Here is the little bit of code i want added:
Quote#------------------------------------------------------------------------------
# * Possible Call Scripts:
#
# ~ open_triad_main(animation = true) : Opens Main Menu
# ~ open_triad_profile(animation = true) : Opens Profile Menu
# ~ open_triad_viewcards(deck_index = 0) : Opens View Cards
# ~ open_triad_shop(animation = true) : Opens Shop Scene
# ~ open_triad_database : Opens Database Scene
# ~ open_triad_tutorial : Open Tutorial Scene
# ~ gain_triads(amount) : Quick Gain Triads
# ~ gain_triad_card(c_index, l_index = 0, d_index = 0) : Quick Gain Card
#------------------------------------------------------------------------------
here is the menu
#=============================================================
# 1-Scene Custom Menu System
#=============================================================
# LegACy
# Version 1.17b
# 7.29.06
#=============================================================
# This script is a further development of Hydrolic's CMS
# request. I enhance it toward every aspect of a menu system
# so now it all operates in one scene full of animation.
# There's an animated sprite and element wheel features.
# There's also different category for items implemented.
# Now there's enhanced equipment features as well as faceset
# features. Don't forget the icon command feature, too!
# The newest version now has an integrated party swapper!
#
# To put items into different catagory, simply apply
# attributes to them, you can apply more than 1 attributes
# to each item. In default, the attributes are :
# :: 17 > Recovery items
# :: 18 > Weaponry
# :: 19 > Armor
# :: 20 > Accessories
# :: 21 > Key Items
# :: 22 > Miscellanous Items
#
# Faceset pictures should be 'Potrait_', or 'Class_' if you based it
# on actor's class, followed with the ID of the actor. So for Arshes
# it will either 'Potrait_1' or 'Class_1'
#
# For customization, look in LegACy class, further explanation's
# located there.
#
# Special thanks to Hydrolic for the idea, Diego for the
# element wheel, SephirotSpawn for sprite animation, KGC
# for the his AlterEquip script and Squall for his ASM.
#=============================================================
#==============================================================================
# ** LegACy's Script Customization (CMS)
#==============================================================================
class LegACy
#--------------------------------------------------------------------------
# * Custom Scripts Support
#--------------------------------------------------------------------------
AMS = true # True if you're using AMS script.
ATS = false # True if you're using ATS script.
ABS = false # True if you're using Near's ABS script.
PREXUS = false # True if you're using Prexus' ABS script.
#--------------------------------------------------------------------------
# * Features Customization Constants
#--------------------------------------------------------------------------
ANIMATED = false # True if you want to have animated chara feature.
EXTRA_EQUIP = true # True if you want to use Enhanced Equipment feature.
PARTY_SWAP = true # True if you want to use Party Swapper feature.
BATTLE_BAR = true # True if you want to have bar for battle system.
ICON = true # True if you want to have icon on command_window.
MAX_PARTY = 4 # Number of max member in the party.
SAVE_NUMBER = 99 # Number of save slot available
#--------------------------------------------------------------------------
# * Item Grouping Customization Constants
#--------------------------------------------------------------------------
ITEMS = [17, 19, 21, 18, 20, 22] # Attributes ID for Item Catagory in order.
#--------------------------------------------------------------------------
# * Display Customization Constants
#--------------------------------------------------------------------------
WIN_OPACITY = 200 # Opacity of CMS' windows
WIN_Z = 201 # Z value of CMS' windows
ICON_NAME = ['menu', 'item'] # Image name for icon, first is for main menu while the second is for item command.
POTRAIT = [false, false] # True if you want to use faceset instead of charset display, first is for front menu while the second is for status window.
CLASS_POTRAIT = [false, false] # True if you want to base the faceset on class instead of actor, first is for front menu while the second is for status window.
POTRAIT_DIR = 'Potrait_' # Image name for actor-based faceset.
CLASS_DIR = 'Class_' # Image name for class-based faceset.
STAT_BAR = [false, false, true] # Windows where the stat bar appears.
BAR_COLOR = [Color.new(255, 0, 0, 200), # Color for bars.
Color.new(255, 255, 0, 200),
Color.new(0, 255, 255, 200),
Color.new(200, 64, 64, 255),
Color.new(64, 128, 64, 255),
Color.new(160, 100, 160, 255),
Color.new(128, 128, 200, 255)]
#--------------------------------------------------------------------------
# * Element Wheel Customization Constants
#--------------------------------------------------------------------------
ELEMENT_NUMBER = 8 # Number of elements applied in the element wheel.
ELEMENTS = [1, 2, 3, 4, 5, 6, 7, 8] # Elements that appear on the element wheel, in order.
end
#==============================================================================
# ** Bitmap
#==============================================================================
class Bitmap
def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
distance = (start_x - end_x).abs + (start_y - end_y).abs
if end_color == start_color
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
if width == 1
self.set_pixel(x, y, start_color)
else
self.fill_rect(x, y, width, width, start_color)
end
end
else
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
r = start_color.red * (distance-i)/distance + end_color.red * i/distance
g = start_color.green * (distance-i)/distance + end_color.green * i/distance
b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
if width == 1
self.set_pixel(x, y, Color.new(r, g, b, a))
else
self.fill_rect(x, y, width, width, Color.new(r, g, b, a))
end
end
end
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Get Current Experience Points
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get Needed Experience Points
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. Refer to "$game_party" for the instance of this class.
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :reserve # reserve actors
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias legacy_CMS_gameparty_init initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Create reserve actor array
@reserve = []
legacy_CMS_gameparty_init
Font.default_name = "Inkpen2 Script"
end
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# Get actor
actor = $game_actors[actor_id]
# If the party has less than 4 members and this actor is not in the party
if @actors.size < LegACy::MAX_PARTY and not @actors.include?(actor)
# Add actor
@actors.push(actor)
else
@reserve.push(actor)
end
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Remove Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def remove_actor(actor_id)
# Get actor
actor = $game_actors[actor_id]
# Delete actor
@actors.delete(actor) if @actors.include?(actor)
@reserve.delete(actor) if @reserve.include?(actor)
# Refresh player
$game_player.refresh
end
end
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles the map. It includes scrolling and passable determining
# functions. Refer to "$game_map" for the instance of this class.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Get Map Name
#--------------------------------------------------------------------------
def name
load_data("Data/MapInfos.rxdata")[@map_id].name
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
FONT_SIZE = 16
GRAPH_SCALINE_COLOR = Color.new(255, 255, 255, 128)
GRAPH_SCALINE_COLOR_SHADOW = Color.new( 0, 0, 0, 192)
GRAPH_LINE_COLOR = Color.new(255, 255, 64, 255)
GRAPH_LINE_COLOR_MINUS = Color.new( 64, 255, 255, 255)
GRAPH_LINE_COLOR_PLUS = Color.new(255, 64, 64, 255)
def draw_actor_element_radar_graph(actor, x, y, radius = 43)
cx = x + radius + FONT_SIZE + 48
cy = y + radius + FONT_SIZE + 32
for loop_i in 0..LegACy::ELEMENT_NUMBER
if loop_i != 0
@pre_x = @now_x
@pre_y = @now_y
@pre_ex = @now_ex
@pre_ey = @now_ey
@color1 = @color2
end
if loop_i == LegACy::ELEMENT_NUMBER
eo = LegACy::ELEMENTS[0]
else
eo = LegACy::ELEMENTS[loop_i]
end
er = actor.element_rate(eo)
estr = $data_system.elements[eo]
@color2 = er < 0 ? GRAPH_LINE_COLOR_MINUS : er > 100 ? GRAPH_LINE_COLOR_PLUS : GRAPH_LINE_COLOR
er = er.abs
th = Math::PI * (0.5 - 2.0 * loop_i / LegACy::ELEMENT_NUMBER)
@now_x = cx + (radius * Math.cos(th)).floor
@now_y = cy - (radius * Math.sin(th)).floor
@now_wx = cx - 6 + ((radius + FONT_SIZE * 3 / 2) * Math.cos(th)).floor - FONT_SIZE
@now_wy = cy - ((radius + FONT_SIZE * 1 / 2) * Math.sin(th)).floor - FONT_SIZE/2
@now_vx = cx + ((radius + FONT_SIZE * 8 / 2) * Math.cos(th)).floor - FONT_SIZE
@now_vy = cy - ((radius + FONT_SIZE * 3 / 2) * Math.sin(th)).floor - FONT_SIZE/2
@now_ex = cx + (er*radius/100 * Math.cos(th)).floor
@now_ey = cy - (er*radius/100 * Math.sin(th)).floor
if loop_i == 0
