#============================================================================== # ** 1-Scene CMS (Alternate Version) #------------------------------------------------------------------------------ # LegACy # Version 1.00 # 12.28.07 #============================================================================== # To put items into different catagory, simply apply # attributes to them, you can apply more than 1 attributes # to each item. In default, the attributes are : # :: 17 > Recovery items # :: 18 > Weaponry # :: 19 > Armor # :: 20 > Accessories # :: 21 > Key Items # :: 22 > Miscellanous Items # # For customization, look in LegACy class, further explanation's # located there. # # Special thanks to Sven Kistner for his MMD3 Winamp skin # which gives me the inspiration to make this and Squall # (is it Selwyn now?) for his ASM. #============================================================= #============================================================================== # ** LegACy's Script Customization (CMS-Alternate) #============================================================================== class LegACy #-------------------------------------------------------------------------- # * Features Customization Constants #-------------------------------------------------------------------------- CUSTOM_SAVE = true # True if you're using the custom save menu that comes with the menu. SAVE_COUNT = 99 # Number of saves slot available for custom save menu. BATTLE_BAR = false # True if you want to have bar for battle system. #-------------------------------------------------------------------------- # * Item Grouping Customization Constants #-------------------------------------------------------------------------- ITEMS = [17, 18, 19, 20, 21, 22] # Attributes ID for Item Catagory in order. #-------------------------------------------------------------------------- # * Display Customization Constants #-------------------------------------------------------------------------- WIN_Z = 201 # Z value of CMS' windows. ICON_NAME = ['stat', 'menu', 'item'] # Image name for icon, STAT_BAR = [false, false, true] # Windows where the stat bar appears. BAR_COLOR = [Color.new(255, 0, 0, 200), # Color for bars. Color.new(255, 255, 0, 200), Color.new(0, 255, 255, 200), Color.new(200, 64, 64, 255), Color.new(64, 128, 64, 255), Color.new(160, 100, 160, 255), Color.new(128, 128, 200, 255)] end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles the actor. It's used within the Game_Actors class # ($game_actors) and refers to the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Get Current Experience Points #-------------------------------------------------------------------------- def now_exp return @exp - @exp_list[@level] end #-------------------------------------------------------------------------- # * Get Needed Experience Points #-------------------------------------------------------------------------- def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end #============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class handles the map. It includes scrolling and passable determining # functions. Refer to "$game_map" for the instance of this class. #============================================================================== class Game_Map #-------------------------------------------------------------------------- # * Get Map Name #-------------------------------------------------------------------------- def name load_data('Data/MapInfos.rxdata')[@map_id].name end end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This class is for all in-game windows. #============================================================================== class Window_Base < Window #----------------------------------------------------------------------- # Draw Stat Bar # actor : actor # x : bar x-coordinate # y : bar y-coordinate # stat : stat to be displayed #-------------------------------------------------------------------------- def draw_LegACy_bar(actor, x, y, stat, width = 156, height = 7) bar_color = Color.new(0, 0, 0, 255) end_color = Color.new(255, 255, 255, 255) max = 999 case stat when 'hp' bar_color = Color.new(150, 0, 0, 255) end_color = Color.new(255, 255, 60, 255) min = actor.hp max = actor.maxhp when 'sp' bar_color = Color.new(0, 0, 155, 255) end_color = Color.new(255, 255, 255, 255) min = actor.sp max = actor.maxsp when 'exp' bar_color = Color.new(0, 155, 0, 255) end_color = Color.new(255, 255, 255, 255) unless actor.level == $data_actors[actor.id].final_level min = actor.now_exp max = actor.next_exp else min = 1 max = 1 end when 'atk' bar_color = LegACy::BAR_COLOR[0] min = actor.atk when 'pdef' bar_color = LegACy::BAR_COLOR[1] min = actor.pdef when 'mdef' bar_color = LegACy::BAR_COLOR[2] min = actor.mdef when 'str' bar_color = LegACy::BAR_COLOR[3] min = actor.str when 'dex' bar_color = LegACy::BAR_COLOR[4] min = actor.dex when 'agi' bar_color = LegACy::BAR_COLOR[5] min = actor.agi when 'int' bar_color = LegACy::BAR_COLOR[6] min = actor.int end max = 1 if max == 0 # Draw Border for i in 0..height self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255)) end # Draw Background for i in 1..(height - 1) r = 100 * (height - i) / height + 0 * i / height g = 100 * (height - i) / height + 0 * i / height b = 100 * (height - i) / height + 0 * i / height a = 255 * (height - i) / height + 255 * i / height self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a)) end # Draws Bar for i in 1..( (min.to_f / max.to_f) * width - 1) for j in 1..(height - 1) r = bar_color.red * (width - i) / width + end_color.red * i / width g = bar_color.green * (width - i) / width + end_color.green * i / width b = bar_color.blue * (width - i) / width + end_color.blue * i / width a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a)) end end case stat when 'hp' draw_actor_hp(actor, x - 1, y - 18) when 'sp' draw_actor_sp(actor, x - 1, y - 18) when 'exp' draw_actor_exp(actor, x - 1, y - 18) end end #-------------------------------------------------------------------------- # * Draw Sprite #-------------------------------------------------------------------------- def draw_LegACy_sprite(x, y, name, hue) bitmap = RPG::Cache.character(name, hue) cw = bitmap.width / 4 ch = bitmap.height / 4 # Bitmap Rectange src_rect = Rect.new(0, 0, cw, ch) # Draws Bitmap self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end #-------------------------------------------------------------------------- # * Get Upgrade Text Color #-------------------------------------------------------------------------- def up_color return Color.new(74, 210, 74) end #-------------------------------------------------------------------------- # * Get Downgrade Text Color #-------------------------------------------------------------------------- def down_color return Color.new(170, 170, 170) end #-------------------------------------------------------------------------- # * Draw parameter # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : parameter type #------------------------------------------------------------------------ def draw_actor_parameter(actor, x, y, type, width = 120, bar = false) case type when 0 parameter_name = $data_system.words.atk parameter_value = actor.atk stat = 'atk' when 1 parameter_name = $data_system.words.pdef parameter_value = actor.pdef stat = 'pdef' when 2 parameter_name = $data_system.words.mdef parameter_value = actor.mdef stat = 'mdef' when 3 parameter_name = $data_system.words.str parameter_value = actor.str stat = 'str' when 4 parameter_name = $data_system.words.dex parameter_value = actor.dex stat = 'dex' when 5 parameter_name = $data_system.words.agi parameter_value = actor.agi stat = 'agi' when 6 parameter_name = $data_system.words.int parameter_value = actor.int stat = 'int' when 7 parameter_name = 'Evasion' parameter_value = actor.eva stat = 'eva' end if bar == true && stat != 'eva' draw_LegACy_bar(actor, x + 16, y + 21, stat, width - 16, 5) 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 + width, y, 36, 32, parameter_value.to_s, 2) end end #============================================================================== # ** Window_Selectable #------------------------------------------------------------------------------ # This window class contains cursor movement and scroll functions. #============================================================================== class Window_Selectable < Window_Base #-------------------------------------------------------------------------- # * Alias Initialization #-------------------------------------------------------------------------- alias legacy_CMS_windowselectable_update update #-------------------------------------------------------------------------- # * Set Help Window # name_window : new name window #-------------------------------------------------------------------------- def name_window=(name_window) @name_window = name_window # Update name text (update_help is defined by the subclasses) if self.active and @help_window != nil update_name end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update legacy_CMS_windowselectable_update # Update name text (update_help is defined by the subclasses) if self.active and @name_window != nil update_name end end end #============================================================================== # ** Window_NewCommand #------------------------------------------------------------------------------ # This window deals with general command choices. #============================================================================== class Window_NewCommand < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # width : window width # commands : command text string array #-------------------------------------------------------------------------- def initialize(width, commands, icon) # Compute window height from command quantity super(0, 0, width, commands.size * 48 + 48) @item_max = commands.size @commands = commands @icon = icon self.contents = Bitmap.new(width - 32, (@item_max * 48) + 16) refresh #self.index = -1 self.active = false end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...