Alright ive been editing this script i found on another site...
The problem is right now, is that i cant figure out how to change this menu to show the characters portraits instead of the characters themselves. Ive looked all over he script for it.
And another thing is that the save files dont work right either. It loads the files you save , but doesnt SHOW the updated files that you saved last. Now this part is out of my league.
I was just wondering if anyone is cool or knowledgeable enough to tell me how?
I would REALLY appreciate it
#==============================================================================
# ** Tale of Symphonia Menu_Compilations
#------------------------------------------------------------------------------
# By: Vash (of hbgames.org/Creation Asylum)
# Released on: Dec. 27, 2005
# Last Updates: Jan. 4, 2006, March 2, 2006, April 14, 2006, Augest 26, 2006,
# Augest 28, 2006, Augest 29, 2006, Augest 30, 2006, Augest 31, 2006,
# September 1, 2006
# Recent Updates: September 3, 2006
# Version: 2.4.3
#------------------------------------------------------------------------------
# Credits Goes To:
# + Selwyn/Squall's Cursor Script
# + RPG Advocate's Changing Party Order
# + AcedentProne's Shadow Text & Save/Load Windows +(modified)+.
# + Trickster help with limiting the party in battle.
# + SephirothSpawn Battle Count Mod
# + My (Vash) Death Switch Script
#==============================================================================
#==============================================================================
# ** Customize Tale of Symphonia Menu
#==============================================================================
module Vash_ToS
TOS_MENU_ENABLED = true # Enable or disable this entire script.
TOS_SAVE_ENABLED = true # Enable or disable save window remodel.
TOS_STATUS_ENABLED = true # Enable or disable status window remodel.
ICON = true # True if want icon in command window, false if not.
ICON_NAME = 'menu' # Name of icon images.
FONT_SHADOW = true # True if shaow on text wanted, false if not.
FONT_BOLD = true # Main menu command text bolded.
CURSOR_N = 'cursor' # Name of curor image.
CURSOR_X = -12 # x position of cursor.
CURSOR_Y = 16 # y position of cursor.
WINOW_OPACITY = 200 # Opacity of CMS' windows.
WIN_SKIN = '001-Blue01' # Windowskin for windows not using cursor - save window.
WIN_SKINS = '001-Blue02' # Windowskin for windows using cursor.
PARTY_SIZE = 4 # Number of members in party.
PARTY_BATTLE = 4 # Number of members in party during battle.
end
#--------------------------------------------------------------------------
# * If scripts enabled or disabled
#--------------------------------------------------------------------------
if Vash_ToS::TOS_MENU_ENABLED
begin
Font.default_name = 'Manaspace' # Font of game.
Font.default_size = 17 # Font size of game.
end
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class Window_Base < Window
alias vash_tos_initialize initialize
def initialize(x, y, width, height)
vash_tos_initialize(x, y, width, height)
if $scene.is_a?(Scene_Item) or
$scene.is_a?(Scene_Skill) or
$scene.is_a?(Scene_Equip) or
$scene.is_a?(Scene_Status) or
$scene.is_a?(Scene_End)
self.back_opacity = Vash_ToS::WINOW_OPACITY
end
end
def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw =bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw,ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.hp / actor.maxhp
hp_color_1 = Color.new(255, 0, 0, 192)
hp_color_2 = Color.new(255, 255, 0, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.sp / actor.maxsp
hp_color_1 = Color.new( 0, 0, 255, 192)
hp_color_2 = Color.new( 0, 255, 255, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
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
self.contents.fill_rect(x, y, width, width, start_color)
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
self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
end
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 40, 32, 'Lv.')
