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V's Relationships/Bio Window v2.4

Jul 2nd, 2013
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  1. #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>#
  2. #                                                                              #
  3. #                         V's Relationships/Bio Window                         #
  4. #                                 Version  2.4                                 #
  5. #                                                                              #
  6. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
  7. #                                Written By:  V                                #
  8. #                        Last Edited: February 23, 2013                        #
  9. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
  10. #                              Special Thanks to:                              #
  11. #                                                                              #
  12. #                                  Tsukihime                                   #
  13. #                                 Poundcakery                                  #
  14. #                                   BigEd781                                   #
  15. #                                     D&P3                                     #
  16. #                                   Enelvon                                    #
  17. #                                InternetAkias                                 #
  18. #                                  ReconVirus                                  #
  19. #                                                                              #
  20. #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>#
  21.  
  22.  
  23. #==============================================================================#
  24. #------------------------------------------------------------------------------#
  25. # ** Disclaimer                                                                #
  26. #------------------------------------------------------------------------------#
  27. #                                                                              #
  28. # This script was intended for Non-commercial use only, if you wish to use     #
  29. # this script in a commercial game please PM me at which ever site you found   #
  30. # this script. Either way please give me credit in your game script as the     #
  31. # writer of this script, and send me a PM abuot the release of the game/demo.  #
  32. #                                                                              #
  33. #------------------------------------------------------------------------------#
  34. # ** How To Use                                                                #
  35. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
  36. #                                                                              #
  37. #  * To access this window use SceneManager.call(Scene_Relationships)          #
  38. #  * Remember to use "" before and after your name, title, face_name, loaction,#
  39. #    descriptions current_status and bg's.                                     #
  40. #  * The favorite_gift, worst_gift, lv_4_gift, lv_8_gift, and lv_12_gift       #
  41. #    variables are the item index numbers found in the Items section of        #
  42. #    the RPGMVXA database.                                                     #
  43. #  * If you choose not to use a title or one of the description just leave it  #
  44. #    blank when adding the relationship like so... ""                          #
  45. #                                                                              #
  46. #------------------------------------------------------------------------------#
  47. #                                                                              #
  48. #             Use anyone of these commands in a script call.                   #
  49. #                                                                              #
  50. #------------------------------------------------------------------------------#
  51. #                                                                              #
  52. #  * To add a new relationship use                                             #
  53. #                                                                              #
  54. #  add_relationship( name, title, relationship_variable,                       #
  55. #                relationship_level_variable, face_name, face_index,           #
  56. #                location, description1, description2, description3,           #
  57. #                description4, description5, description6, current_status,     #
  58. #                lv_4_gift, lv_8_gift, lv_12_gift, favorite_gift, worst_gift ) #
  59. #                                                                              #
  60. #                                                                              #
  61. #  * After adding the relationship to change the current location use          #
  62. #               current_relationship_location( name, location )                #
  63. #                                                                              #
  64. #  * After adding the relationship to change the current status use            #
  65. #               current_relationship_status( name, current_status )            #
  66. #                                                                              #
  67. #  * After adding the relationship to use personalized leveling icons use      #
  68. #               personalize_lv_icons( name, lv_0, tier_1, tier_2, tier_3 )     #
  69. #                                                                              #
  70. #  * After adding the relationship to change the liked or disliked items use   #
  71. #               change_liked_item( name , item_index )                         #
  72. #               change_disliked_item( name , item_index )                      #
  73. #                                                                              #
  74. #  * After adding the relationship to change the tier rewards use              #
  75. #               change_level_4_reward( name , item_index )                     #
  76. #               change_level_8_reward( name , item_index )                     #
  77. #               change_level_12_reward( name , item_index )                    #
  78. #                                                                              #
  79. #------------------------------------------------------------------------------#
  80. # ** Description                                                               #
  81. #------------------------------------------------------------------------------#
  82. #                                                                              #
  83. #  v0.1                                                                        #
  84. # ~=~=~=~                                                                      #
  85. #                                                                              #
  86. # In v0.1, This window displays Relationships with with other actors. As of    #
  87. # v0.1 the window displays the face of the npc, the name, the location, and a  #
  88. # gauge to display if you are liked or disliked. the gauges controlled by game #
  89. # variables.                                                                   #
  90. #                                                                              #
  91. #  v0.2                                                                        #
  92. # ~=~=~=~                                                                      #
  93. #                                                                              #
