IAmThaDoot
Member
I'm very very new at messing with RGSS2, in fact, all I know is how to slightly modify scripts like I was doing with this one. This is Rubymatt's Compact Custom Menu System. Try it out on your own and you'll see that what it does is add a neat compact menu sitting in the middle of the screen when you go to the menu option. What I'm posting is the version I modified and NOT the original. I edited the script to replace one of the options with another option, that worked out well. But the part I'm having trouble with is the map name I put at the bottom of the menu. It's sized just right and is in the right position; my problem is it just won't go away! In other words, it's still there when I go to any other option on the menu, not only that but the most annoying part is it's still on the screen when I exit the menu! I have no idea how to get rid of it... this is obviously a newbie's problem but I just need a little help please^^;
Code:
#==============================================================================
# Compact Custom Menu System
# RMVX Version
# v1.0
# by Rubymatt
#==============================================================================
#------------------------------------------------------------------------------
# Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
# Name
#------------------------------------------------------------------------------
def name
$map_infos[@map_id]
end
end
#========================================
# Scene_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
$map_infos = load_data("Data/MapInfos.rvdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
class Window_MapName < Window_Base
def initialize(x, y)
super(x, y, 224, WLH + 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Location")
self.contents.font.color = normal_color
self.contents.draw_text(4, WLH, 150, 32, $game_map.name.to_s, 2)
end
end
#==============================================================================
# ** NEW Window_Gold
#==============================================================================
class Window_Gold < Window_Base
def initialize(x, y)
super(x, y, 224, WLH + 32)
refresh
end
def refresh
self.contents.clear
draw_currency_value($game_party.gold, 4, 0, 184)
end
end
#==============================================================================
# ** NEW Window_MenuStatus
#==============================================================================
class Window_NewMenuStatus < Window_Selectable
def initialize(x, y)
super(0, 0, 64, $game_party.members.size * 36 + 32)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
x = 66
y = actor.index * 36
draw_actor_graphic(actor, x - 51, y + 32)
end
end
def update_cursor
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(-2, @index * 36 - 2, 36, 36)
end
@mapname_window = Window_MapName.new(160, 304)
end
end
#==============================================================================
# ** NEW Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
def initialize(menu_index = 0)
@menu_index = menu_index
end
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(160, 248)
@status_window = Window_NewMenuStatus.new(160, 0)
@status_window.x = 320
if $game_party.members.size == 4
@status_window.y = 72
elsif $game_party.members.size == 3
@status_window.y = 88
elsif $game_party.members.size == 2
@status_window.y = 104
elsif $game_party.members.size == 1
@status_window.y = 120
else
@status_window.y = 72
end
end
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
def option
$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ''
$showm.call(0x70,0,0,0) # F1 down
$showm.call(0x70,0,2,0) # F1 up
end
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::status
s4 = Vocab::save
s5 = option = 'Option'
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s5, s3, s4, s6])
@command_window.x = 160
@command_window.y = 72
@command_window.height = 176
@command_window.index = @menu_index
if $game_party.members.size == 0
@command_window.draw_item(0, false)
@command_window.draw_item(1, false)
@command_window.draw_item(2, false)
@command_window.draw_item(3, false)
end
if $game_system.save_disabled
@command_window.draw_item(4, false)
end
end
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @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
$scene = Scene_Item.new
when 1,3
start_actor_selection
when 2
$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ''
$showm.call(0x70,0,0,0) # F1 down
$showm.call(0x70,0,2,0) # F1 up
when 4
$scene = Scene_File.new(true, false, false)
when 5
$scene = Scene_End.new
end
end
end
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
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
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
$scene = Scene_Skill.new(@status_window.index)
when 2
$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ''
$showm.call(0x70,0,0,0) # F1 down
$showm.call(0x70,0,2,0) # F1 up
when 3
$scene = Scene_Status.new(@status_window.index)
end
end
end
end