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
end
def draw_actor_parameter(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
when 7
parameter_name = 'Evasion'
parameter_value = actor.eva
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 + 120, y, 36, 32, parameter_value.to_s, 2)
end
end
end
end
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#==============================================================================
# ** Shadow Text
#==============================================================================
#------------------------------------------------------------------------------
# If Shadow font is wanted
#------------------------------------------------------------------------------
if Vash_ToS::FONT_SHADOW
#------------------------------------------------------------------------------
class Bitmap
if not method_defined?('original_draw_text')
alias vash_tos_original_draw_text draw_text
def draw_text(*arg)
original_color = self.font.color.dup
self.font.color = Color.new(0, 0, 0, 128)
if arg[0].is_a?(Rect)
arg[0].x += 2
arg[0].y += 2
self.vash_tos_original_draw_text(*arg)
arg[0].x -= 2
arg[0].y -= 2
else
arg[0] += 2
arg[1] += 2
self.vash_tos_original_draw_text(*arg)
arg[0] -= 2
arg[1] -= 2
end
self.font.color = original_color
self.vash_tos_original_draw_text(*arg)
end
end
end
#------------------------------------------------------------------------------
# End of if
#------------------------------------------------------------------------------
end
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class Sprite_Cursor < Sprite
#--------------------------------------------------------------------------
# * instances
#--------------------------------------------------------------------------
attr_accessor :true_x
attr_accessor :true_y
#--------------------------------------------------------------------------
# * initialize
#--------------------------------------------------------------------------
def initialize(x = 0, y = 0)
super()
self.x = @true_x = x
self.y = @true_y = y
self.z = 10000
self.bitmap = RPG::Cache.windowskin(Vash_ToS::CURSOR_N) rescue Bitmap.new(32, 32)
end
#--------------------------------------------------------------------------
# * update
#--------------------------------------------------------------------------
def update
super
if self.y < @true_y
n = (@true_y - self.y) / 3
n = 1 if n == 0
self.y += n
elsif self.y > @true_y
n = (self.y - @true_y) / 3
n = 1 if n == 0
self.y -= n
end
if self.x < @true_x
n = (@true_x - self.x) / 3
n = 1 if n == 0
self.x += n
elsif self.x > @true_x
n = (self.x - @true_x) / 3
n = 1 if n == 0
self.x -= n
end
end
end
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * instances
#--------------------------------------------------------------------------
attr_reader :index
attr_reader :help_window
attr_accessor :cursor
alias update_cursor_moves update
#--------------------------------------------------------------------------
# * initialize
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@item_max = 1
@column_max = 1
@index = -1
@cursor = Sprite_Cursor.new(x, y)
update_cursor
end
#--------------------------------------------------------------------------
# * x=
#--------------------------------------------------------------------------
def x=(x)
super
@cursor.x = x if !@cursor.nil?
end
#--------------------------------------------------------------------------
# * y=
#--------------------------------------------------------------------------
def y=(y)
super
@cursor.y = y if !@cursor.nil?
end
#--------------------------------------------------------------------------
# * visible=
#--------------------------------------------------------------------------
def visible=(visible)
super
if !@cursor.nil? and visible == false
@cursor.visible = false
end
end
#--------------------------------------------------------------------------
# * dispose
#--------------------------------------------------------------------------
def dispose
@cursor.dispose
super
end
#--------------------------------------------------------------------------
# * update_cursor_rect
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy
self.cursor_rect.set(x, y, cursor_width, 32)
end
#--------------------------------------------------------------------------
# * update_cursor
#--------------------------------------------------------------------------
def update_cursor
# Play around with numbers depending on the curor you have
@cursor.true_x = self.cursor_rect.x + self.x + Vash_ToS::CURSOR_X
@cursor.true_y = self.cursor_rect.y + self.y + Vash_ToS::CURSOR_Y
@cursor.update
@cursor.visible = (self.visible and self.index >= 0)
end
#--------------------------------------------------------------------------
# * update
#--------------------------------------------------------------------------
def update
update_cursor_moves
update_cursor
end
end
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#==============================================================================
# ** Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Finds Map Name
#--------------------------------------------------------------------------
def name
load_data('Data/MapInfos.rxdata')[@map_id].name
end
end
##++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#==============================================================================
# ** Death Switch
#==============================================================================
class Game_Player < Game_Character
alias vash_tos_switch_refresh refresh
def refresh
vash_tos_switch_refresh
#------------------------------------------------------------------------------
# If lead character is dead
#------------------------------------------------------------------------------
for actor in $game_party.actors
lead = actor unless actor.hp == 0
break unless lead.nil?
end
#------------------------------------------------------------------------------
@character_name = lead.character_name
@character_hue = lead.character_hue
@opacity = 255
@blend_type = 0
end
end
class Game_Player < Game_Character
alias vash_tos_switch_update update
def update
vash_tos_switch_update
#------------------------------------------------------------------------------
# If lead character is dead
#------------------------------------------------------------------------------
for actor in $game_party.actors
lead = actor unless actor.hp == 0
break unless lead.nil?
end
#------------------------------------------------------------------------------
# If all characters are dead
#------------------------------------------------------------------------------
if $game_party.all_dead? or $game_party.actors.size == 0
$scene = Scene_Gameover.new
return
end
$game_temp.gameover unless !lead.nil?
