originalwij
Member
HUD Menu
Version: 1.2
Author: OriginalWij
Release Date: 8/28/2008
Introduction
This is a simple HUD-like menu system. It does not modify the sub-menus ... that's where you add your own favorite scripts.
Features
Script
Customization
All customizable options are listed at the top of the script
Compatibility
Overwrites alot of the menu codes, so other menus scripts probably will conflict.
Screenshot
None. Need to see it in action to appreciate it.
Screenshot added.
http://img154.imageshack.us/img154/2912/sshot1dp6.th.png[/img]
DEMO
None. (only the one script)
Demo added. (updated to v1.2)
http://www.mediafire.com/?diqbj605qmj
Installation
Place above main (plug and play).
FAQ
Comments welcome.
Terms and Conditions
Free to use. Please credit me.
Credits
Me
Version: 1.2
Author: OriginalWij
Release Date: 8/28/2008
Introduction
This is a simple HUD-like menu system. It does not modify the sub-menus ... that's where you add your own favorite scripts.
Features
- HUD-like menu
- Increases save slots to 12
- Adds alignment for commands in command menus
- Swap party leader on map with the L and R keys
- Replaces gold name with an icon
- Adds commas to gold display
- Load Game option added to menu
- Probably some things I forgot ...
V1.1 - Now you can turn off the HUD with a switch (per request)
V1.2 - Fixed a bug in the "swap party leader on map" function.
Script
Code:
#==============================================================================
# One Actor HUD System
# v 1.2 - 8/28/2008
# created by OriginalWij
#==============================================================================
module HUD
#=========================================================================#
# Start User Config #
#=========================================================================#
# Colors
HUD_BACK_COLOR = Color.new(0,0,0,75)
HUD_BAR_BACK_COLOR = Color.new(255,255,255,255)
# Gold Icon
HUD_GOLD_ICON = 205
# Load command name
HUD_LOAD_NAME = 'Load Game'
# Location name
HUD_LOCATION = 'Location: '
# Mini-window opactiy
HUD_MINI_OPACITY = 200
# Hud Switch (turns hud off)
HUD_DISABLE_SWITCH = 1
#=========================================================================#
# End User Config #
#=========================================================================#
end
#==============================================================================
# HUD Window (new)
#------------------------------------------------------------------------------
# Draws HP/MP bars on-screen
#==============================================================================
class Hud_Window < Window_Base
#--------------------------------------------------------------------------
# Init
#--------------------------------------------------------------------------
def initialize
super(-10,-16,200,104)
self.opacity = 0
update
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
if $game_switches[HUD::HUD_DISABLE_SWITCH]
self.visible = false
else
self.visible = true
end
self.contents.fill_rect(-2, 6, 136, 92, HUD::HUD_BACK_COLOR)
self.contents.fill_rect(1, 15, 132, 8, HUD::HUD_BAR_BACK_COLOR)
self.contents.fill_rect(1, 37, 132, 8, HUD::HUD_BAR_BACK_COLOR)
@hud_actor = $game_party.members[0]
draw_actor_hp(@hud_actor, 2, 0, 130)
draw_actor_mp(@hud_actor, 2, 22, 130)
hud_draw_actor_level(@hud_actor, 0, 48)
draw_actor_state(@hud_actor, 38, 48)
end
#--------------------------------------------------------------------------
# Draw Level With Small Font
#--------------------------------------------------------------------------
def hud_draw_actor_level(actor, x, y)
self.contents.font.size = 16
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 12, y, 24, WLH, actor.level, 2)
self.contents.font.size = Font.default_size
end
end
#==============================================================================
# HUD Command Window (new)
#------------------------------------------------------------------------------
# Draws individual command windows
#==============================================================================
class Hud_Command_Window < Window_Base
#--------------------------------------------------------------------------
# Init
#--------------------------------------------------------------------------
def initialize(y)
super(-168, y, 160, 56)
self.back_opacity = HUD::HUD_MINI_OPACITY
update
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
self.contents.clear
end
end
#==============================================================================
# Dummy Location Window (new)
#------------------------------------------------------------------------------
# Draws the dummy location window
#==============================================================================
