#===============================================================================
#
# Yanfly Engine Melody - Main Menu Melody
# Last Date Updated: 2010.06.13
# Level: Normal, Hard, Lunatic
#
# This script allows for menu item reordering along with importing in custom
# script scenes with ease so that there becomes little need to change the base
# menu script in order to add in a few items. This is a YEM version of the
# popular KGC Custom Menu Command. No credits will be taken on part of my own
# behalf for the work KGC did. All I merely did was use it to extend the
# capabilities of adding in common events, imported commands, and beefed up
# engine efficiency.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 2010.06.13 - Bugfix regarding imported commands and common events.
# o 2010.05.15 - Conversion to Yanfly Engine Melody.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Considering the special
# nature of this script, it is highly recommended that you place this script
# above all non-core scripts. Remember to save.
#
# Scroll down and edit the module as you see fitting for your game.
#
# -----------------------------------------------------------------------------
# Debug Shortcuts - Only during $TEST and $BTEST mode
# -----------------------------------------------------------------------------
# During testplay mode, pressing F5 while the main menu is active will fill
# all party members' HP and MP to full.
#===============================================================================
$imported = {} if $imported == nil
$imported["MainMenuMelody"] = true
module YEM
module MENU
#===========================================================================
# Section I. Menu Commands
# -------------------------------------------------------------------------
# Adjust the following hash to modify which commands will appear where. Use
# the following table to input in the commands as you see fit.
#
# :items ............Default Item Menu
# :skill ............Default Skill Menu
# :equip ............Default Equip menu
# :status ...........Default Status Menu
# :save .............Default Save Menu
# :system ...........Default Game End Menu
#
# For those that have imported KGC scripts.
#
# :kgc_largeparty ...Requires KGC's Large Party
# :kgc_apviewer .....Requires KGC's Equip Learn Skill
# :kgc_skillcp ......Requires KGC's Skill CP System
# :kgc_difficulty ...Requires KGC's Battle Difficulty
# :kgc_distribute ...Requires KGC's Distribute Parameter
# :kgc_enemyguide ...Requires KGC's Enemy Guide
# :kgc_outline ......Requires KGC's Outline
#
# For those who are still attached to the YERD scripts.
#
# :yerd_classchange .Requires YERD Subclass Selection System
# :yerd_learnskill ..Requires YERD Subclass Selection System
# :yerd_equipslots ..Requires YERD Equip Skill Slots
# :yerd_bestiary ....Requires YERD Bestiary + Scanned Enemy
#===========================================================================
MENU_COMMANDS =[ # Follow the instructions above.
:items, # Default Item Menu
:status, # Default Status Menu
:skill, # Default Skill Menu
:equip, # Default Equip menu
:event2, # Common Event
:save, # Default Save Menu
:system, # Default Game End Menu
] # Do not remove this.
# This will determine whether or not your menu uses icons.
USE_ICONS = true
# If you're using icons, adjust the following hash to bind the right icons
# to the right command.
MENU_ICONS ={ # If an icon is not present, it will use the unused icon.
:unused => 176,
:items => 144,
:skill => 159,
:equip => 44,
:status => 137,
:save => 149,
:system => 134,
} # Do not remove this.
# This is the maximum number of rows to be displayed before the command
# box will be cut off.
MAX_ROWS = 10
# Set the alignment for the text in your menu. By default, alignment is 0.
# 0..Left Align, 1..Center Align, 2..Right Align
ALIGN = 0
# Setting this to true will cause the menu to shift to the right side of
# the screen while moving the party status window over to the left side.
MENU_RIGHT_SIDE = true
# If this is set to true, the menu will not obscure the map until actor
# selection is required. Events on the map will be frozen in place.
ON_SCREEN_MENU = true
#===========================================================================
# Section II.A. Custom Menu Command - Lunatic Mode - Common Events
# -------------------------------------------------------------------------
# For those who would like to launch command events from the main menu,
# modify this hash here to fit your liking. Then, add in the newly added
# method to the MENU_COMMANDS array above.
#
# HideSw - This is the hide switch. Set to nil to not use a switch.
# DisbSw - This is the disable switch. Set to nil to not use a switch.
# Debug? - This item will only appear if it's $TEST mode.
# CEvent - This is the common event that will launch.
# Icon - This is the icon used if the option is given.
# Title - This is the text that will appear.
#===========================================================================
COMMON_EVENTS ={ # Follow the instructions above.
