#==============================================================================
# ** One-Man CMS
# * by Rune
#------------------------------------------------------------------------------
# Little configuration required:
#
# Must have three images in the pictures folder of your project named "HP_bar",
# "SP_bar" (both of these must be from 100 x 4 to 100 x 10 pixels) and one
# named "bar_border", this one must be 102 pixels in width and the height of
# your bars + 2 pixels, and must consist of a one pixel thick border for your
# HP/SP bars, and may include a darker colour in the centre.
#------------------------------------------------------------------------------
# * Credit:
# Rune
# Modern Algebra for the HP/SP bars coding and for the Window_Command edit
# (I'm 99.7% sure that was him).
#==============================================================================
#==============================================================================
# * HP/SP bar configuration
#==============================================================================
HP_BAR = RPG::Cache.picture("HP_bar") # Name of your HP bar
SP_BAR = RPG::Cache.picture("SP_bar") # Name of your SP bar
BAR_BORDER = RPG::Cache.picture("bar_border") # Name of your HP/SP bar border
DECREASE_STYLE = 0 # 0 = squash, 1 = crop
#==============================================================================
# * End of HP/SP bar configuration
#==============================================================================
#==============================================================================
# * MenuStatus bar configuration
#==============================================================================
$activecharid = 1 # Change this to match the current active character
# The number is the character's ID in the database
# I.e. Arshes = 1, Basil = 2, Cyrus = 3, etc...
# To change ingame, use a call script command and type:
# $activecharid = number
#==============================================================================
# * End of MenuStatus configuration
#==============================================================================
#==============================================================================
# * Window_Base (Edit)
#==============================================================================
class Window_Base
alias change_opacity_init initialize
def initialize(*args)
change_opacity_init(*args)
if $
scene.is_a?(Scene_Menu)
self.back_opacity = 160
#self.opacity = 160 # Uncomment and comment the other if you like. They are slightly different.
end
end
end
#==============================================================================
# * End of Window_Base (Edit)
#==============================================================================
#==============================================================================
# * Window_Command (Rewrite)
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(width, commands, column_max = 1, style = 0, inf_scroll = 1)
super(0, 0, width, (commands.size * 1.0 / column_max).ceil * 32 + 32)
@inf_scroll = inf_scroll
@item_max = commands.size
@commands = commands
@column_max = column_max
@style = style
self.contents =
Bitmap.new(width - 32, (@item_max * 1.0 / @column_max).ceil * 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# * Draw_Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect =
Rect.new(index%@column_max * (self.width / @column_max) + 4, 32 * (index/@column_max), self.width / @column_max - 40, 32)
self.contents.fill_rect(rect,
Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], @style)
end
#--------------------------------------------------------------------------
# * Disable Item
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
# * Update Help
#--------------------------------------------------------------------------
def update_help
@help_window.set_actor($game_party.actors[$
scene.actor_index])
end
end
#==============================================================================
# * End of Window_Command (Rewrite)
#==============================================================================
#==============================================================================
# * Window_PlayTime (Edit)
#==============================================================================
class Window_PlayTime
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Play Time", 2)
@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(4, 32, 120, 32, text, 2)
end
end
#==============================================================================
# * End of Window_PlayTime (Edit)
#==============================================================================
#==============================================================================
# * Window_MenuStatus (Rewrite)
#==============================================================================
class Window_MenuStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(240, 32, 320, 416)
self.contents =
Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
actor = $game_actors[$activecharid]
draw_actor_battler(actor, 128, 160, 160)
