rendered paste body#=============================
# CMS MADE BY PREFIX
# FOR THE USE OF NECRILE ONLY
# NO SUPPORT FOR ANYOTHER USER
# v 1.0
#=============================
#_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
# \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
# /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
# This class performs save screen processing.
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super("Which file would you like to save to?")
end
#--------------------------------------------------------------------------
# * Decision Processing
#--------------------------------------------------------------------------
def on_decision(filename)
# Play save SE
$game_system.se_play($data_system.save_se)
# Write save data
file = File.open(filename, "wb")
write_save_data(file)
file.close
# If called from event
if $game_temp.save_calling
# Clear save call flag
$game_temp.save_calling = false
# Switch to map screen
$scene = Scene_Map.new
return
end
# Switch to menu screen
$scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# * Cancel Processing
#--------------------------------------------------------------------------
def on_cancel
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# If called from event
if $game_temp.save_calling
# Clear save call flag
$game_temp.save_calling = false
# Switch to map screen
$scene = Scene_Map.new
return
end
# Switch to menu screen
$scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# * Write Save Data
# file : write file object (opened)
#--------------------------------------------------------------------------
def write_save_data(file)
# Make character data for drawing save file
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end
# Write character data for drawing save file
Marshal.dump(characters, file)
# Wrire frame count for measuring play time
Marshal.dump(Graphics.frame_count, file)
# Increase save count by 1
$game_system.save_count += 1
# Save magic number
# (A random value will be written each time saving with editor)
$game_system.magic_number = $data_system.magic_number
# Write each type of game object
Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
end
end
#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This is a superclass for the save screen and load screen.
#==============================================================================
class Scene_File
#--------------------------------------------------------------------------
# * Object Initialization
# help_text : text string shown in the help window
#--------------------------------------------------------------------------
def initialize(help_text)
@help_text = help_text
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@spriteset = Sprite.new
@spriteset.bitmap = RPG::Cache.title($data_system.title_name)
# Make help window
@help_window = Window_Help.new
@help_window.set_text(@help_text)
# Make save file window
@savefile_windows = []
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
# Select last file to be operated
@file_index = $game_temp.last_file_index
@savefile_windows[@file_index].selected = true
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@spriteset.dispose
@help_window.dispose
for i in @savefile_windows
i.dispose
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@spriteset.update
@help_window.update
for i in @savefile_windows
i.update
end
# If C button was pressed
if Input.trigger?(Input::C)
# Call method: on_decision (defined by the subclasses)
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
return
end
# If B button was pressed
if Input.trigger?(Input::B)
# Call method: on_cancel (defined by the subclasses)
on_cancel
return
end
# If the down directional button was pressed
if Input.repeat?(Input::DOWN)
# If the down directional button pressed down is not a repeat,
# or cursor position is more in front than 3
if Input.trigger?(Input::DOWN) or @file_index < 3
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# Move cursor down
@savefile_windows[@file_index].selected = false
@file_index = (@file_index + 1) % 4
@savefile_windows[@file_index].selected = true
return
end
end
# If the up directional button was pressed
if Input.repeat?(Input::UP)
# If the up directional button pressed down is not a repeat、
# or cursor position is more in back than 0
if Input.trigger?(Input::UP) or @file_index > 0
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# Move cursor up
@savefile_windows[@file_index].selected = false
@file_index = (@file_index + 3) % 4
@savefile_windows[@file_index].selected = true
return
end
end
end
#--------------------------------------------------------------------------
# * Make File Name
# file_index : save file index (0-3)
#--------------------------------------------------------------------------
def make_filename(file_index)
return "Save#{file_index + 1}.rxdata"
