#--------------------------------------------------------------------------
# * Begin SDK Log
#--------------------------------------------------------------------------
SDK.log('MOG Scene Item Laura', '1.0', 'Moghunter', '2007-??-??')
#--------------------------------------------------------------------------
# Begin SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.2, [1])
#--------------------------------------------------------------------------
# * Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.enabled?('MOG Scene Item Laura')
module MOG
#Transition Time.
Item_Transition_Time = 20
#Transition Type(Name)
Item_Trasition_Type = "004-Blind04"
end
class Window_Base < Window
#--------------------------------------------------------------------------
# * Mog_CMS_Rescue_Face
#--------------------------------------------------------------------------
def mog_cms_rescue_face
#------------------------------------------------------------------------
# * Draw Face (Rescue)
#------------------------------------------------------------------------
mog_cms_face = RPG::Cache.picture('')
end
#--------------------------------------------------------------------------
# * Mog_CMS_Draw_Face
#--------------------------------------------------------------------------
def mog_cms_draw_face(actor,x,y)
#------------------------------------------------------------------------
# * Draw Face
#------------------------------------------------------------------------
mog_cms_face = RPG::Cache.picture(actor.name + '_Fc') rescue mog_cms_rescue_face
cw = mog_cms_face.width
ch = mog_cms_face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, mog_cms_face, src_rect)
end
#--------------------------------------------------------------------------
# * Mog_CMS_Draw_HP_Bars
#--------------------------------------------------------------------------
def mog_cms_draw_hp_bars(actor, x, y)
#------------------------------------------------------------------------
# * Draw Bars Back
#------------------------------------------------------------------------
mog_cms_bars_back = RPG::Cache.picture('Bar0')
cw = mog_cms_bars_back.width
ch = mog_cms_bars_back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, mog_cms_bars_back, src_rect)
#------------------------------------------------------------------------
# * Draw HP Bars (Meter)
#------------------------------------------------------------------------
mog_cms_bars_meter = RPG::Cache.picture('HP_Bar')
cw = mog_cms_bars_meter.width * actor.hp / actor.maxhp
ch = mog_cms_bars_meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, mog_cms_bars_meter, src_rect)
#------------------------------------------------------------------------
# * Draw HP Text
#------------------------------------------------------------------------
mog_cms_bars_text = RPG::Cache.picture('HP_Tx')
cw = mog_cms_bars_text.width
ch = mog_cms_bars_text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, mog_cms_bars_text, src_rect)
#------------------------------------------------------------------------
# * Set Colors
#------------------------------------------------------------------------
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
end
#--------------------------------------------------------------------------
# * Mog_CMS_Draw_SP_Bars
#--------------------------------------------------------------------------
def mog_cms_draw_sp_bars(actor, x, y)
#------------------------------------------------------------------------
# * Draw Bars Back
#------------------------------------------------------------------------
mog_cms_bars_back = RPG::Cache.picture('Bar0')
cw = mog_cms_bars_back.width
ch = mog_cms_bars_back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, mog_cms_bars_back, src_rect)
#------------------------------------------------------------------------
# * Draw SP Bars (Meter)
#------------------------------------------------------------------------
mog_cms_bars_meter = RPG::Cache.picture('SP_Bar')
cw = mog_cms_bars_meter.width * actor.sp / actor.maxsp
ch = mog_cms_bars_meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, mog_cms_bars_meter, src_rect)
#------------------------------------------------------------------------
# * Draw SP Text
#------------------------------------------------------------------------
mog_cms_bars_text = RPG::Cache.picture('SP_Tx')
cw = mog_cms_bars_text.width
ch = mog_cms_bars_text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, mog_cms_bars_text, src_rect)
#------------------------------------------------------------------------
# * Set Colors
#------------------------------------------------------------------------
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)
end
#--------------------------------------------------------------------------