@item_max draw_item(i, normal_color) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number # color : text color #-------------------------------------------------------------------------- def draw_item(index, color) self.contents.font.color = color self.contents.font.bold = true rect = Rect.new(4, 52 * index + 2, self.contents.width - 4, 52) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(@icon + index.to_s) self.contents.blt(4, 52 * index + 4, bitmap, Rect.new(0, 0, 24, 24)) end #-------------------------------------------------------------------------- # * Update Cursor Rectangle #-------------------------------------------------------------------------- def update_cursor_rect # If cursor position is less than 0 if @index < 0 self.cursor_rect.empty return end # Get current row row = @index / @column_max # If current row is before top row if row < self.top_row # Scroll so that current row becomes top row self.top_row = row end # If current row is more to back than back row if row > self.top_row + (self.page_row_max - 1) # Scroll so that current row becomes back row self.top_row = row - (self.page_row_max - 1) end # Calculate cursor width cursor_width = self.width / @column_max - 32 # Calculate cursor coordinates x = @index % @column_max * (cursor_width + 32) y = @index / @column_max * 52 - self.oy - 4 # Update cursor rectangle self.cursor_rect.set(x, y, cursor_width, 42) end #-------------------------------------------------------------------------- # * Disable Item # index : item number #-------------------------------------------------------------------------- def disable_item(index) draw_item(index, disabled_color) end #-------------------------------------------------------------------------- # * Command Update #-------------------------------------------------------------------------- def update_name @name_window.set_text(@commands[self.index] == nil ? "" : @commands[self.index]) end end #============================================================================== # ** Window_NewMenuStatus #------------------------------------------------------------------------------ # This window displays party member status on the menu screen. #============================================================================== class Window_NewMenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 192, 336) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size $game_party.actors.size < 4 ? i = 14 : i = 0 $game_party.actors.size == 1 ? i = 24 : i = i self.contents = Bitmap.new(width - 32, (@item_max * 84) + i - 32) for i in 0...@item_max x = 4 y = (i * 77) - 12 actor = $game_party.actors[i] self.contents.font.size = 17 self.contents.font.bold = true draw_LegACy_sprite(x + 16, y + 57, actor.character_name, actor.character_hue) draw_actor_name(actor, x + 36, y + 4) draw_actor_state(actor, x + 94, y + 4) draw_actor_class(actor, x + 36, y + 24) draw_actor_level(actor, x + 94, y + 24) draw_LegACy_bar(actor, x - 3, y + 60, 'hp', 152) draw_LegACy_bar(actor, x - 3, y + 75, 'sp', 152) end end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect @index > 3 ? self.oy = (@index - 3) * 77 : self.oy = 0 if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(-4, (@index * 77) - 2 - self.oy, self.width - 24, 77) end end end #============================================================================== # ** Window_Stat #------------------------------------------------------------------------------ # This window displays game stat on the menu screen. #============================================================================== class Window_Stat < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 256, 144) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.font.size = 18 self.contents.font.bold = true @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.draw_text(32, -4, 120, 32, "Play Time") cx = contents.text_size($data_system.words.gold).width self.contents.draw_text(32, 20, 120, 32, "Step Count") self.contents.draw_text(32, 44, cx, 32, $data_system.words.gold, 2) self.contents.draw_text(32, 68, 120, 32, "Location") self.contents.font.color = normal_color self.contents.draw_text(96, -4, 120, 32, text, 2) self.contents.draw_text(96, 20, 120, 32, $game_party.steps.to_s, 2) self.contents.draw_text(96, 44, 120, 32, $game_party.gold.to_s, 2) self.contents.draw_text(24, 86, 192, 32, $game_map.name.to_s, 2) for i in 0...4 rect = Rect.new(4, 24 * i, 24, 24) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(LegACy::ICON_NAME[0] + i.to_s) self.contents.blt(4, 24 * i, bitmap, Rect.new(0, 0, 24, 24)) end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end #============================================================================== # ** Window_Name #------------------------------------------------------------------------------ # This window shows command, item, and skill names . #============================================================================== class Window_Name < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 112, 48) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false end #-------------------------------------------------------------------------- # * Set Text # text : text string displayed in window # align : alignment (0..flush left, 1..center, 2..flush right) #-------------------------------------------------------------------------- def set_text(text, align = 1) # If at least one part of text and alignment differ from last time if text != @text or align != @align # Redraw text self.contents.clear self.contents.font.color = normal_color self.contents.font.size = 18 self.contents.font.bold = true self.contents.draw_text(0, -4, self.width - 32, 24, text, align) @text = text @align = align @actor = nil end self.visible = true end end #============================================================================== # ** Window_NewHelp #------------------------------------------------------------------------------ # This window shows skill and item explanations along with actor status. #============================================================================== class Window_NewHelp < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 384, 48) self.contents = Bitmap.new(width - 32, height - 32) end #-------------------------------------------------------------------------- # * Set Text # text : text string displayed in window # align : alignment (0..flush left, 1..center, 2..flush right) #-------------------------------------------------------------------------- def set_text(text, align = 0) # If at least one part of text and alignment differ from last time if text != @text or align != @align # Redraw text self.contents.clear self.contents.font.color = normal_color self.contents.font.size = 16 self.contents.font.bold = true self.contents.draw_text(0, -4, self.width - 32, 24, text, align) @text = text @align = align @actor = nil end self.visible = true end end #============================================================================== # ** Window_NewItem #------------------------------------------------------------------------------ # This window displays items in possession on the menu. #============================================================================== class Window_NewItem < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 384, 96) @column_max = 12 @attribute = LegACy::ITEMS[0] refresh self.index = 0 self.active = false end #-------------------------------------------------------------------------- # * Get Item #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # * Updates Window With New Item Type # attribute : new item type #-------------------------------------------------------------------------- def update_item(attribute) @attribute = attribute refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add item for i in 1...$data_items.size if $game_party.item_number(i) > 0 and $data_items[i].element_set.include?(@attribute) @data.push($data_items[i]) end end # Also add weapons and items if outside of battle unless $game_temp.in_battle for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and $data_weapons[i].element_set.include?(@attribute) @data.push($data_weapons[i]) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and $data_armors[i].guard_element_set.include?