class Hud_Dummy_Location_Window < Window_Base
#--------------------------------------------------------------------------
# Init
#--------------------------------------------------------------------------
def initialize
super(128, 382, 416, 34)
self.z = 0
update
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
self.contents.clear
end
end
#==============================================================================
# Location Window (new)
#------------------------------------------------------------------------------
# Draws the location window
#==============================================================================
class Hud_Location_Window < Window_Base
#--------------------------------------------------------------------------
# Init
#--------------------------------------------------------------------------
def initialize
super(128, 370, 416, 56)
self.opacity = 0
update
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
self.contents.clear
$hud_maps = load_data("Data/MapInfos.rvdata")
@hud_maps_id = $game_map.map_id
@hud_current_map = $hud_maps[@hud_maps_id].name
@hud_current_map.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
@hud_current_map.gsub!(/\[.*\]/) {""}
hud_textsize = contents.text_size(HUD::HUD_LOCATION).width
self.contents.font.color = system_color
self.contents.draw_text(0, -4, 128, 32, HUD::HUD_LOCATION)
self.contents.font.color = normal_color
self.contents.draw_text(hud_textsize + 5, -4, 400, 32, @hud_current_map, 0)
end
end
#==============================================================================
# HUD Money Window (new)
#------------------------------------------------------------------------------
# Draws a dummy money window
#==============================================================================
class Hud_Money_Window < Window_Base
#--------------------------------------------------------------------------
# Init
#--------------------------------------------------------------------------
def initialize
super(0, 382, 128, 34)
self.z = 0
update
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
self.contents.clear
end
end
#==============================================================================
# Window_Base Overwrite
#------------------------------------------------------------------------------
# Rewrites draw currency to display an icon and add commas (total rewrite)
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# Daw currency with currency icon and commas
#--------------------------------------------------------------------------
def draw_currency_value(value, x, y, width)
hud_width = width - 22
self.contents.font.color = normal_color
@value = value / 1000
@value3 = value - (@value*1000)
@value = value / 1000000
@value2 = (value - (@value*1000000)) / 1000
@value = value / 1000000
@value_h = @value3.to_s
@value_t = @value2.to_s
@value_m = @value.to_s
if value > 999999
if @value3 > 99
self.contents.draw_text(x - 4, y, hud_width, WLH, @value_h, 2)
elsif @value3 > 9
self.contents.draw_text(x - 4, y, hud_width, WLH, '0' + @value_h, 2)
else
self.contents.draw_text(x - 4, y, hud_width, WLH, '00' + @value_h, 2)
end
self.contents.draw_text(x + 48, y, 11, WLH, ',', 2)
if @value2 > 99
self.contents.draw_text(x - 42, y, hud_width, WLH, @value_t, 2)
elsif @value2 > 9
self.contents.draw_text(x - 42, y, hud_width, WLH, '0' + @value_t, 2)
else
self.contents.draw_text(x - 42, y, hud_width, WLH, '00' + @value_t, 2)
end
self.contents.draw_text(x + 12, y, 11, WLH, ',', 2)
self.contents.draw_text(x - 79, y, hud_width, WLH, @value_m, 2)
elsif value > 999
if @value3 > 99
self.contents.draw_text(x - 4, y, hud_width, WLH, @value_h, 2)
elsif @value3 > 9
self.contents.draw_text(x - 4, y, hud_width, WLH, '0' + @value_h, 2)
else
self.contents.draw_text(x - 4, y, hud_width, WLH, '00' + @value_h, 2)
end
self.contents.draw_text(x + 48, y, 11, WLH, ',', 2)
self.contents.draw_text(x - 52, y, hud_width, WLH, @value_t, 2)
else
self.contents.draw_text(x - 4, y, hud_width, WLH, @value_h, 2)
end
self.contents.font.color = normal_color
draw_icon(HUD::HUD_GOLD_ICON, x + hud_width, y, true)
end
end
#==============================================================================
# Window_Command Overwrite
#------------------------------------------------------------------------------
# Allows commands to be aligned
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Draw Item (added align)
# index : item number
# enabled : enabled flag. When false, draw semi-transparently.
# align : align text flag. 0 = left justified
# 1 = centered
# 2 = right justified
#
#--------------------------------------------------------------------------
def draw_item(index, enabled = true, align = 0) #:add argument
@align = align # :add alignment arg.
