#==============================================================================
# ** Compact Menu
#------------------------------------------------------------------------------
# Autore: The Sleeping Leonhart
# Versione: 1.2
# Data di rilascio: 26/07/2008
#------------------------------------------------------------------------------
# Descrizione:
# Menu che permette l'uso di oggetti, magie ed equipaggiamento tutto nella
# stessa schermata
#------------------------------------------------------------------------------
# Istruzioni:
# Editate le immagini per adattare il menu al vostro gusto.
# Le immagini dei membri del party vanno messe nella cartella Pictures
# e vanno chiamate come la grafica del loro Battler.
#==============================================================================
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
class Window_Base < Window
def draw_actor_exps(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 28, 32, "Exp")
self.contents.font.color = normal_color
if actor.now_exp != 0
text = (actor.now_exp.to_f / actor.next_exp.to_f)*100.00
text = text.round
else
text = 0
end
self.contents.draw_text(x + 40, y, 84, 32, text.to_s+"%")
end
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 = "Evasione"
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 + 88, y, 36, 32, parameter_value.to_s, 2)
end
end
class Window_MenuStatus < Window_Selectable
def initialize(actor)
super(220, 48, 480, 96+32)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@actor = actor
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = 1
x = 0
y = 0
actor = @actor
self.contents.font.size = 18
draw_actor_name(actor, x, y)
draw_actor_hp(actor, x + 92, y)
draw_actor_sp(actor, x + 236, y)
draw_actor_state(actor, x, y + 18)
draw_actor_level(actor, x, y + 36)
draw_actor_exps(actor, x, y + 54)
draw_actor_parameter(actor, x + 92, y + 16, 0)
draw_actor_parameter(actor, x + 92, y + 32, 1)
draw_actor_parameter(actor, x + 92, y + 48, 2)
draw_actor_parameter(actor, x + 92, y + 64, 6)
draw_actor_parameter(actor, x + 236, y + 16, 3)
draw_actor_parameter(actor, x + 236, y + 32, 4)
draw_actor_parameter(actor, x + 236, y + 48, 5)
draw_actor_parameter(actor, x + 236, y + 64, 7)
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 96, self.width - 32, 96)
end
end
end
class Window_MenuSkill < Window_Selectable
def initialize(actor)
super(287, 299, 278, 56)
@actor = actor
@column_max = 10
@row_max = 1
refresh
self.opacity = 0
self.index = 0
end
def skill
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in [email protected]
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width-32, row_max*32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = index % 10 * 24
y = index / 10 * 24
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.font.size = 14
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x+12,y+8,128,24,skill.sp_cost.to_s)
end
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.name+": "+self.skill.description)
end
def update_cursor_rect
if self.active
self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)
self.oy = index / 10 * 24
else
self.cursor_rect.set(0, 0, 0, 0)
end
end
end
class Window_MenuItem < Window_Selectable
def initialize
super(287, 355, 278, 56+24)
@column_max = 10
refresh
self.index = 0
self.opacity = 0
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = index % 10 * 24
y = index / 10 * 24
rect = Rect.new(x, y, 24, 24)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.size = 14
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 12, y + 4, 24, 32, number.to_s)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)
end
def update_cursor_rect
if self.active
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + 1
self.top_row = row - 1
end
cursor_width = self.width / @column_max - 32
self.oy = (self.oy/32)*24
x = @index % @column_max * 24
y = @index / @column_max * 24 - (self.oy/24)*24
self.cursor_rect.set(x, y, 24, 24)
else
self.cursor_rect.set(0, 0, 0, 0)
end
end
end
class Window_Target < Window_Selectable
def initialize
super(0, 0, $game_party.actors.size*48+32, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.z += 10
@column_max = @item_max = $game_party.actors.size
refresh
end
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 48*i+24
y = 52
actor = $game_party.actors[i]
draw_actor_graphic(actor, x, y)
end
end
def update_cursor_rect
if @index <= -2
self.cursor_rect.set((@index + 10) * 48, 0, 48, 64)
elsif @index == -1
self.cursor_rect.set(0, 0, @item_max * 48, 64)
else
self.cursor_rect.set(@index * 48, 0, 48, 64)
end
end
end
class Window_MenuEquipped < Window_Selectable