@character_name = lead.character_name
@character_hue = lead.character_hue
end
end
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class Game_Party
attr_accessor :battle_count
alias vash_tos_battlecount_init initialize
def initialize
#--------------------------------------------------------------------------
# * battle counter
#--------------------------------------------------------------------------
vash_tos_battlecount_init
@battle_count = 0
end
def add_actor(actor_id)
actor = $game_actors[actor_id]
if @actors.size < Vash_ToS::PARTY_SIZE and not @actors.include?(actor)
@actors.push(actor)
$game_player.refresh
end
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# * battle counter
#--------------------------------------------------------------------------
alias vash_tos_battlecount_main main
def main
$game_party.battle_count += 1
vash_tos_battlecount_main
end
end
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This puts a limit on how many characters can enter battle.
#==============================================================================
class Scene_Battle
alias vash_tos_remove_main main
def main
@saved_actors = []
if $game_party.actors.size > Vash_ToS::PARTY_BATTLE
for i in ToS::PARTY_BATTLE...$game_party.actors.size
@saved_actors << $game_party.actors[i].id
$game_party.remove_actor($game_party.actors[i].id)
end
end
vash_tos_remove_main
end
alias vash_tos_add_battle_end battle_end
def battle_end(result)
for actor_id in @saved_actors
$game_party.add_actor(actor_id)
end
vash_tos_add_battle_end(result)
end
end
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#==============================================================================
# ** Window_NewCommand
#------------------------------------------------------------------------------
# This window deals with general command choices.
#==============================================================================
class Window_MenuCommand < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command text string array
#--------------------------------------------------------------------------
def initialize(width, commands, icon = nil)
# Compute window height from command quantity
col_max = 5
super(0, 0, width, (commands.size / col_max + 2) * 21.5 + 32)
@item_max = commands.size
@commands = commands
@column_max = col_max
@icon = icon
self.contents = Bitmap.new(width - 32, height - 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.bold = Vash_ToS::FONT_BOLD
rect = Rect.new((index % @column_max) * ((width - 32) / @column_max),
index / @column_max * 32, (width - 32) / @column_max, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
unless @icon == nil
bitmap = RPG::Cache.icon(@icon + index.to_s)
rect = Rect.new((index % @column_max) * ((width - 32) / @column_max),
index / @column_max * 32, (width - 32) / @column_max, 32)
self.contents.blt((index % @column_max) * ((width - 32) / @column_max),
index / @column_max * 32, 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
#--------------------------------------------------------------------------
# * Update Cursor Position
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = (self.width - 55) / @column_max
x = @index % @column_max * (cursor_width + 3)
y = @index / @column_max * 32 - self.oy
self.cursor_rect.set(x, y, 32, 32)
end
end
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#==============================================================================
# ** Window_Info
#------------------------------------------------------------------------------
# This window displays game information.
#==============================================================================
class Window_Info < Window_Base
def initialize
super(0, 0, 170, 360)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
cx = contents.text_size($data_system.words.gold).width
self.contents.draw_text(1, -7, 120, 32, 'Play Time')
self.contents.draw_text(1, 30, 120, 32, 'Steps')
