Retired Learner
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Continued from previous.. CMS #3 - One-person menu 1-person menu, literally. I can't remember what I wrote originally. The 'Variable' can be used for fame, score, or anything.
class Window_Base < Window SYSTEM_WORD_EVA = "Evade" # #-------------------------------------------------------------------------- # * Draw Parameter # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : parameter type (0-6) #-------------------------------------------------------------------------- def draw_actor_parameter(actor, x, y, type) case type when 0 parameter_name = $data_system.words.atk parameter_value = actor.atk when 1 parameter_name = $data_system.words.pdef parameter_value = actor.pdef when 2 parameter_name = $data_system.words.mdef parameter_value = actor.mdef when 3 parameter_name = $data_system.words.str parameter_value = actor.str when 4 parameter_name = $data_system.words.dex parameter_value = actor.dex when 5 parameter_name = $data_system.words.agi parameter_value = actor.agi when 6 parameter_name = $data_system.words.int parameter_value = actor.int when 7 # parameter_name = SYSTEM_WORD_EVA # parameter_value = actor.eva # end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2) end end
#============================================================================== # â €“ Game_Map #============================================================================== class Game_Map def name $map_infos[@map_id] end end
#======================================== #â €“ Scene_Title #-------------------------------------------------------------------------------- # Setting functions for the Title #======================================== class Scene_Title $map_infos = load_data("Data/MapInfos.rxdata") for key in $map_infos.keys $map_infos[key] = $map_infos[key].name end end
#============================================================================== # InfoWindow #============================================================================== class Window_Info < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 384, 640, 96) #Create Bitmap self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = 22 #Z-Pos self.z = 100 #Refresh and add the contents to window refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh #Clear Bitmap self.contents.clear #Add Contents self.contents.font.color = system_color self.contents.draw_text(4,0,120,32,'Location') self.contents.font.color = normal_color self.contents.draw_text(96,0,360,32,$game_map.name.to_s) #Draw Steps self.contents.font.color = system_color self.contents.draw_text(4,32,120,32,'Steps') self.contents.font.color = normal_color self.contents.draw_text(48,32, 120, 32, $game_party.steps.to_s, 2) #Draw Play Time self.contents.font.color = system_color self.contents.draw_text(200,32,120,32,'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(310, 32, 120, 32, text) #Draw Gold #Advanced Gold Display mini-script by Dubealex. case $game_party.gold when 0..9999 gold = $game_party.gold when 10000..99999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s when 100000..999999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s when 1000000..9999999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s end self.contents.font.color = system_color gold_word = $data_system.words.gold.to_s + " :" cx = contents.text_size(gold_word).width cx2=contents.text_size(gold.to_s).width self.contents.draw_text(412,32,120-cx-2,32,gold_word) self.contents.font.color = normal_color self.contents.draw_text(600-cx2+2, 32, cx2, 32, gold.to_s, 2) #Draw Variable self.contents.font.color = system_color self.contents.draw_text(412,0,120,32,'Variable Name') self.contents.font.color = normal_color self.contents.draw_text(540,0,120,32,'Variable') end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
#============================================================================== # MenuStatus #============================================================================== class Window_NewMenuStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(160, 0, 480, 320) #Create Bitmap self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = 22 #Z-Pos self.z = 100 #Refresh and add the contents to window refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh #Clear Bitmap self.contents.clear actor = $game_party.actors[0] draw_actor_graphic(actor, 32, 64) draw_actor_name(actor, 75, 0) draw_actor_class(actor, 240, 0) draw_actor_level(actor, 75, 32) draw_actor_state(actor, 240, 32) draw_actor_exp(actor, 75, 64) draw_actor_hp(actor, 32,100) draw_actor_sp(actor, 240,100) draw_actor_parameter(actor, 32, 150, 0) draw_actor_parameter(actor, 32, 182, 1) draw_actor_parameter(actor, 32, 214, 2) draw_actor_parameter(actor, 32, 246, 7) #Evade draw_actor_parameter(actor, 240, 150, 3) draw_actor_parameter(actor, 240, 182, 4) draw_actor_parameter(actor, 240, 214, 5) draw_actor_parameter(actor, 240, 246, 6) end end