end
end
#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
# This class performs game end screen processing.
#==============================================================================
class Scene_End
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@spriteset = Sprite.new
@spriteset.bitmap = RPG::Cache.title($data_system.title_name)
# Make command window
s1 = "To Title"
s2 = "Shutdown"
s3 = "Cancel"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 240 - @command_window.height / 2
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame Update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of window
@spriteset.dispose
@command_window.dispose
# If switching to title screen
if $scene.is_a?(Scene_Title)
# Fade out screen
Graphics.transition
Graphics.freeze
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update command window
@command_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # to title
command_to_title
when 1 # shutdown
command_shutdown
when 2 # quit
command_cancel
end
return
end
end
#--------------------------------------------------------------------------
# * Process When Choosing [To Title] Command
#--------------------------------------------------------------------------
def command_to_title
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Switch to title screen
$scene = Scene_Title.new
end
#--------------------------------------------------------------------------
# * Process When Choosing [Shutdown] Command
#--------------------------------------------------------------------------
def command_shutdown
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Shutdown
$scene = nil
end
#--------------------------------------------------------------------------
# * Process When Choosing [Cancel] Command
#--------------------------------------------------------------------------
def command_cancel
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to menu screen
$scene = Scene_Menu.new
end
end
#=================================================================================================
# ** Scene_Load2
#-------------------------------------------------------------------------------------------------
# This class performs load screen processing.
# Edited By Prefix So That When Used From Menu If Esc It Pressed It Goes To Menu Instead Of Title
#=================================================================================================
class Scene_Load2 < Scene_File
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Remake temporary object
$game_temp = Game_Temp.new
# Timestamp selects new file
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..3
filename = make_filename(i)
if FileTest.exist?(filename)
file = File.open(filename, "r")
if file.mtime > latest_time
latest_time = file.mtime
$game_temp.last_file_index = i
end
file.close
end
end
super("Which file would you like to load?")
end
#--------------------------------------------------------------------------
# * Decision Processing
#--------------------------------------------------------------------------
def update
if Input.trigger?(Input::B)
# Call method: on_cancel (defined by the subclasses)
$scene = Scene_Menu.new
return
end
end
def on_decision(filename)
# If file doesn't exist
unless FileTest.exist?(filename)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play load SE
$game_system.se_play($data_system.load_se)
# Read save data
file = File.open(filename, "rb")
read_save_data(file)
file.close
# Restore BGM and BGS
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Cancel Processing
#--------------------------------------------------------------------------
def on_cancel
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to title screen
$scene = Scene_Title.new
end
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
# Read character data for drawing save file
characters = Marshal.load(file)
# Read frame count for measuring play time
Graphics.frame_count = Marshal.load(file)
# Read each type of game object
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = 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 magic number is different from when saving
# (if editing was added with editor)
if $game_system.magic_number != $data_system.magic_number
# Load map
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
# Refresh party members
$game_party.refresh
end
end
#_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
# \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
# /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays amount of Currency.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 5, 120, 32, $data_system.words.gold + ": " + $game_party.gold.to_s)
end
end
#_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
# \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
# /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ** Window_Variables
#------------------------------------------------------------------------------
# Displays variables 100 - 120
#==============================================================================
#
class Window_Variables < Window_Base
def initialize
super(5, 74, 355, 401)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, 10, 320, 32, "TextHere: " + $game_variables[100].to_s)
self.contents.draw_text(0, 42, 320, 32, "TextHere: " + $game_variables[101].to_s)
self.contents.draw_text(0, 74, 320, 32, "TextHere: " + $game_variables[102].to_s)
self.contents.draw_text(0, 106, 320, 32, "TextHere: " + $game_variables[103].to_s)
self.contents.draw_text(0, 138, 320, 32, "TextHere: " + $game_variables[104].to_s)
self.contents.draw_text(0, 170, 320, 32, "TextHere: " + $game_variables[105].to_s)