(@attribute) @data.push($data_armors[i]) end end end # If item count is not 0, make a bit map and draw all items @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 #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- 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 self.contents.font.size = 16 self.contents.font.bold = true 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 = 4 + index % 12 * 28 y = index / 12 * 32 rect = Rect.new(x, y, self.width / @column_max - 24, 24) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x, y + 12, 24, 20, number.to_s, 2) end #-------------------------------------------------------------------------- # * Update Cursor Rectangle #-------------------------------------------------------------------------- def update_cursor_rect # If cursor position is less than 0 if @index < 0 self.cursor_rect.empty return end # Get current row row = @index / @column_max # If current row is before top row if row < self.top_row # Scroll so that current row becomes top row self.top_row = row end # If current row is more to back than back row if row > self.top_row + (self.page_row_max - 1) # Scroll so that current row becomes back row self.top_row = row - (self.page_row_max - 1) end # Calculate cursor width cursor_width = self.width / @column_max # Calculate cursor coordinates x = @index % @column_max * 28 y = @index / @column_max * 32 - self.oy + 2 # Update cursor rectangle self.cursor_rect.set(x + 1, y, cursor_width - 2, 28) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end #-------------------------------------------------------------------------- # * Name Text Update #-------------------------------------------------------------------------- def update_name @name_window.set_text(self.item == nil ? "" : self.item.name) end end #============================================================================== # ** Window_NewSkill #------------------------------------------------------------------------------ # This window displays usable skills on the skill menu. #============================================================================== class Window_NewSkill < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 384, 96) @actor = actor @column_max = 12 refresh self.index = 0 self.active = false end #-------------------------------------------------------------------------- # * Acquiring Skill #-------------------------------------------------------------------------- def skill return @data[self.index] end #-------------------------------------------------------------------------- # * Acquiring Actor #-------------------------------------------------------------------------- def actor return @actor end #-------------------------------------------------------------------------- # * Updates Window With New Actor # actor : new actor #-------------------------------------------------------------------------- def update_actor(actor) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...@actor.skills.size skill = $data_skills[@actor.skills[i]] if skill != nil @data.push(skill) end end # If item count is not 0, make a bit map and draw all items @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 #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- 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 self.contents.font.size = 16 self.contents.font.bold = true x = 4 + index % 12 * 28 y = index / 12 * 32 rect = Rect.new(x, y, self.width / @column_max - 24, 24) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 4, y + 12, 24, 20, skill.sp_cost.to_s, 2) end #-------------------------------------------------------------------------- # * Update Cursor Rectangle #-------------------------------------------------------------------------- def update_cursor_rect # If cursor position is less than 0 if @index < 0 self.cursor_rect.empty return end # Get current row row = @index / @column_max # If current row is before top row if row < self.top_row # Scroll so that current row becomes top row self.top_row = row end # If current row is more to back than back row if row > self.top_row + (self.page_row_max - 1) # Scroll so that current row becomes back row self.top_row = row - (self.page_row_max - 1) end # Calculate cursor width cursor_width = self.width / @column_max # Calculate cursor coordinates x = @index % @column_max * 28 y = @index / @column_max * 32 - self.oy + 2 # Update cursor rectangle self.cursor_rect.set(x + 1, y, cursor_width - 2, 28) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) end #-------------------------------------------------------------------------- # * Name Text Update #-------------------------------------------------------------------------- def update_name @name_window.set_text(self.skill == nil ? "" : self.skill.name) end end #============================================================================== # ** Window_EquipStat #------------------------------------------------------------------------------ # This window displays actor parameter changes on the equipment screen. #============================================================================== class Window_EquipStat < Window_Base #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :changes attr_accessor :mode #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 240, 160) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor @changes = [0, 0, 0, 0, 0, 0, 0, 0] @mode = 0 refresh end #-------------------------------------------------------------------------- # * Updates Window With New Actor # actor : new actor #-------------------------------------------------------------------------- def update_actor(actor) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size = 16 self.contents.font.bold = true for i in 0..7 draw_actor_parameter(@actor, 16, (i * 16) - 6, i, 96, LegACy::STAT_BAR[1]) end # Draw new attack if it's changed if @new_atk != nil self.contents.font.color = system_color self.contents.draw_text(152, -6, 32, 32, "»»", 1) if @changes[0] == 0 self.contents.font.color = normal_color elsif @changes[0] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, -6, 32, 32, @new_atk.to_s, 2) end # Draw new physical def if it's changed if @new_pdef != nil self.contents.font.color = system_color self.contents.draw_text(152, 10, 32, 32, "»»", 1) if @changes[1] == 0 self.contents.font.color = normal_color elsif @changes[1] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 10, 32, 32, @new_pdef.to_s, 2) end # Draw new magical def if it's changed if @new_mdef != nil self.contents.font.color = system_color self.contents.draw_text(152, 26, 32, 32, "»»", 1) if @changes[2] == 0 self.contents.font.color = normal_color elsif @changes[2] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 26, 32, 32, @new_mdef.to_s, 2) end # Draw new str if it's changed if @new_str != nil self.contents.font.color = system_color self.contents.draw_text(152, 42, 32, 32, "»»", 1) if @changes[3] == 0 self.contents.font.color = normal_color elsif @changes[3] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 42, 32, 32, @new_str.to_s, 2) end # Draw new dex if it's changed if @new_dex != nil self.contents.font.color = system_color self.contents.draw_text(152, 58, 32, 32, "»»", 1) if @changes[4] == 0 self.contents.font.color = normal_color elsif @changes[4] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 58, 32, 32, @new_dex.to_s, 2) end # Draw new agi if it's changed if @new_agi != nil self.contents.font.color = system_color self.contents.draw_text(152, 74, 32, 32, "»»", 1) if @changes[5] == 0 self.contents.font.color = normal_color elsif @changes[5] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 74, 32, 32, @new_agi.to_s, 2) end # Draw new int if it's changed if @new_int != nil self.contents.font.color = system_color self.contents.draw_text(152, 90, 32, 32, "»»", 1) if @changes[6] == 0 self.contents.font.color = normal_color elsif @changes[6] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 90, 32, 32, @new_int.to_s, 2) end # Draw new evasion if it's changed if @new_eva != nil self.contents.font.color = system_color self.contents.draw_text(152, 106, 32, 32, "»»", 1) if @changes[7] == 0 self.contents.font.color = normal_color elsif @changes[7] == -1 self.contents.font.color = down_color else self.contents.font.color = up_color end self.contents.draw_text(176, 106, 32, 32, @new_eva.to_s, 2) end end #-------------------------------------------------------------------------- # * Set parameters after changing equipment # new_atk : attack power after changing equipment # new_pdef : physical defense after changing equipment # new_mdef : magic defense after changing equipment # new_str : strength after changing equipment # new_dex : dexterity after changing equipment # new_agi : agility after changing equipment # new_int : inteligence after changing equipment # new_eva : evasion after changing equipment #-------------------------------------------------------------------------- def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva) flag = false if new_atk != @new_atk || new_pdef != @new_pdef || new_str != @new_str || new_mdef != @new_mdef || new_dex != @new_dex || new_agi != @new_agi || new_eva != @new_eva flag = true end @new_atk = new_atk @new_pdef = new_pdef @new_mdef = new_mdef @new_str = new_str @new_dex = new_dex @new_agi = new_agi @new_int = new_int @new_eva = new_eva if flag refresh end end end #============================================================================== # ** Window_Equipment #------------------------------------------------------------------------------ # This window displays items the actor is currently equipped with on the # equipment screen. #============================================================================== class Window_Equipment < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 240, 176) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh self.index = 0 self.active = false end #-------------------------------------------------------------------------- # * Updates Window With New Actor # actor : new actor #-------------------------------------------------------------------------- def update_actor(actor) @actor = actor refresh end #-------------------------------------------------------------------------- # * Item Acquisition #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- 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 = 19 self.contents.font.bold = true self.contents.draw_text(0, 28 * 0, 76, 32, $data_system.words.weapon) self.contents.draw_text(0, 28 * 1, 76, 32, $data_system.words.armor1) self.contents.draw_text(0, 28 * 2, 76, 32, $data_system.words.armor2) self.contents.draw_text(0, 28 * 3, 76, 32, $data_system.words.armor3) self.contents.draw_text(0, 28 * 4, 76, 32, $data_system.words.armor4) self.contents.font.size = 16 for i in 0..4 draw_item_name(@data[i], 76, 28 * i) end end #-------------------------------------------------------------------------- # * Update Cursor Rectangle #-------------------------------------------------------------------------- def update_cursor_rect # If cursor position is less than 0 if @index < 0 self.cursor_rect.empty return end # Calculate