#============================================================================== # Scene_Menu #============================================================================== class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index commands_init end #-------------------------------------------------------------------------- # * Set Commands #-------------------------------------------------------------------------- def commands_init # MenuCommand @commands = [] s1='Item' s2='Skill' s3='Equip' s4='Player' s5='Option' s6='System' @commands.push(s1, s2, s3, s4, s5, s6).flatten! @player_commands = [] z1='Status' z2='Quest Log' @player_commands.push(z1, z2).flatten! @system_commands = [] o1='Save' o2='Load' o3='Exit' @system_commands.push(o1, o2, o3).flatten! end #-------------------------------------------------------------------------- # * Main - Handles drawing/disposing windows and the main loop #-------------------------------------------------------------------------- def main #Draw Windows main_command_window player_command_window system_command_window main_draw #Execute transition Graphics.transition #Main Loop loop do #Main Loop main_loop break if main_scenechange? end #Prepare for transition Graphics.freeze #Dispose Windows main_dispose end #-------------------------------------------------------------------------- # * Main Command Window #-------------------------------------------------------------------------- def main_command_window @command_window = Window_Command.new(160,@commands) @command_window.back_opacity = 160 @command_window.index = @menu_index # 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 end def player_command_window @player_command_window = Window_Command.new(160,@player_commands) @player_command_window.back_opacity = 160 @player_command_window.visible = false @player_command_window.active = false @player_command_window.x = 100 @player_command_window.y = 120 end def system_command_window @sys_command_window = Window_Command.new(128,@system_commands) @sys_command_window.back_opacity = 160 @sys_command_window.visible = false @sys_command_window.active = false @sys_command_window.x=100 @sys_command_window.y=180 if $game_system.save_disabled @sys_command_window.disable_item(0) end end #-------------------------------------------------------------------------- # * Main Draw - Handles drawing windows #-------------------------------------------------------------------------- def main_draw #Draw Background @background = Spriteset_Map.new #Draw Windows # InfoWindow @info_window = Window_Info.new @info_window.back_opacity = 160 # MenuStatus @status_window = Window_NewMenuStatus.new @status_window.back_opacity = 160 end #-------------------------------------------------------------------------- # * Main Scene Change #-------------------------------------------------------------------------- def main_scenechange? # Abort loop if screen is changed if $scene != self return true end return false end #-------------------------------------------------------------------------- # * Main Dispose #-------------------------------------------------------------------------- def main_dispose #Dispose Background @background.dispose # Dispose All Windows # Dispose InfoWindow @info_window.dispose # Dispose MenuStatus @status_window.dispose # Dispose MenuCommand @command_window.dispose @player_command_window.dispose @sys_command_window.dispose end #-------------------------------------------------------------------------- # * Main Loop #-------------------------------------------------------------------------- def main_loop # Update game screen Graphics.update # Update input information Input.update # Frame update update end #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- def update # Update Windows update_windows if @player_command_window.active @player_command_window.z = +500 end if @sys_command_window.active @sys_command_window.z = +500 end # If command window is active: call update_command if @command_window.active update_command return end # If player menu window is active: call update_player_command if @player_command_window.active update_player_command return end # If system menu window is active: call update_sys_command if @sys_command_window.active update_sys_command return end end #-------------------------------------------------------------------------- # * Window Update #-------------------------------------------------------------------------- def update_windows # Update MenuCommand @command_window.update if @command_window.visible @player_command_window.update if @player_command_window.visible @sys_command_window.update if @sys_command_window.visible @info_window.update @status_window.update end #-------------------------------------------------------------------------- # * Update Menu Command #-------------------------------------------------------------------------- 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 # If this actor's action limit is 2 or more if $game_party.actors[0].restriction >= 2 # 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 skill screen $scene = Scene_Skill.new when 2 # Equip # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new