@pre_x = @now_x
@pre_y = @now_y
@pre_ex = @now_ex
@pre_ey = @now_ey
@color1 = @color2
else
end
next if loop_i == 0
self.contents.draw_line(cx+1,cy+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW)
self.contents.draw_line(@pre_x+1,@pre_y+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW)
self.contents.draw_line(cx,cy, @now_x,@now_y, GRAPH_SCALINE_COLOR)
self.contents.draw_line(@pre_x,@pre_y, @now_x,@now_y, GRAPH_SCALINE_COLOR)
self.contents.draw_line(@pre_ex,@pre_ey, @now_ex,@now_ey, @color1, 2, @color2)
self.contents.font.color = system_color
self.contents.draw_text(@now_wx,@now_wy, FONT_SIZE*3.1, FONT_SIZE, estr, 1)
self.contents.font.color = Color.new(255,255,255,128)
self.contents.draw_text(@now_vx,@now_vy, FONT_SIZE*2, FONT_SIZE, er.to_s + "%", 2)
self.contents.font.color = normal_color
end
end
#--------------------------------------------------------------------------
# Draw Stat Bar
# actor : actor
# x : bar x-coordinate
# y : bar y-coordinate
# stat : stat to be displayed
#--------------------------------------------------------------------------
def draw_LegACy_bar(actor, x, y, stat, width = 156, height = 7)
bar_color = Color.new(0, 0, 0, 255)
end_color = Color.new(255, 255, 255, 255)
max = 999
case stat
when "hp"
bar_color = Color.new(150, 0, 0, 255)
end_color = Color.new(255, 255, 60, 255)
min = actor.hp
max = actor.maxhp
when "sp"
bar_color = Color.new(0, 0, 155, 255)
end_color = Color.new(255, 255, 255, 255)
min = actor.sp
max = actor.maxsp
when "exp"
bar_color = Color.new(0, 155, 0, 255)
end_color = Color.new(255, 255, 255, 255)
unless actor.level == $data_actors[actor.id].final_level
min = actor.now_exp
max = actor.next_exp
else
min = 1
max = 1
end
when 'atk'
bar_color = LegACy::BAR_COLOR[0]
min = actor.atk
when 'pdef'
bar_color = LegACy::BAR_COLOR[1]
min = actor.pdef
when 'mdef'
bar_color = LegACy::BAR_COLOR[2]
min = actor.mdef
when 'str'
bar_color = LegACy::BAR_COLOR[3]
min = actor.str
when 'dex'
bar_color = LegACy::BAR_COLOR[4]
min = actor.dex
when 'agi'
bar_color = LegACy::BAR_COLOR[5]
min = actor.agi
when 'int'
bar_color = LegACy::BAR_COLOR[6]
min = actor.int
end
max = 1 if max == 0
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1,
Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1,
Color.new(r, b, g, a))
end
# Draws Bar
for i in 1..( (min.to_f / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1,
Color.new(r, g, b, a))
end
end
case stat
when "hp"
draw_actor_hp(actor, x - 1, y - 18)
when "sp"
draw_actor_sp(actor, x - 1, y - 18)
when "exp"
draw_actor_exp(actor, x - 1, y - 18)
end
end
#--------------------------------------------------------------------------
# * Draw Sprite
#--------------------------------------------------------------------------
def draw_LegACy_sprite(x, y, name, hue, frame)
bitmap = RPG::Cache.character(name, hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
# Current Animation Slide
case frame
when 0 ;b = 0
when 1 ;b = cw
when 2 ;b = cw * 2
when 3 ;b = cw * 3
end
# Bitmap Rectange
src_rect = Rect.new(b, 0, cw, ch)
# Draws Bitmap
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# * Get Upgrade Text Color
#--------------------------------------------------------------------------
def up_color
return Color.new(74, 210, 74)
end
#--------------------------------------------------------------------------
# * Get Downgrade Text Color
#--------------------------------------------------------------------------
def down_color
return Color.new(170, 170, 170)
end
#--------------------------------------------------------------------------
# * Draw Potrait
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_potrait(actor, x, y, classpotrait = false, width = 96, height = 96)
classpotrait ? bitmap = RPG::Cache.picture(LegACy::CLASS_DIR + actor.class_id.to_s) :
bitmap = RPG::Cache.picture(LegACy::CLASS_DIR + actor.id.to_s)
src_rect = Rect.new(0, 0, width, height)
self.contents.blt(x, y, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# * Draw parameter
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# type : parameter type
#------------------------------------------------------------------------
def draw_actor_parameter(actor, x, y, type, width = 120, bar = false)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
stat = 'atk'
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
stat = 'pdef'
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
stat = 'mdef'
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
stat = 'str'
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
stat = 'dex'
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
stat = 'agi'
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
stat = 'int'
when 7
parameter_name = "Evasion"
parameter_value = actor.eva
stat = 'eva'
end
if bar == true && stat != 'eva'
draw_LegACy_bar(actor, x + 16, y + 21, stat, width - 16, 5)
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + width, y, 36, 32, parameter_value.to_s, 2)
end
end
#==============================================================================
# ** Window_NewCommand
#------------------------------------------------------------------------------
# This window deals with general command choices.
#==============================================================================
class Window_NewCommand < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command text string array
#--------------------------------------------------------------------------
def initialize(width, commands, icon = nil)
# Compute window height from command quantity
super(0, 0, width, commands.size / 3 * 32 + 32)
@item_max = commands.size
@commands = commands
@icon = icon
@column_max = 3
self.contents = Bitmap.new(width - 32, @item_max/3 * 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : text color
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
self.contents.font.size = 20
self.contents.font.bold = true
rect = Rect.new((109 * (index / 2)), 32 * (index % 2), self.width / @column_max - 12, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
unless @icon == nil
bitmap = RPG::Cache.icon(@icon + index.to_s)
self.contents.blt((106 * (index / 2)), 32 * (index % 2) + 4, bitmap, Rect.new(0, 0, 24, 24))
end
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
end
#==============================================================================
# ** Window_NewMenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_NewMenuStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
$game_party.actors.size < 4 ? i = 14 : i = 0
$game_party.actors.size == 1 ? i = 24 : i = i
super(0, 0, 480, ($game_party.actors.size * 84) + i)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 4
y = (i * 76) - 6
actor = $game_party.actors[i]
self.contents.font.size = 19
self.contents.font.bold = true
draw_actor_class(actor, x, y - 1)
draw_actor_state(actor, x + 160, y - 1)
self.contents.font.size = 15
draw_actor_parameter(actor, x, y + 14, 0, 120, LegACy::STAT_BAR[0])
draw_actor_parameter(actor, x, y + 29, 1, 120, LegACy::STAT_BAR[0])
draw_actor_parameter(actor, x, y + 44, 2, 120, LegACy::STAT_BAR[0])
draw_actor_parameter(actor, x, y + 59, 3, 120, LegACy::STAT_BAR[0])
draw_actor_parameter(actor, x + 240, y + 14, 4, 120, LegACy::STAT_BAR[0])
draw_actor_parameter(actor, x + 240, y + 29, 5, 120, LegACy::STAT_BAR[0])
draw_actor_parameter(actor, x + 240, y + 44, 6, 120, LegACy::STAT_BAR[0])
draw_LegACy_bar(actor, x + 240, y + 75, 'exp')
end
end
end
#==============================================================================
# ** Window_Actor
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_Actor < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :party # party switcher
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
$game_party.actors.size < 4 ? i = 14 : i = 0
$game_party.actors.size == 1 ? i = 24 : i = i
super(0, 0, 160, ($game_party.actors.size * 84) + i)
self.contents = Bitmap.new(width - 32, height - 32)
@frame = 0
@party = false
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Returning Party Swapping State
#--------------------------------------------------------------------------
def party
return @party
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
#@party ? @item_max = $game_party.actors.size : @item_max = 4
@item_max = $game_party.actors.size # if $game_party.actors.size <= 4
$game_party.actors.size < 4 ? i = 14 : i = 0
$game_party.actors.size == 1 ? i = 24 : i = i
self.contents = Bitmap.new(width - 32, (@item_max * 84) + i - 32)
for i in 0...@item_max
x = 4
y = (i * 77) - 12
actor = $game_party.actors[i]
self.contents.font.size = 17
self.contents.font.bold = true
LegACy::POTRAIT[0] ? draw_actor_potrait(actor, x, y - 1, LegACy::CLASS_POTRAIT[0]) : draw_LegACy_sprite(x + 20,
y + 57, actor.character_name, actor.character_hue, @frame)
draw_actor_name(actor, x + 52, y + 6)
draw_actor_level(actor, x + 52, y + 24)
draw_LegACy_bar(actor, x - 3, y + 60, 'hp', 120)
draw_LegACy_bar(actor, x - 3, y + 75, 'sp', 120)
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
@index > 3 ? self.oy = (@index - 3) * 77 : self.oy = 0
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(-4, (@index * 77) - 2 - self.oy, self.width - 24, 77)