cursor width cursor_width = self.width / @column_max - 24 # Calculate cursor coordinates x = @index % @column_max * (cursor_width + 24) y = @index * 28 # Update cursor rectangle self.cursor_rect.set(x - 4, y, cursor_width, 32) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #============================================================================== # ** Window_EquipmentItem #------------------------------------------------------------------------------ # This window displays choices when opting to change equipment on the # equipment screen. #============================================================================== class Window_EquipmentItem < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor # equip_type : equip region (0-3) #-------------------------------------------------------------------------- def initialize(actor, equip_type) super(0, 0, 240, 96) @actor = actor @equip_type = equip_type @column_max = 7 refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Updates Window With New Actor # actor : new actor #-------------------------------------------------------------------------- def update_actor(actor) @actor = actor refresh end #-------------------------------------------------------------------------- # * Updates Window With New Equipment Type # equip_type : new teyp of equipment #-------------------------------------------------------------------------- def update_equipment(equip_type) @equip_type = equip_type refresh end #-------------------------------------------------------------------------- # * Item Acquisition #-------------------------------------------------------------------------- def item if self.index == 0 return @data[@item_max - 1] else return @data[self.index - 1] end end #-------------------------------------------------------------------------- # * Get Row Count #-------------------------------------------------------------------------- def row_max # Compute rows from number of items and columns return (@item_max + @column_max + 5) / @column_max end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add equippable weapons 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 # Add equippable armor 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 # Add blank page @data.push(nil) # Make a bitmap and draw all items @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.draw_text(4, 0, 204, 32, 'Unequip', 1) for i in 0...@item_max - 1 draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] x = 4 + (index ) % 7 * 30 y = 32 + ((index) / 7 * 32) case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end self.contents.font.size = 16 self.contents.font.bold = true rect = Rect.new(x, y, self.width / @column_max - 24, 24) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.draw_text(x, y + 12, 24, 20, number.to_s, 2) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # If cursor is movable if self.active and @item_max > 0 and @index >= 0 # If pressing down on the directional buttons if Input.repeat?(Input::DOWN) # If column count is 1 and directional button was pressed down with no # repeat, or if cursor position is more to the front than # (item count - column count) if (@column_max == 1 and Input.trigger?(Input::DOWN)) or @index < @item_max - @column_max # Move cursor down $game_system.se_play($data_system.cursor_se) if @index == 0 @index = 1 else @index = (@index + @column_max) % @item_max end end end # If the up directional button was pressed if Input.repeat?(Input::UP) # If column count is 1 and directional button was pressed up with no # repeat, or if cursor position is more to the back than column count if (@column_max == 1 and Input.trigger?(Input::UP)) or @index >= @column_max or @index == 1 # Move cursor up $game_system.se_play($data_system.cursor_se) if @index == 1 @index = 0 else @index = (@index - @column_max + @item_max) % @item_max end end end # If the right directional button was pressed if Input.repeat?(Input::RIGHT) # If column count is 2 or more, and cursor position is closer to front # than (item count -1) if @column_max >= 2 and @index < @item_max - 1 # Move cursor right $game_system.se_play($data_system.cursor_se) @index += 1 end end # If the left directional button was pressed if Input.repeat?(Input::LEFT) # If column count is 2 or more, and cursor position is more back than 0 if @column_max >= 2 and @index > 0 # Move cursor left $game_system.se_play($data_system.cursor_se) @index -= 1 end end end # Update help text (update_help is defined by the subclasses) if self.active and @help_window != nil update_help end # Update cursor rectangle update_cursor_rect end #-------------------------------------------------------------------------- # * Update Cursor Rectangle #-------------------------------------------------------------------------- def update_cursor_rect # If cursor position is less than 0 if @index < 0 self.cursor_rect.empty return end # Get current row row = (@index + 6) / @column_max # If current row is before top row if row < self.top_row # Scroll so that current row becomes top row self.top_row = row end # If current row is more to back than back row if row > self.top_row + (self.page_row_max - 1) # Scroll so that current row becomes back row self.top_row = row - (self.page_row_max - 1) end # Calculate cursor width cursor_width = self.width / @column_max # Calculate cursor coordinates x = (@index + 6) % @column_max * 30 y = (@index + 6) / @column_max * 32 - self.oy + 2 if @index == 0 # Calculate cursor width cursor_width = self.width - 30 # Calculate cursor coordinates x = -1 y = -self.oy end # Update cursor rectangle self.cursor_rect.set(x + 1, y, cursor_width - 2, 30) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? 'Unequip the current equipment.' : self.item.description) end #-------------------------------------------------------------------------- # * Name Text Update #-------------------------------------------------------------------------- def update_name @name_window.set_text(self.item == nil ? "" : self.item.name) self.item == nil ? @name_window.visible = false : @name_window.visible = true end end #============================================================================== # ** Window_Status #------------------------------------------------------------------------------ # This window displays full status specs on the status screen. #============================================================================== class Window_NewStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 256, 480) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh self.active = false end #-------------------------------------------------------------------------- # * Updates Window With New Actor # actor : new actor #-------------------------------------------------------------------------- def update_actor(actor) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh # Draw basic stats self.contents.clear self.contents.font.size = 18 self.contents.font.bold = true draw_actor_name(@actor, 12, 0) draw_actor_graphic(@actor, 28, 104) draw_LegACy_bar(@actor, 64, 64, 'hp', 144) draw_LegACy_bar(@actor, 64, 84, 'sp', 144) draw_LegACy_bar(@actor, 64, 104, 'exp', 144) draw_actor_class(@actor, 28, 24) draw_actor_level(@actor, 136, 24) draw_actor_state(@actor, 112, 0) # Draw actor's parameters self.contents.font.size = 22 self.contents.font.color = system_color self.contents.draw_text(0, 116, 128, 32, "Status") self.contents.font.size = 16 for i in 0..7 draw_actor_parameter(@actor, 12, (i * 20) + 140, i, 168, LegACy::STAT_BAR[2]) end # Draw equipments self.contents.font.size = 22 self.contents.font.color = system_color self.contents.draw_text(0, 304, 128, 32, "Equipment") self.contents.font.size = 16 self.contents.draw_text(12, 328, 96, 32, "Weapon") self.contents.draw_text(12, 352, 96, 32, "Shield") self.contents.draw_text(12, 376, 96, 32, "Helmet") self.contents.draw_text(12, 400, 96, 32, "Armor") self.contents.draw_text(12, 424, 96, 32, "Accessory") equip = $data_weapons[@actor.weapon_id] if @actor.equippable?(equip) draw_item_name($data_weapons[@actor.weapon_id], 96, 328) else self.contents.font.color = knockout_color self.contents.draw_text(96, 328, 192, 32, "Nothing equipped") end equip1 = $data_armors[@actor.armor1_id] if @actor.equippable?(equip1) draw_item_name($data_armors[@actor.armor1_id], 96, 352) else self.contents.font.color = crisis_color self.contents.draw_text(96, 352, 192, 32, "Nothing equipped") end equip2 = $data_armors[@actor.armor2_id] if @actor.equippable?(equip2) draw_item_name($data_armors[@actor.armor2_id], 96, 376) else self.contents.font.color = crisis_color self.contents.draw_text(96, 376, 192, 32, "Nothing equipped") end equip3 = $data_armors[@actor.armor3_id] if @actor.equippable?(equip3) draw_item_name($data_armors[@actor.armor3_id], 96, 400) else self.contents.font.color = crisis_color self.contents.draw_text(96, 400, 192, 32, "Nothing equipped") end equip4 = $data_armors[@actor.armor4_id] if @actor.equippable?(equip4) draw_item_name($data_armors[@actor.armor4_id], 96, 424) else self.contents.font.color = crisis_color self.contents.draw_text(96, 424, 192, 32, "Nothing equipped") end end end #============================================================================== # ** Window_NewFile #------------------------------------------------------------------------------ # This window displays save files on the save and load screens. #============================================================================== class Window_NewFile < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize() super(256, 0, 384, 336) self.contents = Bitmap.new(width - 32, 99 * 32) index = $game_temp.last_file_index == nil ? 0 : $game_temp.last_file_index self.index = index self.active = false @item_max = LegACy::SAVE_COUNT refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size = 18 self.contents.font.bold = true time_stamp = Time.at(0) for i in 0...