# * Mog_CMS_Draw_EXP_Item
#--------------------------------------------------------------------------
def mog_draw_exp_item(actor, x, y)
#------------------------------------------------------------------------
# * Draw EXP Text
#------------------------------------------------------------------------
mog_cms_level_text = RPG::Cache.picture('LV_tx')
cw = mog_cms_level_text.width
ch = mog_cms_level_text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 32, mog_cms_level_text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 101, y + 5, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 100, y + 4, 24, 32, actor.level.to_s, 1)
end
#--------------------------------------------------------------------------
# * Mog_CMS_Draw_Actor_State
#--------------------------------------------------------------------------
def mog_item_draw_actor_state(actor, x, y, width = 80)
#------------------------------------------------------------------------
# * Draw Actor State (Text)
#------------------------------------------------------------------------
mog_item_state_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, mog_item_state_text,1)
end
end
class Window_Target_Item < Window_Selectable
def initialize
super(0, 130, 280, 300)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = Font.default_name
self.z += 10
@item_max = $game_party.actors.size
refresh
end
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 4
y = i * 65
actor = $game_party.actors[i]
mog_cms_draw_face(actor,x,y + 55)
mog_draw_exp_item(actor, x + 110, y + 25 )
mog_cms_draw_actor_state(actor, x + 165, y, 80)
mog_cms_draw_hp_bars(actor, x + 20, y + 0)
mog_cms_draw_sp_bars(actor, x + 20, y + 32)
end
end
def update_cursor_rect
if @index <= -2
self.cursor_rect.set(0, (@index + 10) * 65, self.width - 32, 60)
elsif @index == -1
self.cursor_rect.set(0, 0, self.width - 32, @item_max * 64 )
else
self.cursor_rect.set(0, @index * 65, self.width - 32, 60)
end
end
end
############
# Type_Sel #
############
class Window_TypeSelect < Window_Base
attr_reader :index
attr_reader :help_window
def initialize(x, y, width, height)
super(x, y, width, height)
@item_max = 1
@column_max = 1
@index = -1
end
def index=(index)
@index = index
end
def row_max
return (@item_max + @column_max - 1) / @column_max
end
def top_row
return self.oy / 32
end
def top_row=(row)
if row < 0
row = 0
end
if row > row_max - 1
row = row_max - 1
end
self.oy = row * 32
end
def page_row_max
return (self.height - 32) / 32
end
def page_item_max
return page_row_max * @column_max
end
def update
super
if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::RIGHT)
if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or
@index < @item_max - @column_max
$game_system.se_play($data_system.cursor_se)
@index = (@index + @column_max) % @item_max
end
end
if Input.repeat?(Input::LEFT)
if (@column_max == 1 and Input.trigger?(Input::LEFT)) or
@index >= @column_max
$game_system.se_play($data_system.cursor_se)
@index = (@index - @column_max + @item_max) % @item_max
end
end
end
end
end
###############
# Window_Type #
###############
class Window_Type < Window_TypeSelect
def initialize
super(0, 0, 0, 0)
@item_max = 3
self.index = 0
end
end
##################
# Window_Item_Ex #
##################
class Window_Item_Ex < Window_Selectable
def initialize
super(250, 50, 295, 350)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.name = Font.default_name
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#################
# Window_Weapon #
#################
class Window_Weapon < Window_Selectable
def initialize
super(250, 50, 295, 350)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.name = Font.default_name
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
################
# Window_Armor #
################
class Window_Armor < Window_Selectable
def initialize
super(250, 50, 295, 350)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.name = Font.default_name
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Scene_Item < SDK::Scene_Base
#--------------------------------------------------------------------------
# * Main Processing : Sprite Initialization
#--------------------------------------------------------------------------
def main_sprite
@back = Plane.new
@back.bitmap = RPG::Cache.picture("MN_BK")
@back.z = 100
@item_lay = Sprite.new
@item_lay.bitmap = RPG::Cache.picture("Item_lay")
@item_lay.z = 100
@item_com = Sprite.new
@item_com.bitmap = RPG::Cache.picture("Item_com01")
@item_com.z = 100
end
#--------------------------------------------------------------------------
# * Main Processing : Window Initialization
#--------------------------------------------------------------------------
def main_window
@type = Window_Type.new
@type.opacity = 0
@type.visible = false
@help_window = Window_Help.new
@help_window.y = 405
@item_window = Window_Item_Ex.new
@item_window.help_window = @help_window