when 3 # Player $game_system.se_play($data_system.decision_se) @player_command_window.active = true @player_command_window.visible = true @command_window.active = false when 4 # Option #$game_system.se_play($data_system.decision_se) #Put your Option Scene when 5 # System $game_system.se_play($data_system.decision_se) @sys_command_window.active = true @sys_command_window.visible = true @command_window.active = false end end end #-------------------------------------------------------------------------- # * Update PlayerCommand Window #-------------------------------------------------------------------------- def update_player_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @player_command_window.active = false @player_command_window.visible = false @player_command_window.index = 0 @player_command_window.z = 0 return end if Input.trigger?(Input::C) case @player_command_window.index when 0 #Status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new when 1 #Quest Log # Play decision SE #$game_system.se_play($data_system.decision_se) #Put your Quest Scene end return end end #-------------------------------------------------------------------------- # * Update SysCommand Window #-------------------------------------------------------------------------- def update_sys_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @sys_command_window.active = false @sys_command_window.visible = false @sys_command_window.index = 0 @sys_command_window.z = 0 return end if Input.trigger?(Input::C) case @sys_command_window.index when 0 #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 1 #Load # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to load screen $scene = Scene_Load.new when 2 #Exit # 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
class Scene_Save < Scene_File alias save_on_decision on_decision alias save_on_cancel on_cancel #-------------------------------------------------------------------------- # * Decision Processing #-------------------------------------------------------------------------- def on_decision(filename) save_on_decision(filename) $scene = Scene_Menu.new(5) end #-------------------------------------------------------------------------- # * Cancel Processing #-------------------------------------------------------------------------- def on_cancel save_on_cancel $scene = Scene_Menu.new(5) end end
class Scene_Load < Scene_File #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias load_initialize initialize alias load_on_cancel on_cancel #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @scene = $scene load_initialize end #-------------------------------------------------------------------------- # * Cancel Processing #-------------------------------------------------------------------------- def on_cancel load_on_cancel $scene = @scene end end
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#============================================================================== #L's Custom Menu #3: Simple 1-person CMS - SDK2 ver. #-------------------------------------------------------------------------- #==============================================================================
#-------------------------------------------------------------------------- # * Begin SDK Log #-------------------------------------------------------------------------- SDK.log("L's 1-person CMS", 'L', '1.01', '2007-05-31')
#-------------------------------------------------------------------------- # * Begin SDK Requirement Check #-------------------------------------------------------------------------- SDK.check_requirements(2.0, [1])
#-------------------------------------------------------------------------- # * Begin SDK Enable Test #-------------------------------------------------------------------------- if SDK.enabled?("L's 1-person CMS")
module SDK::Scene_Commands #============================================================================ # ** Scene_Menu #============================================================================ module Scene_Menu Item = 'Item' Skill = 'Skill' Equip = 'Equip' Status = 'Status' Save = 'Save' Load = 'Load' End_Game = 'Exit' Order = 'Order' Party = 'Party' Player = 'Player' Option = 'Option' Quest = 'Quest' System = 'System' Menu_Commands = [Item, Skill, Equip, Player, Option, System] Player_Commands = [Status, Quest] System_Commands = [Save, Load, End_Game] end end
class Window_Base < Window SYSTEM_WORD_EVA = "Evade" # #-------------------------------------------------------------------------- # * Draw Parameter # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : parameter type (0-6) #-------------------------------------------------------------------------- def draw_actor_parameter(actor, x, y, type) case type when 0 parameter_name = $data_system.words.atk parameter_value = actor.atk when 1 parameter_name = $data_system.words.pdef parameter_value = actor.pdef when 2 parameter_name = $data_system.words.mdef parameter_value = actor.mdef when 3 parameter_name = $data_system.words.str parameter_value = actor.str when 4 parameter_name = $data_system.words.dex parameter_value = actor.dex when 5 parameter_name = $data_system.words.agi parameter_value = actor.agi when 6 parameter_name = $data_system.words.int parameter_value = actor.int when 7 # parameter_name = SYSTEM_WORD_EVA # parameter_value = actor.eva # end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2) end end