@item_max filename = "Save#{i + 1}.rxdata" # Draw file number self.contents.font.color = system_color self.contents.draw_text(-2, i * 32, 32, 32, (i + 1).to_s, 1) if FileTest.exist?(filename) # Load save file size size = File.size(filename) if size.between?(1000, 999999) size /= 1000 size_str = "#{size} KB" elsif size > 999999 size /= 1000000 size_str = "#{size} MB" else size_str = size.to_s end # Loads data file = File.open(filename, "r") # Draw time stamp time_stamp = file.mtime date = time_stamp.strftime("%m/%d/%Y") time = time_stamp.strftime("%H:%M") self.contents.font.color = normal_color self.contents.draw_text(24, i * 32, 80, 32, date) self.contents.draw_text(144, i * 32, 100, 32, time) self.contents.draw_text(272, i * 32, 72, 32, size_str, 2) end end end end #============================================================================== # ** Window_FileStatus #------------------------------------------------------------------------------ # This window shows the status of the currently selected save file #============================================================================== class Window_FileStatus < Window_Base #-------------------------------------------------------------------------- # * initialize #-------------------------------------------------------------------------- def initialize(save_window) super(0, 0, 384, 144) self.contents = Bitmap.new(width - 32, height - 32) @save_window = save_window @index = @save_window.index refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size = 15 self.contents.font.bold = true filename = "Save#{@index + 1}.rxdata" return unless FileTest.exist?(filename) file = File.open(filename, "r") Marshal.load(file) frame_count = Marshal.load(file) for i in 0...6 Marshal.load(file) end party = Marshal.load(file) Marshal.load(file) map = Marshal.load(file) for i in 0...party.actors.size actor = party.actors[i] x = i % 2 * 84 + 4 y = i / 2 * 56 draw_actor_name(actor, x + 22, y + 6) draw_actor_level(actor, x + 22, y + 22) draw_actor_graphic(actor, x + 6, y + 50) end total_sec = 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) map_name = load_data("Data/MapInfos.rxdata")[map.map_id].name self.contents.font.color = system_color self.contents.font.size = 18 self.contents.draw_text(168, 2, 96, 24, "Play Time") self.contents.draw_text(168, 30, 96, 24, $data_system.words.gold) self.contents.draw_text(168, 58, 96, 24, "Location") self.contents.font.color = normal_color self.contents.draw_text(276, 2, 76, 24, text, 2) self.contents.draw_text(276, 30, 76, 24, party.gold.to_s, 2) self.contents.draw_text(200, 82, 152, 24, map_name, 2) end #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- def update @tilemap.update if @tilemap != nil if @index != @save_window.index @index = @save_window.index refresh end super 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 @target = false @exit = false @actor = $game_party.actors[0] end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = 'Status' s5 = 'Save' s6 = 'Exit' t1 = 'Recovery' t2 = 'Weapon' t3 = 'Armor' t4 = 'Accessory' t5 = 'Quest' t6 = 'Misc.' u1 = 'To Title' u2 = 'Quit' @command_window = Window_NewCommand.new(64, [s1, s2, s3, s4, s5, s6], LegACy::ICON_NAME[1]) @command_window.x = 192 @command_window.y = -192 @command_window.active = true @command_window.index = 0 # Make stat window @stat_window = Window_Stat.new # Make name window @name_window = Window_Name.new @name_window.x = 96 @name_window.y = 50 @name_window.opacity = 200 # Make help window @help_window = Window_NewHelp.new @help_window.x = -128 @command_window.name_window = @name_window # 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_NewMenuStatus.new @status_window.y = -192 # Make item catagory window @catagory_window = Window_NewCommand.new(64, [t1, t2, t3, t4, t5, t6], LegACy::ICON_NAME[2]) @catagory_window.x = 192 @catagory_window.y = -192 @catagory_window.name_window = @name_window # Make item window @item_window = Window_NewItem.new @item_window.x = -128 @item_window.y = 48 @item_window.help_window = @help_window @item_window.name_window = @name_window # Make skill window @skill_window = Window_NewSkill.new(@actor) @skill_window.x = -128 @skill_window.y = 48 @skill_window.help_window = @help_window @skill_window.name_window = @name_window # Make equipment windows @equipitem_window = Window_EquipmentItem.new(@actor, 0) @equipitem_window.x = 256 @equipitem_window.y = -96 @equipitem_window.help_window = @help_window @equipitem_window.name_window = @name_window @equip_window = Window_Equipment.new(@actor) @equip_window.x = 16 @equip_window.y = -32 @equip_window.help_window = @help_window @equipstat_window = Window_EquipStat.new(@actor) @equipstat_window.x = 16 @equipstat_window.y = -16 # Make player status window @playerstatus_window = Window_NewStatus.new(@actor) @playerstatus_window.height = 144 # Make file window @file_window = Window_NewFile.new @file_window.x = -128 @file_window.y = -192 # Make file status window @filestat_window = Window_FileStatus.new(@file_window) @filestat_window.x = -128 # Make end window @end_window = Window_Command.new(120, [u1, u2]) @end_window.x = 136 @end_window.active = false # Make map image on background @spriteset = Spriteset_Map.new # Adjusting the z coordinates of the windows @windows = [@command_window, @stat_window, @status_window, @catagory_window, @name_window, @help_window, @item_window, @skill_window, @equipstat_window, @equip_window, @equipitem_window, @playerstatus_window, @file_window, @filestat_window, @end_window] @windows.each {|i| i.z = LegACy::WIN_Z} @stat_window.z = LegACy::WIN_Z + 5 @name_window.z = LegACy::WIN_Z + 10 @equipstat_window.z = LegACy::WIN_Z - 3 @equip_window.z = LegACy::WIN_Z - 5 @equipitem_window.z = LegACy::WIN_Z - 10 @file_window.z = LegACy::WIN_Z - 5 # 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 @windows.each {|i| i.dispose} @spriteset.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @windows.each {|i| i.update} # Animate windows animate # Update actor scrolling system update_scroll if @skill_window.active || @equip_window.active || @playerstatus_window.active # Update menu system menu_update # Update name windows update_name end #-------------------------------------------------------------------------- # * Animating windows #-------------------------------------------------------------------------- def animate # Animate initial windows if command window is active if @command_window.active @command_window.y += 28 if @command_window.y < 144 @status_window.y += 28 if @status_window.y < 144 @equipstat_window.y += 8 if @equipstat_window.y < 48 @equip_window.y += 8 if @equip_window.y < 32 # Animate initial windows upon exiting menu elsif @exit == true @command_window.y -= 28 if @command_window.y > -192 @status_window.y -= 28 if @status_window.y > -192 @equipstat_window.y -= 8 if @equipstat_window.y > -16 @equip_window.y -= 8 if @equip_window.y > -32 $scene = Scene_Map.new if @status_window.y == -192 end # Animate item catagory windows if it's active if @catagory_window.active @command_window.y += 28 if @command_window.y < 480 @catagory_window.y += 28 if @catagory_window.y < 144 elsif @item_window.active == false && @target == false @catagory_window.y -= 28 if @catagory_window.y > -192 @command_window.y -= 28 if @command_window.y > 144 end # Animate item windows if it's active if @item_window.active @item_window.x += 48 if @item_window.x < 256 @help_window.x += 48 if @help_window.x < 256 elsif ! @command_window.active && @catagory_window.active == true && @command_window.index == 0 @item_window.x -= 48 if @item_window.x > -128 @help_window.x -= 48 if @help_window.x > -128 end # Animate skill windows if it's active if @skill_window.active @skill_window.x += 48 if @skill_window.x < 256 @help_window.x += 48 if @help_window.x < 256 elsif ! @command_window.active &&! @target && @command_window.index == 1 @skill_window.x -= 48 if @skill_window.x > -128 @help_window.x -= 48 if @help_window.x > -128 end # Animate equipment windows if they're active if @equip_window.active @equipstat_window.x += 30 if @equipstat_window.x < 256 @equip_window.x += 30 if @equip_window.x < 256 @help_window.x += 48 if @help_window.x < 256 if @equip_window.x == 256 && @equip_window.y < 208 @equip_window.y += 22 @equipitem_window.y += 48 end elsif ! @equip_window.active && @equipitem_window.active == false && @command_window.index == 2 @equipitem_window.y -= 48 if @equipitem_window.y > -96 @equip_window.y -= 22 if @equip_window.y > 32 if @equip_window.x > 16 && @equip_window.y == 32 @equipstat_window.x -= 30 if @equipstat_window.x > 16 @equip_window.x -= 30 if @equip_window.x > 16 @help_window.x -= 48 if @help_window.x > -128 end end # Animate equipment item window if it's active if @equipitem_window.active @equipitem_window.y += 12 if @equipitem_window.y < 384 elsif @equip_window.active @equipitem_window.y -= 12 if @equipitem_window.y > 288 end # Animate status window if it's active if @playerstatus_window.active @playerstatus_window.x += 32 if @playerstatus_window.x < 256 if @playerstatus_window.x == 256 @playerstatus_window.height += 42 if @playerstatus_window.height < 480 end else @playerstatus_window.height -= 42 if @playerstatus_window.height > 144 if @playerstatus_window.height == 144 @playerstatus_window.x -= 32 if @playerstatus_window.x > 0 end end # Animate file windows if it's active if @file_window.active @filestat_window.x += 48 if @filestat_window.x < 256 @file_window.x += 48 if @file_window.x < 256 if @file_window.x == 256 @file_window.y += 42 if @file_window.y < 144 end else @file_window.y -= 42 if @file_window.y > -192 if @file_window.y == -192 @file_window.x -= 48 if @file_window.x > -128 @filestat_window.x -= 48 if @filestat_window.x > -128 end end # Animate end window if it's active if @end_window.active @end_window.x += 15 if @end_window.x < 256 else @end_window.x -= 15 if @end_window.x > 136 end end #-------------------------------------------------------------------------- # * Checking Update Method Needed #-------------------------------------------------------------------------- def menu_update if @command_window.active && @command_window.y == 144 then update_command elsif @item_window.x == -128 && @catagory_window.active && @catagory_window.y == 144 then update_catagory elsif @item_window.active && @item_window.x == 256 then update_item elsif @skill_window.active && @skill_window.x == 256 then update_skill elsif @target then update_target elsif @equip_window.active && @equip_window.y == 208 then update_equip elsif @equipitem_window.active && @equipitem_window.y == 384 then update_equipment elsif @playerstatus_window.height == 480 then update_playerstatus elsif @status_window.active then update_status elsif @file_window.y == 144 then update_save elsif @end_window.x == 256 then update_end end end #-------------------------------------------------------------------------- # * Name Update #-------------------------------------------------------------------------- def update_name # Update name window if command window is active if @command_window.active && @command_window.y == 144 @name_window.x = @command_window.x + 36 @name_window.y = @command_window.y - 18 + (@command_window.index * 52) @command_window.update_name # Update name window if item catagory window is active elsif @item_window.x == -128 && @catagory_window.active && @catagory_window.y == 144 @name_window.x = @catagory_window.x + 36 @name_window.y = @catagory_window.y - 18 + (@catagory_window.index * 52) @catagory_window.update_name # Update name window if item window is active elsif @item_window.active && @item_window.x == 256 if @item_window.index % 12 < 6 @name_window.x = @item_window.x + 36 + (@item_window.index % 12 * 28) else @name_window.x = @item_window.x - 88 + (@item_window.index % 12 * 28) end @name_window.y = @item_window.y - 18 + (@item_window.index / 12 * 32) @item_window.update_name # Update name window if skill window is active elsif @skill_window.active && @skill_window.x == 256 if @skill_window.index % 12 < 6 @name_window.x = @skill_window.x + 36 + (@skill_window.index % 12 * 28) else @name_window.x = @skill_window.x - 88 + (@skill_window.index % 12 * 28) end @name_window.y = @skill_window.y - 18 + (@skill_window.index / 12 * 32) @skill_window.update_name # Update name window if equipment window is active elsif @equipitem_window.active && @equipitem_window.y == 384 @name_window.x = @equipitem_window.x + 36 + (@equipitem_window.index % 7 * 30) @name_window.y = @equipitem_window.y - 18 + (@equipitem_window.index / 7 * 32) @equipitem_window.update_name # Hide name window if it's not needed else @name_window.visible = false end end #-------------------------------------------------------------------------- # * Windows Actor Scrolling Update #-------------------------------------------------------------------------- def update_scroll if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor if $game_party.actors.size - 1 == @status_window.index @status_window.index = 0 else @status_window.index += 1 end actor = $game_party.actors[@status_window.index] @skill_window.update_actor(actor) if @skill_window.active @playerstatus_window.update_actor(actor) if @playerstatus_window.active if @equip_window.active @equip_window.update_actor(actor) @equipitem_window.update_actor(actor) @equipstat_window.update_actor(actor) end return end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor if @status_window.index == 0 @status_window.index = $game_party.actors.size - 1 else @status_window.index -= 1 end actor = $game_party.actors[@status_window.index] @skill_window.update_actor(actor) if @skill_window.active @playerstatus_window.update_actor(actor) if @playerstatus_window.active if @equip_window.active @equip_window.update_actor(actor) @equipitem_window.update_actor(actor) @equipstat_window.update_actor(actor) end 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 @command_window.active = false @exit = true 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) # Make item catagory window active @command_window.active = false @catagory_window.active = true @catagory_window.index = 0 when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 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 default save screen if ! LegACy::CUSTOM_SAVE $scene = Scene_Save.new return end # Or switch to custom save menu @command_window.active = false @file_window.active = true when 5 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen @command_window.active = false @end_window.active = true end return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status @actor = $game_party.actors[@status_window.index] # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].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 @skill_window.active = true @skill_window.index = 0 @skill_window.update_actor(@actor) @help_window.active = true @status_window.active = false when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen @equip_window.active = true @equip_window.index = 0 @equip_window.update_actor(@actor) @help_window.active = true @status_window.active = false when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen @playerstatus_window.active = true @playerstatus_window.update_actor(@actor) @status_window.active = false end return end end #-------------------------------------------------------------------------- # * Frame Update (when catagory window is active) #-------------------------------------------------------------------------- def update_catagory # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @catagory_window.active = false @catagory_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Play decision SE $game_system.se_play($data_system.decision_se) # Branch by command window cursor position type = LegACy::ITEMS[@catagory_window.index] @item_window.active = true @item_window.update_item(type) @catagory_window.active = false @help_window.active = true @item_window.index = 0 end end #-------------------------------------------------------------------------- # * Frame Update (when item window is active) #-------------------------------------------------------------------------- def update_item # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to item command window @item_window.active = false @catagory_window.active = true @help_window.active = false return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the item window @item = @item_window.item # If not a use item unless @item.is_a?(RPG::Item) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If it can't be used unless $game_party.item_can_use?(@item.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # If effect scope is an ally if @item.scope >= 3 # Activate target window @item_window.active = false @target = true @status_window.active = true # Set cursor position to effect scope (single / all) if @item.scope == 4 || @item.scope == 6 @status_window.index = -1 else @status_window.index = 0 end # If effect scope is other than an ally else # If command event ID is valid if @item.common_event_id > 0 # Command event call reservation $game_temp.common_event_id = @item.common_event_id # Play item use SE $game_system.se_play(@item.menu_se) # If consumable if @item.consumable # Decrease used items by 1 $game_party.lose_item(@item.id, 1) # Draw item window item @item_window.draw_item(@item_window.index) end # Switch to map screen $scene = Scene_Map.new return end end return end end #-------------------------------------------------------------------------- # * Frame Update (if skill window is active) #-------------------------------------------------------------------------- def update_skill # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to main command menu @skill_window.active = false @help_window.active = false @status_window.active = true return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the skill window @skill = @skill_window.skill # If unable to use if @skill == nil or not @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # If effect scope is ally if @skill.scope >= 3 # Activate target window @skill_window.active = false @target = true @status_window.active = true # Set cursor position to effect scope (single / all) if @skill.scope == 4 || @skill.scope == 6 @status_window.index = -1 elsif @skill.scope == 7 @actor_index = @status_window.index @status_window.index = @actor_index - 10 else @status_window.index = 0 end # If effect scope is other than ally else # If common event ID is valid if @skill.common_event_id > 0 # Common event call reservation $game_temp.common_event_id = @skill.common_event_id # Play use skill SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @status_window.refresh @skill_window.refresh # Switch to map screen $scene = Scene_Map.new return end end return end end #-------------------------------------------------------------------------- # * Frame Update (when target window is active) #-------------------------------------------------------------------------- def update_target # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) if @command_window.index == 0 # Remake item window contents @item_window.refresh @item_window.active = true @status_window.active = false @status_window.index = -1 end if @command_window.index == 1 # Remake skill window contents @skill_window.refresh @skill_window.active = true @status_window.active = false @status_window.index = @skill_window.actor.index end @target = false return end # If C button was pressed if Input.trigger?