  94. # In v0.2, I added a title/nick name text to be displayed next to the name and #
  95. # two lines for descriptions. Also with this upgrade I have added options to   #
  96. # display feelings in one of three forms; gauges, text or a percentage.        #
  97. #                                                                              #                                                                              #
  98. #  v1.0                                                                        #
  99. # ~=~=~=~                                                                      #
  100. #                                                                              #
  101. # In v1.0, I've added more description lines, favorite and hated gifts, a      #
  102. # leveling system with rewards customizable to the person, and a current       #
  103. # status text. Also I have add a script call to change the current status.     #
  104. #                                                                              #
  105. #  v1.1                                                                        #
  106. # ~=~=~=~                                                                      #
  107. #                                                                              #
  108. # In v1.1, I fied a few bug that I found.                                      #
  109. #                                                                              #
  110. #  v1.2                                                                        #
  111. # ~=~=~=~                                                                      #
  112. #                                                                              #
  113. # In v1.2, I add an option to display a normal gauge instead of using          #
  114. # love/hate polarities and an option to display an item icon next to the       #
  115. # name in the reward window.                                                   #
  116. #                                                                              #
  117. #  v2.0                                                                        #
  118. # ~=~=~=~                                                                      #
  119. #                                                                              #
  120. # In v2.0, I rewrote a lot of the script and add options to display everything #
  121. # with the exception of the Face, Name, and Description. I have also added an  #
  122. # option to use the leveling system. I have also add a few new commands to     #
  123. # use personalized level icons and change the location, current status, liked  #
  124. # and disliked items, and the level up tier rewards.                           #
  125. #                                                                              #
  126. #  v2.1                                                                        #
  127. # ~=~=~=~                                                                      #
  128. #                                                                              #
  129. # In v2.1, I set up all the sounds to run the same as the rest of the script,  #
  130. # I also added the ability to shift threw the detail pages with out having to  #
  131. # back out and reselectand fixed the menu command placement.                   #
  132. #                                                                              #
  133. #  v2.2                                                                        #
  134. # ~=~=~=~                                                                      #
  135. #                                                                              #
  136. # In v2.2, I fixed an issue with the sound bugging out and the level up button #
  137. # remaining lit up when a relationship hit level twelve. I also fixed an issue #
  138. # with the icons layering instead of just drawing right proper one, once a     #
  139. # relationship passed level five.                                              #
  140. #                                                                              #
  141. #  v2.3                                                                        #
  142. # ~=~=~=~                                                                      #
  143. #                                                                              #
  144. # In v2.3, I added a mastered icon and text once a relationship is mastered. I #
  145. # also made the menu command appear once a relationship is added.              #
  146. #                                                                              #
  147. #  v2.4                                                                        #
  148. # ~=~=~=~                                                                      #
  149. #                                                                              #
  150. # In v2.4, I added an option to use the original blurred bg from the main menu.#
  151. # I also added an $import for future compatibilities.                          #
  152. #                                                                              #
  153. #------------------------------------------------------------------------------#
  154. #==============================================================================#
  155.  
  156.  ($imported ||= {})[:v_relationships] = true
  157.  
  158. #==============================================================================
  159. # ** V's Relationship's Window Module
  160. #------------------------------------------------------------------------------
  161. #  This module manages customizable features and methods.
  162. #==============================================================================
  163.  
  164. module V_Relationships
  165.   module Specs
  166.    
  167. #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>#
  168. #                                                                              #
  169. #                           Start Customizable Area.                           #
  170. #                                                                              #
  171. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
  172. #                                                                              #
  173. #                      ONLY EDIT AFTER THE EQUALS SYMBOL.                      #
  174. #                                                                              #
  175. #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>#
  176.    
  177.  
  178.   #============================================================================
  179.   # Use Regular Blurred Menu Background
  180.   #============================================================================
  181.  
  182.     Use_Custom_Background = false
  183.  
  184.   #============================================================================
  185.   # Name Of The File Used For Background
  186.   #============================================================================
  187.  
  188.     Background = "StarlitSky"
  189.  
  190.   #============================================================================
  191.   # Title of the Relationship Window
  192.   #============================================================================
  193.  
  194.     Window_Title = "Relationships"
  195.    
  196.   #============================================================================
  197.   # Use Menu Command For Access
  198.   # ~=~=~=~=~=~=~=~=~=~=~=~=~=~
  199.   # If you choose not to use a window command you can still access the window
  200.   # by using SceneManager.call(Scene_Relationships)
  201.   #============================================================================
  202.  