end
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh
end
end
#==============================================================================
# ** Window_Stat
#------------------------------------------------------------------------------
# This window displays play time on the menu screen.
#==============================================================================
class Window_Stat < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 18
self.contents.font.bold = true
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.draw_text(4, -4, 120, 32, "Play Time")
cx = contents.text_size($data_system.words.gold).width
self.contents.draw_text(4, 18, 120, 32, "Step Count")
self.contents.draw_text(4, 38, cx, 32, $data_system.words.gold, 2)
self.contents.font.color = normal_color
if LegACy::ATS
self.contents.draw_text(144, -4, 120, 32, $ats.clock, 2)
else
self.contents.draw_text(144, -4, 120, 32, text, 2)
end
self.contents.draw_text(144, 18, 120, 32, $game_party.steps.to_s, 2)
self.contents.draw_text(144, 40, 120, 32, $game_party.gold.to_s, 2)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
# This window displays current map name.
#==============================================================================
class Window_Location < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 48)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.bold = true
self.contents.font.size = 20
self.contents.draw_text(4, -4, 120, 24, "Location")
self.contents.font.color = normal_color
self.contents.draw_text(170, -4, 400, 24, $game_map.name.to_s, 2)
end
end
#==============================================================================
# ** Window_NewHelp
#------------------------------------------------------------------------------
# This window shows skill and item explanations along with actor status.
#==============================================================================
class Window_NewHelp < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 48)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Set Text
# text : text string displayed in window
# align : alignment (0..flush left, 1..center, 2..flush right)
#--------------------------------------------------------------------------
def set_text(text, align = 0)
self.contents.font.bold = true
self.contents.font.size = 20
# If at least one part of text and alignment differ from last time
if text != @text or align != @align
# Redraw text
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, -4, self.width - 40, 24, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
end
#==============================================================================
# ** Window_NewItem
#------------------------------------------------------------------------------
# This window displays items in possession on the item and battle screens.
#==============================================================================
class Window_NewItem < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 96, 480, 336)
@column_max = 2
@attribute = LegACy::ITEMS[0]
refresh
self.index = 0
self.active = false
end
#--------------------------------------------------------------------------
# * Get Item
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Updates Window With New Item Type
# attribute : new item type
#--------------------------------------------------------------------------
def update_item(attribute)
@attribute = attribute
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add item
for i in 1...$data_items.size
if $game_party.item_number(i) > 0 and
$data_items[i].element_set.include?(@attribute)
@data.push($data_items[i])
end
end
# Also add weapons and armors
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and
$data_weapons[i].element_set.include?(@attribute)
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and
$data_armors[i].guard_element_set.include?(@attribute)
@data.push($data_armors[i])
end
end
# If item count is not 0, make a bit map and draw all items
@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
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
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 % 2 * (208 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
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, 132, 32, item.name, 0)
self.contents.draw_text(x + 160, y, 16, 32, ":", 1)
self.contents.draw_text(x + 176, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ** Window_NewSkill
#------------------------------------------------------------------------------
# This window displays usable skills on the skill screen.
#==============================================================================
class Window_NewSkill < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 96, 480, 336)
@actor = actor
@column_max = 2
refresh
self.index = 0
self.active = false
end
#--------------------------------------------------------------------------
# * Acquiring Skill
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Updates Window With New Actor
# actor : new actor
#--------------------------------------------------------------------------
def update_actor(actor)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
# If item count is not 0, make a bit map and draw all items
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
LegACy::PREXUS ? draw_prexus_item(i) : draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (208 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.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, 124, 32, skill.name, 0)
self.contents.draw_text(x + 152 , y, 48, 32, skill.sp_cost.to_s, 2)
end
#--------------------------------------------------------------------------
# * Draw Item (For Prexus ABS)
# index : item number
#--------------------------------------------------------------------------
def draw_prexus_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
if $ABS.player.abs.hot_key.include?(skill.id)
self.contents.font.color = Color.new(0, 225, 0, 255)
else
self.contents.font.color = normal_color
end
else
if $ABS.player.abs.hot_key.include?(skill.id)
self.contents.font.color = Color.new(0, 225, 0, 160)
else
self.contents.font.color = disabled_color
end
end
x = 4 + index % 2 * (208 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.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, 124, 32, skill.name, 0)
self.contents.draw_text(x + 152 , y, 48, 32, skill.sp_cost.to_s, 2)
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
#==============================================================================
# ** Window_Hotkey
#------------------------------------------------------------------------------
# This window displays the skill shortcut
#==============================================================================
class Window_Hotkey < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 336, 480, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 18
self.contents.font.bold = true
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 32, 32, 'H')
self.contents.draw_text(4, 32, 32, 32, 'J')
self.contents.draw_text(228, 0, 32, 32, 'K')
self.contents.draw_text(228, 32, 32, 32, 'L')
self.contents.font.color = normal_color
for i in 0...4
if ABS.skill_key[i] == nil
self.contents.draw_text((i / 2 * 224) + 54, 32 * (i % 2), 124, 32, 'Not assigned')
next
end
skill = $data_skills[ABS.skill_key[i + 1]]
bitmap = RPG::Cache.icon(skill.icon_name)
self.contents.blt((i / 2 * 224) + 26, (32 * (i % 2)) + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text((i / 2 * 224) + 54, 32 * (i % 2), 124, 32, skill.name)
self.contents.draw_text((i / 2 * 224) + 178, 32 * (i % 2), 32, 32, skill.sp_cost.to_s, 2)
end
end
end
#==============================================================================
# ** Window_EquipStat
#------------------------------------------------------------------------------
# This window displays actor parameter changes on the equipment screen.
#==============================================================================
class Window_EquipStat < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :changes
attr_accessor :mode
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 96, 240, 336)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
@changes = [0, 0, 0, 0, 0, 0, 0, 0]
@mode = 0
@elem_text = ""
@stat_text = ""
refresh
end
#--------------------------------------------------------------------------
# * Updates Window With New Actor
# actor : new actor
#--------------------------------------------------------------------------
def update_actor(actor)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 18
self.contents.font.bold = true
for i in 0..7
draw_actor_parameter(@actor, 16, (i * 20) - 8, i, 96, LegACy::STAT_BAR[1])
end
self.contents.font.color = system_color
oldelem_text = ""
oldstat_text = ""
if @mode == 0
item = $data_weapons[@actor.weapon_id]
if item != nil
more = false
for i in item.element_set
next if i == LegACy::ITEMS[0] || i == LegACy::ITEMS[1] ||
i == LegACy::ITEMS[2] || i == LegACy::ITEMS[3] ||
i == LegACy::ITEMS[4] || i == LegACy::ITEMS[5]
oldelem_text += ", " if more
oldelem_text += $data_system.elements[i].to_s
more = true
end
more = false
for i in item.plus_state_set
oldstat_text += ", " if more
oldstat_text += $data_states[i].name
more = true
end
else
oldelem_text = ""
oldstat_text = ""
end
else
item = $data_armors[eval("@actor.armor#{mode}_id")]
if item != nil
more = false
for i in item.guard_element_set
next if i == LegACy::ITEMS[0] || i == LegACy::ITEMS[1] ||
i == LegACy::ITEMS[2] || i == LegACy::ITEMS[3] ||
i == LegACy::ITEMS[4] || i == LegACy::ITEMS[5]
oldelem_text += ", " if more
oldelem_text += $data_system.elements[i].to_s
more = true
end
more = false
for i in item.guard_state_set
oldstat_text += ", " if more
oldstat_text += $data_states[i].name
more = true
end
else
oldelem_text = ""
oldstat_text = ""
end
end
if @mode == 0
self.contents.draw_text(4, 176, 200, 32, "Elemental Attack:")
self.contents.draw_text(4, 240, 200, 32, "Status Attack:")
else
self.contents.draw_text(4, 176, 200, 32, "Elemental Defense:")
self.contents.draw_text(4, 240, 200, 32, "Status Defense:")
end
self.contents.font.color = normal_color
self.contents.draw_text(24, 194, 220, 32, oldelem_text)
self.contents.draw_text(24, 258, 220, 32, oldstat_text)
if @elem_text != ""
self.contents.draw_text(24, 218, 220, 32, @elem_text)
end
if @stat_text != ""
self.contents.draw_text(24, 282, 220, 32, @stat_text)
end
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(152, -8, 32, 32, "»»", 1)
if @changes[0] == 0
self.contents.font.color = normal_color
elsif @changes[0] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(176, -8, 32, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(152, 12, 32, 32, "»»", 1)
if @changes[1] == 0
self.contents.font.color = normal_color
elsif @changes[1] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(176, 12, 32, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(152, 32, 32, 32, "»»", 1)
if @changes[2] == 0
self.contents.font.color = normal_color
elsif @changes[2] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(176, 32, 32, 32, @new_mdef.to_s, 2)
end
if @new_str != nil
self.contents.font.color = system_color
self.contents.draw_text(152, 52, 32, 32, "»»", 1)
if @changes[3] == 0
self.contents.font.color = normal_color
elsif @changes[3] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(176, 52, 32, 32, @new_str.to_s, 2)
end
if @new_dex != nil
self.contents.font.color = system_color
self.contents.draw_text(152, 72, 32, 32, "»»", 1)
if @changes[4] == 0
self.contents.font.color = normal_color
elsif @changes[4] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(176, 72, 32, 32, @new_dex.to_s, 2)
end
if @new_agi != nil
self.contents.font.color = system_color
self.contents.draw_text(152, 92, 32, 32, "»»", 1)
if @changes[5] == 0
self.contents.font.color = normal_color
elsif @changes[5] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(176, 92, 32, 32, @new_agi.to_s, 2)
end
if @new_int != nil
self.contents.font.color = system_color
self.contents.draw_text(152, 112, 32, 32, "»»", 1)
if @changes[6] == 0
self.contents.font.color = normal_color
elsif @changes[6] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(176, 112, 32, 32, @new_int.to_s, 2)
end
if @new_eva != nil
self.contents.font.color = system_color
self.contents.draw_text(152, 132, 32, 32, "»»", 1)
if @changes[7] == 0
self.contents.font.color = normal_color
elsif @changes[7] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(176, 132, 32, 32, @new_eva.to_s, 2)
end
end
#--------------------------------------------------------------------------
# * Set parameters after changing equipment
# new_atk : attack power after changing equipment
# new_pdef : physical defense after changing equipment
# new_mdef : magic defense after changing equipment
# new_str : strength after changing equipment
# new_dex : dexterity after changing equipment
# new_agi : agility after changing equipment
# new_int : inteligence after changing equipment
# new_eva : evasion after changing equipment
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
new_agi, new_int, new_eva, elem_text, stat_text)