self.contents.draw_text(2, 64, 120, 32, 'Encounters')
self.contents.draw_text(2, 97, 120, 32, 'Location')
self.contents.draw_text(124-cx, 220, cx, 25, $data_system.words.gold, 2)
@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.font.color = normal_color
self.contents.draw_text(4, 10, 120, 32, text, 2)
self.contents.draw_text(3.5, 45, 120, 32, $game_party.steps.to_s, 2)
self.contents.draw_text(3, 82, 120, 32, $game_party.battle_count.to_s, 2)
self.contents.draw_text(- 2, 117, 124, 32, $game_map.name.to_s, 2)
self.contents.draw_text(4, 216, 122.5-cx-6, 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_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
def initialize
super(0, 0, 455, 360)
self.contents = Bitmap.new(width - 32, $game_party.actors.size * 116 - 16)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 85
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 32, y + 65)
draw_actor_name(actor, x + 5, y - 8)
draw_actor_class(actor, x + 5, y + 18)
draw_actor_level(actor, x + 5, y + 45)
draw_actor_state(actor, x + 95, y + 45)
draw_actor_hp_meter_line(actor, x + 223, y + 9, 116, 8)
draw_actor_sp_meter_line(actor, x + 223, y + 37, 116, 8)
draw_actor_hp(actor, x + 195, y + - 8)
draw_actor_sp(actor, x + 195, y + 20)
self.contents.font.color = system_color
self.contents.draw_text(x + 195, y + 45, 84, 32, 'Next')
self.contents.font.color = normal_color
self.contents.draw_text(x + 310, y + 45, 84, 32, actor.next_exp_s)
end
end
#--------------------------------------------------------------------------
def top_row
return self.oy / 85
end
#--------------------------------------------------------------------------
def top_row=(row)
if row < 0
row = 0
end
if row > row_max - 1
row = row_max - 1
end
self.oy = row * 85
end
#--------------------------------------------------------------------------
# * Update Cursor Position
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 85 - self.oy
self.cursor_rect.set(x, y, cursor_width, 96)
end
#--------------------------------------------------------------------------
def page_row_max
return 4
end
end
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#==============================================================================
# ** Scene_Menu
#==============================================================================
class Scene_Menu
def initialize(menu_index = 0)
$game_system.windowskin_name = Vash_ToS::WIN_SKINS
@menu_index = menu_index
@changer = 0
@where = 0
@checker = 0
end
def main
if Vash_ToS::ICON
s1 = ' ' + $data_system.words.item
s2 = ' ' + $data_system.words.skill
s3 = ' ' + $data_system.words.equip
s4 = ' ' + 'Status'
s5 = ' ' + 'Party'
s6 = ' ' + 'Save'
s7 = ' ' + 'Exit'
else
s1 = ' ' + $data_system.words.item
s2 = ' ' + $data_system.words.skill
s3 = ' ' + $data_system.words.equip
s4 = ' ' + 'Status'
s5 = ' ' + 'Party'
s6 = ' ' + 'Save'
s7 = ' ' + 'Exit'
end
@command_window = Window_MenuCommand.new(626, [s1, s2, s3, s4, s5, s6, s7])
@command_window = Window_MenuCommand.new(626, [s1, s2, s3, s4, s5, s6, s7], Vash_ToS::ICON_NAME)if Vash_ToS::ICON
@command_window.index = @menu_index
@command_window.x = 7
@command_window.y = -96
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(5)
end
@info_window = Window_Info.new
@info_window.x = 913
@info_window.y = 109
@status_window = Window_MenuStatus.new
@status_window.x = -413
@status_window.y = 109
@spriteset = Spriteset_Map.new
@background = RPG::Sprite.new
@background.bitmap = Bitmap.new(640,480)
@background.bitmap.fill_rect(@background.bitmap.rect,Color.new(0,0,0,120))
@windows = [@command_window, @status_window, @info_window]
@windows.each {|i| i.opacity = Vash_ToS::WINOW_OPACITY}
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@background.dispose
@windows.each {|i| i.dispose}
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
animate
@windows.each {|i| i.update}
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Animating windows.
