##################################################
# Mitsarugi Basic Menu hunter rank add-on V 1.0 #
##################################################
# By Mitsarugi
##################################################
#The basic rpg maker vx menu with some add-ons
#Location
#Time
#Gold
#Hunter rank
#-------------------------------------------------
#the variable used to show the hunter rank.
VARIABLE_HUNT = 6
#the switch i put in for disabling the hunter rank option
SWITCH_ACTIVE_HUNT = 150
#show hunter rank by default? yes/true , no/false
ACTIVE_HUNT = true
##############
# 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_actor_level_menu(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2)
end
def draw_actor_class_menu(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 85, WLH, actor.class.name)
end
def exp_gauge_color1
return text_color(30)
end
def exp_gauge_color2
return text_color(31)
end
def draw_actor_exp_meter(actor, x, y, width = 100)
if actor.next_exp != 0
exp = actor.now_exp
else
exp = 1
end
gw = width * exp / [actor.next_exp, 1].max
gc1 = exp_gauge_color1
gc2 = exp_gauge_color2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, "Exp")
self.contents.font.color = normal_color
xr = x + width
self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_rest_exp_s, 2)
end
end
#####################
# Window_MenuStatus #
#####################
class Window_MenuStatus < Window_Selectable
def initialize(x, y)
super(x, y, 384, 416)#384, 416
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
x = 104
y = actor.index * 96 + WLH / 2
draw_actor_name(actor, x, y)
draw_actor_class_menu(actor, x + 120, y)
draw_actor_level_menu(actor, x + 200, y)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1)
draw_actor_mp(actor, x + 120, y + WLH * 2)
draw_actor_exp_meter(actor, x, y + WLH * 1)
end
end
def update_cursor
if @index < 0
self.cursor_rect.empty
elsif @index < @item_max
self.cursor_rect.set(0, @index * 96, contents.width, 96)
elsif @index >= 100
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
############
# Game_Map #
############
class Game_Map
attr_reader :map_id
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end
###############
# Window_Time #
###############
class Window_Mapname < Window_Base
def initialize(x, y)
super(0, 175, 160, 241) #1st=okay, 2nd=up side , 3th=wide, 4th= down side
#super(0, 175, 160, 192)
refresh
end
def refresh
self.contents.clear
#LOCATION
self.contents.font.color = system_color
self.contents.draw_text(0 ,-20, 120, 50, "Location") # 0= okay, -20= text up (+ =down) 120= text size ,50=length
self.contents.font.color = normal_color
self.contents.draw_text(0, 5, 120, 32, $game_map.mpname.to_s, 2)
#HUNTER RANK
if ACTIVE_HUNT
$game_switches[SWITCH_ACTIVE_HUNT] = true
#~ bitmap = Cache.system("Iconset")
#~ draw_icon(1, 12, 50, true) # Draw Icon
self.contents.font.color = system_color
self.contents.draw_text(0 , 12, 120, 50,"Hunter rank" ) # 0= okay, -20= text up (+ =down) 120= text size ,50=length
self.contents.font.color = normal_color
self.contents.draw_text(0, 36, 120, 32, $game_variables[VARIABLE_HUNT] , 2)#[X] = the variable used
end
#PLAY TIME
self.contents.font.color = system_color
self.contents.draw_text(0 , 44, 120, 50, "Play Time")
@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(0, 70, 120, 32, text, 2)
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
#MONEY
self.contents.font.color = system_color
self.contents.draw_text(0 , 75, 120, 50,"Zeny" )
self.contents.font.color = normal_color
self.contents.draw_text(0, 100, 120, 32, $game_party.gold , 2)
#SOULS
#~ self.contents.font.color = system_color
#~ self.contents.draw_text(0 , 101, 120, 50,"Soul dust" ) # 0= okay, -20= text up (+ =down) 120= text size ,50=length
#~ self.contents.font.color = normal_color
#~ self.contents.draw_text(0, 136, 120, 32, $game_variables[6] , 2)#[X] = the variable used
end
end
##############
#Window_Gold #
##############
#~ class Window_Gold < Window_Base
#~ #--------------------------------------------------------------------------
#~ # * Object Initialization
#~ # x : window X coordinate
#~ # y : window Y coordinate
#~ #--------------------------------------------------------------------------
#~ def initialize(x, y)
#~ super(x, y, 160, WLH + 32)
#~ refresh
#~ end
#~ #--------------------------------------------------------------------------
#~ # * Refresh
#~ #--------------------------------------------------------------------------
#~ def refresh
#~ self.contents.clear
#~ draw_currency_value($game_party.gold, 4, 0, 120)
#~ end
#~ end
##############
#Hunter_Rank #
##############
#~ class Window_Hunter_Rank < Window_Base
#~ def initialize(x, y)
#~ super(0, 175, 160, 64) #1st=okay, 2nd=up side , 3th=wide, 4th= down side
#~ refresh
#~ end
#~ def refresh
#~ value = $game_variables[6] #variable ID
#~ self.contents.clear
#~ self.contents.font.color = system_color
#~ self.contents.draw_text(0 ,-20, 120, 50,"Hunter rank" ) # 0= okay, -20= text up (+ =down) 120= text size ,50=length
#~ textt = value
#~ self.contents.font.color = normal_color
#~ self.contents.draw_text(0, 6, 120, 32, textt, 2)
#~ end
#~ end
###############
# Window_Time #
###############
#~ class Window_Time < Window_Base
#~ def initialize(x, y)
#~ super(0, 300, 160, 61)
#~ refresh
#~ end
#~ def refresh
#~ self.contents.clear
#~ self.contents.font.color = system_color
#~ self.contents.draw_text(0 ,-20, 120, 50, "Play Time")
#~ @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(0, 6, 120, 32, text, 2)
#~ end
#~ def update
#~ super
#~ if Graphics.frame_count / Graphics.frame_rate != @total_sec
#~ refresh
#~ end
#~ end
#~ end
##############
# Scene_Menu #
##############
class Scene_Menu
def main
start
perform_transition
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def initialize(menu_index = 0)
@menu_index = menu_index
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
update_menu_background
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
update_menu_background
end
def dispose_menu_background
@menuback_sprite.dispose
end
def update_menu_background
end
def perform_transition
Graphics.transition(10)
end
def start
create_menu_background
create_command_window
#~ @gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
#~ @hunter_rank = Window_Hunter_Rank.new(0,270)
#~ @playtime_window = Window_Time .new(0, 270)
@mapname_window = Window_Mapname.new(0, 178)#178
@status_window.openness = 0
#~ @hunter_rank.openness = 0
#~ @playtime_window.openness = 0
@mapname_window.openness = 0
#~ @gold_window.openness = 0
@status_window.open
#~ @hunter_rank.open
#~ @playtime_window.open
@mapname_window.open
#~ @gold_window.open
end
def pre_terminate
@status_window.close
#~ @hunter_rank.close
#~ @playtime_window.close
@mapname_window.close
#~ @gold_window.close
@command_window.close
begin
@status_window.update
#~ @hunter_rank.update
#~ @playtime_window.update
@mapname_window.update
#~ @gold_window.update
@command_window.update
Graphics.update
end until @status_window.openness == 0
end
def terminate
dispose_menu_background
@command_window.dispose
#~ @gold_window.dispose
@status_window.dispose
#~ @hunter_rank.dispose
#~ @playtime_window.dispose
@mapname_window.dispose
end
def update
update_menu_background
@command_window.update
#~ @gold_window.update
@status_window.update
@mapname_window.update
#~ @hunter_rank.update
#~ @playtime_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
end