#============================================================================== # â €“ Game_Map #============================================================================== class Game_Map def name $map_infos[@map_id] end end
#======================================== #â €“ Scene_Title #-------------------------------------------------------------------------------- # Setting functions for the Title #======================================== class Scene_Title $map_infos = load_data("Data/MapInfos.rxdata") for key in $map_infos.keys $map_infos[key] = $map_infos[key].name end end
#============================================================================== # InfoWindow #============================================================================== class Window_Info < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 384, 640, 96) #Create Bitmap self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = 22 #Z-Pos self.z = 100 #Refresh and add the contents to window refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh #Clear Bitmap self.contents.clear #Add Contents self.contents.font.color = system_color self.contents.draw_text(4,0,120,32,'Location') self.contents.font.color = normal_color self.contents.draw_text(96,0,360,32,$game_map.name.to_s) #Draw Steps self.contents.font.color = system_color self.contents.draw_text(4,32,120,32,'Steps') self.contents.font.color = normal_color self.contents.draw_text(48,32, 120, 32, $game_party.steps.to_s, 2) #Draw Play Time self.contents.font.color = system_color self.contents.draw_text(200,32,120,32,'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(310, 32, 120, 32, text) #Draw Gold #Advanced Gold Display mini-script by Dubealex. case $game_party.gold when 0..9999 gold = $game_party.gold when 10000..99999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s when 100000..999999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s when 1000000..9999999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s end self.contents.font.color = system_color gold_word = $data_system.words.gold.to_s + " :" cx = contents.text_size(gold_word).width cx2=contents.text_size(gold.to_s).width self.contents.draw_text(412,32,120-cx-2,32,gold_word) self.contents.font.color = normal_color self.contents.draw_text(600-cx2+2, 32, cx2, 32, gold.to_s, 2) #Draw Variable self.contents.font.color = system_color self.contents.draw_text(412,0,120,32,'Variable Name') self.contents.font.color = normal_color self.contents.draw_text(540,0,120,32,'Variable') end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
#============================================================================== # MenuStatus #============================================================================== class Window_NewMenuStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(160, 0, 480, 320) #Create Bitmap self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = 22 #Z-Pos self.z = 100 #Refresh and add the contents to window refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh #Clear Bitmap self.contents.clear actor = $game_party.actors[0] draw_actor_graphic(actor, 32, 64) draw_actor_name(actor, 75, 0) draw_actor_class(actor, 240, 0) draw_actor_level(actor, 75, 32) draw_actor_state(actor, 240, 32) draw_actor_exp(actor, 75, 64) draw_actor_hp(actor, 32,100) draw_actor_sp(actor, 240,100) draw_actor_parameter(actor, 32, 150, 0) draw_actor_parameter(actor, 32, 182, 1) draw_actor_parameter(actor, 32, 214, 2) draw_actor_parameter(actor, 32, 246, 7) #Evade draw_actor_parameter(actor, 240, 150, 3) draw_actor_parameter(actor, 240, 182, 4) draw_actor_parameter(actor, 240, 214, 5) draw_actor_parameter(actor, 240, 246, 6) end end
#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs menu screen processing. #==============================================================================
class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing : Spriteset Initialization #-------------------------------------------------------------------------- def main_spriteset #Draw Background @background = Spriteset_Map.new end #-------------------------------------------------------------------------- # * Main Processing : Window Initialization #-------------------------------------------------------------------------- def main_window #Draw Windows main_command_window player_command_window system_command_window #Draw Windows # InfoWindow @info_window = Window_Info.new @info_window.back_opacity = 160 # MenuStatus @status_window = Window_NewMenuStatus.new @status_window.back_opacity = 160 end #-------------------------------------------------------------------------- # * Main Command Window #-------------------------------------------------------------------------- def main_command_window commands = SDK::Scene_Commands::Scene_Menu::Menu_Commands.dup @command_window = Window_Command.new(160, commands) @command_window.back_opacity = 160 @command_window.index = @menu_index # 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 end #-------------------------------------------------------------------------- # * Player Command Window #-------------------------------------------------------------------------- def player_command_window player_commands = SDK::Scene_Commands::Scene_Menu::Player_Commands.dup @player_command_window = Window_Command.new(160, player_commands) @player_command_window.back_opacity = 160 @player_command_window.visible = false @player_command_window.active = false @player_command_window.x = 100 @player_command_window.y = 120 end #-------------------------------------------------------------------------- # * System Command Window #-------------------------------------------------------------------------- def system_command_window system_commands = SDK::Scene_Commands::Scene_Menu::System_Commands.dup @sys_command_window = Window_Command.new(128, system_commands) @sys_command_window.back_opacity = 160 @sys_command_window.visible = false @sys_command_window.active = false @sys_command_window.x=100 @sys_command_window.y=180 check_save_available check_load_available end #----------------- def check_save_available # If save is forbidden if $game_system.save_disabled # Disable save @sys_command_window.disable_item(0) end end #----------------- def check_load_available #Check if saved file exists @load_enabled = false for i in 0..3 if (FileTest.exist?("Save#{i+1}.rxdata")) @load_enabled = true end end if !@load_enabled #Put your @command_window.disable_item(index) @sys_command_window.disable_item(1) end end #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- def update super if @player_command_window.active @player_command_window.z = +500 end if @sys_command_window.active @sys_command_window.z = +500 end # If command window is active: call update_command if @command_window.active update_command return end # If player menu window is active: call update_player_command if @player_command_window.active update_player_command return end # If system menu window is active: call update_sys_command if @sys_command_window.active update_sys_command return end end #-------------------------------------------------------------------------- # * Update Menu Command #-------------------------------------------------------------------------- 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) # Return if Disabled Command if disabled_main_command? # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Command Input main_command_input return end end #-------------------------------------------------------------------------- # * Update SysCommand Window #-------------------------------------------------------------------------- def update_sys_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @sys_command_window.active = false @sys_command_window.visible = false @sys_command_window.index = 0 @sys_command_window.z -= 500 return end # If C button was pressed if Input.trigger?(Input::C) # Return if Disabled Command if disabled_main_command? # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Command Input sys_command_input return end end #-------------------------------------------------------------------------- # * Update Player Command Window #-------------------------------------------------------------------------- def update_player_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @player_command_window.active = false @player_command_window.visible = false @player_command_window.index = 0 @player_command_window.z -= 500 return end # If C button was pressed if Input.trigger?(Input::C) # Return if Disabled Command if disabled_main_command? # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Command Input player_command_input return end end #-------------------------------------------------------------------------- # * Disabled Main Command? Test #-------------------------------------------------------------------------- def disabled_main_command? # Gets Current Command command = @command_window.command sys_command = @sys_command_window.command player_command = @player_command_window.command # Gets SDK Scene_Menu Commands c = SDK::Scene_Commands::Scene_Menu # If 0 Party Size if $game_party.actors.size == 0 # If Item, Skill, Equip or Status Selected if [c::Item, c::Skill, c::Equip, c::Status].include?(command) return true end if [c::Status].include?(player_command) return true end end if [c::Skill].include?(command) # If this actor's action limit is 2 or more if $game_party.actors[0].restriction >= 2 return true end end # If Save Disabled && Command is Save return true if $game_system.save_disabled && sys_command == c::Save # If Load Disabled && Command is Load return true if !