#--------------------------------------------------------------------------
def animate
if @command_window.active
@command_window.y += 6 if @command_window.y < 10
@status_window.x += 30 if @status_window.x < 0
@info_window.x -= 30 if @info_window.x > 465
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
@command_window.active = false
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0 # Item
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1 # Skill
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # Equip
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # Status
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # Party Changer
$game_system.se_play($data_system.decision_se)
@checker = 0
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 5 # Save
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 6 # End
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
when 4
$game_system.se_play($data_system.decision_se)
if @checker == 0
@changer = $game_party.actors[@status_window.index]
@where = @status_window.index
@checker = 1
else
$game_party.actors[@where] = $game_party.actors[@status_window.index]
$game_party.actors[@status_window.index] = @changer
@checker = 0
@status_window.refresh
end
end
return
end
end
end
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class Scene_Item
alias vash_tos_main main
def main
@spriteset = Spriteset_Map.new
@background = RPG::Sprite.new
@background.bitmap = Bitmap.new(640,480)
@background.bitmap.fill_rect(@background.bitmap.rect,Color.new(0,0,0,120))
vash_tos_main
@spriteset.dispose
@background.dispose
end
end
class Scene_Skill
alias vash_tos_main main
def main
@spriteset = Spriteset_Map.new
@background = RPG::Sprite.new
@background.bitmap = Bitmap.new(640,480)
@background.bitmap.fill_rect(@background.bitmap.rect,Color.new(0,0,0,120))
vash_tos_main
@spriteset.dispose
@background.dispose
end
end
class Scene_Equip
alias vash_tos_main main
def main
@spriteset = Spriteset_Map.new
@background = RPG::Sprite.new
@background.bitmap = Bitmap.new(640,480)
@background.bitmap.fill_rect(@background.bitmap.rect,Color.new(0,0,0,120))
vash_tos_main
@spriteset.dispose
@background.dispose
end
end
class Scene_End
alias vash_tos_main main
def main
@spriteset = Spriteset_Map.new
@background = RPG::Sprite.new
@background.bitmap = Bitmap.new(640,480)
@background.bitmap.fill_rect(@background.bitmap.rect,Color.new(0,0,0,120))
vash_tos_main
@spriteset.dispose
@background.dispose
end
end
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#--------------------------------------------------------------------------
# * If status window remodel enabled or disabled
#--------------------------------------------------------------------------
if Vash_ToS::TOS_STATUS_ENABLED
#==============================================================================
# ** Window_Status
#==============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(-378, 13, 385, 456)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 21
draw_actor_name(@actor, -1, 0)
draw_actor_class(@actor, 0, 23)
draw_actor_level(@actor, 0, 45)
draw_actor_state(@actor, 100, 45)
draw_actor_hp_meter_line(@actor, 36, 83, 116, 8)
draw_actor_hp(@actor, 0, 65, 152)
draw_actor_sp_meter_line(@actor, 36, 108, 116, 8)
draw_actor_sp(@actor, 0, 90, 152)
self.contents.font.color = normal_color
self.contents.draw_text(70, 120, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(70, 140, 84, 32, @actor.next_rest_exp_s, 2)
draw_actor_parameter(@actor, 0, 170, 0)
draw_actor_parameter(@actor, 0, 195, 1)
draw_actor_parameter(@actor, 0, 220, 2)
draw_actor_parameter(@actor, 186, 120, 3)
draw_actor_parameter(@actor, 186, 140, 4)
draw_actor_parameter(@actor, 186, 170, 5)
draw_actor_parameter(@actor, 186, 195, 6)
draw_actor_parameter(@actor, 186, 220, 7)
self.contents.font.color = system_color
self.contents.draw_text(0, 120, 80, 32, 'EXP')
self.contents.draw_text(0, 140, 80, 32, 'NEXT')
self.contents.draw_text(100, 250, 96, 32, 'Equipment')
self.contents.draw_text(0, 278, 96, 32, 'Weapon')
self.contents.draw_text(0, 306, 96, 32, 'Shield')
self.contents.draw_text(0, 334, 96, 32, 'Helmet')
self.contents.draw_text(0, 362, 96, 32, 'Armor')
self.contents.draw_text(0, 390, 96, 32, 'Accessory')
equip = $data_weapons[@actor.weapon_id]
if @actor.equippable?(equip)
draw_item_name($data_weapons[@actor.weapon_id], 166, 278)
else
self.contents.font.color = knockout_color
self.contents.draw_text(166, 278, 192, 32, 'Nothing equipped')
end
equip1 = $data_armors[@actor.armor1_id]
if @actor.equippable?(equip1)
draw_item_name($data_armors[@actor.armor1_id], 166, 306)
else
self.contents.font.color = crisis_color
self.contents.draw_text(166, 306, 192, 32, 'Nothing equipped')
end
equip2 = $data_armors[@actor.armor2_id]
if @actor.equippable?(equip2)
draw_item_name($data_armors[@actor.armor2_id], 166, 334)
else
self.contents.font.color = crisis_color
self.contents.draw_text(166, 334, 192, 32, 'Nothing equipped')
end
equip3 = $data_armors[@actor.armor3_id]
if @actor.equippable?(equip3)
draw_item_name($data_armors[@actor.armor3_id], 166, 362)
else
self.contents.font.color = crisis_color
self.contents.draw_text(166, 362, 192, 32, 'Nothing equipped')
end
equip4 = $data_armors[@actor.armor4_id]
if @actor.equippable?(equip4)
draw_item_name($data_armors[@actor.armor4_id], 166, 390)
else
self.contents.font.color = crisis_color
self.contents.draw_text(166, 390, 192, 32, 'Nothing equipped')
end
end
end
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class Scene_Status
alias vash_tos_main main
def main
@actor = $game_party.actors[@actor_index]
@battler_window = Window_Battler.new(@actor)
@statustop_window = Window_Statustop.new(@actor)
@spriteset = Spriteset_Map.new
@background = RPG::Sprite.new
@background.bitmap = Bitmap.new(640,480)
@background.bitmap.fill_rect(@background.bitmap.rect,Color.new(0,0,0,120))
vash_tos_main
@battler_window.dispose
@statustop_window.dispose
@spriteset.dispose
@background.dispose
end
end
class Scene_Status
alias vash_tos_update update
def update
vash_tos_update
if @status_window.x < 0
@status_window.x += 16
end
if @battler_window.x > 300
@battler_window.x -= 16
end
if @statustop_window.y < 0
@statustop_window.y += 7
end
end
end
#????????????????????????