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
case @align # :add check for alignment
when 1
self.contents.draw_text(rect, @commands[index], 1) # :add center
when 2
self.contents.draw_text(rect, @commands[index], 2) # :add right justify
else
self.contents.draw_text(rect, @commands[index], 0) # :old left justify
end
end
end
#==============================================================================
# Window_Help Overwrite
#------------------------------------------------------------------------------
# Force center alignment
#==============================================================================
class Window_Help < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 544, WLH + 32)
end
#--------------------------------------------------------------------------
# * Set Text
# text : character string displayed in window
# align : alignment (0..flush left, 1..center, 2..flush right)
#--------------------------------------------------------------------------
def set_text(text, align = 1) # :force align
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, WLH, text, align)
@text = text
@align = align
end
end
end
#==============================================================================
# Window_MenuStatus (mod)
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias hud_menu_status_initialize initialize
def initialize(x, y)
hud_menu_status_initialize(x,y)
self.z = 1000
end
end
#==============================================================================
# Window_SaveFile Overwrite
#------------------------------------------------------------------------------
# Adjusts window size, count, and appearance
#==============================================================================
class Window_SaveFile < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# file_index : save file index (0-11)
# filename : filename
#--------------------------------------------------------------------------
def initialize(file_index, filename)
@save_offset = 0
@save_offset = 272 if file_index > 5
super(@save_offset, 56 + file_index % 6 * 60, 272, 60)
@file_index = file_index
@filename = filename
load_gamedata
refresh
@selected = false
end
#--------------------------------------------------------------------------
# * Load Partial Game Data - :added access to character names
# By default, switches and variables are not used (for expansion use,
# such as displaying place names)
#--------------------------------------------------------------------------
def load_gamedata
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
begin
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
@game_system = Marshal.load(file)
@game_message = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@hud_self_sw = Marshal.load(file)
@hud_actors = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
rescue
@file_exist = false
ensure
file.close
end
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
name = Vocab::File + " #{@file_index + 1}"
self.contents.draw_text(4, 0, 100, WLH, name)
@name_width = contents.text_size(name).width
if @file_exist
draw_party_characters(84, 30)
self.contents.font.color = normal_color
draw_playtime(0, 0, contents.width - 4, 2)
end
end
#--------------------------------------------------------------------------
# * Draw Party Characters (changed spacing)
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_party_characters(x, y)
for i in 0...@characters.size
name = @characters[i][0]
index = @characters[i][1]
draw_character(name, index, x + i * 24, y)
end
end
#--------------------------------------------------------------------------
# * Draw Play Time
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
# width : Width
# align : Alignment
#--------------------------------------------------------------------------
def draw_playtime(x, y, width, align)
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
time_string = sprintf("%02d:%02d", hour, min)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width, WLH, time_string, 2)
end
end
#==============================================================================
# Scene_Base Overwrite
#------------------------------------------------------------------------------
# Rewrites the menu background script to be un-blurred and un-tinted
#==============================================================================
class Scene_Base
#--------------------------------------------------------------------------
# Create Un-blurred Snapshot for Using as Background of Another Screen
#--------------------------------------------------------------------------
def snapshot_for_background
$game_temp.background_bitmap.dispose
$game_temp.background_bitmap = Graphics.snap_to_bitmap
end
#--------------------------------------------------------------------------
# Create Un-tinted Background for Menu Screen
#--------------------------------------------------------------------------
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(0, 0, 0, 0)
update_menu_background
end
end
#==============================================================================
# Scene_Title Overwrite
#------------------------------------------------------------------------------
# Center start menu commands
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Create Command Window (centered)
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 288
@command_window.draw_item(0, true, 1)
@command_window.draw_item(1, true, 1)
@command_window.draw_item(2, true, 1)
if @continue_enabled # If continue is enabled
