#==============================================================================
# Item System Diablo Style
#------------------------------------------------------------------------------
# By DarkSchneider
# www.rpg2s.net
#------------------------------------------------------------------------------
# Credit to Schwarz for draw_line
#==============================================================================
class Scene_Item2
def initialize(actor_index = 0)
@actor_index = actor_index
end
def main
# Make help window, item window
s1 = "Use"
s2 = "Move"
s3 = "Drop"
@command_window = Window_Command.new(193, [s1, s2 , s3])
@command_window.y = 64
@help_window = Window_Help.new
@grid = Window_Grid.new(@actor_index)
@grid.active = false
# Associate help window
@grid.help_window = @help_window
# Make target window (set to invisible / inactive)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
@window_pc = Window_Base.new(0,192,193,287)
@window_pc.contents = Bitmap.new(161,255)
@window_pc.draw_actor_name($game_party.actors[@actor_index], 10, 0)
@window_pc.draw_actor_picture($game_party.actors[@actor_index], 80, 250)
# 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
@cursor_icon.dispose if @cursor_icon != nil
# Dispose of windows
@command_window.dispose
@help_window.dispose
#@item_window.dispose
@target_window.dispose
@grid.dispose
@window_pc.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@help_window.update
@target_window.update
@grid.update
if @command_window.active
update_command
return
end
# If item window is active: call update_item
if @grid.active
case @grid.mode
when 0
update_usa
when 1
@cursor_icon = Cursor_Icon.new if @cursor_icon == nil
@cursor_icon.visible = false
update_muovi
when 2
update_lascia
when 3
@cursor_icon.update
update_muovi2
end
return
end
# If target window is active: call update_target
if @target_window.active
update_target
return
end
end
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 menu screen
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # use
# Play decision SE
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@grid.active = true
@grid.set = 0
@grid.mode = @command_window.index
when 1 # move
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@grid.active = true
@grid.set = 0
@grid.mode = @command_window.index
when 2 # drop
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@grid.active = true
@grid.set = 0
@grid.mode = @command_window.index
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_usa
# 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
@command_window.active = true
@grid.active = false
@grid.set = - 1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @grid.item
# If not a use item
unless @item.is_a?(RPG::Item)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If it can't be used
unless $game_party.item_can_use?(@item.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# If effect scope is an ally
if @item.scope >= 3
# Activate target window
@grid.active = false
#@target_window.x = (@item_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# Set cursor position to effect scope (single / all)
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
# If effect scope is other than an ally
else
# If command event ID is valid
if @item.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @item.common_event_id
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
$game_party.lose_item(@item.id, 1, false)
# Draw item window item
@grid.delete_item
end
# Switch to map screen
$scene = Scene_Map.new
return
end
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# If unable to use because items ran out
unless $game_party.item_can_use?(@item.id)
# Remake item window contents
@grid.refresh
end
# Erase target window
@grid.active = true
@target_window.visible = false
@target_window.active = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If items are used up
if @grid.item_del?
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If target is all
if @target_window.index == -1
# Apply item effects to entire party
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
# If single target
if @target_window.index >= 0
# Apply item use effects to target actor
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
# If an item was used
if used
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
$game_party.lose_item(@item.id, 1, false)
# Redraw item window item
@grid.delete_item
end
# Remake target window contents
@target_window.refresh
# If all party members are dead
if $game_party.all_dead?
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If common event ID is valid
if @item.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @item.common_event_id
# Switch to map screen
$scene = Scene_Map.new
return
end
end
# If item wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
def update_muovi
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
@command_window.active = true
@grid.active = false
@grid.set = - 1
return
end
if Input.trigger?(Input::C)
if @grid.item != nil
@grid.get_item
bitmap = Bitmap.new(32,32)
x = 4 + (@grid.cursor_rect.width == 32 ? 0 : 18)
y = 4 + (@grid.cursor_rect.height == 32 ? 0 : 32)
bitmap.blt(0,0,@grid.contents,Rect.new(@grid.cursor_rect.x + x,
@grid.cursor_rect.y + y,@grid.cursor_rect.width,@grid.cursor_rect.height))
@cursor_icon.refresh(bitmap, @grid.item_saved[1])
@grid.cursor_rect.width = @cursor_icon.bitmap.width
@grid.cursor_rect.height = @cursor_icon.bitmap.height
@cursor_icon.x = @grid.cursor_rect.x + @grid.x + 16
@cursor_icon.y = @grid.cursor_rect.y + @grid.y + 16
@cursor_icon.visible = true
@grid.delete_item
@grid.mode = 3
end
return
end
end
def update_lascia
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
@command_window.active = true
@grid.active = false
@grid.set = - 1
return
end
if Input.trigger?(Input::C)
if @grid.item != nil
@grid.delete_item
end
return
end
end
def update_muovi2
@grid.cursor_rect.width = @cursor_icon.bitmap.width
@grid.cursor_rect.height = @cursor_icon.bitmap.height
@cursor_icon.x = @grid.cursor_rect.x + @grid.x + 16
@cursor_icon.y = @grid.cursor_rect.y + @grid.y + 16
if @grid.empty?