class Window_Battler < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(678, 13, 350, 456)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_battler(@actor, 190, 400)
end
end
class Window_Battler < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(678, 13, 350, 456)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_battler(@actor, 190, 400)
end
end
class Window_Statustop < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, -200, 640, 100)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 30
self.contents.draw_text(280, 0, 192, 32, 'Status')
draw_actor_graphic(@actor, 200, 60)
end
end
#--------------------------------------------------------------------------
# * If no status window remodel
#--------------------------------------------------------------------------
else
#==============================================================================
# ** Scene_Status
#------------------------------------------------------------------------------
# This class performs status screen processing.
#==============================================================================
class Scene_Status
alias vash_tos_main main
def main
@spriteset = Spriteset_Map.new
@background = RPG::Sprite.new
@background.bitmap = Bitmap.new(640,480)
@background.bitmap.fill_rect(@background.bitmap.rect,Color.new(0,0,0,120))
vash_tos_main
@spriteset.dispose
@background.dispose
end
end
#--------------------------------------------------------------------------
# * End of if status window remodel enabled or disabled
#--------------------------------------------------------------------------
end
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#--------------------------------------------------------------------------
# * If save window remodel enabled or disabled
#--------------------------------------------------------------------------
if Vash_ToS::TOS_SAVE_ENABLED
#==============================================================================
# ** Window_SaveFile
#------------------------------------------------------------------------------
# This window displays save files on the save and load screens.
#==============================================================================
class Window_SaveFile < Window_Base
attr_reader :filename
attr_reader :selected
def initialize(file_index, filename)
$game_system.windowskin_name = Vash_ToS::WIN_SKIN
super(0, 64 + file_index % 4 * 104, 160, 104)
self.contents = Bitmap.new(width - 32, height - 32)
@file_index = file_index
@filename = "Save#{@file_index + 1}.sav"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
refresh
@selected = false
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
name = "Entry #{@file_index + 1}"
self.contents.draw_text(4, 0, 600, 32, name)
@name_width = contents.text_size(name).width
if @file_exist
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(20, 40, 600, 32, time_string)
end
end
def selected=(selected)
@selected = selected
update_cursor_rect
end
def update_cursor_rect
if @selected
self.cursor_rect.set(0, 0, @name_width + 8, 32)
else
self.cursor_rect.empty
end
end
end
class Window_SaveFile2 < Window_Base
attr_reader :filename
attr_reader :selected
def initialize(file_index, filename)
super(160, 64, 480, 320)
self.contents = Bitmap.new(width - 32, height - 32)
@file_index = file_index
@filename = "Save#{@file_index + 1}.sav"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@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)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
refresh
end
def refresh
self.contents.clear
count = 0
if @file_exist
for i in 0...@game_party.actors.size
x = 64 + 222 * count
y = ( i - count ) * 76
actor = @game_party.actors[i]
draw_actor_graphic(actor, x - 24, y + 120)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x, y + 32)
draw_actor_hp_meter_line(actor, x + 30, y + 81, 116, 8)
draw_actor_hp(actor, x, y + 64)
draw_actor_sp_meter_line(actor, x + 30, y + 113, 116, 8)
draw_actor_sp(actor, x, y + 96)
if count == 1
count = 0
else
count += 1
end
end
end
end
end
class Window_SaveFile3 < Window_Base
attr_reader :filename
attr_reader :selected
def initialize(file_index, filename)
super(160, 384, 480, 96)
self.contents = Bitmap.new(width - 32, height - 32)
@file_index = file_index
@filename = "Save#{@file_index + 1}.sav"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@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)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
refresh
end
def refresh
self.contents.clear
if @file_exist
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)
end
count = 0
if @file_exist
self.contents.font.color = system_color
self.contents.draw_text(234, 32, 480, 32, 'Gold')
self.contents.draw_text(234, 0, 480, 32, 'Steps')
self.contents.draw_text(4, 0, 480, 32, 'Location')
self.contents.font.color = normal_color
cx = contents.text_size(@game_party.gold.to_s).width
self.contents.draw_text(446 - cx, 32, cx, 32, @game_party.gold.to_s, 2)
cx = contents.text_size(@game_party.steps.to_s).width
self.contents.draw_text(446 - cx, 0, cx, 32, @game_party.steps.to_s, 2)
map_name = load_data('Data/MapInfos.rxdata')[map.map_id].name
self.contents.draw_text(6, 30, 144, 32, map_name)