  203.     Use_Menu_Command = true
  204.  
  205.   #============================================================================
  206.   #  Use Level System
  207.   #============================================================================
  208.    
  209.     Use_Leveling_System = true
  210.  
  211.   #============================================================================
  212.   # Name Of The Feeling If Text Is Used
  213.   #============================================================================
  214.  
  215.     Terms_Of_Feelings = ["Hated", "Disliked", "None", "Liked", "Loved"]
  216.  
  217.   #============================================================================
  218.   # Name Of The Mastered Text If Leveling System is used
  219.   #============================================================================
  220.  
  221.     Term_Of_Mastered = "Mastered"
  222.  
  223.   #============================================================================
  224.   #  Use  Polarities
  225.   # ~=~=~=~=~=~=~=~=~
  226.   # If true will display a gauge with love/hate polarities, If it is false a
  227.   # normal guage will be used.
  228.   #============================================================================
  229.    
  230.     Use_Polarities = true
  231.  
  232.   #============================================================================
  233.   #  Information Displayed
  234.   # ~=~=~=~=~=~=~=~=~=~=~=~
  235.   # If Use_Leveling_System = false, Use_Level_Icons will automatically be false
  236.   #============================================================================
  237.    
  238.     Use_Level_Icons = true
  239.     Use_Title = true
  240.     Use_Location = true
  241.     Use_Liked_and_Disliked_Items = true
  242.     Use_Feelings = true
  243.     Use_Current_Status = true
  244.     Use_Gauges = true
  245.  
  246.   #============================================================================
  247.   #  Use Reward Item Icons
  248.   #============================================================================
  249.    
  250.     Use_Icons = true
  251.  
  252.  
  253. #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>#
  254. #                                                                              #
  255. #                            End Customizable Area.                            #
  256. #                                                                              #
  257. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
  258. #                                                                              #
  259. #         DO NOT EDIT PAST THIS POINT UNLESS YOU KNOW WHAT YOUR DOING.         #
  260. #                                                                              #
  261. #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>#
  262.    
  263.  
  264.  
  265.  
  266.  
  267.  
  268.  
  269.  
  270.  
  271.  
  272.  
  273.  
  274.  
  275.  
  276.  
  277.  
  278.  
  279.  
  280.  
  281.  
  282.  
  283.  
  284.  
  285.  
  286.  
  287.  
  288.  
  289.  
  290.  
  291.  
  292.  
  293.  
  294.  
  295.  
  296.  
  297.  
  298.   end
  299. end
  300.  
  301.  
  302.  
  303.  
  304.  
  305. #==============================================================================
  306. # ** Window Reward
  307. #------------------------------------------------------------------------------
  308. #  This window displays the Relationship info.
  309. #==============================================================================
  310.  
  311. class Window_Reward < Window_Base
  312.  
  313.   #--------------------------------------------------------------------------
  314.   # * Includes Module's Variables With Class
  315.   #--------------------------------------------------------------------------
  316.  
  317.   include V_Relationships::Specs
  318.  
  319.   #--------------------------------------------------------------------------
  320.   # * Object Initialization
  321.   #--------------------------------------------------------------------------
  322.  
  323.   def initialize(x, y, w, h)
  324.     super(x, y, w, h)
  325.     draw_reward
  326.   end
  327.  
  328.   #--------------------------------------------------------------------------
  329.   # * Draw Reward
  330.   #--------------------------------------------------------------------------
  331.  
  332.   def draw_reward
  333.     id = $game_system.relationship_counter
  334.     lvvar = $game_variables[$game_system.relationship_info[id][:var_level_id]]
  335.     dfs = Font.default_size
  336.     item = $data_items[$game_system.relationship_info[id][:lv_4_gift]] if lvvar == 4
  337.     item = $data_items[$game_system.relationship_info[id][:lv_8_gift]] if lvvar == 8
  338.     item = $data_items[$game_system.relationship_info[id][:lv_12_gift]] if lvvar == 12
  339.     Font.default_size = 16
  340.     draw_text_ex(10, 5, "Reward:")
  341.     draw_text(15, 25, 120, 42, item.name, 1)
  342.     Font.default_size = dfs
  343.     draw_icon(item.icon_index, 0, 30, 120) if Use_Icons
  344.   end
  345.  
  346. end
  347.  
  348. #==============================================================================
  349. # ** Window Relationship Level Up
  350. #------------------------------------------------------------------------------
  351. #  This window displays the Relationship info.