flag = false
if new_atk != @new_atk || new_pdef != @new_pdef || new_str != @new_str ||
new_mdef != @new_mdef || new_dex != @new_dex || new_agi != @new_agi ||
new_eva != @new_eva || elem_text != @elem_text || stat_text != @stat_text
flag = true
end
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
@new_str = new_str
@new_dex = new_dex
@new_agi = new_agi
@new_int = new_int
@new_eva = new_eva
@elem_text = elem_text
@stat_text = stat_text
if flag
refresh
end
end
end
#==============================================================================
# ** Window_Equipment
#------------------------------------------------------------------------------
# This window displays items the actor is currently equipped with on the
# equipment screen.
#==============================================================================
class Window_Equipment < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 96, 240, 176)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
self.index = 0
self.active = false
end
#--------------------------------------------------------------------------
# * Updates Window With New Actor
# actor : new actor
#--------------------------------------------------------------------------
def update_actor(actor)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Item Acquisition
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
self.contents.font.size = 19
self.contents.font.bold = true
self.contents.draw_text(0, 28 * 0, 76, 32, $data_system.words.weapon)
self.contents.draw_text(0, 28 * 1, 76, 32, $data_system.words.armor1)
self.contents.draw_text(0, 28 * 2, 76, 32, $data_system.words.armor2)
self.contents.draw_text(0, 28 * 3, 76, 32, $data_system.words.armor3)
self.contents.draw_text(0, 28 * 4, 76, 32, $data_system.words.armor4)
self.contents.font.bold = false
for i in 0..4
draw_item_name(@data[i], 76, 28 * i)
end
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
# Calculate cursor width
cursor_width = self.width / @column_max - 24
# Calculate cursor coordinates
x = @index % @column_max * (cursor_width + 24)
y = @index * 28
# Update cursor rectangle
self.cursor_rect.set(x - 4, y, cursor_width, 32)
end
def update
#super
# If cursor is movable
if self.active and @item_max > 0 and @index >= 0
# If pressing down on the directional buttons
if Input.repeat?(Input::DOWN)
# If column count is 1 and directional button was pressed down with no
# repeat, or if cursor position is more to the front than
# (item count - column count)
if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
@index < @item_max - @column_max
# Move cursor down
$game_system.se_play($data_system.cursor_se)
@index = (@index + @column_max) % @item_max
end
end
# If the up directional button was pressed
if Input.repeat?(Input::UP)
# If column count is 1 and directional button was pressed up with no
# repeat, or if cursor position is more to the back than column count
if (@column_max == 1 and Input.trigger?(Input::UP)) or
@index >= @column_max
# Move cursor up
$game_system.se_play($data_system.cursor_se)
@index = (@index - @column_max + @item_max) % @item_max
end
end
# If the right directional button was pressed
if Input.repeat?(Input::RIGHT)
# If column count is 2 or more, and cursor position is closer to front
# than (item count -1)
if @column_max >= 2 and @index < @item_max - 1
# Move cursor right
$game_system.se_play($data_system.cursor_se)
@index += 1
end
end
# If the left directional button was pressed
if Input.repeat?(Input::LEFT)
# If column count is 2 or more, and cursor position is more back than 0
if @column_max >= 2 and @index > 0
# Move cursor left
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end
end
# Update help text (update_help is defined by the subclasses)
if self.active and @help_window != nil
update_help
end
# Update cursor rectangle
update_cursor_rect
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ** Window_EquipmentItem
#------------------------------------------------------------------------------
# This window displays choices when opting to change equipment on the
# equipment screen.
#==============================================================================
class Window_EquipmentItem < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
# equip_type : equip region (0-3)
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
super(0, 272, 240, 160)
@actor = actor
@equip_type = equip_type
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Updates Window With New Actor
# actor : new actor
#--------------------------------------------------------------------------
def update_actor(actor)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Updates Window With New Equipment Type
# equip_type : new teyp of equipment
#--------------------------------------------------------------------------
def update_equipment(equip_type)
@equip_type = equip_type
refresh
end
#--------------------------------------------------------------------------
# * Item Acquisition
#--------------------------------------------------------------------------
def item
if self.index == 0
return @data[@item_max - 1]
else
return @data[self.index - 1]
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add equippable weapons
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
# Add equippable armor
if @equip_type != 0
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
# Add blank page
@data.push(nil)
# Make a bit map and draw all items
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max - 1
draw_item(i)
end
self.contents.draw_text(4, 0, 204, 32, 'Unequip', 0)
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
x = 4
y = (index + 1) * 32
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.font.size = 20
self.contents.font.bold = true
self.contents.draw_text(x + 28, y, 132, 32, item.name, 0)
self.contents.draw_text(x + 160, y, 12, 32, ":", 1)
self.contents.draw_text(x + 176, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? 'Unequip the current equipment.' :
self.item.description)
end
end
#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
# This window displays full status specs on the status screen.
#==============================================================================
class Window_NewStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 96, 640, 336)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
self.active = false
end
#--------------------------------------------------------------------------
# * Updates Window With New Actor
# actor : new actor
#--------------------------------------------------------------------------
def update_actor(actor)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 22
self.contents.font.bold = false
draw_actor_name(@actor, 12, 0)
if LegACy::POTRAIT[1]
draw_actor_potrait(@actor, 12, 40, LegACy::POTRAIT[1])
draw_LegACy_bar(@actor, 120, 60, 'hp', 200)
draw_LegACy_bar(@actor, 120, 92, 'sp', 200)
draw_LegACy_bar(@actor, 120, 124, 'exp', 200)
else
draw_actor_graphic(@actor, 40, 120)
draw_LegACy_bar(@actor, 96, 60, 'hp', 200)
draw_LegACy_bar(@actor, 96, 92, 'sp', 200)
draw_LegACy_bar(@actor, 96, 124, 'exp', 200)
end
draw_actor_class(@actor, 262, 0)
draw_actor_level(@actor, 184, 0)
draw_actor_state(@actor, 96, 0)
self.contents.font.size = 17
self.contents.font.bold = true
for i in 0..7
draw_actor_parameter(@actor, 386, (i * 20) - 6, i, 120, LegACy::STAT_BAR[2])
end
self.contents.font.color = system_color
self.contents.font.size = 16
draw_actor_element_radar_graph(@actor, 48, 136)
self.contents.font.size = 18
self.contents.font.color = system_color
self.contents.draw_text(380, 156, 96, 32, "Equipment")
self.contents.draw_text(300, 180, 96, 32, "Weapon")
self.contents.draw_text(300, 204, 96, 32, "Shield")
self.contents.draw_text(300, 228, 96, 32, "Helmet")
self.contents.draw_text(300, 252, 96, 32, "Armor")
self.contents.draw_text(300, 276, 96, 32, "Accessory")
equip = $data_weapons[@actor.weapon_id]
if @actor.equippable?(equip)
draw_item_name($data_weapons[@actor.weapon_id], 406, 180)
else
self.contents.font.color = knockout_color
self.contents.draw_text(406, 180, 192, 32, "Nothing equipped")
end
equip1 = $data_armors[@actor.armor1_id]
if @actor.equippable?(equip1)
draw_item_name($data_armors[@actor.armor1_id], 406, 204)
else
self.contents.font.color = crisis_color
self.contents.draw_text(406, 204, 192, 32, "Nothing equipped")
end
equip2 = $data_armors[@actor.armor2_id]
if @actor.equippable?(equip2)
draw_item_name($data_armors[@actor.armor2_id], 406, 228)
else
self.contents.font.color = crisis_color
self.contents.draw_text(406, 228, 192, 32, "Nothing equipped")
end
equip3 = $data_armors[@actor.armor3_id]
if @actor.equippable?(equip3)
draw_item_name($data_armors[@actor.armor3_id], 406, 252)
else
self.contents.font.color = crisis_color
self.contents.draw_text(406, 252, 192, 32, "Nothing equipped")
end
equip4 = $data_armors[@actor.armor4_id]
if @actor.equippable?(equip4)
draw_item_name($data_armors[@actor.armor4_id], 406, 276)
else
self.contents.font.color = crisis_color
self.contents.draw_text(406, 276, 192, 32, "Nothing equipped")