# Method => [HideSw, DisbSw, Debug?, CEvent, Icon, Title Name]
:event1 => [ nil, nil, true, nil, 101, "Debug"],
:event2 => [ nil, nil, false, 02, 117, "Camp"],
} # Do not remove this.
#===========================================================================
# Section II.B. Custom Menu Command - Lunatic Mode - Imported Commands
# -------------------------------------------------------------------------
# The following is what KGC originally was going to have in his script but
# was actually missing it in his publicized script. This will regain
# functionality and also lift the "limit" of only 100 extra commands. The
# following will explain how to set up the individual options.
#
# HideSw - Switch used to hide the command. Set to nil if not used.
# DisbSw - Switch used to disable the command. Set to nil if not used.
# Actor? - Does this select an actor. Set to true if it does.
# Icon - Determines what icon will be used for this item.
# Title - The title text that appears for the event.
# Scene - The scene used to launch the respective scene.
#
# Note that this does not automatically detect what will and will not
# disable the command ingame. You must understand and create a work
# around with them (if they do disable the commands) with switches.
# After binding your imported commands, go back to MENU_COMMANDS and
# insert the proper command ID at the proper location.
#===========================================================================
IMPORTED_COMMANDS ={ # Follow the instructions above.
# Method => [HideSw, DisbSw, Actor?, Icon, Title Name, Scene Name.new]
:quests => [ 8, 9, false, 99, "Quests", "Scene_Quest"],
:faction => [ 10, 11, false, 100, "Factions", "Scene_Factions"],
:row => [ nil, nil, false, 101, "Rows", "Scene_Row"],
:record => [ nil, nil, false, 102, "Records", "Scene_Record"],
:craft => [ nil, nil, false, 103, "Crafting", "Scene_Crafting"],
} # Do not remove this.
#===========================================================================
# Section III.A. Multi Variable Window
# -------------------------------------------------------------------------
# Imported straight from Scene Menu ReDux, this alters the gold window at
# the bottom to display variables, time, steps, etc. This window appears
# at the bottom of the screen.
#===========================================================================
USE_MULTI_VARIABLE_WINDOW = true
# Variables will be shown in this order. Use 0 to show gold. Adjust the
# following information as seen necessary.
VARIABLES_SHOWN = [-5, -1, -2, 0]
VARIABLES_ICONS = true
VARIABLES_HASH ={ # Note that value zero must exist.
# VarID => [Icon, Text]
-5 => [ 153, "Map"],
-2 => [ 48, "Steps"],
-1 => [ 188, "Time"],
0 => [ 205, "Gold"],
1 => [ 200, "Jewels"],
}# Do not remove this.
end # MENU
end # YEM
#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================
#===============================================================================
# Scene_Menu
#===============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# new method: create_command_list
#--------------------------------------------------------------------------
def create_command_list
vocab = []
commands = []
icons = []
index_list = {}
YEM::MENU::MENU_COMMANDS.each_with_index { |c,i|
case c
when :items
index_list[:items] = commands.size
vocab.push(Vocab.item)
when :skill # Skills
index_list[:skill] = commands.size
vocab.push(Vocab.skill)
when :equip # Equip
index_list[:equip] = commands.size
vocab.push(Vocab.equip)
when :status # Status
index_list[:status] = commands.size
vocab.push(Vocab.status)
when :save # Save
index_list[:save] = commands.size
vocab.push(Vocab.save)
when :system # System
index_list[:system] = commands.size
vocab.push(Vocab.game_end)
#----- KGC Imported Scripts -----
when :kgc_largeparty # KGC's Large Party
next unless $imported["LargeParty"]
index_list[:partyform] = commands.size
@__command_partyform_index = commands.size
vocab.push(Vocab.partyform)
when :kgc_apviewer # KGC's AP Viewer
next unless $imported["EquipLearnSkill"]
index_list[:ap_viewer] = commands.size
@__command_ap_viewer_index = commands.size
vocab.push(Vocab.ap_viewer)
when :kgc_skillcp # KGC's CP Skill System
next unless $imported["SkillCPSystem"]
index_list[:set_battle_skill] = commands.size
@__command_set_battle_skill_index = commands.size
vocab.push(Vocab.set_battle_skill)
when :kgc_difficulty # KGC's Battle Difficulty
next unless $imported["BattleDifficulty"]
index_list[:set_difficulty] = commands.size