@cursor_icon.blink_on
@cursor_icon.tone.set(0,0,0,0)
else
@cursor_icon.blink_off
@cursor_icon.tone.set(0,0,0,255)
end
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
@grid.redraw_item(false)
@grid.mode = 1
return
end
if Input.trigger?(Input::C)
if @grid.empty?
@grid.redraw_item
@cursor_icon.visible = false
@grid.mode = 1
end
return
end
end
end
class Window_Selectable < Window_Base
alias old_initialize initialize
def initialize(x, y, width, height)
old_initialize(x, y, width, height)
if self.is_a?(Window_Grid)
@x = 0
@y = 0
end
end
alias old_update update
def update
if !self.is_a?(Window_Grid)
old_update
return
end
super
item = $game_party.actors[@actor_index].item_grid
# If cursor is movable
if self.active and @item_max > 0 and @x >= 0
# If pressing down on the directional buttons
if Input.repeat?(Input::DOWN)
@y = -1 if @y == item.size - (self.cursor_rect.height == 96 ? 3 : 1)
@y += 2 if item[@y][@x][1] == "w" or item[@y][@x][1] == "a"
if item[@y + 1][@x][1] == "r" and item[@y + 1][@x - 1][1] == "a"
@x -= 1
end
@y += 1
$game_system.se_play($data_system.cursor_se)
end
# If the up directional button was pressed
if Input.repeat?(Input::UP)
@y = item.size if @y - 1 == -1
@y -= 2 if item[@y - 1][@x][1] == "e" or item[@y - 1][@x][1] == "r"
@x -= 1 if item[@y - 1][@x - 1][1] == "a"
@y -= 1
$game_system.se_play($data_system.cursor_se)
end
# If the right directional button was pressed
if Input.repeat?(Input::RIGHT)
if @x + (self.cursor_rect.width == 64 ? 2 : 1) == item[@y].size
@x = 0
@y -= 1 if item[@y - 1][@x][1] == "a"
@y -= 2 if item[@y - 2][@x][1] == "a"
else
@x += 1 if item[@y][@x][1] == "a"
if item[@y][@x + 1][1] == "r"
@y -= 1 if item[@y - 1][@x + 1][1] == "a"
@y -= 2 if item[@y - 2][@x + 1][1] == "a"
end
if item[@y][@x + 1][1] == "e"
@y -= 1
@y -= 1 if item[@y - 1][@x + 1][1] == "w"
end
@x += 1
end
$game_system.se_play($data_system.cursor_se)
end
# If the left directional button was pressed
if Input.repeat?(Input::LEFT)
@x = item[@y].size if @x - 1 == -1
if item[@y][@x - 1][1] == "r"
@x -= 1
@y -= 1 if item[@y - 1][@x - 1][1] == "a"
@y -= 2 if item[@y - 2][@x - 1][1] == "a"
end
if item[@y][@x - 1][1] == "e"
@y -= 1
@y -= 1 if item[@y - 1][@x - 1][1] == "w"
end
@x -= 1
$game_system.se_play($data_system.cursor_se)
end
end
# Update help text (update_help is defined by the subclasses)
if self.active and @help_window != nil
update_help
end
# Update cursor rectangle
update_cursor_rect
end
end
class Window_Grid < Window_Selectable
attr_accessor :mode
attr_reader :item_saved
def initialize(actor_index)
super(192,64,448,416)
self.contents = Bitmap.new(width - 32, height - 32) #icone oggetti
self.opacity = 0
@window = Window_Base.new(x , y , width, height) #griglia bianca
@window.contents = Bitmap.new(width - 32, height - 32)
@window.z = self.z - 4
@grid_color = Sprite.new #colori oggetti
@grid_color.bitmap = Bitmap.new(width - 32, height - 32)
@grid_color.x = self.x + 16
@grid_color.y = self.y + 16
@grid_color.z = @window.z + 2
@actor_index = actor_index
@mode = 0
@mini_help = Mini_Help.new
self.set = -1
n = self.contents.width / 32
m = self.contents.height / 32
@column_max = n
draw_grid
refresh
end
def draw_grid
@window.contents.fill_rect(0, 0, width - 32, height - 32, Color.new(170,15,255))
i = 0
color = Color.new(0,0,0)
while i < self.contents.height
