I can do playtime.
Edit: Here you go.
#--------------------------------------------------------------------------
# * Edited by Stark
#--------------------------------------------------------------------------
class Window_Base < Window
def initialize(x, y, width, height)
super
self.windowskin = Cache.system("Window")
update_padding
update_tone
create_contents
@opening = @closing = false
end
def draw_face(face_name, face_index, x, y, enabled = true)
bitmap = Cache.face(face_name)
rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, 96, 73)
contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha)
bitmap.dispose
end
def draw_actor_name(actor, x, y, width = 112)
change_color(hp_color(actor))
draw_text(x, y, width, line_height, actor.name)
end
def draw_actor_class(actor, x, y, width = 64)
change_color(normal_color)
draw_text(x, y, width, line_height, actor.class.name)
end
def draw_actor_level(actor, x, y, width = 16)
change_color(system_color)
draw_text(x, y, 32, line_height, Vocab::level_a)
change_color(normal_color)
draw_text(x + 20, y, 24, line_height, actor.level, 2)
end
def draw_actor_simple_status(actor, x, y)
draw_actor_name(actor, x, y - 15)
draw_actor_level(actor, x, y + 3)
draw_actor_icons(actor, x - 100, y + 40)
draw_actor_class(actor, x + 52, y + 3)
draw_actor_hp(actor, x, y + 20)
draw_actor_mp(actor, x, y + 40)
end
end
class Window_MenuStatus < Window_Selectable
attr_reader :pending_index # Pending position (for formation)
def initialize(x, y)
super(x, y, 256, window_height)
@pending_index = -1
refresh
end
def window_width
Graphics.width
end
def window_height
Graphics.height - 86
end
end
class Scene_Menu < Scene_MenuBase
def start
super
create_command_window
create_gold_window
create_status_window
create_playtime_window
end
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_personal))
@command_window.set_handler(:equip, method(:command_personal))
@command_window.set_handler(:status, method(:command_personal))
@command_window.set_handler(:formation, method(:command_formation))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.x = 64
@command_window.y = 32
end
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.x = 64
@gold_window.y = 314
end
def create_playtime_window
@playtime_window = Window_Playtime.new
@playtime_window.x = 64
@playtime_window.y = 267
end
def create_status_window
@status_window = Window_MenuStatus.new(@command_window.width, 0)
@status_window.x = 224
@status_window.y = 32
end
def command_item
SceneManager.call(Scene_Item)
end
def item_height
(height - standard_padding * 1)
end
def draw_item(index)
actor = $game_party.members[index]
enabled = $game_party.battle_members.include?(actor)
rect = 0
draw_item_background(index)
draw_actor_face(actor, rect.x - 0, rect.y - 0, enabled)
draw_actor_simple_status(actor, rect.x + 0, rect.y + 0)
end
end
class Window_Playtime < Window_Base
def initialize
super(0, 0, window_width, fitting_height(1))
refresh
end
def window_width
return 160
end
def refresh
contents.clear
@total_sec = Graphics.frame_count / Graphics.frame_rate
draw_playtime(0, contents.height - line_height, contents.width - 4, 2)
end
def draw_playtime(x, y, width, align)
change_color(normal_color)
draw_text(x, y, width, line_height, value, 2)
end
def value
$game_system.playtime_s
end
def play_time
Vocab::playtime_unit
end
def open
refresh
super
end
end