def initialize(actor)
super(272, 158, 368, 26*2+32)
self.contents = Bitmap.new(width - 32, 32 * 5 - 32)
self.opacity = 0
self.active = false
self.index = 0
@item_max = 5
@column_max = 1
@actor = actor
refresh
end
def item
return @data[self.index]
end
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
self.contents.font.size = 16
self.contents.draw_text(16, 26 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(16, 26 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(16, 26 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(16, 26 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(16, 26 * 4, 92, 32, $data_system.words.armor4)
draw_item_name(@data[0], 92, 26 * 0)
draw_item_name(@data[1], 92, 26 * 1)
draw_item_name(@data[2], 92, 26 * 2)
draw_item_name(@data[3], 92, 26 * 3)
draw_item_name(@data[4], 92, 26 * 4)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)
end
def update_cursor_rect
if self.active
y = @index % 2 * 26
self.cursor_rect.set(12, y + 9, 244, 16)
self.oy = (@index - @index % 2) * 26
else
self.cursor_rect.set(0, 0, 0, 0)
end
end
end
class Window_MenuEquip < Window_Selectable
def initialize(actor, type)
super(287, 243-24, 272, 80)
@actor = actor
@column_max = 10
@row_max = 2
@equip_type = type
self.index = 0
self.opacity = 0
self.active = false
refresh
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
if @equip_type != 0
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
@data.push(nil)
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max-1
draw_item(i)
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
x = index % 10 * 24
y = index / 10 * 24
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.font.size = 14
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x+12,y+8,128,24, number.to_s)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)
end
def update_cursor_rect
if self.active
self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)
self.oy = index / 10 * 24
else
self.cursor_rect.set(0, 0, 0, 0)
end
end
end
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
@actor_index = 0
@target = ""
scene_window
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
scene_dispose
end
def scene_window
@actor = $game_party.actors[@actor_index]
@map = Spriteset_Map.new
@bg = Sprite.new
@bg.bitmap = Bitmap.new("Graphics/Pictures/MenuBG")
@pg = Sprite.new
@pg.bitmap = Bitmap.new("Graphics/Pictures/"[email protected]_name)
@pg.y = 64
@arrow = Sprite.new
@arrow.x = 264
@arrow.y = 170
@arrow.bitmap = Bitmap.new("Graphics/Pictures/Arrow")
@lr = Sprite.new
@lr.bitmap = Bitmap.new("Graphics/Pictures/LR") if $game_party.actors.size > 1
s1 = ""
@command_window = Window_Command.new(160, [s1, s1, s1, s1, s1, s1])
@menu_index = 4 if @menu_index == 5
@menu_index = 3 if @menu_index == 6
@command_window.index = @menu_index
@command_window.visible = false
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(5)
end
@help_window = Window_Help.new
@help_window.opacity = 0
@item_window = Window_MenuItem.new
@skill_window = Window_MenuSkill.new(@actor)
@status_window = Window_MenuStatus.new(@actor)
@target_window = Window_Target.new
@right_window = Window_MenuEquipped.new(@actor)
@item_window1 = Window_MenuEquip.new(@actor, 0)
@item_window2 = Window_MenuEquip.new(@actor, 1)
@item_window3 = Window_MenuEquip.new(@actor, 2)
@item_window4 = Window_MenuEquip.new(@actor, 3)
@item_window5 = Window_MenuEquip.new(@actor, 4)
@skill_window.help_window = @help_window
@item_window.help_window = @help_window
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
@item_equip_window = @item_window1
@item_window1.visible = false
@item_window2.visible = false
@item_window3.visible = false
@item_window4.visible = false
@item_window5.visible = false
@item_window.active = false
@help_window.visible = false
@skill_window.active = false
@target_window.visible = false
@target_window.active = false
end
def scene_dispose
@command_window.dispose
@item_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@skill_window.dispose
@status_window.dispose
@target_window.dispose
@right_window.dispose
@help_window.dispose
@map.dispose
@bg.dispose
@pg.dispose
@arrow.dispose
@lr.dispose
end
def update
@command_window.update
@item_window.update
@item_window1.update
@item_window2.update
@item_window3.update
@item_window4.update
@item_window5.update
@skill_window.update
@status_window.update
@target_window.update
@right_window.update
@map.update
case @right_window.index
when 0
@item_equip_window.visible = false
@item_equip_window = @item_window1
@item_equip_window.visible = true
when 1
@item_equip_window.visible = false