draw_line(0, i, self.contents.width, i, color)
i += 32
end
i = 0
while i < self.contents.width
draw_line(i, 0, i, self.contents.width, color)
i += 32
end
end
def draw_line(sx, sy, ex, ey, color)
rad = Math.atan2(ey-sy, ex-sx)
dx = Math.cos(rad)
dy = Math.sin(rad)
while (sx - ex).abs > 1 || (sy - ey).abs > 1
sx += dx
sy += dy
@window.contents.set_pixel(sx, sy, color)
end
end
def refresh
@item_max = 0
item = $game_party.actors[@actor_index].item_grid
for i in 0..item.size - 1
for j in 0..item[i].size - 1
if item[i][j][0]!= 0 and item[i][j][1] != "r" and item[i][j][1] != "e"
@item_max += 1
end
end
end
for i in 0..item.size - 1
for j in 0..item[i].size - 1
draw_item(item[i][j][0], item[i][j][1], i , j)
end
end
end
def update_cursor_rect
# If cursor position is less than 0
if @x < 0
self.cursor_rect.empty
return
end
# Calculate cursor width
case $game_party.actors[@actor_index].item_grid[@y][@x][1]
when "i"
cursor_width = 32
cursor_height = 32
when "w"
cursor_width = 32
cursor_height = 96
when "a"
cursor_width = 64
cursor_height = 96
else
cursor_width = 32
cursor_height = 32
end
# Calculate cursor coordinates
x = @x * 32
y = @y * 32
# Update cursor rectangle
self.cursor_rect.set(x, y, cursor_width, cursor_height)
end
def delete_item
case $game_party.actors[@actor_index].item_grid[@y][@x][1]
when "i"
@grid_color.bitmap.fill_rect(@x*32+1, @y*32+1, 31, 31, Color.new(0,0,0,0))
self.contents.fill_rect(@x*32, @y*32, 32, 32, Color.new(0,0,0,0))
$game_party.actors[@actor_index].item_grid[@y][@x][0] = 0
$game_party.actors[@actor_index].item_grid[@y][@x][1] = ""
when "w"
@grid_color.bitmap.fill_rect(@x*32+1, @y*32+1, 31, 95, Color.new(0,0,0,0))
self.contents.fill_rect(@x*32, @y*32 + 4 + 32, 32, 32, Color.new(0,0,0,0))
$game_party.actors[@actor_index].item_grid[@y][@x][0] = 0
$game_party.actors[@actor_index].item_grid[@y][@x][1] = ""
$game_party.actors[@actor_index].item_grid[@y + 1][@x][0] = 0
$game_party.actors[@actor_index].item_grid[@y + 1][@x][1] = ""
$game_party.actors[@actor_index].item_grid[@y + 2][@x][0] = 0
$game_party.actors[@actor_index].item_grid[@y + 2][@x][1] = ""
when "a"
@grid_color.bitmap.fill_rect(@x*32+1, @y*32+1, 63, 95, Color.new(0,0,0,0))
self.contents.fill_rect(@x*32 + 18, @y*32 + 4 + 32, 32, 32, Color.new(0,0,0,0))
$game_party.actors[@actor_index].item_grid[@y][@x][0] = 0
$game_party.actors[@actor_index].item_grid[@y][@x][1] = ""
$game_party.actors[@actor_index].item_grid[@y + 1][@x][0] = 0
$game_party.actors[@actor_index].item_grid[@y + 1][@x][1] = ""
$game_party.actors[@actor_index].item_grid[@y + 2][@x][0] = 0
$game_party.actors[@actor_index].item_grid[@y + 2][@x][1] = ""
$game_party.actors[@actor_index].item_grid[@y][@x + 1][0] = 0
$game_party.actors[@actor_index].item_grid[@y][@x + 1][1] = ""
$game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][0] = 0
$game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][1] = ""
$game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][0] = 0
$game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][1] = ""
end
end
def item
i = $game_party.actors[@actor_index].item_grid[@y][@x][0]
case $game_party.actors[@actor_index].item_grid[@y][@x][1]
when "i"
return $data_items[i]
when "w"
return $data_weapons[i]
when "a"
return $data_armors[i]
else return nil
end
end
def item_del?