end
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
#==============================================================================
# ** Window_Files
#------------------------------------------------------------------------------
# This window shows a list of recorded save files.
#==============================================================================
class Window_File < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize()
super(0, 96, 320, 336)
self.contents = Bitmap.new(width - 32, LegACy::SAVE_NUMBER * 32)
index = $game_temp.last_file_index == nil ? 0 : $game_temp.last_file_index
self.index = index
self.active = false
@item_max = LegACy::SAVE_NUMBER
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
time_stamp = Time.at(0)
for i in 0...LegACy::SAVE_NUMBER
filename = "Save#{i + 1}.rxdata"
self.contents.draw_text(1, i * 32, 32, 32, (i + 1).to_s, 1)
if FileTest.exist?(filename)
size = File.size(filename)
if size.between?(1000, 999999)
size /= 1000
size_str = "#{size} KB"
elsif size > 999999
size /= 1000000
size_str = "#{size} MB"
else
size_str = size.to_s
end
time_stamp = File.open(filename, "r").mtime
date = time_stamp.strftime("%m/%d/%Y")
time = time_stamp.strftime("%H:%M")
self.contents.font.size = 20
self.contents.font.bold = true
self.contents.draw_text(38, i * 32, 120, 32, date)
self.contents.draw_text(160, i * 32, 100, 32, time)
self.contents.draw_text(0, i * 32, 284, 32, size_str, 2)
end
end
end
end
#==============================================================================
# ** Window_FileStat
#------------------------------------------------------------------------------
# This window shows the status of the currently selected save file
#==============================================================================
class Window_FileStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# save_window : current save file
#--------------------------------------------------------------------------
def initialize(save_window)
super(0, 96, 320, 336)
self.contents = Bitmap.new(width - 32, height - 32)
@save_window = save_window
@index = @save_window.index
refresh
end
#--------------------------------------------------------------------------
# # Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
filename = "Save#{@index + 1}.rxdata"
return unless FileTest.exist?(filename)
file = File.open(filename, "r")
Marshal.load(file)
frame_count = Marshal.load(file)
for i in 0...6
Marshal.load(file)
end
party = Marshal.load(file)
Marshal.load(file)
map = Marshal.load(file)
self.contents.font.size = 20
self.contents.font.bold = true
for i in 0...party.actors.size
actor = party.actors[i]
x = 4
y = i * 56
draw_LegACy_bar(actor, x + 112, y + 14, 'hp', 160)
draw_LegACy_bar(actor, x + 112, y + 36, 'sp', 160)
draw_actor_name(actor, x + 40, y - 2)
draw_actor_level(actor, x + 40, y + 22)
draw_actor_graphic(actor, x + 10, y + 48)
end
total_sec = frame_count / Graphics.frame_rate
hour = total_sec / 60 / 60
min = total_sec / 60 % 60
sec = total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
map_name = load_data("Data/MapInfos.rxdata")[map.map_id].name
self.contents.font.color = system_color
self.contents.draw_text(4, 224, 96, 32, "Play Time ")
self.contents.draw_text(4, 252, 96, 32, $data_system.words.gold)
self.contents.draw_text(4, 280, 96, 32, "Location ")
self.contents.draw_text(104, 224, 16, 32, ":")
self.contents.draw_text(104, 252, 16, 32, ":")
self.contents.draw_text(104, 280, 16, 32, ":")
self.contents.font.color = normal_color
self.contents.draw_text(120, 224, 144, 32, text)
self.contents.draw_text(120, 252, 144, 32, party.gold.to_s)
self.contents.draw_text(120, 280, 144, 32, map_name)
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
if @index != @save_window.index
@index = @save_window.index
refresh
end
super
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
@update_frame = 0
@targetactive = false
@exit = false
@actor = $game_party.actors[0]
@old_actor = nil
$game_player.update
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
if LegACy::ICON
s1 = ' ' + $data_system.words.item
s2 = ' ' + $data_system.words.skill
s3 = ' ' + $data_system.words.equip
s4 = ' ' + 'Status'
s5 = ' ' + 'Save'
s6 = ' ' + 'Exit'
t1 = ' ' + 'Recov.'
t2 = ' ' + 'Weapon'
t3 = ' ' + 'Armor'
t4 = ' ' + 'Accessory'
t5 = ' ' + 'Quest'
t6 = ' ' + 'Misc.'
else
s1 = ' ' + $data_system.words.item
s2 = ' ' + $data_system.words.skill
s3 = ' ' + $data_system.words.equip
s4 = ' ' + 'Status'
s5 = 'Save'
s6 = 'Exit'
t1 = ' ' + 'Recov.'
t2 = ' ' + 'Weapon'
t3 = ' ' + 'Armor'
t4 = ' ' + 'Accessory'
t5 = 'Quest'
t6 = 'Misc.'
end
u1 = 'To Title'
u2 = 'Quit'
v1 = 'Optimize'
v2 = 'Unequip All'
@command_window = Window_NewCommand.new(320, [s1, s2, s3, s4, s5, s6])
@command_window = Window_NewCommand.new(320, [s1, s2, s3, s4, s5, s6], LegACy::ICON_NAME[0]) if LegACy::ICON
@command_window.y = -96
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
# Make stat window
@stat_window = Window_Stat.new
@stat_window.x = 320
@stat_window.y = -96
# Make status window
@status_window = Window_NewMenuStatus.new
@status_window.x = 640
@status_window.y = 96
@location_window = Window_Location.new
@location_window.y = 480
@actor_window = Window_Actor.new
@actor_window.x = -160
@actor_window.y = 96
@itemcommand_window = Window_NewCommand.new(320, [t1, t2, t3, t4, t5, t6])
@itemcommand_window = Window_NewCommand.new(320, [t1, t2, t3, t4, t5, t6], LegACy::ICON_NAME[1]) if LegACy::ICON
@itemcommand_window.x = -320
@itemcommand_window.active = false
@help_window = Window_NewHelp.new
@help_window.x = -640
@help_window.y = 432
@item_window = Window_NewItem.new
@item_window.x = -480
@item_window.help_window = @help_window
@skill_window = Window_NewSkill.new(@actor)
@skill_window.x = -480
@skill_window.help_window = @help_window
if LegACy::ABS
@hotkey_window = Window_Hotkey.new
@hotkey_window.x = -480
end
@equipstat_window = Window_EquipStat.new(@actor)
@equipstat_window.x = -480
@equip_window = Window_Equipment.new(@actor)
@equip_window.x = -240
@equip_window.help_window = @help_window
@equipitem_window = Window_EquipmentItem.new(@actor, 0)
@equipitem_window.x = -240
@equipitem_window.help_window = @help_window
@equipenhanced_window = Window_Command.new(160, [v1, v2])
@equipenhanced_window.x = -160
@equipenhanced_window.active = false
@playerstatus_window = Window_NewStatus.new(@actor)
@playerstatus_window.x = -640
@file_window = Window_File.new
@file_window.x = -640
@filestatus_window = Window_FileStatus.new(@file_window)
@filestatus_window.x = -320
@end_window = Window_Command.new(120, [u1, u2])
@end_window.x = 640
@end_window.active = false
@spriteset = Spriteset_Map.new
@windows = [@command_window, @stat_window, @status_window,
@location_window, @actor_window, @itemcommand_window,@help_window,
@item_window, @skill_window, @equipstat_window, @equip_window,
@equipitem_window, @equipenhanced_window, @playerstatus_window,
@file_window, @filestatus_window, @end_window]
@windows.push(@hotkey_window) if LegACy::ABS
@windows.each {|i| i.opacity = LegACy::WIN_OPACITY}
@windows.each {|i| i.z = LegACy::WIN_Z}
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@spriteset.dispose
@windows.each {|i| i.dispose}
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@windows.each {|i| i.update}
animate
menu_update
update_scroll if @skill_window.active || @equip_window.active || @playerstatus_window.active
