# * Custom Menu System (CMS) by mewsterus
# * To install, just insert this in a descriptive code slot right above Main
#===============================================================================
# ¦ Window_Base
#-------------------------------------------------------------------------------
# Edited by mewsterus
#===============================================================================
class Window_Base
#-----------------------------------------------------------------------------
# @ Draw state
#-----------------------------------------------------------------------------
def draw_actor_state(actor, x, y, width = 120)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text, 2)
end
#-----------------------------------------------------------------------------
# @ Draw EXP
#-----------------------------------------------------------------------------
def draw_actor_exp(actor, x, y, width = 144)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 48, 32, "Exp")
self.contents.font.color = normal_color
self.contents.draw_text(x + width - 48, y, 48, 32, actor.exp_s, 2)
end
end
#===============================================================================
# ¦ Window_MenuStatus
#-------------------------------------------------------------------------------
# Edited by mewsterus
#===============================================================================
class Window_MenuStatus < Window_Base
#-----------------------------------------------------------------------------
# @ Create the window
#-----------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 288, 120)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.back_opacity = 160
@actor = actor
refresh
self.active = false
end
#-----------------------------------------------------------------------------
# @ Draw contents
#-----------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 86)
draw_actor_name(@actor, 0, 0)
draw_actor_level(@actor, 112, 0)
draw_actor_class(@actor, 172, 0)
draw_actor_state(@actor, 0, 20, 108)
draw_actor_exp(@actor, 112, 20)
draw_actor_hp(@actor, 112, 40)
draw_actor_sp(@actor, 112, 60)
end
#-----------------------------------------------------------------------------
# @ Update the window
#-----------------------------------------------------------------------------
def update
super
if @selected
self.cursor_rect.set(-8, -8, 272, 104)
else
self.cursor_rect.empty
end
end
#-----------------------------------------------------------------------------
# @ Accept whether window is selected
#-----------------------------------------------------------------------------
def selected=(selected)
@selected = selected
update
end
end
#===============================================================================
# ¦ Scene_Menu
#-------------------------------------------------------------------------------
# Edited by mewsterus
#===============================================================================
class Scene_Menu
#-----------------------------------------------------------------------------
# @ Accept indeces
#-----------------------------------------------------------------------------
def initialize(menu_index = 0, status_index = 0)
@menu_index = menu_index
@status_index = status_index
end
#-----------------------------------------------------------------------------
# @ Start the scene
#-----------------------------------------------------------------------------
def main
@sprite = Spriteset_Map.new
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "MemoryCard"
s6 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.back_opacity = 160
@command_window.x = 0
@command_window.y = 640
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@steps_window = Window_Steps.new
@steps_window.x = -320
@steps_window.y = 0
@steps_window.back_opacity = 160
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = -224
@playtime_window.back_opacity = 160
@gold_window = Window_Gold.new
@gold_window.x = -384
@gold_window.y = 192
@gold_window.back_opacity = 160
if $itemdrop_enabled
@itemdrop = Window_Command.new(160, ["Basic", "Equipment", "Quest"])
else
@itemdrop = Window_Base.new(240, 144, 160, 128)
end
@itemdrop.x = -160
@itemdrop.y = 256
@itemdrop.back_opacity = 160
@itemdrop.active = false
@status_windows = []
for i in 0...$game_party.actors.size
@status_windows.push(Window_MenuStatus.new($game_party.actors[i]))
@status_windows[i].x = 672 + i * 64
@status_windows[i].y = i * 120 + (240 - $game_party.actors.size * 60)
@status_windows[i].active = true
end
Graphics.transition
loop do
Graphics.update
Input.update
if @steps_window.x < 0
@steps_window.x += 32
end
if @playtime_window.y < 96
@playtime_window.y += 32
end
if @gold_window.x < 0
@gold_window.x += 32
end
for i in 0...$game_party.actors.size
if @status_windows[i].x > 366
@status_windows[i].x -= 64
end
end
if @command_window.y > 256
@command_window.y -= 32
else
update
end
if $scene != self
break
end
end
for i in 0..12
@gold_window.x -= 32
if i >= 1
@steps_window.x -= 32
end
if i >= 2
@playtime_window.y -= 32
@command_window.y += 32
end
if i >= 3
@status_windows[0].x += 64
@itemdrop.x -= 32
end
if i >= 4 and $game_party.actors.size >= 2
@status_windows[1].x += 64
end
if i >= 5 and $game_party.actors.size >= 3
@status_windows[2].x += 64
end
if i >= 7 and $game_party.actors.size >= 4
@status_windows[3].x += 64
end
Graphics.update
end
Graphics.freeze
@sprite.dispose
@command_window.dispose
@steps_window.dispose
@playtime_window.dispose
@gold_window.dispose
@itemdrop.dispose
for i in 0...$game_party.actors.size
@status_windows[i].dispose
end
end
#-----------------------------------------------------------------------------
# @ Update the scene
#-----------------------------------------------------------------------------
def update
@sprite.update
@command_window.update
@steps_window.update
@playtime_window.update
@gold_window.update
@itemdrop.update
for i in 0...$game_party.actors.size
@status_windows[i].update
end
if @command_window.active
update_command
return
end
if @status_windows_active
update_status
return
end
if @itemdrop.active
update_itemdrop
return
end
end
#-----------------------------------------------------------------------------
# @ Update the command window
#-----------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
if $itemdrop_enabled
loop do
if @itemdrop.x < 160
@itemdrop.x += 40
else
break
end
Graphics.update
end
@command_window.active = false
@itemdrop.active = true
return
end
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_windows_active = true
@status_windows[@status_index].selected = true
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_windows_active = true
@status_windows[@status_index].selected = true
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_windows_active = true
@status_windows[@status_index].selected = true
when 4
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to MNemorycard screen
$scene = Scene_MemoryCard.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
#-----------------------------------------------------------------------------
# @ Update the status windows
#-----------------------------------------------------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window_active = false
@status_windows[@status_index].selected = false
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_index)
end
return
end
if Input.repeat?(Input::DOWN)
if Input.trigger?(Input::DOWN) or @status_index<$game_party.actors.size-1
$game_system.se_play($data_system.cursor_se)
@status_windows[@status_index].selected = false
@status_index = (@status_index + 1) % $game_party.actors.size
@status_windows[@status_index].selected = true
return
end
end
if Input.repeat?(Input::UP)
if Input.trigger?(Input::UP) or @status_index > 0
$game_system.se_play($data_system.cursor_se)
@status_windows[@status_index].selected = false
@status_index = (@status_index + $game_party.actors.size - 1) %
$game_party.actors.size
@status_windows[@status_index].selected = true
return
end
end
end
#-----------------------------------------------------------------------------
# @ Update the itemdrop window
#-----------------------------------------------------------------------------
def update_itemdrop
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
loop do
if @itemdrop.x > -160
@itemdrop.x -= 40
else
break
end
Graphics.update
end
@itemdrop.active = false
@command_window.active = true
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new(@itemdrop.index + 20)
end
end
end