if $game_party.actors[@actor_index].item_grid[@y][@x][0] == 0
# Unusable
return true
else
return false
end
end
def dispose
super
@window.dispose
@grid_color.dispose
@mini_help.dispose
end
def update_help
@mini_help.contents.font.color = (($game_party.item_can_use?(item.id) and item.is_a?(RPG::Item))? normal_color : disabled_color)
@help_window.set_text(item == nil ? "" : item.description)
@mini_help.set_text(item == nil ? "" : item.name)
@mini_help.visible = false if item == nil
@mini_help.x = self.cursor_rect.x + self.cursor_rect.width + 192 +
(self.contents.width - self.cursor_rect.x - self.cursor_rect.width < @mini_help.width ? -@mini_help.width : 18)
@mini_help.y = self.cursor_rect.y + self.cursor_rect.height + 64 +
(self.contents.height - self.cursor_rect.y - self.cursor_rect.height < @mini_help.height ? -@mini_help.height : 18)
end
def get_item
@item_saved = [$game_party.actors[@actor_index].item_grid[@y][@x][0],
$game_party.actors[@actor_index].item_grid[@y][@x][1], @x, @y]
end
def redraw_item(f = true)
if f
x = 4 + (@x * 32)
y = @y * 32
else
x = 4 + (@item_saved[2] * 32)
y = @item_saved[3] * 32
tx = @x
ty = @y
@x = @item_saved[2]
@y = @item_saved[3]
end
draw_item(@item_saved[0], @item_saved[1], @y , @x)
case @item_saved[1]
when "i"
$game_party.actors[@actor_index].item_grid[@y][@x][0] = @item_saved[0]
$game_party.actors[@actor_index].item_grid[@y][@x][1] = @item_saved[1]
when "w"
$game_party.actors[@actor_index].item_grid[@y][@x][0] = @item_saved[0]
$game_party.actors[@actor_index].item_grid[@y][@x][1] = @item_saved[1]
$game_party.actors[@actor_index].item_grid[@y + 1][@x][0] = @item_saved[0]
$game_party.actors[@actor_index].item_grid[@y + 1][@x][1] = "e"
$game_party.actors[@actor_index].item_grid[@y + 2][@x][0] = @item_saved[0]
$game_party.actors[@actor_index].item_grid[@y + 2][@x][1] = "e"
when "a"
$game_party.actors[@actor_index].item_grid[@y][@x][0] = @item_saved[0]
$game_party.actors[@actor_index].item_grid[@y][@x][1] = @item_saved[1]
$game_party.actors[@actor_index].item_grid[@y + 1][@x][0] = @item_saved[0]
$game_party.actors[@actor_index].item_grid[@y + 1][@x][1] = "r"
$game_party.actors[@actor_index].item_grid[@y + 2][@x][0] = @item_saved[0]
$game_party.actors[@actor_index].item_grid[@y + 2][@x][1] = "r"
$game_party.actors[@actor_index].item_grid[@y][@x + 1][0] = @item_saved[0]
$game_party.actors[@actor_index].item_grid[@y][@x + 1][1] = "r"
$game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][0] = @item_saved[0]
$game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][1] = "r"
$game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][0] = @item_saved[0]
$game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][1] = "r"
end
@x = tx if @x != tx and tx != nil
@y = ty if @y != ty and ty != nil
end
def empty?