@load_enabled && sys_command == c::Load return false end #-------------------------------------------------------------------------- # * Main Command Input #-------------------------------------------------------------------------- def main_command_input # Play decision SE $game_system.se_play($data_system.decision_se) # Branch by command window cursor position case @command_window.command when SDK::Scene_Commands::Scene_Menu::Item # item command_item when SDK::Scene_Commands::Scene_Menu::Skill # skill command_skill when SDK::Scene_Commands::Scene_Menu::Equip # equipment command_equip when SDK::Scene_Commands::Scene_Menu::Player # Call Player Menu $game_system.se_play($data_system.decision_se) @player_command_window.active = true @player_command_window.visible = true @command_window.active = false when SDK::Scene_Commands::Scene_Menu::Option #option command_option when SDK::Scene_Commands::Scene_Menu::System # call system menu $game_system.se_play($data_system.decision_se) @sys_command_window.active = true @sys_command_window.visible = true @command_window.active = false end end #-------------------------------------------------------------------------- # * Player Command Input #-------------------------------------------------------------------------- def player_command_input # Play decision SE $game_system.se_play($data_system.decision_se) case @player_command_window.command when SDK::Scene_Commands::Scene_Menu::Status # status command_status when SDK::Scene_Commands::Scene_Menu::Quest # quest command_quest end end #-------------------------------------------------------------------------- # * System Command Input #-------------------------------------------------------------------------- def sys_command_input # Play decision SE $game_system.se_play($data_system.decision_se) # Branch by command window cursor position case @sys_command_window.command when SDK::Scene_Commands::Scene_Menu::Save #save command_save when SDK::Scene_Commands::Scene_Menu::Load #load command_load when SDK::Scene_Commands::Scene_Menu::End_Game #end game command_endgame end end #-------------------------------------------------------------------------- # * Command : Item #-------------------------------------------------------------------------- def command_item # Switch to item screen $scene = Scene_Item.new end #-------------------------------------------------------------------------- # * Command : Skill #-------------------------------------------------------------------------- def command_skill # Switch to skill screen $scene = Scene_Skill.new end #-------------------------------------------------------------------------- # * Command : Equip #-------------------------------------------------------------------------- def command_equip # Switch to equipment screen $scene = Scene_Equip.new end #-------------------------------------------------------------------------- # * Command : Status #-------------------------------------------------------------------------- def command_status # Switch to status screen $scene = Scene_Status.new end #-------------------------------------------------------------------------- # * Command : Option #-------------------------------------------------------------------------- def command_option # Switch to option screen #Put your Option Scene here end #-------------------------------------------------------------------------- # * Command : Quest #-------------------------------------------------------------------------- def command_quest # Switch to quest screen #Put your Quest Scene here end #-------------------------------------------------------------------------- # * Command : Save #-------------------------------------------------------------------------- def command_save # Switch to save screen $scene = Scene_Save.new end #-------------------------------------------------------------------------- # * Command : Load #-------------------------------------------------------------------------- def command_load # Switch to load screen $scene = Scene_Load.new end #-------------------------------------------------------------------------- # * Command : End Game #-------------------------------------------------------------------------- def command_endgame # Switch to end game screen $scene = Scene_End.new end end
#-------------------------------------------------------------------------- # * End SDK Enable Test #-------------------------------------------------------------------------- end
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_________________ Ten Sephiroth of Nothingness: Ten and not nine; ten and not eleven. Understand with Wisdom, and be wise with Understanding. Examine with them and probe them, make a thing stand on its essence, and make the Creator sit on his base.
- Sepher Yetzirah 1:4
Eser Sephiroth Belimah(Ten Sephiroth of Nothingness)... No, I'm not talking about this, it's about this.
------------------------------------- I recently found out my (real)name means 'Bright Garden' or 'Radient Garden', in English. ------------------------------------- I'm not a dude, #@#$%#$#!! - My mind screams
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