(Input::C) if @command_window.index == 0 # If items are used up if $game_party.item_number(@item.id) == 0 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If target is all if @status_window.index == -1 # Apply item effects to entire party used = false for i in $game_party.actors used |= i.item_effect(@item) end end # If single target if @status_window.index >= 0 # Apply item use effects to target actor target = $game_party.actors[@status_window.index] used = target.item_effect(@item) end # If an item was used if used # Play item use SE $game_system.se_play(@item.menu_se) # If consumable if @item.consumable # Decrease used items by 1 $game_party.lose_item(@item.id, 1) # Redraw item window item @item_window.refresh end # Remake target window contents @status_window.refresh # If all party members are dead if $game_party.all_dead? @target = false # Switch to game over screen $scene = Scene_Gameover.new return end # If common event ID is valid if @item.common_event_id > 0 # Common event call reservation $game_temp.common_event_id = @item.common_event_id @target = false # Switch to map screen $scene = Scene_Map.new return end end # If item wasn't used unless used # Play buzzer SE $game_system.se_play($data_system.buzzer_se) end return end if @command_window.index == 1 # If unable to use because SP ran out unless @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If target is all if @status_window.index == -1 # Apply skill use effects to entire party used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end # If target is user if @status_window.index <= -2 # Apply skill use effects to target actor target = $game_party.actors[@status_window.index + 10] used = target.skill_effect(@actor, @skill) end # If single target if @status_window.index >= 0 # Apply skill use effects to target actor target = $game_party.actors[@status_window.index] used = target.skill_effect(@actor, @skill) end # If skill was used if used # Play skill use SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @status_window.refresh @skill_window.refresh # If entire party is dead if $game_party.all_dead? # Switch to game over screen @target = false $scene = Scene_Gameover.new return end # If command event ID is valid if @skill.common_event_id > 0 # Command event call reservation $game_temp.common_event_id = @skill.common_event_id @target = false # Switch to map screen $scene = Scene_Map.new return end end # If skill wasn't used unless used # Play buzzer SE $game_system.se_play($data_system.buzzer_se) end return end end end #-------------------------------------------------------------------------- # * Frame Update (when equip window is active) #-------------------------------------------------------------------------- def update_equip @equipitem_window.update_equipment(@equip_window.index) @equipstat_window.mode = @equip_window.index @equipstat_window.refresh # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) @status_window.refresh # Switch to menu screen @equip_window.active = false @help_window.active = false @status_window.active = true return end # If C button was pressed if Input.trigger?(Input::C) # If equipment is fixed if @actor.equip_fix?(@equip_window.index) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Activate item window @equip_window.active = false @equipitem_window.active = true @equipitem_window.index = 0 return end end #-------------------------------------------------------------------------- # * Frame Update (when equipment item window is active) #-------------------------------------------------------------------------- def update_equipment # Get currently item item1 = @equip_window.item item2 = @equipitem_window.item last_hp = @actor.hp last_sp = @actor.sp old_atk = @actor.atk old_pdef = @actor.pdef old_mdef = @actor.mdef old_str = @actor.str old_dex = @actor.dex old_agi = @actor.agi old_int = @actor.int old_eva = @actor.eva @actor.equip(@equip_window.index, item2 == nil ? 0 : item2.id) # Get parameters for after equipment change new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef new_str = @actor.str new_dex = @actor.dex new_agi = @actor.agi new_int = @actor.int new_eva = @actor.eva @equipstat_window.changes = [0, 0, 0, 0, 0, 0, 0, 0] @equipstat_window.changes[0] = new_atk > old_atk ? 1 : @equipstat_window.changes[0] @equipstat_window.changes[0] = new_atk < old_atk ? -1 : @equipstat_window.changes[0] @equipstat_window.changes[1] = new_pdef > old_pdef ? 1 : @equipstat_window.changes[1] @equipstat_window.changes[1] = new_pdef < old_pdef ? -1 : @equipstat_window.changes[1] @equipstat_window.changes[2] = new_mdef > old_mdef ? 1 : @equipstat_window.changes[2] @equipstat_window.changes[2] = new_mdef < old_mdef ? -1 : @equipstat_window.changes[2] @equipstat_window.changes[3] = new_str > old_str ? 1 : @equipstat_window.changes[3] @equipstat_window.changes[3] = new_str < old_str ? -1 : @equipstat_window.changes[3] @equipstat_window.changes[4] = new_dex > old_dex ? 1 : @equipstat_window.changes[4] @equipstat_window.changes[4] = new_dex < old_dex ? -1 : @equipstat_window.changes[4] @equipstat_window.changes[5] = new_agi > old_agi ? 1 : @equipstat_window.changes[5] @equipstat_window.changes[5] = new_agi < old_agi ? -1 : @equipstat_window.changes[5] @equipstat_window.changes[6] = new_int > old_int ? 1 : @equipstat_window.changes[6] @equipstat_window.changes[6] = new_int < old_int ? -1 : @equipstat_window.changes[6] @equipstat_window.changes[7] = new_eva > old_eva ? 1 : @equipstat_window.changes[7] @equipstat_window.changes[7] = new_eva < old_eva ? -1 : @equipstat_window.changes[7] # Return equipment @actor.equip(@equip_window.index, item1 == nil ? 0 : item1.id) @actor.hp = last_hp @actor.sp = last_sp # Draw in left window @equipstat_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva) # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Erase parameters for after equipment change @equipstat_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil) # Activate right window @equip_window.active = true @equipitem_window.active = false @equipitem_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Play equip SE $game_system.se_play($data_system.equip_se) # Get currently selected data on the item window item = @equipitem_window.item # Change equipment @actor.equip(@equip_window.index, item == nil ? 0 : item.id) # Erase parameters for after equipment change @equipstat_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil) # Activate right window @equip_window.active = true @equipitem_window.active = false @equipitem_window.index = -1 # Remake right window and item window contents @equip_window.refresh @equipitem_window.refresh return end end #-------------------------------------------------------------------------- # * Frame Update (when player status window is active) #-------------------------------------------------------------------------- def update_playerstatus # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen @playerstatus_window.active = false @status_window.active = true return end end #-------------------------------------------------------------------------- # * Frame Update (when save window is active) #-------------------------------------------------------------------------- def update_save # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen @file_window.active = false @command_window.active = true return end # If C button was pressed if Input.trigger?(Input::C) # Play save SE $game_system.se_play($data_system.save_se) file = File.open("Save#{@file_window.index + 1}.rxdata", "wb") characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end Marshal.dump(characters, file) # Write frame count for measuring play time Marshal.dump(Graphics.frame_count, file) # Increase save count by 1 $game_system.save_count += 1 # Save magic number # (A random value will be written each time saving with editor) $game_system.magic_number = $data_system.magic_number # Write each type of game object Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) file.close @file_window.refresh @filestat_window.refresh return end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update_end # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen @end_window.active = false @command_window.active = true return end # If C button was pressed if Input.trigger?(Input::C) # Play decision SE $game_system.se_play($data_system.decision_se) # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Branch by command window cursor position case @end_window.index when 0 # to title # Switch to title screen $scene = Scene_Title.new when 1 # shutdown # Shutdown $scene = nil end return end end end #---------------------------------------------------------------------------- # Begin Window Battle Status Edit #---------------------------------------------------------------------------- if LegACy::BATTLE_BAR #============================================================================== # ** Window_BattleStatus #------------------------------------------------------------------------------ # This window displays the status of all party members on the battle screen. #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size actor = $game_party.actors[i] actor_x = i * 160 + 4 draw_actor_name(actor, actor_x, 0) draw_LegACy_bar(actor, actor_x - 4, 46, 'hp', 120) draw_LegACy_bar(actor, actor_x - 4, 76, 'sp', 120) if @level_up_flags[i] self.contents.font.color = normal_color self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!") else draw_actor_state(actor, actor_x, 96) end end end end end #---------------------------------------------------------------------------- # End Window Battle Status Edit #---------------------------------------------------------------------------- if LegACy::CUSTOM_SAVE #============================================================================== # ** Window_File #------------------------------------------------------------------------------ # This window shows a list of recorded save files. #============================================================================== class Window_File < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize() super(0, 96, 320, 336) self.contents = Bitmap.new(width - 32, LegACy::SAVE_COUNT * 32) index = $game_temp.last_file_index == nil ? 