@__command_set_difficulty_index = commands.size
vocab.push(KGC::BattleDifficulty.get[:name])
when :kgc_distribute # KGC's Distribute Parameter
next unless $imported["DistributeParameter"]
index_list[:distribute_parameter] = commands.size
@__command_distribute_parameter_index = commands.size
vocab.push(Vocab.distribute_parameter)
when :kgc_enemyguide # KGC's Enemy Guide
next unless $imported["EnemyGuide"]
index_list[:enemy_guide] = commands.size
@__command_enemy_guide_index = commands.size
vocab.push(Vocab.enemy_guide)
when :kgc_outline # KGC's Outline
next unless $imported["Outline"]
index_list[:outline] = commands.size
@__command_outline_index = commands.size
vocab.push(Vocab.outline)
#----- YERD Imported Scripts -----
when :yerd_classchange # Yanfly Subclass Class Change
next unless $imported["SubclassSelectionSystem"]
next unless YE::SUBCLASS::MENU_CLASS_CHANGE_OPTION
next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH]
index_list[:classchange] = commands.size
@command_class_change = commands.size
vocab.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE)
when :yerd_learnskill # Yanfly Subclass Learn Skill
next unless $imported["SubclassSelectionSystem"]
next unless YE::SUBCLASS::USE_JP_SYSTEM and
YE::SUBCLASS::LEARN_SKILL_OPTION
next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH]
index_list[:learnskill] = commands.size
@command_learn_skill = commands.size
vocab.push(YE::SUBCLASS::LEARN_SKILL_TITLE)
when :yerd_equipslots # Yanfly Equip Skill System
next unless $imported["EquipSkillSlots"]
next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH]
index_list[:equipskill] = commands.size
@command_equip_skill = commands.size
vocab.push(YE::EQUIPSKILL::MENU_TITLE)
when :yerd_bestiary # Yanfly Bestiary
next unless $imported["DisplayScannedEnemy"]
next unless $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH]
index_list[:bestiary] = commands.size
@command_bestiary = commands.size
vocab.push(YE::MENU::MONSTER::BESTIARY_TITLE)
else # ---- Custom Commands ----
if YEM::MENU::COMMON_EVENTS.include?(c)
common_event = YEM::MENU::COMMON_EVENTS[c]
next if !$TEST and common_event[2]
next if common_event[0] != nil and $game_switches[common_event[0]]
index_list[c] = commands.size
vocab.push(common_event[5])
elsif YEM::MENU::IMPORTED_COMMANDS.include?(c)
command_array = YEM::MENU::IMPORTED_COMMANDS[c]
next if command_array[0] != nil and $game_switches[command_array[0]]
index_list[c] = commands.size
vocab.push(command_array[4])
else; next
end
end
commands.push(c)
icons.push(menu_icon(c))
} # YEM::MENU::MENU_COMMANDS.each_with_index
$game_temp.menu_command_index = index_list
@menu_array = [vocab, commands, icons]
end
#--------------------------------------------------------------------------
# new method: menu_icon
#--------------------------------------------------------------------------
def menu_icon(command)
if YEM::MENU::MENU_ICONS.include?(command)
return YEM::MENU::MENU_ICONS[command]
elsif YEM::MENU::COMMON_EVENTS.include?(command)
return YEM::MENU::COMMON_EVENTS[command][4]
elsif YEM::MENU::IMPORTED_COMMANDS.include?(command)
return YEM::MENU::IMPORTED_COMMANDS[command][3]
else
return YEM::MENU::MENU_ICONS[:unused]
end
end
#--------------------------------------------------------------------------
# overwrite method: create_command_window
#--------------------------------------------------------------------------
def create_command_window
create_command_list
@command_window = Window_MenuCommand.new(@menu_array)
@command_window.height = [@command_window.height,
YEM::MENU::MAX_ROWS * 24 + 32].min
@command_window.index = [@menu_index, @menu_array[0].size - 1].min
end
#--------------------------------------------------------------------------
# overwrite method: update_command_selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
check_debug_enable
Sound.play_cancel
$scene = Scene_Map.new
elsif $TEST and Input.trigger?(Input::F5) # Debug Refresh Party
Sound.play_recovery
for member in $game_party.members
member.hp += member.maxhp
member.mp += member.maxmp
end
@status_window.refresh
elsif Input.trigger?(Input::C)
command = @command_window.method
case command
when :items # Item Command
Sound.play_decision
$scene = Scene_Item.new
when :skill, :equip, :status # Skill, Equip, and Status Commands
Sound.play_decision
start_actor_selection
when :save # Save Command
if $game_system.save_disabled
Sound.play_buzzer
else
Sound.play_decision
$game_temp.menu_command_index[:save]
$scene = Scene_File.new(true, false, false)
end
when :system # System Command
