#==============#
#=> CMS #3 <=#
#=> Rune <=#
#=> Feb 2008 <=#
#==============#
$LOGO = RPG::Cache.icon("001-Weapon01")
$data_mapinfos = load_data('Data/MapInfos.rxdata')
class Window_Steps
def initialize
super(0, 0, 410, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
contents.clear
contents.font.color = system_color
contents.draw_text(0, 0, 378, 32, 'Location', 1)
contents.font.color = normal_color
name = $data_mapinfos[$game_map.map_id].name
contents.draw_text(0, 32, 378, 32, name, 1)
end
end
class Window_GName < Window_Base
def initialize
super(0, 0, 250, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 218, 32, "Insert Game Name Here", 1)
end
end
class Window_GLogo < Window_Base
def initialize
super(0, 0, 250, 320)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.blt(0, 0, $LOGO, Rect.new(0, 0, 220, 288))
end
end
class Window_MenuStatus < Window_Selectable
def initialize
super(0, 0, 230, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 116
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 75)
draw_actor_name(actor, x - 60, y - 8)
draw_actor_class(actor, x - 20, y + 11)
draw_actor_level(actor, x + 30, y - 8)
draw_actor_state(actor, x - 20, y + 30)
draw_actor_hp(actor, x - 20, y + 51)
draw_actor_sp(actor, x - 20, y + 71)
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = "Inventory"
s2 = "Techniques"
s3 = "Equipment"
s4 = "Status"
s5 = "Save Game"
s6 = "Quit Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.x = 480
@command_window.height = 32 * 7 + 1
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(4)
end
@playtime_window = Window_PlayTime.new
@playtime_window.x = 480
@playtime_window.y = 288
@steps_window = Window_Steps.new
@steps_window.x = 230
@steps_window.y = 384
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 224
@status_window = Window_MenuStatus.new
@status_window.x = 0
@status_window.y = 0
@gnam_window = Window_GName.new
@gnam_window.x = 230
@gnam_window.y = 0
@glog_window = Window_GLogo.new
@glog_window.x = 230
@glog_window.y = 64
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@gnam_window.dispose
@glog_window.dispose
end
def update
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
@gnam_window.update
@glog_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
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
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
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 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
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)
end
return
end
end
end
There you go, if it still ain't enough, tell me.