@item_window.visible = true
@item_window.active = true
@weapon_window = Window_Weapon.new
@weapon_window.help_window = @help_window
@weapon_window.visible = false
@weapon_window.active = true
@armor_window = Window_Armor.new
@armor_window.help_window = @help_window
@armor_window.visible = false
@armor_window.active = true
@target_window = Window_Target_Item.new
@target_window.visible = false
@target_window.active = false
@help_window.opacity = 0
@help_window.x = -200
@help_window.contents_opacity = 0
@item_window.opacity = 0
@weapon_window.opacity = 0
@armor_window.opacity = 0
@target_window.opacity = 0
@weapon_window.x = 640
@armor_window.x = 640
@item_window.x = 640
@weapon_window.contents_opacity = 0
@armor_window.contents_opacity = 0
@item_window.contents_opacity = 0
end
#--------------------------------------------------------------------------
# * Main Processing : Transition
#--------------------------------------------------------------------------
def main_transition
Graphics.transition(MOG::Item_Transition_Time, "Graphics/Transitions/" + MOG::Item_Trasition_Type)
end
#--------------------------------------------------------------------------
# * Menu Exit Animation Effect
#--------------------------------------------------------------------------
def mog_exit_animation
for i in 0..30
@weapon_window.x += 20
@armor_window.x += 20
@item_window.x += 20
@weapon_window.contents_opacity -= 15
@armor_window.contents_opacity -= 15
@item_window.contents_opacity -= 15
@item_lay.zoom_x += 0.2
@item_lay.opacity -= 15
@item_com.zoom_y += 0.2
@item_com.opacity -= 15
@help_window.contents_opacity -= 15
@back.ox += 1
Graphics.update
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @target_window.x < 0
@target_window.x += 20
elsif @target_window.x >= 0
@target_window.x = 0
end
if @help_window.x < 0
@help_window.x += 10
@help_window.contents_opacity += 15
elsif @help_window.x >= 0
@help_window.x = 0
@help_window.contents_opacity = 255
end
if @item_window.x > 250
@weapon_window.x -= 20
@armor_window.x -= 20
@item_window.x -= 20
@weapon_window.contents_opacity += 15
@armor_window.contents_opacity += 15
@item_window.contents_opacity += 15
elsif @item_window.x <= 250
@weapon_window.x = 250
@armor_window.x = 250
@item_window.x = 250
@weapon_window.contents_opacity = 250
@armor_window.contents_opacity = 250
@item_window.contents_opacity = 250
end
if @target_window.active == false
if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::LEFT) or
Input.press?(Input::RIGHT) or Input.press?(Input::LEFT)
@weapon_window.x = 640
@armor_window.x = 640
@item_window.x = 640
@weapon_window.contents_opacity = 0
@armor_window.contents_opacity = 0
@item_window.contents_opacity = 0
end
if Input.trigger?(Input.dir4) or Input.trigger?(Input.dir4) or
Input.trigger?(Input::L) or Input.trigger?(Input::R)
@help_window.x = -200
@help_window.contents_opacity = 0
end
end
@back.ox += 1
super
case @type.index
when 0
@item_com.bitmap = RPG::Cache.picture("Item_com01")
if @target_window.active == true
update_target
@item_window.active = false
@type.active = false
return
else
@item_window.active = true
@type.active = true
end
@weapon_window.active = false
@armor_window.active = false
@item_window.visible = true
@weapon_window.visible = false
@armor_window.visible = false
when 1
@item_com.bitmap = RPG::Cache.picture("Item_com02")
@item_window.active = false
@weapon_window.active = true
@armor_window.active = false
@item_window.visible = false
@weapon_window.visible = true
@armor_window.visible = false
when 2
@item_com.bitmap = RPG::Cache.picture("Item_com03")
@item_window.active = false
@weapon_window.active = false
@armor_window.active = true
@item_window.visible = false
@weapon_window.visible = false
@armor_window.visible = true
end
if @item_window.active
update_item
return
end
if @weapon_window.active
update_weapon
return
end
if @armor_window.active
update_armor
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_weapon
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
mog_exit_animation
$scene = Scene_Menu.new(0)
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_armor
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
mog_exit_animation
$scene = Scene_Menu.new(0)
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
mog_exit_animation
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item_window.active = false
@target_window.x = (@item_window.index + 1) % 1 * 304
@target_window.visible = true
@target_window.active = true
@target_window.x = -350
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@item_window.refresh
end
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
#--------------------------------------------------------------------------
# * End SDK Enabled Check
#--------------------------------------------------------------------------
end