self.contents.font.size = 32
self.contents.font.color =
Color.new(0, 0, 0, 255)
self.contents.draw_text(4, 4, 288, 32,
actor.name, 1)
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 288, 32,
actor.name, 1)
self.contents.font.size = 22
draw_actor_class(actor, 16, 160)
draw_actor_level(actor, 16, 128)
draw_actor_state(actor, 16, 192)
draw_actor_exp(actor, 0, 96)
border = BAR_BORDER
src_rect =
Rect.new(0, 0, 102, 12)
self.contents.blt(39, 71, border, src_rect)
self.contents.blt(183, 71, border, src_rect)
hp = HP_BAR
sp = SP_BAR
case DECREASE_STYLE
when 0
hp_percent = ((
actor.hp.to_f /
actor.maxhp.to_f) * 100).to_i
dest_rect =
Rect.new (40, 72, hp_percent, 10)
self.contents.stretch_blt (dest_rect, hp, hp.rect)
sp_percent = ((
actor.sp.to_f /
actor.maxsp.to_f) * 100).to_i
dest_rect =
Rect.new (184, 72, sp_percent, 10)
self.contents.stretch_blt (dest_rect, sp, sp.rect)
when 1
hp_percent = ((
actor.hp.to_f /
actor.maxhp.to_f) * 100).to_i
src_rect =
Rect.new (0, 0, hp_percent, 10)
self.contents.blt (40, 72, hp, src_rect)
sp_percent = ((
actor.sp.to_f /
actor.maxsp.to_f) * 100).to_i
src_rect =
Rect.new (0, 0, sp_percent, 10)
self.contents.blt (184, 72, sp, src_rect)
end
draw_actor_hp(actor, 0, 48)
draw_actor_sp(actor, 144, 48)
draw_item_name($data_weapons[actor.weapon_id], 0, 224)
draw_item_name($data_armors[actor.armor1_id], 0, 256)
draw_item_name($data_armors[actor.armor2_id], 0, 288)
draw_item_name($data_armors[actor.armor3_id], 0, 320)
draw_item_name($data_armors[actor.armor4_id], 0, 352)
end
#--------------------------------------------------------------------------
# * Dummy
#--------------------------------------------------------------------------
def dummy
self.contents.font.color = system_color
self.contents.draw_text(0, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(0, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(0, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(0, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(0, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[actor.weapon_id], 0, 144)
draw_item_name($data_armors[actor.armor1_id], 0, 208)
draw_item_name($data_armors[actor.armor2_id], 0, 272)
draw_item_name($data_armors[actor.armor3_id], 0, 336)
draw_item_name($data_armors[actor.armor4_id], 0, 400)
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
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
#==============================================================================
# * End of Window_MenuStatus (Rewrite)
#==============================================================================
#==============================================================================
# * Scene_Menu
#==============================================================================
class Scene_Menu
alias mapback_main main
def main
mapback = Spriteset_
Map.new mapback_main
mapback.dispose
end
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Makes the Map appear in the background
@spriteset = Spriteset_
Map.new # Make command window
s1 = "Inventory"
s2 = "Abilities"
s3 = "Equipment"
s4 = "Status"
s5 = "Save Game"
s6 = "Quit Game"
@command_window = Window_
Command.new(160, [s1, s2, s3, s4, s5, s6], 1, 2)
@command_window.index = @menu_index
@command_window.y = 240 - @command_window.height / 2
@command_window.x = 80
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_
system.save_disabled
# Disable save
@command_window.disable_item(4)
end
# Make status window
@status_window = Window_
MenuStatus.new # Make play time window
@playtime_window = Window_
PlayTime.new @playtime_window.x = 400
@playtime_window.y = 160
@playtime_window.opacity = 0
# Make gold window
@gold_window = Window_
Gold.new @gold_window.x = 400
@gold_window.y = 224
@gold_window.opacity = 0
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@spriteset.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@spriteset.update
@gold_window.update
@status_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_
system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_
Map.new return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_
system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_
system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_
Item.new when 1 # skill
# Play decision SE
$game_
system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_
Skill.new when 2 # equipment
# Play decision SE
$game_
system.se_play($data_system.decision_se)
# Switch to equip screen
$scene = Scene_
Equip.new when 3 # status
# Play decision SE
$game_
system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_
Status.new when 4 # save
# If saving is forbidden
if $game_
system.save_disabled
# Play buzzer SE
$game_
system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_
system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_
Save.new when 5 # end game
# Play decision SE
$game_
system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_
End.new end
return
end
end
end
#==============================================================================
# * End of Scene_Menu
#==============================================================================