  352. #==============================================================================
  353.  
  354. class Window_Relationship_Lv_Up < Window_Base
  355.  
  356.   #--------------------------------------------------------------------------
  357.   # * Includes Module's Variables With Class
  358.   #--------------------------------------------------------------------------
  359.  
  360.   include V_Relationships::Specs
  361.  
  362.   #--------------------------------------------------------------------------
  363.   # * Object Initialization
  364.   #--------------------------------------------------------------------------
  365.  
  366.   def initialize(x, y, w, h)
  367.     super(x, y, w, h)
  368.     refresh
  369.   end
  370.  
  371.   #--------------------------------------------------------------------------
  372.   # * Refresh
  373.   #--------------------------------------------------------------------------
  374.  
  375.   def refresh
  376.     contents.clear
  377.     draw_lv_up
  378.   end
  379.  
  380.   #--------------------------------------------------------------------------
  381.   # * Draw Gray Text with Control Characters
  382.   #--------------------------------------------------------------------------
  383.  
  384.   def draw_text_ex_gray(x, y, text)
  385.     change_color(gauge_back_color)
  386.     text = convert_escape_characters(text)
  387.     pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
  388.     process_character(text.slice!(0, 1), text, pos) until text.empty?
  389.     reset_font_settings
  390.   end
  391.  
  392.   #--------------------------------------------------------------------------
  393.   # * Draw Level Up
  394.   #--------------------------------------------------------------------------
  395.  
  396.   def draw_lv_up
  397.     id = $game_system.relationship_counter
  398.     varnum = $game_variables[$game_system.relationship_info[id][:var_id]]
  399.     lvvar = $game_variables[$game_system.relationship_info[id][:var_level_id]]
  400.     draw_text_ex_gray(8, -5, "Level Up") unless varnum >= 100
  401.     draw_text_ex_gray(8, -5, "Level Up") if lvvar == 12
  402.     draw_text_ex(8, -5, "Level Up") if varnum >= 100 && lvvar != 12
  403.   end
  404.  
  405.   #--------------------------------------------------------------------------
  406.   # * Update
  407.   #--------------------------------------------------------------------------
  408.  
  409.   def update
  410.     super
  411.     refresh if Input.press?(:C)
  412.   end
  413.  
  414. end
  415.  
  416.  
  417.  
  418.  
  419. #==============================================================================
  420. # ** Window Relationship Title
  421. #------------------------------------------------------------------------------
  422. #  This window displays the Relationship Title.
  423. #==============================================================================
  424.  
  425. class Window_Relationship_Details < Window_Base
  426.  
  427.   #--------------------------------------------------------------------------
  428.   # * Includes Module's Variables With Class
  429.   #--------------------------------------------------------------------------
  430.  
  431.   include V_Relationships::Specs
  432.  
  433.   #--------------------------------------------------------------------------
  434.   # * Object Initialization
  435.   #--------------------------------------------------------------------------
  436.  
  437.   def initialize(x, y, w, h)
  438.     super(x, y, w, h)
  439.     refresh
  440.   end
  441.  
  442.   #--------------------------------------------------------------------------
  443.   # * Refresh
  444.   #--------------------------------------------------------------------------
  445.  
  446.   def refresh
  447.     contents.clear
  448.     draw_relationship_details_top
  449.     draw_relationship_details_bottom
  450.   end
  451.  
  452.   #--------------------------------------------------------------------------
  453.   # * Draw Gray Text with Control Characters
  454.   #--------------------------------------------------------------------------
  455.  
  456.   def draw_text_ex_gray(x, y, text)
  457.     change_color(gauge_back_color)
  458.     text = convert_escape_characters(text)
  459.     pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
  460.     process_character(text.slice!(0, 1), text, pos) until text.empty?
  461.     reset_font_settings
  462.   end
  463.  
  464.   #--------------------------------------------------------------------------
  465.   # * Draw Red Text with Control Characters
  466.   #--------------------------------------------------------------------------
  467.  
  468.   def draw_text_ex_red(x, y, text)
  469.     change_color(knockout_color)
  470.     text = convert_escape_characters(text)
  471.     pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
  472.     process_character(text.slice!(0, 1), text, pos) until text.empty?
  473.     reset_font_settings
  474.   end
  475.  
  476.   #--------------------------------------------------------------------------
  477.   # * Draw Blue Text with Control Characters
  478.   #--------------------------------------------------------------------------
  479.  