case @item_saved[1]
when "i"
return true if $game_party.actors[@actor_index].item_grid[@y][@x][1] == ""
when "w"
if $game_party.actors[@actor_index].item_grid[@y][@x][1] == "" and
$game_party.actors[@actor_index].item_grid[@y + 1][@x][1] == "" and
$game_party.actors[@actor_index].item_grid[@y + 2][@x][1] == ""
return true
end
when "a"
if $game_party.actors[@actor_index].item_grid[@y][@x][1] == "" and
$game_party.actors[@actor_index].item_grid[@y + 1][@x][1] == "" and
$game_party.actors[@actor_index].item_grid[@y + 2][@x][1] == "" and
$game_party.actors[@actor_index].item_grid[@y][@x + 1][1] == "" and
$game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][1] == "" and
$game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][1] == ""
return true
end
end
return false
end
def set=(set)
@x = set
@y = set
@mini_help.visible = (set == 0 ? true : false)
end
def draw_item(item_id, type, i , j)
if type == "i" and
$game_party.item_can_use?($data_items[item_id].id)
opacity = 255
else
opacity = 128
end
if item_id != 0
case type
when "i"
x = 4 + (j * 32)
y = i * 32
bitmap = RPG::Cache.icon($data_items[item_id].icon_name)
@grid_color.bitmap.fill_rect(j*32+1, i*32+1, 31, 31, Color.new(0,0,200))
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
when "w"
x = 4 + (j * 32)
y = i * 32
bitmap = RPG::Cache.icon($data_weapons[item_id].icon_name)
@grid_color.bitmap.fill_rect(j*32+1, i*32+1, 31, 95, Color.new(200,0,0))
self.contents.blt(x, y + 4 + 32, bitmap, Rect.new(0, 0, 24, 24), opacity)
when "a"
x = 4 + (j * 32)
y = i * 32
bitmap = RPG::Cache.icon($data_armors[item_id].icon_name)
@grid_color.bitmap.fill_rect(j*32+1, i*32+1, 63, 95, Color.new(0,200,0))
self.contents.blt(x + 18, y + 4 + 32, bitmap, Rect.new(0, 0, 24, 24), opacity)
end
end
end
end
class Mini_Help < Window_Base
alias old_initialize initialize
def initialize
super(0, 0, 180, 40)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = 14
self.back_opacity = 170
self.z = 102
self.visible = false
end
def set_text(text, align = 1)
# If at least one part of text and alignment differ from last time
if text != @text or align != @align
# Redraw text
self.contents.clear
#self.contents.font.color = normal_color
self.contents.draw_text(4, -12, self.width - 40, 32, text, align)
#self.width = self.contents.text_size(text).width
@text = text
@align = align
@actor = nil
end
self.visible = true
end
end
class Game_Actor < Game_Battler
attr_accessor :item_grid
alias old_initialize initialize
def initialize(actor_id)
old_initialize(actor_id)
@item_grid = Array.new(12)
for i in 0..@item_grid.size - 1
@item_grid[i] = Array.new(13)
for k in 0..@item_grid[i].size - 1
@item_grid[i][k] = Array.new(2)
@item_grid[i][k][0] = 0
@item_grid[i][k][1] = ""
end
end
end
end
class Game_Party
def gain_item(item_id, n)
if item_id > 0
for k in 1..n
for i in 0..self.actors.size - 1
break if set_item(item_id, "i", i) == nil
end
end
end
end
def gain_weapon(weapon_id, n)
if weapon_id > 0
for k in 1..n
for i in 0..self.actors.size - 1
break if set_item(weapon_id, "w", i) == nil
end
end
end
end
def gain_armor(armor_id, n)
if armor_id > 0
for k in 1..n
for i in 0..self.actors.size - 1
break if set_item(armor_id, "a", i) == nil
end
end
end
end
def lose_item(item_id, n, random = true)
if random == true
if item_id > 0
for k in 1..n
del_item(item_id, "i")
end
end
end
@items[item_id] = [[item_number(item_id) + -n, 0].max, 99].min
end
def lose_weapon(weapon_id, n, random = true)
if random == true
if weapon_id > 0
for k in 1..n
del_item(weapon_id, "w")
end
end
end
@weapons[weapon_id] = [[weapon_number(weapon_id) + -n, 0].max, 99].min
end
def lose_armor(armor_id, n, random = true)
if random == true
if armor_id > 0
for k in 1..n
del_item(armor_id, "a")
end
end
end
@armors[armor_id] = [[armor_number(armor_id) + -n, 0].max, 99].min
end
def set_item(item_id, type, i)
for a in 0..self.actors[i].item_grid.size - 1