if LegACy::ANIMATED
@update_frame += 1
if @update_frame == 3
@update_frame = 0
@actor_window.frame_update
end
end
end
#--------------------------------------------------------------------------
# * Animating windows.
#--------------------------------------------------------------------------
def animate
if @command_window.active && @skill_window.x == -480 && @file_window.x == -640
@command_window.y += 6 if @command_window.y < 0
@stat_window.y += 6 if @stat_window.y < 0
@actor_window.x += 10 if @actor_window.x < 0
@status_window.x -= 30 if @status_window.x > 160
@location_window.y -= 3 if @location_window.y > 432
elsif @exit == true
@command_window.y -= 6 if @command_window.y > -96
@stat_window.y -= 6 if @stat_window.y > -96
@actor_window.x -= 10 if @actor_window.x > -160
@status_window.x += 30 if @status_window.x < 640
@location_window.y += 3 if @location_window.y < 480
$scene = Scene_Map.new if @location_window.y == 480
end
if @itemcommand_window.active
if @itemcommand_window.x < 0
@stat_window.x += 40
@command_window.x += 40
@itemcommand_window.x += 40
end
else
if @itemcommand_window.x > -320 && @command_window.active
@stat_window.x -= 40
@command_window.x -= 40
@itemcommand_window.x -= 40
end
end
if @item_window.active
if @item_window.x < 0
@location_window.x += 40
@help_window.x += 40
@status_window.x += 30
@actor_window.x += 30
@item_window.x += 30
end
elsif @targetactive != true
if @item_window.x > -480 && @command_window.index == 0
@help_window.x -= 40
@location_window.x -= 40
@item_window.x -= 30
@actor_window.x -= 30
@status_window.x -= 30
end
end
if @skill_window.active
if @skill_window.x < 0
@location_window.x += 40
@help_window.x += 40
@status_window.x += 30
@actor_window.x += 30
@hotkey_window.x += 30 if @actor_window.index == 0 && LegACy::ABS
@skill_window.x += 30
end
elsif @targetactive != true
if @skill_window.x > -480 && @command_window.index == 3
@help_window.x -= 40
@location_window.x -= 40
@skill_window.x -= 30
if LegACy::ABS
@hotkey_window.x -= 30 if @hotkey_window.x > -480
end
@actor_window.x -= 30
@status_window.x -= 30
end
end
if @equip_window.active
if @equipstat_window.x < 0
@status_window.x += 48
@actor_window.x += 48
@equip_window.x += 48
[code] @equipitem_window.x += 48
@equipstat_window.x += 48
@location_window.x += 64
@help_window.x += 64
end
elsif ! @equipitem_window.active && ! @equipenhanced_window.active
if @equipstat_window.x > -480 && @command_window.index == 1
@equipstat_window.x -= 48
@equip_window.x -= 48
@equipitem_window.x -= 48
@actor_window.x -= 48
@status_window.x -= 48
@help_window.x -= 64
@location_window.x -= 64
end
end
if @equipenhanced_window.active
if @equipenhanced_window.x < 0
@stat_window.x += 16
@command_window.x += 16
@equipenhanced_window.x += 16
end
else
if @equipenhanced_window.x > -160 && @equip_window.active
@equipenhanced_window.x -= 16
@stat_window.x -= 16
@command_window.x -= 16
end
end
if @playerstatus_window.active
if @playerstatus_window.x < 0
@status_window.x += 40
@actor_window.x += 40
@playerstatus_window.x += 40
end
else
if @playerstatus_window.x > -640 && @command_window.index == 4
@playerstatus_window.x -= 40
@actor_window.x -= 40
@status_window.x -= 40
end
end
if @file_window.active
if @file_window.x < 0
@status_window.x += 40
@actor_window.x += 40
@filestatus_window.x += 40
@file_window.x += 40
end
else
if @file_window.x > -640
@file_window.x -= 40
@filestatus_window.x -= 40
@actor_window.x -= 40
@status_window.x -= 40
end
end
if @end_window.active
if @end_window.x > 520
@stat_window.x -= 10
@command_window.x -= 10
@end_window.x -= 10
end
else
if @end_window.x < 640 && @command_window.index == 5
@end_window.x += 10
@stat_window.x += 10
@command_window.x += 10
end
end
end
#--------------------------------------------------------------------------
# * Checking Update Method Needed
#--------------------------------------------------------------------------
def menu_update
if @command_window.active && @command_window.y == 0 && @command_window.x == 0 then update_command
elsif @item_window.x == -480 && @itemcommand_window.active && @itemcommand_window.x == 0 then update_itemcommand
elsif @item_window.active && @item_window.x == 0 then update_item
elsif @skill_window.active then update_skill
elsif @targetactive == true then update_target
elsif @equip_window.active && @equip_window.x == 240 then update_equip
elsif @equipitem_window.active then update_equipment
elsif @equipenhanced_window.x == 0 then update_extraequip
elsif @playerstatus_window.x == 0 then update_playerstatus
elsif @file_window.x == 0 then update_save
elsif @actor_window.active && @actor_window.x == 0 then update_status
elsif @end_window.active then update_end
end
end
#--------------------------------------------------------------------------
# * Windows Actor Scrolling Update
#--------------------------------------------------------------------------
def update_scroll
if Input.trigger?(Input::R)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To next actor
if $game_party.actors.size - 1 == @actor_window.index
@actor_window.index = 0
else
@actor_window.index += 1
end
actor = $game_party.actors[@actor_window.index]
if @skill_window.active
if LegACy::ABS
@actor_window.index == 0 ? @skill_window.height = 240 : @skill_window.height = 336
@actor_window.index == 0 ? @hotkey_window.x = 0 : @hotkey_window.x = -480
end
@skill_window.update_actor(actor)
end
if @equip_window.active
@equip_window.update_actor(actor)
@equipitem_window.update_actor(actor)
@equipstat_window.update_actor(actor)
end
@playerstatus_window.update_actor(actor) if @playerstatus_window.active
return
end
# If L button was pressed
if Input.trigger?(Input::L)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To previous actor
if @actor_window.index == 0
@actor_window.index = $game_party.actors.size - 1
else
@actor_window.index -= 1
end
actor = $game_party.actors[@actor_window.index]
if @skill_window.active
if LegACy::ABS
@actor_window.index == 0 ? @skill_window.height = 240 : @skill_window.height = 336
@actor_window.index == 0 ? @hotkey_window.x = 0 : @hotkey_window.x = -480
end
@skill_window.update_actor(actor)
end
if @equip_window.active
@equip_window.update_actor(actor)
@equipitem_window.update_actor(actor)
@equipstat_window.update_actor(actor)
end
@playerstatus_window.update_actor(actor) if @playerstatus_window.active
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
@command_window.active = false
@exit = true
return
end
# If B button was pressed
if Input.trigger?(Input::SHIFT) && LegACy::PARTY_SWAP
# Play cancel SE
$game_system.se_play($data_system.decision_se)
# Switch to map screen
@command_window.active = false
@actor_window.party = true
unless $game_party.reserve == []
for i in 0...$game_party.reserve.size
$game_party.actors.push($game_party.reserve)
end
end
@actor_window.refresh
@actor_window.active = true
@actor_window.index = 0
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
@command_window.active = false
@itemcommand_window.active = true
when 1 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@actor_window.active = true
@actor_window.index = 0
when 2 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
@command_window.active = false
@file_window.active = true
when 3..4 # skill & status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@actor_window.active = true
@actor_window.index = 0
when 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
@command_window.active = false
@end_window.active = true
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item command window is active)
#--------------------------------------------------------------------------
def update_itemcommand
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to item command window
@command_window.active = true
@itemcommand_window.active = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Branch by command window cursor position
type = LegACy::ITEMS[@itemcommand_window.index]
@item_window.active = true
@itemcommand_window.active = false
@item_window.update_item(type)
@item_window.index = 0
@help_window.active = true
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to item command window
@item_window.active = false
@itemcommand_window.active = true
@help_window.active = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @item_window.item
# If not a use item
unless @item.is_a?(RPG::Item)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If it can't be used
unless $game_party.item_can_use?(@item.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# If effect scope is an ally
if @item.scope >= 3
# Activate target window
@item_window.active = false
@targetactive = true
@actor_window.active = true
# Set cursor position to effect scope (single / all)
if @item.scope == 4 || @item.scope == 6
@actor_window.index = -1
else
@actor_window.index = 0
end
# If effect scope is other than an ally
else
# If command event ID is valid
if @item.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @item.common_event_id
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
$game_party.lose_item(@item.id, 1)
# Draw item window item
@item_window.draw_item(@item_window.index)
end
# Switch to map screen
$scene = Scene_Map.new
return
end
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (if skill window is active)
#--------------------------------------------------------------------------
def update_skill
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to main command menu
@skill_window.active = false
@help_window.active = false
@actor_window.active = true