0 : $game_temp.last_file_index self.index = index self.active = false @item_max = LegACy::SAVE_COUNT refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color time_stamp = Time.at(0) for i in 0...LegACy::SAVE_COUNT filename = "Save#{i + 1}.rxdata" self.contents.draw_text(1, i * 32, 32, 32, (i + 1).to_s, 1) if FileTest.exist?(filename) size = File.size(filename) if size.between?(1000, 999999) size /= 1000 size_str = "#{size} KB" elsif size > 999999 size /= 1000000 size_str = "#{size} MB" else size_str = size.to_s end time_stamp = File.open(filename, "r").mtime date = time_stamp.strftime("%m/%d/%Y") time = time_stamp.strftime("%H:%M") self.contents.font.size = 20 self.contents.font.bold = true self.contents.draw_text(38, i * 32, 120, 32, date) self.contents.draw_text(160, i * 32, 100, 32, time) self.contents.draw_text(0, i * 32, 284, 32, size_str, 2) end end end end #============================================================================== # ** Window_FileStat #------------------------------------------------------------------------------ # This window shows the status of the currently selected save file #============================================================================== class Window_FileStat < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # save_window : current save file #-------------------------------------------------------------------------- def initialize(save_window) super(0, 96, 320, 336) self.contents = Bitmap.new(width - 32, height - 32) @save_window = save_window @index = @save_window.index refresh end #-------------------------------------------------------------------------- # # Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear filename = "Save#{@index + 1}.rxdata" return unless FileTest.exist?(filename) file = File.open(filename, "r") Marshal.load(file) frame_count = Marshal.load(file) for i in 0...6 Marshal.load(file) end party = Marshal.load(file) Marshal.load(file) map = Marshal.load(file) self.contents.font.size = 20 self.contents.font.bold = true for i in 0...party.actors.size actor = party.actors[i] x = 4 y = i * 56 draw_LegACy_bar(actor, x + 112, y + 14, 'hp', 160) draw_LegACy_bar(actor, x + 112, y + 36, 'sp', 160) draw_actor_name(actor, x + 40, y - 2) draw_actor_level(actor, x + 40, y + 22) draw_actor_graphic(actor, x + 10, y + 48) end total_sec = 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) map_name = load_data("Data/MapInfos.rxdata")[map.map_id].name self.contents.font.color = system_color self.contents.draw_text(4, 224, 96, 32, "Play Time ") self.contents.draw_text(4, 252, 96, 32, $data_system.words.gold) self.contents.draw_text(4, 280, 96, 32, "Location ") self.contents.draw_text(104, 224, 16, 32, ":") self.contents.draw_text(104, 252, 16, 32, ":") self.contents.draw_text(104, 280, 16, 32, ":") self.contents.font.color = normal_color self.contents.draw_text(120, 224, 144, 32, text) self.contents.draw_text(120, 252, 144, 32, party.gold.to_s) self.contents.draw_text(120, 280, 144, 32, map_name) end #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- def update if @index != @save_window.index @index = @save_window.index refresh end super end end #---------------------------------------------------------------------------- # Begin Scene Load Edit #---------------------------------------------------------------------------- #============================================================================== # ** Scene_Load #------------------------------------------------------------------------------ # This class performs load screen processing. #============================================================================== class Scene_Load #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize $game_temp = Game_Temp.new $game_temp.last_file_index = 0 latest_time = Time.at(0) for i in 0..LegACy::SAVE_COUNT filename = "Save#{i + 1}.rxdata" if FileTest.exist?(filename) file = File.open(filename, "r") if file.mtime > latest_time latest_time = file.mtime $game_temp.last_file_index = i end file.close end end end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main @help_window = Window_Help.new @help_window.set_text('Select a file to load.') @file_window = Window_File.new @file_window.y = 64 @file_window.height = 416 @file_window.width = 320 @file_window.active = true @status_window = Window_FileStat.new(@file_window) @status_window.x = 320 @status_window.y = 64 @status_window.height = 416 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose @file_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update @help_window.update @file_window.update @status_window.update # If C button was pressed if Input.trigger?(Input::C) unless FileTest.exist?(filename) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.load_se) file = File.open(filename, "rb") read_save_data(file) file.close $game_system.bgm_play($game_system.playing_bgm) $game_system.bgs_play($game_system.playing_bgs) $game_map.update $scene = Scene_Map.new $game_temp.last_file_index = @file_index return end # If B button was pressed if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Title.new return end end #-------------------------------------------------------------------------- # * Read Save Data # file : file object for reading (opened) #-------------------------------------------------------------------------- def read_save_data(file) # Read character data for drawing save file characters = Marshal.load(file) # Read frame count for measuring play time Graphics.frame_count = Marshal.load(file) # Read each type of game object $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) # If magic number is different from when saving # (if editing was added with editor) if $game_system.magic_number != $data_system.magic_number # Load map $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end # Refresh party members $game_party.refresh end #-------------------------------------------------------------------------- # * return the selected file's name #-------------------------------------------------------------------------- def filename return "Save#{@file_window.index + 1}.rxdata" end end #---------------------------------------------------------------------------- # End Scene Load Edit #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- # Begin Scene Save Edit #---------------------------------------------------------------------------- #============================================================================== # ** Scene_Save #------------------------------------------------------------------------------ # This class performs save screen processing. #============================================================================== class Scene_Save #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize $game_temp = Game_Temp.new $game_temp.last_file_index = 0 latest_time = Time.at(0) for i in 0..LegACy::SAVE_COUNT filename = 'Save#{i + 1}.rxdata' if FileTest.exist?(filename) file = File.open(filename, "r") if file.mtime > latest_time latest_time = file.mtime $game_temp.last_file_index = i end file.close end end end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main @help_window = Window_Help.new @help_window.set_text('Which file would you like to save to?') @file_window = Window_File.new @file_window.y = 64 @file_window.height = 416 @file_window.width = 320 @file_window.active = true @status_window = Window_FileStat.new(@file_window) @status_window.x = 320 @status_window.y = 64 @status_window.height = 416 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose @file_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update @help_window.update @file_window.update @status_window.update # If C button was pressed if Input.trigger?(Input::C) # Play save SE $game_system.se_play($data_system.save_se) # Write save data file = File.open(filename, 'wb') write_save_data(file) file.close # If called from event if $game_temp.save_calling # Clear save call flag $game_temp.save_calling = false # Switch to map screen $scene = Scene_Map.new return end # Switch to menu screen $scene = Scene_Menu.new(4) return end # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # If called from event if $game_temp.save_calling # Clear save call flag $game_temp.save_calling = false # Switch to map screen $scene = Scene_Map.new return end # Switch to menu screen $scene = Scene_Menu.new(4) end end #-------------------------------------------------------------------------- # * Write Save Data # file : write file object (opened) #-------------------------------------------------------------------------- def write_save_data(file) # Make character data for drawing save file characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end # Write character data for drawing save file Marshal.dump(characters, file) # Wrire frame count for measuring play time Marshal.dump(Graphics.frame_count, file) # Increase save count by 1 $game_system.save_count += 1 # Save magic number # (A random value will be written each time saving with editor) $game_system.magic_number = $data_system.magic_number # Write each type of game object Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) end #-------------------------------------------------------------------------- # * return the selected file's name #-------------------------------------------------------------------------- def filename return 'Save#{@file_window.index + 1}.rxdata' end end #---------------------------------------------------------------------------- # End Scene Save Edit #---------------------------------------------------------------------------- end