  480.   def draw_text_ex_blue(x, y, text)
  481.     change_color(mp_gauge_color1)
  482.     text = convert_escape_characters(text)
  483.     pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
  484.     process_character(text.slice!(0, 1), text, pos) until text.empty?
  485.     reset_font_settings
  486.   end
  487.  
  488.   #--------------------------------------------------------------------------
  489.   # * Draw Blue Text with Control Characters
  490.   #--------------------------------------------------------------------------
  491.  
  492.   def draw_text_ex_yellow(x, y, text)
  493.     change_color(crisis_color)
  494.     text = convert_escape_characters(text)
  495.     pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
  496.     process_character(text.slice!(0, 1), text, pos) until text.empty?
  497.     reset_font_settings
  498.   end
  499.  
  500.   #--------------------------------------------------------------------------
  501.   # * Draw Gauge
  502.   #     rate   : Rate (full at 1.0)
  503.   #     color1 : Left side gradation
  504.   #     color2 : Right side gradation
  505.   #--------------------------------------------------------------------------
  506.  
  507.   def draw_gauge(x, y, width, rate, color1, color2)
  508.     fill_w = (width * rate).to_i
  509.     gauge_y = y + line_height - 8
  510.     contents.fill_rect(x, gauge_y, width, 15, gauge_back_color)
  511.     contents.gradient_fill_rect(x, gauge_y, fill_w, 15, color1, color2)
  512.   end
  513.  
  514.   #--------------------------------------------------------------------------
  515.   # * Draw Horizontal Line
  516.   #--------------------------------------------------------------------------
  517.  
  518.   def draw_horz_line(y)
  519.     line_y = y + line_height / 2 - 1
  520.     contents.fill_rect(22, line_y, 490, 2, line_color)
  521.   end
  522.  
  523.   #--------------------------------------------------------------------------
  524.   # * Get Color of Horizontal Line
  525.   #--------------------------------------------------------------------------
  526.  
  527.   def line_color
  528.     color = normal_color
  529.     color.alpha = 200
  530.     color
  531.   end
  532.  
  533.   #--------------------------------------------------------------------------
  534.   # * Draw Relationship Details Top
  535.   #--------------------------------------------------------------------------
  536.  
  537.   def draw_relationship_details_top
  538.     draw_relationship_face
  539.     draw_name
  540.     draw_title if Use_Title
  541.     draw_feelings if Use_Feelings
  542.     draw_location if Use_Location
  543.    
  544.     if Use_Leveling_System
  545.        draw_level_icons if Use_Level_Icons
  546.     end
  547.      
  548.     draw_relationship_gauge if Use_Gauges
  549.     draw_horz_line(110)
  550.   end
  551.    
  552.   #--------------------------------------------------------------------------
  553.   # * Draw Relationship Details Bottom
  554.   #--------------------------------------------------------------------------
  555.  
  556.   def draw_relationship_details_bottom
  557.     draw_current_status if Use_Current_Status
  558.     draw_likes_and_dislikes if Use_Liked_and_Disliked_Items
  559.     draw_description
  560.   end
  561.  
  562.   #--------------------------------------------------------------------------
  563.   # * Draw Face of Current Relationship
  564.   #--------------------------------------------------------------------------
  565.  
  566.   def draw_relationship_face
  567.     id = $game_system.relationship_counter
  568.     varnum = $game_variables[$game_system.relationship_info[id][:var_id]]
  569.     draw_face($game_system.relationship_info[id][:face_name], $game_system.relationship_info[id][:face_index], 10, 10, enabled = true)    
  570.   end
  571.  
  572.   #--------------------------------------------------------------------------
  573.   # * Draw Name of Current Relationship
  574.   #--------------------------------------------------------------------------
  575.  
  576.   def draw_name
  577.     id = $game_system.relationship_counter
  578.     varnum = $game_variables[$game_system.relationship_info[id][:var_id]]
  579.     dfs = Font.default_size
  580.     Font.default_size = 30
  581.     draw_text_ex(115, 10, $game_system.relationship_info[id][:name]) if $game_system.relationship_info[id].has_key?(:name)
  582.     Font.default_size = dfs
  583.   end
  584.  
  585.   #--------------------------------------------------------------------------
  586.   # * Draw Title of Current Relationship
  587.   #--------------------------------------------------------------------------
  588.  