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the skill window
@skill = @skill_window.skill
# If unable to use
if @skill == nil or not @actor.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# If effect scope is ally
if @skill.scope >= 3
# Activate target window
@skill_window.active = false
@targetactive = true
@actor_window.active = true
# Set cursor position to effect scope (single / all)
if @skill.scope == 4 || @skill.scope == 6
@actor_window.index = -1
elsif @skill.scope == 7
@actor_index = @actor_window.index
@actor_window.index = @actor_index - 10
else
@actor_window.index = 0
end
# If effect scope is other than ally
else
# If common event ID is valid
if @skill.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @skill.common_event_id
# Play use skill SE
$game_system.se_play(@skill.menu_se)
# Use up SP
@actor.sp -= @skill.sp_cost
# Remake each window content
@actor_window.refresh
@skill_window.refresh
# Switch to map screen
$scene = Scene_Map.new
return
end
end
return
end
if @skill_window.height == 240 && LegACy::ABS
if Kboard.keyboard($R_Key_H)
$game_system.se_play($data_system.decision_se)
$ABS.skill_key[1] = @skill_window.skill.id
@hotkey_window.refresh
return
end
if Kboard.keyboard($R_Key_J)
$game_system.se_play($data_system.decision_se)
$ABS.skill_key[2] = @skill_window.skill.id
@hotkey_window.refresh
return
end
if Kboard.keyboard($R_Key_K)
$game_system.se_play($data_system.decision_se)
$ABS.skill_key[3] = @skill_window.skill.id
@hotkey_window.refresh
return
end
if Kboard.keyboard($R_Key_L)
$game_system.se_play($data_system.decision_se)
$ABS.skill_key[4] = @skill_window.skill.id
@hotkey_window.refresh
return
end
end
if LegACy::PREXUS
if Input.trigger?(Input::X)
skill = @skill_window.skill
unless $ABS.player.abs.hot_key[0] or
$ABS.player.abs.hot_key.include?(skill.id)
$ABS.player.abs.hot_key[0] = skill.id
end
@skill_window.refresh
return
end
if Input.trigger?(Input::Y)
skill = @skill_window.skill
unless $ABS.player.abs.hot_key[1] or
$ABS.player.abs.hot_key.include?(skill.id)
$ABS.player.abs.hot_key[1] = skill.id
end
@skill_window.refresh
return
end
if Input.trigger?(Input::Z)
skill = @skill_window.skill
unless $ABS.player.abs.hot_key[2] or
$ABS.player.abs.hot_key.include?(skill.id)
$ABS.player.abs.hot_key[2] = skill.id
end
@skill_window.refresh
return
end
if Input.trigger?(Input::A)
skill = @skill_window.skill
for i in 0..$ABS.player.abs.hot_key.size
skillX = $ABS.player.abs.hot_key
next unless skillX
$ABS.player.abs.hot_key = nil if skill.id == skillX
end
@skill_window.refresh
return
end
end
end
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# If unable to use because items ran out
@actor_window.index = 0
if @command_window.index == 0
# Remake item window contents
@item_window.refresh
@item_window.active = true
@actor_window.active = false
end
if @command_window.index == 3
# Remake skill window contents
@skill_window.refresh
@skill_window.active = true
@actor_window.active = false
@skill_window.update_actor($game_party.actors[0])
end
@targetactive = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
if @command_window.index == 0
# If items are used up
if $game_party.item_number(@item.id) == 0
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If target is all
if @actor_window.index == -1
# Apply item effects to entire party
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
# If single target
if @actor_window.index >= 0
# Apply item use effects to target actor
target = $game_party.actors[@actor_window.index]
used = target.item_effect(@item)
end
# If an item was used
if used
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
$game_party.lose_item(@item.id, 1)
# Redraw item window item
@item_window.draw_item(@item_window.index)
end
# Remake target window contents
@actor_window.refresh
@status_window.refresh
# If all party members are dead
if $game_party.all_dead?
@targetactive = false
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If common event ID is valid
if @item.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @item.common_event_id
@targetactive = false
# Switch to map screen
$scene = Scene_Map.new
return
end
end
# If item wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
return
end
if @command_window.index == 3
# If unable to use because SP ran out
unless @actor.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If target is all
if @actor_window.index == -1
# Apply skill use effects to entire party
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
# If target is user
if @actor_window.index <= -2
# Apply skill use effects to target actor
target = $game_party.actors[@actor_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
# If single target
if @actor_window.index >= 0
# Apply skill use effects to target actor
target = $game_party.actors[@actor_window.index]
used = target.skill_effect(@actor, @skill)
end
# If skill was used
if used
# Play skill use SE
$game_system.se_play(@skill.menu_se)
# Use up SP
@actor.sp -= @skill.sp_cost
# Remake each window content
@actor_window.refresh
@skill_window.refresh
# If entire party is dead
if $game_party.all_dead?
# Switch to game over screen
@targetactive = false
$scene = Scene_Gameover.new
return
end
# If command event ID is valid
if @skill.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @skill.common_event_id
@targetactive = false
# Switch to map screen
$scene = Scene_Map.new
return
end
end
# If skill wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
#--------------------------------------------------------------------------
# * Frame Update (when equip window is active)
#--------------------------------------------------------------------------
def update_equip
@equipitem_window.update_equipment(@equip_window.index)
@equipstat_window.mode = @equip_window.index
@equipstat_window.refresh
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
@status_window.refresh
# Switch to menu screen
@equip_window.active = false
@help_window.active = false
@actor_window.active = true
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If equipment is fixed
if @actor.equip_fix?(@equip_window.index)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Activate item window
@equip_window.active = false
@equipitem_window.active = true
@equipitem_window.index = 0
return
end
# If Shift button was pressed
if Input.trigger?(Input::SHIFT) && LegACy::EXTRA_EQUIP
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Activate item window
@equip_window.active = false
@equipenhanced_window.active = true
@equipenhanced_window.index = 0
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when equipment item window is active)
#--------------------------------------------------------------------------
def update_equipment
# Get currently item
item1 = @equip_window.item
item2 = @equipitem_window.item
last_hp = @actor.hp
last_sp = @actor.sp
old_atk = @actor.atk
old_pdef = @actor.pdef
old_mdef = @actor.mdef
old_str = @actor.str
old_dex = @actor.dex
old_agi = @actor.agi
old_int = @actor.int
old_eva = @actor.eva
@actor.equip(@equip_window.index, item2 == nil ? 0 : item2.id)
# Get parameters for after equipment change
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
new_str = @actor.str
new_dex = @actor.dex
new_agi = @actor.agi
new_int = @actor.int
new_eva = @actor.eva
@equipstat_window.changes = [0, 0, 0, 0, 0, 0, 0, 0]
@equipstat_window.changes[0] = new_atk > old_atk ? 1 : @equipstat_window.changes[0]
@equipstat_window.changes[0] = new_atk < old_atk ? -1 : @equipstat_window.changes[0]
@equipstat_window.changes[1] = new_pdef > old_pdef ? 1 : @equipstat_window.changes[1]
@equipstat_window.changes[1] = new_pdef < old_pdef ? -1 : @equipstat_window.changes[1]
@equipstat_window.changes[2] = new_mdef > old_mdef ? 1 : @equipstat_window.changes[2]
@equipstat_window.changes[2] = new_mdef < old_mdef ? -1 : @equipstat_window.changes[2]
@equipstat_window.changes[3] = new_str > old_str ? 1 : @equipstat_window.changes[3]
@equipstat_window.changes[3] = new_str < old_str ? -1 : @equipstat_window.changes[3]
@equipstat_window.changes[4] = new_dex > old_dex ? 1 : @equipstat_window.changes[4]
@equipstat_window.changes[4] = new_dex < old_dex ? -1 : @equipstat_window.changes[4]
@equipstat_window.changes[5] = new_agi > old_agi ? 1 : @equipstat_window.changes[5]
@equipstat_window.changes[5] = new_agi < old_agi ? -1 : @equipstat_window.changes[5]
@equipstat_window.changes[6] = new_int > old_int ? 1 : @equipstat_window.changes[6]
@equipstat_window.changes[6] = new_int < old_int ? -1 : @equipstat_window.changes[6]
@equipstat_window.changes[7] = new_eva > old_eva ? 1 : @equipstat_window.changes[7]
@equipstat_window.changes[7] = new_eva < old_eva ? -1 : @equipstat_window.changes[7]
# Return equipment
@actor.equip(@equip_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
elem_text = ""
stat_text = ""
if item2.is_a?(RPG::Weapon)
flag = false
for i in item2.element_set
next if i == LegACy::ITEMS[0] || i == LegACy::ITEMS[1] ||
i == LegACy::ITEMS[2] || i == LegACy::ITEMS[3] ||
i == LegACy::ITEMS[4] || i == LegACy::ITEMS[5]
elem_text += ", " if flag
elem_text += $data_system.elements
flag = true
end
flag = false
for i in item2.plus_state_set
stat_text += ", " if flag
stat_text += $data_states.name
flag = true
end
end
if item2.is_a?(RPG::Armor)
flag = false
for i in item2.guard_element_set
next if i == LegACy::ITEMS[0] || i == LegACy::ITEMS[1] ||
i == LegACy::ITEMS[2] || i == LegACy::ITEMS[3] ||
i == LegACy::ITEMS[4] || i == LegACy::ITEMS[5]
elem_text += ", " if flag
elem_text += $data_system.elements