@item_equip_window = @item_window2
@item_equip_window.visible = true
when 2
@item_equip_window.visible = false
@item_equip_window = @item_window3
@item_equip_window.visible = true
when 3
@item_equip_window.visible = false
@item_equip_window = @item_window4
@item_equip_window.visible = true
when 4
@item_equip_window.visible = false
@item_equip_window = @item_window5
@item_equip_window.visible = true
end
if $game_party.actors.size > 1
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
scene_dispose
scene_window
return
end
if Input.trigger?(Input::L)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
scene_dispose
scene_window
return
end
end
if @command_window.active
update_command
return
end
if @item_window.active
update_item
return
end
if @skill_window.active
update_skill
return
end
if @right_window.active
update_right
return
end
if @item_equip_window.active
update_equip_item
return
end
if @target_window.active
update_item_target if @target == "item"
update_skill_target if @target == "skill"
return
end
end
def update_command
case @command_window.index
when 2
@help_window.set_text("Visualizza e usa gli oggetti.")
@arrow.x = 264
@arrow.y = 360
when 1
@help_window.set_text("Visualizza e usa le magie.")
@arrow.x = 264
@arrow.y = 300
when 0
@help_window.set_text("Visualizza ed Equipaggia l'equipaggiamento.")
@arrow.x = 264
@arrow.y = 170
when 3
@help_window.set_text("Disattiva quel che vuoi")
@arrow.x = 522
@arrow.y = 464
when 4
@help_window.set_text("Salva i progressi Gioco.")
@arrow.x = 556
@arrow.y = 464
when 5
@help_window.set_text("Esci dal Gioco.")
@arrow.x = 590
@arrow.y = 464
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@item_window.active = true
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@skill_window.active = true
when 0
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@right_window.active = true
when 3
if $game_switches[1] == true
$game_switches[1] = false
else
$game_switches[1] = true
end
$game_system.se_play($data_system.decision_se)
when 4
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@item_window.active = false
@item_window.help_window.visible = false
@command_window.active = true
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item_window.active = false
@target_window.x = 287
@target_window.y = 355
@target_window.visible = true
@target_window.active = true
@target = "item"
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
def update_item_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@item_window.refresh
end
@target = ""
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
@status_window.refresh
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
def update_skill
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.active = false
@skill_window.help_window.visible = false
@command_window.active = true
return
end
if Input.trigger?(Input::C)
@skill = @skill_window.skill
if @skill == nil or not @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @skill.scope >= 3
@skill_window.active = false
@target_window.x = 287
@target_window.y = 299
@target_window.visible = true
@target_window.active = true
@target = "skill"
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
else
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$game_system.se_play(@skill.menu_se)
@status_window.refresh
@skill_window.refresh
@target_window.refresh
$scene = Scene_Map.new
return
end
end
return
end
end
def update_skill_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
@target = ""
return
end
if Input.trigger?(Input::C)
unless @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
if @target_window.index <= -2
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
if used
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
def update_right
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@right_window.active = false
@right_window.help_window.visible = false
@command_window.active = true
return
end
if Input.trigger?(Input::C)
if @actor.equip_fix?(@right_window.index)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@right_window.active = false
@item_equip_window.active = true
return
end
end
def update_equip_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@right_window.active = true
@item_equip_window.help_window.visible = false
@item_equip_window.active = false
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.equip_se)
type = @right_window.index
item = @item_equip_window.item
@actor.equip(type, item == nil ? 0 : item.id)
@right_window.active = true
@item_equip_window.active = false
@right_window.refresh
@item_equip_window.refresh
@status_window.refresh
return
end
end
end