  589.   def draw_title
  590.     id = $game_system.relationship_counter
  591.     varnum = $game_variables[$game_system.relationship_info[id][:var_id]]
  592.     dfs = Font.default_size
  593.     Font.default_size = 16
  594.     draw_text_ex(115, 32, $game_system.relationship_info[id][:title]) if $game_system.relationship_info[id].has_key?(:title)
  595.     Font.default_size = dfs
  596.   end
  597.  
  598.   #--------------------------------------------------------------------------
  599.   # * Draw Location
  600.   #--------------------------------------------------------------------------
  601.  
  602.   def draw_location
  603.     dfs = Font.default_size
  604.     id = $game_system.relationship_counter
  605.     varnum = $game_variables[$game_system.relationship_info[id][:var_id]]
  606.     Font.default_size = 16
  607.     draw_text_ex(120, 80, "Location: ")
  608.     draw_text_ex(130, 95, $game_system.relationship_info[id][:location]) if $game_system.relationship_info[id].has_key?(:location)
  609.     Font.default_size = dfs
  610.   end
  611.  
  612.   #--------------------------------------------------------------------------
  613.   # * Draw Feelings
  614.   #--------------------------------------------------------------------------
  615.  
  616.   def draw_feelings
  617.     fx = 360
  618.     fy = 74
  619.     dfs = Font.default_size
  620.     id = $game_system.relationship_counter
  621.     varnum = $game_variables[$game_system.relationship_info[id][:var_id]]
  622.     Font.default_size = 16
  623.     draw_text_ex(fx - 70, fy, "Feelings: ")
  624.      
  625.     if varnum == 0
  626.       draw_text_ex_blue(fx, fy, Terms_Of_Feelings[0])
  627.     elsif varnum > 0 && varnum < 50
  628.       draw_text_ex(fx, fy, Terms_Of_Feelings[1])
  629.     elsif varnum == 50
  630.       draw_text_ex(fx, fy, Terms_Of_Feelings[2])
  631.     elsif varnum > 50 && varnum >= 100
  632.       draw_text_ex(fx, fy, Terms_Of_Feelings[3])
  633.     elsif varnum == 100
  634.       draw_text_ex_red(fx, fy, Terms_Of_Feelings[4])
  635.     end
  636.      
  637.  
  638.     Font.default_size = dfs
  639.   end
  640.  
  641.   #--------------------------------------------------------------------------
  642.   # * Draw Level Icons
  643.   #--------------------------------------------------------------------------
  644.  
  645.   def draw_level_icons
  646.     ix = 115
  647.     iy = 55
  648.     mx = 200
  649.     id = $game_system.relationship_counter
  650.     relationship = $game_system.relationship_info[id]
  651.     varnum = $game_variables[relationship[:var_id]]
  652.     lvvar = $game_variables[relationship[:var_level_id]]
  653.     mastered_icon = relationship[:mastered_icons]
  654.    
  655.     if lvvar >= 12 && relationship.has_key?(:mastered_icons)
  656.       draw_icon(mastered_icon, mx, iy)
  657.       draw_text_ex_yellow(mx + 30, iy, Term_Of_Mastered)
  658.     elsif lvvar >= 12 && relationship.has_key?(:mastered_icons) == false
  659.       draw_icon(495, mx, iy)
  660.       draw_text_ex_yellow(mx + 30, iy + 5, Term_Of_Mastered)
  661.     end
  662.  
  663.    