Sound.play_decision
$scene = Scene_End.new
else # Custom Commands
if YEM::MENU::COMMON_EVENTS.include?(command)
array = YEM::MENU::COMMON_EVENTS[command]
if array[1] != nil and $game_switches[array[1]]
Sound.play_buzzer
else
Sound.play_decision
$game_temp.common_event_id = array[3]
$scene = Scene_Map.new
end
elsif YEM::MENU::IMPORTED_COMMANDS.include?(command)
array = YEM::MENU::IMPORTED_COMMANDS[command]
if array[1] != nil and $game_switches[array[1]]
Sound.play_buzzer
else
Sound.play_decision
if array[2]
start_actor_selection
else
$scene = eval(array[5] + ".new")
end
end
end
end # if case check
end # end if
end # end update_command_selection
#--------------------------------------------------------------------------
# overwrite method: update_actor_selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
@status_window.close if YEM::MENU::ON_SCREEN_MENU
elsif $TEST and Input.trigger?(Input::F5) # Debug Refresh Party
Sound.play_recovery
for member in $game_party.members
member.hp += member.maxhp
member.mp += member.maxmp
end
@status_window.refresh
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
command = @command_window.method
case command
when :skill # Skill Command
$scene = Scene_Skill.new(@status_window.index)
when :equip # Equip Command
$scene = Scene_Equip.new(@status_window.index)
when :status # Status Command
$scene = Scene_Status.new(@status_window.index)
else # Custom Commands
if YEM::MENU::IMPORTED_COMMANDS.include?(command)
array = YEM::MENU::IMPORTED_COMMANDS[command]
$scene = eval(array[5] + ".new(@status_window.index)")
end
end
end
end
#--------------------------------------------------------------------------
# overwrite method: start
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
if YEM::MENU::USE_MULTI_VARIABLE_WINDOW
@gold_window = Window_MultiVariableWindow.new
else
@gold_window = Window_Gold.new(0, 360)
end
@status_window = Window_MenuStatus.new(160, 0)
@right_side = YEM::MENU::MENU_RIGHT_SIDE
if YEM::MENU::ON_SCREEN_MENU
@gold_window.y = @command_window.height
@status_window.openness = 0
@right_side = true if $game_player.screen_x <= 176
@right_side = false if $game_player.screen_x >= 368
$game_temp.on_screen_menu = false
end
if @right_side
@status_window.x = 0
@command_window.x = 384
@gold_window.x = 384
end
end
#--------------------------------------------------------------------------
# alias method: start_actor_selection
#--------------------------------------------------------------------------
alias start_actor_selection_mmz start_actor_selection unless $@
def start_actor_selection
if YEM::MENU::ON_SCREEN_MENU
@status_window.open
end
start_actor_selection_mmz
end
#--------------------------------------------------------------------------
# new method: create_menu_background
#--------------------------------------------------------------------------
if YEM::MENU::ON_SCREEN_MENU
def create_menu_background
@menuback_sprite = Spriteset_Map.new
end
end
end # Scene_Menu
#==============================================================================
# Imported from KGC's Custom Menu Command
# to improve compatibility amongst KGC scripts
#==============================================================================
$imported["CustomMenuCommand"] = true
class Game_Temp
attr_accessor :menu_command_index
attr_accessor :next_scene_actor_index
attr_accessor :on_screen_menu
alias initialize_KGC_CustomMenuCommand initialize unless $@
def initialize
initialize_KGC_CustomMenuCommand
@menu_command_index = {}
@next_scene_actor_index = 0
end
end
module KGC
module Commands
module_function
def call_item
return if $game_temp.in_battle
$game_temp.next_scene = :menu_item
$game_temp.next_scene_actor_index = 0
$game_temp.menu_command_index = {}
end
def call_skill(actor_index = 0)
return if $game_temp.in_battle
$game_temp.next_scene = :menu_skill
$game_temp.next_scene_actor_index = actor_index
$game_temp.menu_command_index = {}
end
def call_equip(actor_index = 0)
return if $game_temp.in_battle
$game_temp.next_scene = :menu_equip
$game_temp.next_scene_actor_index = actor_index
$game_temp.menu_command_index = {}
end
def call_status(actor_index = 0)
return if $game_temp.in_battle
$game_temp.next_scene = :menu_status
$game_temp.next_scene_actor_index = actor_index
$game_temp.menu_command_index = {}
end
end
end
class Game_Interpreter
include KGC::Commands
end
class Scene_Map < Scene_Base
alias update_scene_change_KGC_CustomMenuCommand update_scene_change unless $@
def update_scene_change
return if $game_player.moving?
