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Final Fantasy VII Menu System

by 비극ㆍ posted Apr 19, 2010
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#===============================================================================
#
# Cozziekuns' Menu System
# Last Date Updated: 4/10/2010
#
# A menu system similar to that of Final Fantasy VII's.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 4/09/10 - Started Script.
# o 4/10/10 - Finished Script.
# o 4/12/10 - Upgraded it so it works with every font, and has a few icons. Also added modules, for
#                  customization.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Even more icons.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save. Also,
# feel free to change the icons towards your preference.
#===============================================================================

#BEGIN CUSTOMIZABLE REGION-----------------------------------------------------

module COZZIEKUNS
  module ICONS
   TIME = 188
   GOLD = 205
   LOCATION = 153
  end
 end

 #END CUSTOMIZABLE REGION-------------------------------------------------------

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

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x : window X coordinate
  #     y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 424, 412)
    refresh
    self.active = false
    self.index = -1
  end
 
  #--------------------------------------------------------------------------
  # * Draw TNL (To next level)
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : Width
  #--------------------------------------------------------------------------
  def draw_actor_tnl(actor, x, y, width = 80)
    draw_actor_tnl_gauge(actor, x, y, width)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y - 21, 135, WLH, "To next level")
    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.next_rest_exp_s, 2)
    else
      self.contents.draw_text(xr - 99, y, 44, WLH, actor.next_rest_exp_s, 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.next_exp_s, 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw TNL gauge
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : Width
  #--------------------------------------------------------------------------
  def draw_actor_tnl_gauge(actor, x, y, width = 100)
    gw = width * actor.exp_s / actor.next_exp_s
    gc1 = tnl_gauge_colour1
    gc2 = tnl_gauge_colour2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
      x = 104
      y = actor.index * 96
      draw_actor_name(actor, x + 30, y)
      draw_actor_level(actor, x + 30, y + 21)
      draw_actor_state(actor, x + 150, y)
      draw_actor_hp(actor, x + 30, y + 18 + WLH * 1)
      draw_actor_mp(actor, x + 30, y + 18 + WLH * 2)
      draw_actor_tnl(actor, x + 165, y + 18 + WLH * 1)
    end
  end
  #--------------------------------------------------------------------------
  # * Update cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0               # No cursor
      self.cursor_rect.empty
    elsif @index < @item_max    # Normal
      self.cursor_rect.set(0, @index * 96, contents.width, 96)
    elsif @index >= 100         # Self
      self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
    else                        # All
      self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
    end
  end
end

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

class Window_Base < Window
 
  #--------------------------------------------------------------------------
  # * To Next Level gauge colour 1
  #--------------------------------------------------------------------------
  def tnl_gauge_colour1
    return text_color(3)
  end
  #--------------------------------------------------------------------------
  # * To Next Level gauge colour 2
  #--------------------------------------------------------------------------
   def tnl_gauge_colour2
    return text_color(11)
  end
  #--------------------------------------------------------------------------
  # * Currency Value
  #--------------------------------------------------------------------------
  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, WLH, value, 2)
  self.contents.font.color = system_color
  draw_icon(COZZIEKUNS::ICONS::GOLD, 0, 28)
 end
end
#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
#  This window displays the location.
#==============================================================================

class Window_Location < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize (x, y)
    super (x, y, 240, WLH + 26)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    text = load_data ("Data/MapInfos.rvdata")[$game_map.map_id].name
    self.contents.draw_text(4, -4, 200, WLH, text, 2)
    draw_icon(COZZIEKUNS::ICONS::LOCATION, 0, -4)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end


#==============================================================================
# ** Window_Gold + Time
#------------------------------------------------------------------------------
#  This window displays the amount of gold and playtime.
#==============================================================================

class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x : window X coordinate
  #     y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 160, WLH + 56)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_currency_value($game_party.gold, 4, 28, 120)
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120, WLH, text, 2)
    self.contents.font.color = system_color
    draw_icon(COZZIEKUNS::ICONS::TIME, 0, 0)
  end
   
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#==============================================================================
# ** Scene_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
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @status_window = Window_MenuStatus.new(0, 2)
    create_command_window
    @gold_window = Window_Gold.new(384, 289)
    @location_window = Window_Location.new(304, 368)
 end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @location_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update
    @location_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = Vocab::game_end
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    @command_window.x = 384
    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 $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(4, false)     # Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3  # Skill, equipment, status
        start_actor_selection
      when 4      # Save
        $scene = Scene_File.new(true, false, false)
      when 5      # End Game
        $scene = Scene_End.new
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        $scene = Scene_Status.new(@status_window.index)
      end
    end

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