  664.     if relationship.has_key?(:icons)
  665.       lv_0 = relationship[:icons][0]
  666.       tier_1 = relationship[:icons][1]
  667.       tier_2 = relationship[:icons][2]
  668.       tier_3 = relationship[:icons][3]
  669.       draw_icon(lv_0, ix, iy) if lvvar == 0
  670.       draw_icon(tier_1, ix, iy) if lvvar >= 1 && lvvar < 5
  671.       draw_icon(tier_1, ix + 20, iy) if lvvar >= 2 && lvvar < 6
  672.       draw_icon(tier_1, ix + 40, iy) if lvvar >= 3 && lvvar < 7
  673.       draw_icon(tier_1, ix + 60, iy) if lvvar >= 4 && lvvar < 8
  674.       draw_icon(tier_2, ix, iy) if lvvar >= 5 && lvvar < 9
  675.       draw_icon(tier_2, ix + 20, iy) if lvvar >= 6 && lvvar < 10
  676.       draw_icon(tier_2, ix + 40, iy) if lvvar >= 7 && lvvar < 11
  677.       draw_icon(tier_2, ix + 60, iy) if lvvar >= 8 && lvvar < 12
  678.       draw_icon(tier_3, ix, iy) if lvvar >= 9
  679.       draw_icon(tier_3, ix + 20, iy) if lvvar >= 10
  680.       draw_icon(tier_3, ix + 40, iy) if lvvar >= 11
  681.       draw_icon(tier_3, ix + 60, iy) if lvvar >= 12
  682.     elsif relationship.has_key?(:icons) == false
  683.       draw_icon(123, ix, iy) if lvvar == 0
  684.       draw_icon(124, ix + 10, iy) if lvvar == 0
  685.       draw_icon(127, ix, iy) if lvvar >= 1 && lvvar < 5
  686.       draw_icon(127, ix + 20, iy) if lvvar >= 2 && lvvar < 6
  687.       draw_icon(127, ix + 40, iy) if lvvar >= 3 && lvvar < 7
  688.       draw_icon(127, ix + 60, iy) if lvvar >= 4 && lvvar < 8
  689.       draw_icon(126, ix, iy) if lvvar >= 5 && lvvar < 9
  690.       draw_icon(126, ix + 20, iy) if lvvar >= 6 && lvvar < 10
  691.       draw_icon(126, ix + 40, iy) if lvvar >= 7 && lvvar < 11
  692.       draw_icon(126, ix + 60, iy) if lvvar >= 8 && lvvar < 12
  693.       draw_icon(125, ix, iy) if lvvar >= 9
  694.       draw_icon(125, ix + 20, iy) if lvvar >= 10
  695.       draw_icon(125, ix + 40, iy) if lvvar >= 11
  696.       draw_icon(125, ix + 60, iy) if lvvar >= 12
  697.     end
  698.  
  699.   end
  700.  
  701.   #--------------------------------------------------------------------------
  702.   # * Draw Relationship Gauge
  703.   #--------------------------------------------------------------------------
  704.  
  705.   def draw_relationship_gauge
  706.   x = 165
  707.   y = 80
  708.   id = $game_system.relationship_counter
  709.   varnum = $game_variables[$game_system.relationship_info[id][:var_id]]
  710.   lvvar = $game_variables[$game_system.relationship_info[id][:var_level_id]]
  711.   rate = varnum.to_f / 100 unless varnum >= 100
  712.   rate = 1 / 1 if varnum >= 100
  713.  
  714.     if Use_Polarities
  715.       draw_gauge(x + 125, y, 200, 1, gauge_back_color, gauge_back_color)
  716.       draw_gauge(x + 125, y, 105, 1, mp_gauge_color1, mp_gauge_color1) if varnum == 0
  717.       draw_gauge(x + 225, y, 100, 1, knockout_color, knockout_color) if varnum >= 100
  718.       draw_gauge(x + 125 + (varnum * 2), y, 100 - (varnum * 2), 1, mp_gauge_color1, normal_color) if  varnum < 50 && varnum > 0
  719.       draw_gauge(x + 220, y, 2 * ( varnum - 50), 1, normal_color, knockout_color) if varnum > 50 && varnum < 100
  720.       draw_gauge(x + 220, y, 10, 1, normal_color, normal_color) if varnum == 50
  721.     else
  722.       draw_gauge(x + 125, y, 200, rate, normal_color, knockout_color)
  723.     end
  724.  
  725.   end
  726.  
  727.   #--------------------------------------------------------------------------
  728.   # * Draw Current Status
  729.   #--------------------------------------------------------------------------
  730.  
  731.   def draw_current_status
  732.     dfs = Font.default_size
  733.     id = $game_system.relationship_counter
  734.     varnum = $game_variables[$game_system.relationship_info[id][:var_id]]
  735.     Font.default_size = 16
  736.     draw_text_ex(50, 135, "Current Status: ") if $game_system.relationship_info[id].has_key?(:current_status)
  737.     draw_text_ex(60, 150, $game_system.relationship_info[id][:current_status]) if $game_system.relationship_info[id].has_key?(:current_status)
  738.     Font.default_size = dfs
  739.   end
  740.  
  741.   #--------------------------------------------------------------------------
  742.   # * Draw Liked and Disliked Items
  743.   #--------------------------------------------------------------------------
  744.  