@command_window.index = 1 # Move cursor over command
else # If disabled
@command_window.draw_item(1, false, 1) # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
end
end
#==============================================================================
# Scene Map Mod
#------------------------------------------------------------------------------
# Adds HP/MP window to map screen
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# Start (Include HUD)
#--------------------------------------------------------------------------
alias hud_scene_map_start start
def start
hud_scene_map_start
#add hud window
@hud_window = Hud_Window.new
end
#--------------------------------------------------------------------------
# Terminate (Include HUD)
#--------------------------------------------------------------------------
alias hud_scene_map_terminate terminate
def terminate
hud_scene_map_terminate
#dispose hud window
@hud_window.dispose
end
#--------------------------------------------------------------------------
# Update (Include HUD and L & R)
#--------------------------------------------------------------------------
alias hud_scene_map_update update
def update
hud_scene_map_update
#update hud window
@hud_window.update
#check for L and R
if Input.trigger? (Input::R)
if $game_party.members.size > 1
Sound.play_save
hud_lead_hold1 = $game_party.members[0].id
$game_party.remove_actor (hud_lead_hold1)
$game_party.add_actor (hud_lead_hold1)
$game_player.refresh
end
elsif Input.trigger? (Input::L)
if $game_party.members.size > 1
Sound.play_save
hud_lead_hold1 = $game_party.members[0].id
hud_lead_hold2 = $game_party.members[1].id
hud_lead_hold3 = $game_party.members[2].id
@hud_party_size = $game_party.members.size
$game_party.remove_actor (hud_lead_hold1)
$game_party.remove_actor (hud_lead_hold2) if @hud_party_size > 2
$game_party.remove_actor (hud_lead_hold3) if @hud_party_size > 3
$game_party.add_actor (hud_lead_hold1)
$game_party.add_actor (hud_lead_hold2) if @hud_party_size > 2
$game_party.add_actor (hud_lead_hold3) if @hud_party_size > 3
$game_player.refresh
end
end
end
end
#==============================================================================
# Scene_Menu Mods & Overwrites
#------------------------------------------------------------------------------
# Mods:
# 1) Adjusts command window position
# 2) Makes status window invisible
# 3) Adjusts gold window position
# 4) Makes gold window transparent
# 5) Adds mini-windows to terminate
#
# Adds:
# 1) Mini-windows for commands
#
# Overwrites:
# 1) Rewrites commands to be invisible and adds Load command
# 2) Adds load & up/down check to update selection
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# Start (with adjustments)
#--------------------------------------------------------------------------
alias hud_scene_menu_start start
def start
hud_scene_menu_start
# adjust command window position
@command_window.x = -160
# adjust status window visibility
@status_window.visible = false
# adjust gold window position
@gold_window.x = -19
@gold_window.y = 370
# create location window
@hud_location_window = Hud_Location_Window.new
# create dummy windows
@hud_money_window = Hud_Money_Window.new
@hud_dummy_location_window = Hud_Dummy_Location_Window.new
# adjust gold window transparency
@gold_window.opacity = 0
end
#--------------------------------------------------------------------------
# Create Mini Command Windows (new)
#--------------------------------------------------------------------------
def create_mini_windows
@mini_command_window = []
for i in 0..6
@mini_command_window[i] = Hud_Command_Window.new(i * 24 + 80)
end
if $game_party.members.size == 0
@mini_command_window[0].contents.font.color.alpha = 128
@mini_command_window[1].contents.font.color.alpha = 128
@mini_command_window[2].contents.font.color.alpha = 128
@mini_command_window[3].contents.font.color.alpha = 128
end
@mini_command_window[0].contents.draw_text(-15, 0, 160, 24, Vocab::item, 1)
@mini_command_window[1].contents.draw_text(-15, 0, 160, 24, Vocab::skill, 1)
@mini_command_window[2].contents.draw_text(-15, 0, 160, 24, Vocab::equip, 1)
@mini_command_window[3].contents.draw_text(-15, 0, 160, 24, Vocab::status, 1)
if $game_system.save_disabled
@mini_command_window[4].contents.font.color.alpha = 128
end
@mini_command_window[4].contents.draw_text(-15, 0, 160, 24, Vocab::save, 1)
@mini_command_window[5].contents.draw_text(-15, 0, 160, 24, HUD::HUD_LOAD_NAME, 1)
@mini_command_window[6].contents.draw_text(-15, 0, 160, 24, Vocab::game_end, 1)
end
#--------------------------------------------------------------------------
# * Termination Processing (add mini, location, & dummy windows)
#--------------------------------------------------------------------------
alias hud_scene_menu_terminate terminate
def terminate
hud_scene_menu_terminate
@hud_money_window.dispose
@hud_dummy_location_window.dispose
@hud_location_window.dispose
for i in 0..6
@mini_command_window[i].dispose
end
end
#--------------------------------------------------------------------------
# Create Command Window With Invisiblity and Load Command (Rewrite)
#--------------------------------------------------------------------------
def create_command_window
create_mini_windows # new: call mini window creation
s1 = ""
s2 = ""
s3 = ""
s4 = ""
s5 = ""
s6 = ""
s7 = ""
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
for i in 1..10
@mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8
Graphics.wait(1)
end
end
