#_________________________________________________
# MOG_Menu Skill Nami V1.0
#_________________________________________________
# By Moghunter
#_________________________________________________
module MOG
# Defini? de tempo de transi?.
MSK_TT = 20
# Tipo de transi?.
MSK_TTT = "004-Blind04"
end
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def draw_lay(x,y)
lay = Cache.menu("Menu_Status_OBJ")
#lay = RPG::Cache.picture("MSK_Status")
cw = lay.width
ch = lay.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, lay, src_rect)
end
def draw_maphp3(actor, x, y)
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x+65, y - ch +30, back, src_rect)
meter = Cache.menu("HPMeter")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x+65, y - ch +30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x+65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
end
def draw_mapsp3(actor, x, y)
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x+ 65 , y - ch +30, back, src_rect)
meter = Cache.menu("MPMeter")
cw = meter.width * actor.mp / actor.maxmp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x +65 , y - ch+ 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.mp.to_s + "/" + actor.maxmp.to_s, 1)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.mp.to_s + "/" + actor.maxmp.to_s, 1)
end
####
def draw_mexp2(actor, x, y)
bitmap2 = Cache.menu("MeterBack")
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
rate = actor.now_exp.to_f / actor.next_exp
bitmap = Cache.menu("EXPMeter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 54, y, 84, 32, "Exp",0)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 190, y - 125, 60, 32,"LV "+ actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x +191, y - 124, 60, 32,"LV "+ actor.level.to_s, 1)
end
####
end
#######################
# Window_SkillStatus2 #
#######################
class Window_SkillStatus2 < Window_Base
def initialize(actor)
super(350, 75, 290, 340)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_lay(0,300)
draw_actor_face(@actor, 50, 140)
draw_actor_name(@actor, 15, 10)
draw_actor_state(@actor, 120, 140)
draw_maphp3(@actor, 5, 195)
draw_mapsp3(@actor, 5, 240)
draw_mexp2(@actor, -30, 135)
end
end
#################
# Window_Skill2 #
#################
class Window_Skill2 < Window_Selectable
def initialize(actor)
super(0, 95, 335, 290)
@actor = actor
@column_max = 1
refresh
self.index = 0
end
def skill
return @data[self.index]
end
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]
if skill != nil
@data.push(skill)
end
end
@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
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
self.contents.font.name = "Georgia"
x = index % 1 * (288)
y = index / 1 * 32
width = self.width + 32 / @column_max - 32
rect = Rect.new(x, y, width, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = 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, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.mp_cost.to_s, 2)
self.contents.font.color = Color.new(200,200,0,255)
self.contents.draw_text(x + 170, y, 48, 32, "MP", 2)
end
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
###############
# Scene_Skill #
###############
class Scene_Skill
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
def main
@actor = $game_party.members[@actor_index]
@msk_lay = Sprite.new
@msk_lay.bitmap = Cache.menu("Menu_Status_Layout")
@msk_lay.z = 100
@msk_back1 = Plane.new
@msk_back1.bitmap = Cache.menu("Background")
@msk_back1.z = 10
@help_window = Window_Help.new
@help_window.y = 500
@status_window = Window_SkillStatus2.new(@actor)
@status_window.z = 110
@status_window.x = 640
@skill_window = Window_Skill2.new(@actor)
@skill_window.help_window = @help_window
@skill_window.help_window.y = 500
@target_window = Window_Target.new
@target_window.x = 304
@target_window.visible = false
@target_window.active = false
@skill_window.opacity = 0
@help_window.opacity = 0
@target_window.opacity = 190
Graphics.transition(10, "Graphics/System/BattleStart", 80)
#Graphics.transition(MOG::MSK_TT, "Graphics/Transitions/" MOG::MSK_TTT,80)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
@status_window.x = 25
Graphics.update
end
Graphics.freeze
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
@msk_lay.dispose
@msk_back1.dispose
end
def update
@help_window.update
@status_window.update
@skill_window.update
@target_window.update
@msk_back1.ox = 1
@msk_back1.oy = 1
if @status_window.x > 350
@status_window.x -= 15
elsif @status_window.x 425
@skill_window.help_window.y -= 5
elsif @skill_window.help_window.y = 3
@skill_window.active = false
@target_window.visible = true
@target_window.active = true
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
else
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$game_system.se_play(@skill.menu_se)
@actor.mp -= @skill.mp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
$scene = Scene_Map.new
return
end
end
return
end
if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@actor_index = 1
@actor_index %= $game_party.actors.size
$scene = Scene_Skill.new(@actor_index)
return
end
if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@actor_index = $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Skill.new(@actor_index)
return
end
end
def update_target
if Input.trigger?(Input::X)
$game_system.se_play($data_system.cancel_se)
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
unless @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
if @target_window.index = 0
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
if used
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end