end
end
end
#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
# ?This class handles the aspects of the file selection process that are
# unique to loading a game in the Load Game menu.
#==============================================================================
class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# * Checks to see which files exist and initializes the Load Game menu
#--------------------------------------------------------------------------
def initialize
$game_temp = Game_Temp.new
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..3
filename = make_filename(i)
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
super('Which file do you wish to load from?')
end
#--------------------------------------------------------------------------
# * Process decisions made by the player in this menu
#--------------------------------------------------------------------------
def on_decision(filename)
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
end
#--------------------------------------------------------------------------
# * Process to complete when the Cancel key is pressed
#--------------------------------------------------------------------------
def on_cancel
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Title.new
end
#--------------------------------------------------------------------------
# * Reconstitute the serialized objects that were saved
# file : the file
#--------------------------------------------------------------------------
def read_save_data(file)
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
$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 $game_system.magic_number != $data_system.magic_number
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
$game_party.refresh
end
end
#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
# This class performs save screen processing.
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# * Decision Processing
#--------------------------------------------------------------------------
alias vash_tos_save_on_decision on_decision
def on_decision(filename)
vash_tos_save_on_decision(filename)
$scene = Scene_Menu.new(5)
end
#--------------------------------------------------------------------------
# * Cancel Processing
#--------------------------------------------------------------------------
alias vash_tos_save_on_cancel on_cancel
def on_cancel
vash_tos_save_on_cancel
$scene = Scene_Menu.new(5)
end
end
#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This is a superclass for the save screen and load screen.
#==============================================================================
class Scene_File
#--------------------------------------------------------------------------
# * Object Initialization
# help_text : text string shown in the help window
#--------------------------------------------------------------------------
def initialize(help_text)
@help_text = help_text
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@help_window = Window_Help.new
@help_window.set_text(@help_text)
@savefile_windows = []
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@file_index = $game_temp.last_file_index
@now_index = $game_temp.last_file_index
@savefile_windows[@file_index].selected = true
@save_window = Window_SaveFile2.new(@file_index,make_filename(@file_index))
@save_window2 = Window_SaveFile3.new(@file_index,make_filename(@file_index))
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@save_window.dispose
@save_window2.dispose
for i in @savefile_windows
i.dispose
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @now_index != @file_index
@now_index = @file_index
@save_window.dispose
@save_window = Window_SaveFile2.new(@file_index, make_filename(@file_index))
@save_window2.dispose
@save_window2 = Window_SaveFile3.new(@file_index, make_filename(@file_index))
end
@help_window.update
for i in @savefile_windows
i.update
end
# Decision is made
if Input.trigger?(Input::C)
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
return
end
# Cancel key is pressed
if Input.trigger?(Input::B)
on_cancel
return
end
# Down key is pressed
if Input.repeat?(Input::DOWN)
if Input.trigger?(Input::DOWN) or @file_index < 3
$game_system.se_play($data_system.cursor_se)
@savefile_windows[@file_index].selected = false
@file_index = (@file_index + 1) % 4
@savefile_windows[@file_index].selected = true
return
end
end
# Up key is pressed
if Input.repeat?(Input::UP)
if Input.trigger?(Input::UP) or @file_index > 0
$game_system.se_play($data_system.cursor_se)
@savefile_windows[@file_index].selected = false
@file_index = (@file_index + 3) % 4
@savef