#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Diamonds"
s5 = "Status"
s6 = "Save"
s7 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
@command_window.disable_item(4)
end
if $game_variables[1] == 0
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 320
# Make steps window
@steps_window = Window_Variable.new
@steps_window.x = 0
@steps_window.y = 256
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# 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 # Diamonds
if $game_variables[1] > 0
# Play decision SE
$game_system.se_play($data_system.decision_se)
#Switch to diamond scene
$scene = Scene_Diamonds.new
else
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
when 4 # 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 5 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 6 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# 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
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
class Window_Variable < Window_Base
def initialize
super(32, 32, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
cx = contents.text_size($game_variables[1].to_s).width
x = 4
y = 0
rect = Rect.new(x, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon("035-Item04")
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(32, 0, 10, 30, ":")
self.contents.draw_text(45, 0, cx, 30, $game_variables[1].to_s)
end
end
class Window_Diamonds < Window_Base
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
if $game_variables[1] == 1
cx = contents.text_size("Diamond of fire").width
bitmap = RPG::Cache.picture("diamond")
self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 100, 100), 255)
self.contents.draw_text(105, 50, cx, 30, "Diamond of fire")
end
if $game_variables[1] == 2
cx = contents.text_size("Diamond of fire").width
cxx = contents.text_size("Diamond of ice").width
bitmap = RPG::Cache.picture("diamond")
self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 100, 100), 255)
self.contents.draw_text(105, 50, cx, 30, "Diamond of fire")
bitmap = RPG::Cache.picture("diamond2")
self.contents.blt(0, 104, bitmap, Rect.new(0, 0, 100, 100), 255)
self.contents.draw_text(105, 150, cxx, 30, "Diamond of ice")
end
if $game_variables[1] == 3
cx = contents.text_size("Diamond of fire").width
cxx = contents.text_size("Diamond of ice").width
cxxx = contents.text_size("Diamond of earth").width
bitmap = RPG::Cache.picture("diamond")
self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 100, 100), 255)
self.contents.draw_text(105, 50, cx, 30, "Diamond of fire")
bitmap = RPG::Cache.picture("diamond2")
self.contents.blt(0, 104, bitmap, Rect.new(0, 0, 100, 100), 255)
self.contents.draw_text(105, 150, cxx, 30, "Diamond of ice")
bitmap = RPG::Cache.picture("diamond3")
self.contents.blt(0, 208, bitmap, Rect.new(0, 0, 100, 100), 255)
self.contents.draw_text(105, 250, cxxx, 30, "Diamond of earth")
end
end
end
class Scene_Diamonds
def main
#Create window
@diamond_window = Window_Diamonds.new
#Make the dimond windoe active
@diamond_window.active = true
# 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
@diamond_window.dispose
end
#Update
def update
@diamond_window.update
if @diamond_window.active
update_diamond
end
end
def update_diamond
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(0)
return
end
end
end