_size(name).width
if @file_exist
draw_party_characters(35, 105)
draw_playtime(-35, 34, contents.width - 4, 2)
draw_party_leader_name(30, 0)
end
end

#--------------------------------------------------------------------------
# * Redraw New Save Information
#--------------------------------------------------------------------------
def redraw_new_save_infofmation
self.contents.clear
self.contents.font.color = normal_color

@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
begin
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
@game_system = Marshal.load(file)
@game_message = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
# Reads self switches
Marshal.load(file)
@game_actors = Marshal.load(file)
@game_party = Marshal.load(file)
Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
rescue
@file_exist = false
ensure
file.close
end
end


draw_party_characters(35, 105)
draw_playtime(-35, 34, contents.width - 4, 2)
draw_party_leader_name(30, 0)

end

#--------------------------------------------------------------------------
# * Draw Party Characters
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_party_characters(x, y)
for i in 0...@characters.size
name = @characters[i][0]
index = @characters[i][1]
draw_character(name, index, x + i * 51, y)
self.contents.font.size = 18
self.contents.draw_text(-11 + x + i * 51, 105, 24, 24, @game_party.members[i].level, 1)
self.contents.font.size = 25
end
end
#--------------------------------------------------------------------------
# * Draw Play Time
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
# width : Width
# align : Alignment
#--------------------------------------------------------------------------
def draw_playtime(x, y, width, align)
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(x, y, width, WLH, "TIME " + time_string, 2)
end
#--------------------------------------------------------------------------
# * Draw Party Leader Name
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_party_leader_name(x, y)
self.contents.draw_text(x, y, 100, WLH, "NAME")
self.contents.draw_text(x + 77 , y, 85, WLH, @game_party.members[0].name, 0)
end
#--------------------------------------------------------------------------
# * Set Selected
# selected : new selected (true = selected, false = unselected)
#--------------------------------------------------------------------------
def selected=(selected)
@selected = selected
update_cursor
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
self.contents.dispose
@sprite.bitmap.dispose
@sprite.dispose
super
end
#--------------------------------------------------------------------------
# * Create Custom Cursor
#--------------------------------------------------------------------------
def create_custom_cursor
@sprite = Sprite.new
@sprite.bitmap = Cache.system("Cursor")
@sprite.src_rect.width = @sprite.bitmap.width / 6
if @file_index == 0
@sprite.x = self.x + 16
@sprite.y = self.y + 16 #+ 4
else
@sprite.x = self.x + 16
@sprite.y = self.y + 14 #+ 4
end
@sprite.visible = @selected
@sprite.z = 9999
update_cursor_graphic
end
#--------------------------------------------------------------------------
# * Update Cursor Graphic
#--------------------------------------------------------------------------
def update_cursor_graphic
@sprite.visible = @selected
end
#--------------------------------------------------------------------------
# * Update Cursor Animation
#--------------------------------------------------------------------------
def update_cursor_animation
@duration = -1 if @duration == nil
if @selected
@duration += 1
@duration %= 8
if @duration == 8 -1
@sprite.src_rect.x += 24
@sprite.src_rect.x %= 6 * 24
end
else
@duration += 1
@duration %= 8
if @duration == 8 - 1
@sprite.src_rect.x -= 24
@sprite.src_rect.x %= 7 * 24
end
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @selected
self.cursor_rect.set(0, 0, @name_width + 8, WLH)
update_cursor_graphic
else
self.cursor_rect.empty
end
end
end

#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
# This class performs game end screen processing.
#==============================================================================

class Scene_End < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
# Create Menu Back Sprite
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = Cache.system("Lufia Menu Back")
create_command_window
end
#--------------------------------------------------------------------------
# * Post-Start Processing
#--------------------------------------------------------------------------
def post_start
super
open_command_window
end
#--------------------------------------------------------------------------
# * Pre-termination Processing
#--------------------------------------------------------------------------
def pre_terminate
super
close_command_window
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_command_window
@menuback_sprite.dispose
@menuback_sprite.bitmap.dispose
end
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(6)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
@command_window.update
if @command_window.active == false and @command_window.openness == 255
@command_window.active = true
@command_window.index = 0
@command_window.change_cursor_visibility(false)
end

if Input.trigger?(Input::B)
Sound.play_cancel
@command_window.index = -1
return_scene
elsif Input.trigger?(Input::C) and @command_window.active
case @command_window.index
when 0 # to title
command_to_title
when 1 # shutdown
command_shutdown
when 2 # quit
command_cancel
end
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::to_title
s2 = Vocab::shutdown
s3 = Vocab::cancel
@command_window = TDS_Window_Command.new(172, [s1, s2, s3])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = (416 - @command_window.height) / 2
@command_window.index = -1
@command_window.active = false
@command_window.openness = 0
end
#--------------------------------------------------------------------------
# * Dispose of Command Window
#--------------------------------------------------------------------------
def dispose_command_window
@command_window.dispose
end
#--------------------------------------------------------------------------
# * Open Command Window
#--------------------------------------------------------------------------
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
#--------------------------------------------------------------------------
# * Close Command Window
#--------------------------------------------------------------------------
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
#--------------------------------------------------------------------------
# * Process When Choosing [To Title] Command
#--------------------------------------------------------------------------
def command_to_title
@command_window.index = -1
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
close_command_window
Graphics.fadeout(60)
$scene = Scene_File.new(false, true, false)
Audio.bgm_play("Audio/BGM/Lufia II - Title Loading Screen", 100, 100)
end
#--------------------------------------------------------------------------
# * Process When Choosing [Shutdown] Command
#--------------------------------------------------------------------------
def command_shutdown
@command_window.index = -1
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
exit
end
#--------------------------------------------------------------------------
# * Process When Choosing [Cancel] Command
#--------------------------------------------------------------------------
def command_cancel
@command_window.index = -1
Sound.play_decision
return_scene
end
end

Comment '2'
  • ?
    KSG 2008.11.01 15:53
    뭡니까 이 무지막지한 스크립트는..;;

    설명도 없고 뭐하는 스크립트 인가요;;;
  • ?
    파치리스 2011.09.11 21:24

    제목보면 새로운 메뉴 추가하는 스크립트 같긴한데


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