flag = true
end
flag = false
for i in item2.guard_state_set
stat_text += ", " if flag
stat_text += $data_states.name
flag = true
end
end
# Draw in left window
@equipstat_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
new_dex, new_agi, new_int, new_eva, elem_text, stat_text)
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Erase parameters for after equipment change
@equipstat_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil, '', '')
# Activate right window
@equip_window.active = true
@equipitem_window.active = false
@equipitem_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play equip SE
$game_system.se_play($data_system.equip_se)
# Get currently selected data on the item window
item = @equipitem_window.item
# Change equipment
@actor.equip(@equip_window.index, item == nil ? 0 : item.id)
# Erase parameters for after equipment change
@equipstat_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil, '', '')
# Activate right window
@equip_window.active = true
@equipitem_window.active = false
@equipitem_window.index = -1
# Remake right window and item window contents
@equip_window.refresh
@equipitem_window.refresh
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when enhnaced equip window is active)
#--------------------------------------------------------------------------
def update_extraequip
# If B button was pressed
if Input.trigger?(Input::B) || Input.trigger?(Input::SHIFT)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
@equipenhanced_window.active = false
@equip_window.active = true
return
end
# If C button was pressed
if Input.trigger?(Input::C)
$game_system.se_play($data_system.equip_se)
case @equipenhanced_window.index
when 0
for i in 0..4
@actor.equip(i, 0) unless @actor.equip_fix?(i)
next if @actor.equip_fix?(i)
case i
when 0
weapons = []
weapon_set = $data_classes[@actor.class_id].weapon_set
for j in 1...$data_weapons.size
if $game_party.weapon_number(j) > 0 && weapon_set.include?(j)
weapons.push($data_weapons[j])
end
end
next if weapons == []
weapons = weapons.reverse
strongest_weapon = weapons[0]
for weapon in weapons
strongest_weapon = weapon if strongest_weapon.atk < weapon.atk
end
@actor.equip(0, strongest_weapon.id)
when 1..4
armors = []
armor_set = $data_classes[@actor.class_id].armor_set
for j in 1...$data_armors.size
if $game_party.armor_number(j) > 0 && armor_set.include?(j)
if $data_armors[j].kind == i - 1
armors.push($data_armors[j])
end
end
end
next if armors == []
armors = armors.reverse
strongest_armor = armors[0]
for armor in armors
strongest_armor = armor if strongest_armor.pdef < armor.pdef
end
@actor.equip(i, strongest_armor.id)
end
end
when 1
for j in 0..4
@actor.equip(j, 0) unless @actor.equip_fix?(j)
end
end
@equip_window.refresh
@equipitem_window.refresh
@equipstat_window.refresh
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_playerstatus
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
@playerstatus_window.active = false
@actor_window.active = true
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when save window is active)
#--------------------------------------------------------------------------
def update_save
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
@file_window.active = false
@command_window.active = true
return
end
# If C button was pressed
if Input.trigger?(Input::C)
$game_system.se_play($data_system.save_se)
file = File.open("Save#{@file_window.index + 1}.rxdata", "wb")
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors
characters.push([actor.character_name, actor.character_hue])
end
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number
Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
Marshal.dump($ams, file) if LegACy::AMS
Marshal.dump($ABS, file) if LegACY::PREXUS
Marshal.dump($game_allies, file) if LegACy::ABS
file.close
@file_window.refresh
@filestatus_window.refresh
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
@actor = $game_party.actors[@actor_window.index]
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
if @old_actor == nil
@command_window.active = true
@actor_window.active = false
if @actor_window.party
for i in 4...$game_party.actors.size
unless $game_party.reserve == []
$game_party.reserve[i - 4] = $game_party.actors[4]
$game_party.actors.delete($game_party.actors[4])
end
end
@actor_window.party = false
@actor_window.refresh
end
@actor_window.index = -1
else
@old_actor = nil
end
return
end
# If C button was pressed
if Input.trigger?(Input::C)
if @actor_window.party == false
# Branch by command window cursor position
case @command_window.index
when 1 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
@equip_window.active = true
@equip_window.update_actor(@actor)
@equipitem_window.update_actor(@actor)
@equipstat_window.update_actor(@actor)
@help_window.active = true
@actor_window.active = false
when 3 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@actor_window.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
if LegACy::ABS
@actor_window.index == 0 ? @skill_window.height = 240 : @skill_window.height = 336
end
@skill_window.active = true
@skill_window.index = 0
@skill_window.update_actor(@actor)
@help_window.active = true
@actor_window.active = false
when 4 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
@playerstatus_window.active = true
@playerstatus_window.update_actor(@actor)
@actor_window.active = false
end
return
else
# Play decision SE
$game_system.se_play($data_system.decision_se)
if @old_actor == nil
@old_actor = @actor
else
$game_party.actors[$game_party.actors.index(@old_actor)] = $game_party.actors[@actor_window.index]
$game_party.actors[@actor_window.index] = @old_actor
@actor_window.refresh
$game_player.refresh
@old_actor = nil
end
return
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update_end
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
@end_window.active = false
@command_window.active = true
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Branch by command window cursor position
&
# Shutdown
$scene = nil
end
return
end
end
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
# This window displays the status of all party members on the battle screen.
#==============================================================================
if LegACy::BATTLE_BAR
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
actor_x = i * 160 + 4
draw_actor_name(actor, actor_x, 0)
draw_LegACy_bar(actor, actor_x - 4, 46, 'hp', 120)
draw_LegACy_bar(actor, actor_x - 4, 76, 'sp', 120)
if @level_up_flags[i]
self.contents.font.color = normal_color
self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, actor_x, 96)
end
end
end
end
#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
# This class performs load screen processing.
#==============================================================================
class Scene_Load
#--------------------------------------------------------------------------
# * Object Initialization
# help_text : text string shown in the help window
#--------------------------------------------------------------------------
def initialize
$game_temp = Game_Temp.new
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..LegACy::SAVE_NUMBER
filename = "Save#{i + 1}.rxdata"
if FileTest.exist?(filename)
file = File.open(filename, "r")
if file.mtime > latest_time
latest_time = file.mtime
$game_temp.last_file_index = i
end
file.close
end
end
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@help_window = Window_Help.new
@help_window.set_text("Select a file to load.")
@file_window = Window_File.new
@file_window.y = 64
@file_window.height = 416
@file_window.active = true
@status_window = Window_FileStatus.new(@file_window)
@status_window.x = 320
@status_window.y = 64
@status_window.height = 416
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@file_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
@help_window.update
@file_window.update
@status_window.update
# If C button was pressed
if Input.trigger?(Input::C)
unless FileTest.exist?(filename)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.load_se)
file = File.open(filename, "rb")
read_save_data(file)
file.close
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
$game_map.update
$scene = Scene_Map.new
$game_temp.last_file_index = @file_index
return
end
# If B button was pressed
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Title.new
return
end
end
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
# Read character data for drawing save file
characters = Marshal.load(file)
# Read frame count for measuring play time
Graphics.frame_count = Marshal.load(file)
# Read each type of game object
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
# If magic number is different from when saving
# (if editing was added with editor)
if $game_system.magic_number != $data_system.magic_number
# Load map
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
# Refresh party members
$game_party.refresh
end
end
#--------------------------------------------------------------------------
# ? return the selected file's name
#--------------------------------------------------------------------------
def filename
return "Save#{@file_window.index + 1}.rxdata"
$game_party.actors.size != 4 ? i = 14 : i = 0
$game_party.actors.size == 1 ? i = 24 : i = i
end
endI need it so when they open the menu up NEXT To -or- INSTEAD of SAVE there is a option called TRIPLE TRIAD and it calls
Quote# ~ open_triad_main(animation = true) : Opens Main Menu
[/glow]
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