self.contents.draw_text(0, 202, 320, 32, "TextHere: " + $game_variables[106].to_s)
self.contents.draw_text(0, 234, 320, 32, "TextHere: " + $game_variables[107].to_s)
self.contents.draw_text(0, 266, 320, 32, "TextHere: " + $game_variables[108].to_s)
self.contents.draw_text(0, 298, 320, 32, "TextHere: " + $game_variables[109].to_s)
self.contents.draw_text(170, 10, 320, 32, "TextHere: " + $game_variables[110].to_s)
self.contents.draw_text(170, 42, 320, 32, "TextHere: " + $game_variables[111].to_s)
self.contents.draw_text(170, 74, 320, 32, "TextHere: " + $game_variables[112].to_s)
self.contents.draw_text(170, 106, 320, 32, "TextHere: " + $game_variables[113].to_s)
self.contents.draw_text(170, 138, 320, 32, "TextHere: " + $game_variables[114].to_s)
self.contents.draw_text(170, 170, 320, 32, "TextHere: " + $game_variables[115].to_s)
self.contents.draw_text(170, 202, 320, 32, "TextHere: " + $game_variables[116].to_s)
self.contents.draw_text(170, 234, 320, 32, "TextHere: " + $game_variables[117].to_s)
self.contents.draw_text(170, 266, 320, 32, "TextHere: " + $game_variables[118].to_s)
self.contents.draw_text(170, 298, 320, 32, "TextHere: " + $game_variables[119].to_s)
self.contents.draw_text(170, 298, 320, 32, "TextHere: " + $game_variables[120].to_s)
end
end
#_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
# \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
# /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ** Window_Menucommand
#------------------------------------------------------------------------------
# Command Window For CMS
#==============================================================================
class Window_Menucommand < Window_Selectable
def initialize
super(5, 5, 630, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 4
@column_max = 4
@commands = ["Save", "Load", "Prayers", "Exit"]
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
x = 4 + index * 157.5
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end
#_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
# \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
# /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# Slight Change So Bars Are Supported
#==============================================================================
class Window_Base < Window
def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.character_name, actor.character_hue)
src_rect = Rect.new(0, 0, 640, 480)
self.contents.blt(0,0, bitmap, src_rect)
end
def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(153,238,153,255), c2 = Color.new(0,0,0,255))
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
end
end
end
def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
end
end
end
end
#_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
# \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
# /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 270, 250)
self.contents = Bitmap.new(width - 32, height - 32)
@selected_player = $game_actors[1]
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 0
y = i * 0
actor = $game_party.actors[0]
self.contents.font.size = 22
self.contents.font.color = system_color
draw_normal_barz(1, 60, "horizontal", 230, 15, $game_actors[1].hp.to_i, $game_actors[1].maxhp.to_i, Color.new (225, 0, 0, 225))
draw_normal_barz(1, 116, "horizontal", 230, 15, $game_actors[1].sp.to_i, $game_actors[1].maxsp.to_i, Color.new (0,0,255,255))
self.contents.font.color = normal_color
self.contents.draw_text(100, -5, 320, 32, @selected_player.name.to_s + ":")
self.contents.draw_text(0, 73, 320, 32, @selected_player.hp.to_s + " / " + @selected_player.maxhp.to_s + " Hp")
self.contents.draw_text(0, 129, 320, 32, @selected_player.sp.to_s + " / " + @selected_player.maxsp.to_s + " Sp")
self.contents.draw_text(170, -5, 320, 32, @selected_player.class_name)
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end
#_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
# \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
# /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# The Menu
#==============================================================================
class Scene_Menu
# Pose Names
POSES = ['down','left','right','up']
# Number of Frames Per Pose
FRAMES = 4
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
@sprite = Sprite_ActorCharGraphic.new($game_actors[1], 395, 85, 10, 0, 'left')
@sprite.animate = true
@spriteset = Sprite.new
@spriteset.bitmap = RPG::Cache.title($data_system.title_name)
@command_window = Window_Menucommand.new
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 640 - @status_window.width - 5
@status_window.y = @command_window.height + 10
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 640 - @status_window.width - 5
@gold_window.y = @command_window.height + @status_window.height + 15
@gold_window.width = @status_window.width
@gold_window.height = 480 - 64 - 250 - 20
@variable_window = Window_Variables.new
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@sprite.dispose
@spriteset.dispose
@variable_window.dispose
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@spriteset.update
@sprite.update
@variable_window.update
@command_window.update
@gold_window.update
@status_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # save
# Play decision SE
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 1 # load
# Play decision SE
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load2.new
when 2 # exit
# Play decision SE
$game_system.se_play($data_system.decision_se)
$scene = Scene_Quests.new
when 3 # exit
# Play decision SE
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
end