case $game_temp.next_scene
when :menu_item
call_menu_item
when :menu_skill
call_menu_skill
when :menu_equip
call_menu_equip
when :menu_status
call_menu_status
else
update_scene_change_KGC_CustomMenuCommand
end
end
alias call_menu_mmz call_menu unless $@
def call_menu
$game_temp.on_screen_menu = true if YEM::MENU::ON_SCREEN_MENU
call_menu_mmz
end
def call_menu_item
$game_temp.next_scene = nil
$scene = Scene_Item.new
end
def call_menu_skill
$game_temp.next_scene = nil
$scene = Scene_Skill.new($game_temp.next_scene_actor_index)
$game_temp.next_scene_actor_index = 0
end
def call_menu_equip
$game_temp.next_scene = nil
$scene = Scene_Equip.new($game_temp.next_scene_actor_index)
$game_temp.next_scene_actor_index = 0
end
def call_menu_status
$game_temp.next_scene = nil
$scene = Scene_Status.new($game_temp.next_scene_actor_index)
$game_temp.next_scene_actor_index = 0
end
end
class Scene_Menu < Scene_Base
def check_debug_enable
return unless Input.press?(Input::F5)
return unless Input.press?(Input::F9)
$TEST = true
end
end
class Scene_Item < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:items)
$scene = Scene_Menu.new($game_temp.menu_command_index[:items])
else
$scene = Scene_Map.new
end
end
end
class Scene_Skill < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:skill)
$scene = Scene_Menu.new($game_temp.menu_command_index[:skill])
else
$scene = Scene_Map.new
end
end
end
class Scene_Equip < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:equip)
$scene = Scene_Menu.new($game_temp.menu_command_index[:equip])
else
$scene = Scene_Map.new
end
end
end
class Scene_Status < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:status)
$scene = Scene_Menu.new($game_temp.menu_command_index[:status])
else
$scene = Scene_Map.new
end
end
end
class Scene_File < Scene_Base
alias return_scene_KGC_CustomMenuCommand return_scene unless $@
def return_scene
if @from_title || @from_event
return_scene_KGC_CustomMenuCommand
elsif $game_temp.menu_command_index.has_key?(:save)
$scene = Scene_Menu.new($game_temp.menu_command_index[:save])
else
$scene = Scene_Map.new
end
end
end
class Scene_End < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:system)
$scene = Scene_Menu.new($game_temp.menu_command_index[:system])
else
$scene = Scene_Map.new
end
end
end
#===============================================================================
# Game_Map
#===============================================================================
class Game_Map
#--------------------------------------------------------------------------
# map name
#--------------------------------------------------------------------------
unless method_defined?(:map_name)
def map_name
data = load_data("Data/MapInfos.rvdata")
text = data[@map_id].name.gsub(/\[.*\]/) { "" }
return text
end
end
end # Game_Map
#===============================================================================
# Game_Actor
#===============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# new method: now_exp
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# new method: next_exp
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end # Game_Actor
#===============================================================================
# Window_MultiVariableWindow
#===============================================================================
class Window_MultiVariableWindow < Window_Selectable
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
dh = 32 + 24 * YEM::MENU::VARIABLES_SHOWN.size
dy = Graphics.height - dh
super(0, dy, 160, dh)
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
@data = []
for i in YEM::MENU::VARIABLES_SHOWN
next unless YEM::MENU::VARIABLES_HASH.include?(i)
@time_index = @data.size if i == -1
@data.push(i)
end
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
sw = self.width - 32
dy = WLH * index
self.contents.clear_rect(rect)
i = @data[index]
case i
when -5 # Draw Map Name
self.contents.draw_text(0, dy, sw, WLH, $game_map.map_name, 1)
when -2 # Draw Steps
