#==============================================================================
# * 3 Character Menu*
# by Dark Gaia
#==============================================================================
# * This script rewrites your menu screen so that it shows only three party
# members, for games where you only want to use a party of three. *
#==============================================================================
# * THIS SCRIPT ONLY WORKS IN RPG MAKER VX! *
#==============================================================================
# * To install this script into your game, just open up your Script Editor,
# scroll down to where it says â–¼ Materials and just below this point, right
# click, choose "Insert" and paste this script in. *
#==============================================================================
# * This script is free for use in all games, including commercial games, so
# long as you credit me if you use it. *
#==============================================================================
#Begin script - do not edit past here, or you may break the script!
#==============================================================================
# ** Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 360, 360)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
@column_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, actor.index * 115 +2, 2, 92 )
x = actor . index * 115 + WLH / 2
y = 96 + WLH / 2
draw_actor_name (actor, x - 10, y + 0)
draw_actor_class(actor, x - 10, y + 30)
draw_actor_level(actor, x - 10, y + 45)
draw_actor_state(actor, x - 10, y + 60)
if actor . index % 2 == 0
draw_actor_hp(actor, x - 10, y + 125, width - 270)
draw_actor_mp(actor, x - 10, y + 145, width - 270)
else
draw_actor_hp(actor, x - 10, y + 125, width - 270)
draw_actor_mp(actor, x - 10, y + 145, width - 270)
end
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(@index * 115, 0, 96, 103)
elsif @index >= 100 # Self
self.cursor_rect.set( (@index - 100) * 96, 0, 96, 96)
else # All
self.cursor_rect.set(0, 0, 96, @item_max * 96)
end
end
end
#==============================================================================
# ** Window_Location
#==============================================================================
class Window_Lieu < Window_Base
def initialize(x, y)
super(x, y, 360, WLH+32)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
$maps = load_data("Data/MapInfos.rvdata")
@map_id = $game_map.map_id
@map_name = $maps[@map_id].name
self.contents.font.color = system_color
self.contents.font.color = normal_color
self.contents.draw_text(-10, -3, 360, 32, @map_name, 1)
end
end
#==============================================================================
# ** Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@lieu_window = Window_Lieu.new(184, 360)
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(184, 0)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@lieu_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@lieu_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(184, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(4, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
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 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, status
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5 # End Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end