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Polraudio

Tomo's Menu Request #1

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Tomo's 1 Person Menu Request #1

 

Screenshots:

tomomenu.png

 

Instructions:

Place above main.

 

#################################################
# Tomo's 1p Menu Request                        #
# Credits: Polraudio, Tomo2000                  #
# This script is an rmxpunlimited.net exclusive #
#################################################
class Scene_Menu
 def initialize(menu_index = 0)
   @menu_index = menu_index
 end
 def main
   s1 = $data_system.words.item
   s2 = $data_system.words.skill
   s3 = $data_system.words.equip
   s5 = "Save"
   s6 = "End Game"
   @command_window = Window_Command.new(160, [s1, s2, s3, s5, s6])
   @command_window.index = @menu_index
   @command_window.x = 190
   @command_window.y = 78
   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(4)
   end
   @playtime_window = Window_PlayTime.new
   @playtime_window.x = 190
   @playtime_window.y = 270
   @steps_window = Window_Steps.new
   @steps_window.x = 190
   @steps_window.y = 343
   @gold_window = Window_Gold.new
   @gold_window.x = 190
   @gold_window.y = 416
   @status_window = Window_MenuStatus.new
   @status_window.x = 0
   @status_window.y = 0
   @actor = $game_party.actors[0]
   @status2_window = Window_Status.new(@actor)
   @status2_window.x = 350
   @status2_window.y = 0
   @menu_window = Window_Menu.new
   @menu_window.x = 190
   @menu_window.y = 0
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   @command_window.dispose
   @playtime_window.dispose
   @steps_window.dispose
   @gold_window.dispose
   @status_window.dispose
   @status2_window.dispose
   @menu_window.dispose
 end
 def update
   @command_window.update
   @playtime_window.update
   @steps_window.update
   @gold_window.update
   @status_window.update
   @status2_window.update
   @menu_window.update
   if @command_window.active
     update_command
     return
   end
   if @status_window.active
     update_status
     return
   end
 end
 def update_command
   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 0
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Item.new
     when 1
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Skill.new
     when 2
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Equip.new
     when 3 
       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 4
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_End.new
     end
     return
   end
 end
end
class Window_MenuStatus < Window_Base
 def initialize
   super(0, 0, 190, 480)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 def refresh
   self.contents.clear
   @item_max = 1
     actor = $game_party.actors[0]
     draw_actor_graphic(actor, 80, 75)
     draw_actor_name(actor, 60, 75)
     draw_actor_class(actor, 80, 100)
     draw_actor_level(actor, 0, 100)
     draw_actor_state(actor, 45, 0)
     draw_actor_exp(actor, 0, 130)
     draw_actor_hp(actor, 0, 160)
     draw_actor_sp(actor, 0, 190)
     draw_actor_parameter(actor, 0, 220, 0)
     draw_actor_parameter(actor, 0, 250, 1)
     draw_actor_parameter(actor, 0, 280, 2)
     draw_actor_parameter(actor, 0, 310, 3)
     draw_actor_parameter(actor, 0, 340, 4)
     draw_actor_parameter(actor, 0, 370, 5)
     draw_actor_parameter(actor, 0, 400, 6)
   end
 end
class Window_Status < Window_Base
 def initialize(actor)
   super(0, 0, 290, 480)
   self.contents = Bitmap.new(width - 32, height - 32)
   @actor = actor
   refresh
 end
 def refresh
   self.contents.clear
     self.contents.font.color = system_color
   self.contents.draw_text(60, 10, 96, 32, "Equipment")
   self.contents.draw_text(60, 10, 96, 32, "____________")
   self.contents.font.color = normal_color
   draw_item_name($data_weapons[@actor.weapon_id], 60, 85)
   draw_item_name($data_armors[@actor.armor1_id], 60, 160)
   draw_item_name($data_armors[@actor.armor2_id], 60, 235)
   draw_item_name($data_armors[@actor.armor3_id], 60, 310)
   draw_item_name($data_armors[@actor.armor4_id], 60, 385)

   self.contents.draw_text(60, 50, 96, 32, $data_system.words.weapon)
   self.contents.draw_text(60, 125, 96, 32, $data_system.words.armor1)
   self.contents.draw_text(60, 200, 96, 32, $data_system.words.armor2)
   self.contents.draw_text(60, 275, 96, 32, $data_system.words.armor3)
   self.contents.draw_text(60, 350, 96, 32, $data_system.words.armor4)
 end
 def dummy
   draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
   draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
   draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
   draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
   draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
 end
end
class Window_PlayTime < Window_Base
 def initialize
   super(0, 0, 160, 73)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, -9, 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(4, 16, 120, 32, text, 2)
 end
 def update
   super
   if Graphics.frame_count / Graphics.frame_rate != @total_sec
     refresh
   end
 end
end
class Window_Steps < Window_Base
 def initialize
   super(0, 0, 160,73)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, -8, 120, 32, "Step Count")
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 16, 120, 32, $game_party.steps.to_s, 2)
 end
end
class Window_Menu < Window_Base
 def initialize
   super(0, 0, 160,78)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.font.size = 45
   self.contents.draw_text(15, -5, 120, 64, "Menu")
   self.contents.draw_text(10, -7, 120, 64, "_____")
 end
end
class Scene_End
 def main
   s1 = "To Title"
   s2 = "Shutdown"
   s3 = "Cancel"
   @command_window = Window_Command.new(192, [s1, s2, s3])
   @command_window.x = 320 - @command_window.width / 2
   @command_window.y = 240 - @command_window.height / 2
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   @command_window.dispose
   if $scene.is_a?(Scene_Title)
     Graphics.transition
     Graphics.freeze
   end
 end
 def update
   @command_window.update
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Menu.new(4)
     return
   end
   if Input.trigger?(Input::C)
     case @command_window.index
     when 0
       command_to_title
     when 1
       command_shutdown
     when 2
       command_cancel
     end
     return
   end
 end
 def command_to_title
   $game_system.se_play($data_system.decision_se)
   Audio.bgm_fade(800)
   Audio.bgs_fade(800)
   Audio.me_fade(800)
   $scene = Scene_Title.new
 end
 def command_shutdown
   $game_system.se_play($data_system.decision_se)
   Audio.bgm_fade(800)
   Audio.bgs_fade(800)
   Audio.me_fade(800)
   $scene = nil
 end
 def command_cancel
   $game_system.se_play($data_system.decision_se)
   $scene = Scene_Menu.new(4)
 end
end

 

Download for people with troubles with the codebox:

Tomo\'s Menu Request Updated.txt

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