if YEM::MENU::VARIABLES_ICONS
text = $game_party.steps
self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
draw_icon(YEM::MENU::VARIABLES_HASH[-2][0], sw-24, dy)
else
text = YEM::MENU::VARIABLES_HASH[-2][1]
value = $game_party.steps
cx = contents.text_size(text).width
self.contents.font.color = normal_color
self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
self.contents.font.color = system_color
self.contents.draw_text(0, dy, sw, WLH, text, 2)
end
when -1 # Draw Time
if YEM::MENU::VARIABLES_ICONS
text = game_time
self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
draw_icon(YEM::MENU::VARIABLES_HASH[-1][0], sw-24, dy)
else
self.contents.font.color = normal_color
text = game_time
self.contents.draw_text(0, dy, sw, WLH, text, 1)
end
when 0 # Draw Gold
if YEM::MENU::VARIABLES_ICONS
text = $game_party.gold
self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
draw_icon(YEM::MENU::VARIABLES_HASH[0][0], sw-24, dy)
else
draw_currency_value($game_party.gold, 4, dy, 120)
end
else # Draw Variables
if YEM::MENU::VARIABLES_ICONS
text = $game_variables
self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
draw_icon(YEM::MENU::VARIABLES_HASH[0], sw-24, dy)
else
text = YEM::MENU::VARIABLES_HASH[1]
value = $game_variables
cx = contents.text_size(text).width
self.contents.font.color = normal_color
self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
self.contents.font.color = system_color
self.contents.draw_text(0, dy, sw, WLH, text, 2)
end
end
end
#--------------------------------------------------------------------------
# game_time
#--------------------------------------------------------------------------
def game_time
gametime = Graphics.frame_count / Graphics.frame_rate
hours = gametime / 3600
minutes = gametime / 60 % 60
seconds = gametime % 60
result = sprintf("%d:%02d:%02d", hours, minutes, seconds)
return result
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
if YEM::MENU::VARIABLES_SHOWN.include?(-1)
def update
if game_time != (Graphics.frame_count / Graphics.frame_rate)
draw_item(@time_index)
end
super
end
end
end # Window_MultiVariableWindow
#===============================================================================
# Window_MenuCommand
#===============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(array)
@data = array[1]
@icons = array[2]
super(160, array[0])
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
create_contents
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# method
#--------------------------------------------------------------------------
def method; return @data[self.index]; end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
#---
text = @commands[index]
icon = @icons[index]
case @data[index]
when :items, :skill, :equip, :status, :kgc_apviewer, :kgc_skillcp,
:kgc_distribute, :yerd_classchange, :yerd_learnskill, :yerd_equipslots
enabled = ($game_party.members.size == 0 ? false : true)
when :save
enabled = !$game_system.save_disabled
when :kgc_largeparty
enabled = ($game_party.members.size == 0 ? false : true)
enabled = false if !$game_party.partyform_enable?
else
if YEM::MENU::COMMON_EVENTS.include?(@data[index])
if YEM::MENU::COMMON_EVENTS[@data[index]][1] != nil
switch_id = YEM::MENU::COMMON_EVENTS[@data[index]][1]
enabled = !$game_switches[switch_id]
end
elsif YEM::MENU::IMPORTED_COMMANDS.include?(@data[index])
if YEM::MENU::IMPORTED_COMMANDS[@data[index]][1] != nil
switch_id = YEM::MENU::IMPORTED_COMMANDS[@data[index]][1]
enabled = !$game_switches[switch_id]
end
end
end
#---
self.contents.font.color.alpha = enabled ? 255 : 128
dx = rect.x; dy = rect.y; dw = rect.width
if YEM::MENU::USE_ICONS and icon.is_a?(Integer)
draw_icon(icon, 0, dy, enabled)
dx += 20; dw -= 20
end
self.contents.draw_text(dx, dy, dw, WLH, text, YEM::MENU::ALIGN)
end
end # Window_MenuCommand
#===============================================================================
#
# END OF FILE
#
#===============================================================================