for b in 0..self.actors[i].item_grid[a].size - 1
if self.actors[i].item_grid[a][b][0] == 0
case type
when "i"
self.actors[i].item_grid[a][b][0] = item_id
self.actors[i].item_grid[a][b][1] = type
@items[item_id] = [[item_number(item_id) + 1, 0].max, 99].min
return
when "w"
if a < self.actors[i].item_grid.size - 2
if self.actors[i].item_grid[a + 1][b][0] == 0 and
self.actors[i].item_grid[a + 2][b][0] == 0
self.actors[i].item_grid[a][b][0] = item_id
self.actors[i].item_grid[a][b][1] = type
self.actors[i].item_grid[a + 1][b][0] = item_id
self.actors[i].item_grid[a + 1][b][1] = "e"
self.actors[i].item_grid[a + 2][b][0] = item_id
self.actors[i].item_grid[a + 2][b][1] = "e"
@weapons[item_id] = [[weapon_number(item_id) + 1, 0].max, 99].min
return
end
end
when "a"
if b < self.actors[i].item_grid[a].size - 1 and a < self.actors[i].item_grid.size - 2
if self.actors[i].item_grid[a + 1][b][0] == 0 and self.actors[i].item_grid[a + 2][b][0] == 0 and
self.actors[i].item_grid[a][b + 1][0] == 0 and
self.actors[i].item_grid[a + 1][b + 1][0] == 0 and self.actors[i].item_grid[a + 2][b + 1][0] == 0
self.actors[i].item_grid[a][b][0] = item_id
self.actors[i].item_grid[a][b][1] = type
self.actors[i].item_grid[a + 1][b][0] = item_id
self.actors[i].item_grid[a + 1][b][1] = "r"
self.actors[i].item_grid[a + 2][b][0] = item_id
self.actors[i].item_grid[a + 2][b][1] = "r"
self.actors[i].item_grid[a][b + 1][0] = item_id
self.actors[i].item_grid[a][b + 1][1] = "r"
self.actors[i].item_grid[a + 1][b + 1][0] = item_id
self.actors[i].item_grid[a + 1][b + 1][1] = "r"
self.actors[i].item_grid[a + 2][b + 1][0] = item_id
self.actors[i].item_grid[a + 2][b + 1][1] = "r"
@armors[item_id] = [[armor_number(item_id) + 1, 0].max, 99].min
return
end
end
end
end
end
end
end
def del_item(item_id, type)
for i in 0..self.actors.size - 1
for a in 0..self.actors[i].item_grid.size - 1
for b in 0..self.actors[i].item_grid[a].size - 1
if self.actors[i].item_grid[a][b][0] == item_id and
self.actors[i].item_grid[a][b][1] == type
case type
when "i"
self.actors[i].item_grid[a][b][0] = 0
self.actors[i].item_grid[a][b][1] = ""
return
when "w"
self.actors[i].item_grid[a][b][0] = 0
self.actors[i].item_grid[a][b][1] = ""
self.actors[i].item_grid[a + 1][b][0] = 0
self.actors[i].item_grid[a + 1][b][1] = ""
self.actors[i].item_grid[a + 2][b][0] = 0
self.actors[i].item_grid[a + 2][b][1] = ""
return
when "a"
self.actors[i].item_grid[a][b][0] = 0
self.actors[i].item_grid[a][b][1] = ""
self.actors[i].item_grid[a + 1][b][0] = 0
self.actors[i].item_grid[a + 1][b][1] = ""
self.actors[i].item_grid[a + 2][b][0] = 0
self.actors[i].item_grid[a + 2][b][1] = ""
self.actors[i].item_grid[a][b + 1][0] = 0
self.actors[i].item_grid[a][b + 1][1] = ""
self.actors[i].item_grid[a + 1][b + 1][0] = 0
self.actors[i].item_grid[a + 1][b + 1][1] = ""
self.actors[i].item_grid[a + 2][b + 1][0] = 0
self.actors[i].item_grid[a + 2][b + 1][1] = ""
return
end
end
end
end
end
end
end
class Cursor_Icon < RPG::Sprite
def initialize
super
@color = Color.new(255,255,0,150)
@rect = Rect.new(0, 0, 24, 24)
end
def refresh(bitmap, item)
case item
when "i"
x = 4
y = 4
width = 32
height = 32
when "w"
x = 4
y = 36
width = 32
height = 96
when "a"
x = 22
y = 36
width = 64
height = 96
end
if self.bitmap == nil or (self.bitmap.width != width or self.bitmap.height != height)
self.bitmap = Bitmap.new(width, height)
else
self.bitmap.clear
end
self.bitmap.fill_rect(0,0,width,height, @color)
self.bitmap.blt(x, y , bitmap, @rect)
self.z = 9999
end
end
class Window_Base
def draw_actor_picture(actor, x, y)
bitmap = RPG::Cache.battler(actor.character_name, actor.character_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
class Scene_Menu
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)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item2.new(@status_window.index)
when 1 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end