#--------------------------------------------------------------------------
# Update Command Selection With Arrow Check, Load, and Location (Rewrite)
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B) #original
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C) #original
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 # Items
$scene = Scene_Item.new
when 1,2,3 # Skills, Equip, Status
@status_window.visible = true
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5 # :changed to Load
$scene = Scene_File.new(false, false, false)
when 6 # End Game :changed from 5 to 6
$scene = Scene_End.new
end
# :new - move mini windows
elsif Input.repeat?(Input::UP) # :new
@offset = @command_window.index + 1
@offset = 0 if @offset > 6
for i in 1..10
@mini_command_window[@offset].x -= 16 if @mini_command_window[@offset].x > -168
@mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8
Graphics.wait(1)
end
elsif Input.repeat?(Input::DOWN) # :new
@offset = @command_window.index - 1
@offset = 6 if @offset < 0
for i in 1..10
@mini_command_window[@offset].x -= 16 if @mini_command_window[@offset].x > -168
@mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8
Graphics.wait(1)
end
end
end
#--------------------------------------------------------------------------
# * End Actor Selection (Mod
#--------------------------------------------------------------------------
alias hud_end_actor_selection end_actor_selection
def end_actor_selection
hud_end_actor_selection
@status_window.visible = false
end
end
#==============================================================================
# Scene_Item Overwrite
#------------------------------------------------------------------------------
# Adjusted for only 1 character
#==============================================================================
class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# Show Target Window (adjusted viewport)
#--------------------------------------------------------------------------
def show_target_window(right)
@item_window.active = false
width_remain = 544 - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
end
end
#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
# This class performs the skill screen processing.
#==============================================================================
class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# * Show Target Window
# right : Right justification flag (if false, left justification)
#--------------------------------------------------------------------------
def show_target_window(right)
@skill_window.active = false
width_remain = 544 - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
end
end
#==============================================================================
# Scene_File Overwrite
#------------------------------------------------------------------------------
# Add return for Load command and adjust number of files
#==============================================================================
class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
if @saving
$scene = Scene_Menu.new(4)
else
$scene = Scene_Menu.new(5)
end
end
end
#--------------------------------------------------------------------------
# * Create Save File Window
#--------------------------------------------------------------------------
def create_savefile_windows
@savefile_windows = []
for i in 0..11
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@item_max = 12
end
#--------------------------------------------------------------------------
# * Update Save File Selection
#--------------------------------------------------------------------------
alias hud_update_savefile_selection update_savefile_selection
def update_savefile_selection
hud_update_savefile_selection
if Input.trigger?(Input::RIGHT)
if @index < 6
Sound.play_cursor
@savefile_windows[@index].selected = false
@index += 6
@savefile_windows[@index].selected = true
end
elsif Input.trigger?(Input::LEFT)
if @index > 5
Sound.play_cursor
@savefile_windows[@index].selected = false
@index -= 6
@savefile_windows[@index].selected = true
end
end
end
end
#==============================================================================
# Scene_End Overwrite
#------------------------------------------------------------------------------
# Adjusts return for Quit because of adding Load & centers menu
#==============================================================================
class Scene_End < Scene_Base
#--------------------------------------------------------------------------
# * Create Command Window (centered)
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::to_title
s2 = Vocab::shutdown
s3 = Vocab::cancel
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = (416 - @command_window.height) / 2
@command_window.openness = 0
@command_window.draw_item(0, true, 1)
@command_window.draw_item(1, true, 1)
@command_window.draw_item(2, true, 1)
end
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(6)
end
end
Customization
All customizable options are listed at the top of the script
Compatibility
Overwrites alot of the menu codes, so other menus scripts probably will conflict.
Screenshot
None. Need to see it in action to appreciate it.
Screenshot added.
http://img154.imageshack.us/img154/2912/sshot1dp6.th.png[/img]
DEMO
None. (only the one script)
Demo added. (updated to v1.2)
http://www.mediafire.com/?diqbj605qmj
Installation
Place above main (plug and play).
FAQ
Comments welcome.
Terms and Conditions
Free to use. Please credit me.
Credits
Me