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#==============================================================================
#
#  Yuuta Kirishima / Dexter ~ Random Song PLayer
# -- Script Call: RandomMusic.play(volume, pitch)
# -- Example: RandomMusic.play(100, 100)
#
#
#==============================================================================
=begin
$music = Dir["Audio/BGM/*"]
class Music
attr_accessor :song
def initialize
@song = $music.sample
end
def play(volume, pitch)
RPG::BGM.new(@song, volume, pitch).play
end
end
RandomMusic = Music.new
RandomMusic.song = $music.sample[10..500]
=end
#=================================================================================
#
# YMS Yuuta Menu System
# 2015 (C)opyright Yuuta Kirishima
#
#
#=================================================================================
class Scene_Menu < Scene_MenuBase
def start
super
create_menu_background
create_command_window
create_gold_window
create_timer_window
create_location_window
create_status_window
end
def create_menu_background
@menu_background = Sprite.new
@menu_background.bitmap = Cache.system('menu_bg')
end
def dispose_menu_background
@menu_background.bitmap.dispose
@menu_background.dispose
end
def terminate
super
dispose_background
dispose_menu_background
end
def create_gold_window
@gold_window = Window_Gold.new
end
def create_timer_window
@timer_window = Window_Timer.new
end
def create_location_window
@location_window = Window_Location.new
end
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_personal))
@command_window.set_handler(:equip, method(:command_personal))
@command_window.set_handler(:status, method(:command_personal))
@command_window.set_handler(:formation, method(:command_formation))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
end
def create_status_window
@status_window = Window_MenuStatus.new(217, 13)
end
end
class Window_MenuCommand < Window_Command
def initialize
super(29, 105)
self.opacity = 0 if SceneManager.scene_is?(Scene_Menu)
select_last
end
def window_width
return 160
end
def window_height
return 192
end
def make_command_list
add_command(Vocab::item, :item, main_commands_enabled)
add_command(Vocab::skill, :skill, main_commands_enabled)
add_command(Vocab::equip, :equip, main_commands_enabled)
add_command(Vocab::status, :status, main_commands_enabled)
add_command(Vocab::formation, :formation, formation_enabled)
add_command(Vocab::save, :save, save_enabled)
add_command(Vocab::game_end, :game_end)
end
def alignment
return 1
end
end
class Window_MenuStatus < Window_Selectable
def initialize(x, y)
super(x, y, window_width, window_height)
@pending_index = -1
self.opacity = 0 if SceneManager.scene_is?(Scene_Menu)
refresh
end
def window_width
return 384
end
def window_height
return 416
end
def item_height
return (height - standard_padding * 2) / 4
end
def draw_item(index)
actor = $game_party.members[index]
enabled = $game_party.battle_members.include?(actor)
rect = item_rect(index)
draw_item_background(index)
draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)
draw_actor_simple_status(actor, rect.x, rect.y)
end
def draw_actor_simple_status(actor, x, y)
draw_actor_name(actor, x + 108, y + 12)
draw_actor_level(actor, x + 108, y + 36)
draw_actor_icons(actor, x + 108, y + 60)
draw_actor_class(actor, x + 228, y + 12)
draw_actor_hp(actor, x + 228, y + 36)
draw_actor_mp(actor, x + 228, y + 60)
end
def draw_face(face_name, face_index, x, y, enabled = true)
bitmap = Cache.face(face_name)
rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, 96, 96)
contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha)
bitmap.dispose
end
def draw_actor_name(actor, x, y, width = 112)
change_color(hp_color(actor))
draw_text(x, y, width, 24, actor.name)
end
def draw_actor_level(actor, x, y)
change_color(system_color)
draw_text(x, y, 32, line_height, Vocab::level_a)
change_color(normal_color)
draw_text(x + 56 - 24, y, 24, 24, actor.level, 2)
end
def draw_actor_icons(actor, x, y, width = 96)
icons = (actor.state_icons + actor.buff_icons)[0, ((24/24)*width)/24]
icons.each_with_index {|n, i| draw_icon(n, x + 24 * (i % (width / 24)), y + 24 * (i / (width / 24))) }
end
def draw_actor_class(actor, x, y, width = 112)
change_color(normal_color)
draw_text(x, y, width, 24, actor.class.name)
end
def draw_actor_hp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, Vocab::hp_a)
draw_current_and_max_values(x, y, width, actor.hp, actor.mhp,
hp_color(actor), normal_color)
end
def draw_actor_mp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, Vocab::mp_a)
draw_current_and_max_values(x, y, width, actor.mp, actor.mmp,
mp_color(actor), normal_color)
end
end
class Window_MenuActor < Window_MenuStatus
def initialize
super(0, 0)
self.visible = false
end
def window_height
Graphics.height
end
end
class Window_Gold < Window_Base
def initialize
super(138, 423, window_width, 48)
self.opacity = 0 if SceneManager.scene_is?(Scene_Menu)
refresh
end
def window_width
return 160
end
def refresh
contents.clear
change_color(system_color)
draw_text(4, 0, contents_width - 8, line_height, 'Gold')
cx = text_size(currency_unit).width
change_color(normal_color)
draw_text(4, contents_height - line_height, contents.width - 8 - cx - 2, line_height, value, 2)
change_color(system_color)
draw_text(4, contents_height - line_height, contents.width - 8, line_height, currency_unit, 2)
end
end
class Window_Location < Window_Base
def initialize
super(476, 420, window_width, 48)
self.opacity = 0 if SceneManager.scene_is?(Scene_Menu)
refresh
end
def window_width
return 160
end
def refresh
contents.clear
change_color(system_color)
draw_text(4, 0, contents_width - 8, line_height, 'Locate')
change_color(normal_color)
draw_text(4, contents_height - line_height, contents_width - 8, line_height, $game_map.display_name, 2)
end
def open
refresh
super
end
end
class Window_Timer < Window_Base
def initialize
super(307, 422, window_width, 48)
self.opacity = 0 if SceneManager.scene_is?(Scene_Menu)
refresh
end
def window_width
return 160
end
def refresh
contents.clear
change_color(system_color)
draw_text(4, 0, contents_width - 8, line_height, 'Time')
change_color(normal_color)
draw_playtime(4, contents_height - line_height, contents.width - 8, 2)
end
def open
refresh
super
end
def draw_playtime(x, y, width, align)
draw_text(x, y, width, line_height, $game_system.playtime_s, align)
end
def update
refresh
end
end
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