  745.   def draw_likes_and_dislikes
  746.     dfs = Font.default_size
  747.     id = $game_system.relationship_counter
  748.     relationship = $game_system.relationship_info[id]
  749.     varnum = $game_variables[relationship[:var_id]]
  750.     likes = $data_items[relationship[:likes]]
  751.     dislikes = $data_items[relationship[:dislikes]]
  752.     Font.default_size = 16
  753.     draw_text_ex(320, 135, "Likes: ") if relationship.has_key?(:likes)
  754.     draw_text_ex(345, 150, likes.name) if relationship.has_key?(:likes)
  755.     draw_text_ex(400, 135, "Dislikes: ") if relationship.has_key?(:dislikes)
  756.     draw_text_ex(445, 150, dislikes.name) if relationship.has_key?(:dislikes)
  757.     Font.default_size = dfs
  758.   end
  759.  
  760.   #--------------------------------------------------------------------------
  761.   # * Draw Description
  762.   #--------------------------------------------------------------------------
  763.  
  764.   def draw_description
  765.     id = $game_system.relationship_counter
  766.     relationship = $game_system.relationship_info[id]
  767.     varnum = $game_variables[relationship[:var_id]]
  768.     draw_text_ex(60, 190, relationship[:description1]) if relationship.has_key?(:description1)
  769.     draw_text_ex(60, 210, relationship[:description2]) if relationship.has_key?(:description2)
  770.     draw_text_ex(60, 230, relationship[:description3]) if relationship.has_key?(:description3)
  771.     draw_text_ex(60, 250, relationship[:description4]) if relationship.has_key?(:description4)
  772.     draw_text_ex(60, 270, relationship[:description5]) if relationship.has_key?(:description5)
  773.     draw_text_ex(60, 290, relationship[:description6]) if relationship.has_key?(:description6)
  774.  
  775.   end
  776.  
  777. end
  778.  
  779.  
  780.  
  781.  
  782.  
  783. #==============================================================================
  784. # ** Window Relationship Select
  785. #------------------------------------------------------------------------------
  786. #  This window displays the Relationship info.
  787. #==============================================================================
  788.  
  789. class Window_Relationship_Select < Window_Base
  790.  
  791.   #--------------------------------------------------------------------------
  792.   # * Includes Module's Variables With Class
  793.   #--------------------------------------------------------------------------
  794.  
  795.   include V_Relationships::Specs
  796.  
  797.   #--------------------------------------------------------------------------
  798.   # * Object Initialization
  799.   #--------------------------------------------------------------------------
  800.  
  801.   def initialize(x, y, w, h)
  802.     super(x, y, w, h)
  803.   end
  804.  
  805. end
  806.  
  807.  
  808.  
  809.  
  810. #==============================================================================
  811. # ** Window Relationship Title
  812. #------------------------------------------------------------------------------
  813. #  This window displays the Relationship Title.
  814. #==============================================================================
  815.  
  816. class Window_Relationship_Title < Window_Base
  817.  
  818.   #--------------------------------------------------------------------------
  819.   # * Includes Module's Variables With Class
  820.   #--------------------------------------------------------------------------
  821.  
  822.   include V_Relationships::Specs
  823.  
  824.   #--------------------------------------------------------------------------
  825.   # * Object Initialization
  826.   #--------------------------------------------------------------------------
  827.  
  828.   def initialize(x, y, w, h)
  829.     super(x, y, w, h)
  830.     draw_relationship_title
  831.   end
  832.  
  833.   #--------------------------------------------------------------------------
  834.   # * Draw Relationship Title
  835.   #--------------------------------------------------------------------------
  836.  
  837.   def draw_relationship_title
  838.     make_font_bigger
  839.     draw_text(-15, -20, 544, 90, Window_Title, 1)
  840.     make_font_smaller
  841.   end
  842.  
  843. end
  844.  
  845.  
  846.  
  847.  
  848.  
  849. #==============================================================================
  850. # ** Window Relationship Info
  851. #------------------------------------------------------------------------------
  852. #  This window displays the Relationship info.
  853. #==============================================================================
  854.  
  855. class Window_Relationship_Info < Window_Base
  856.  
  857.   #--------------------------------------------------------------------------
  858.   # * Includes Module's Variables With Class
  859.   #--------------------------------------------------------------------------
  860.  
  861.   include V_Relationships::Specs
  862.  
  863.   #--------------------------------------------------------------------------
  864.   # * Object Initialization
  865.   #--------------------------------------------------------------------------
  866.  
  867.   def initialize(x, y, w, h)
  868.     super(x, y - 25, w, h)
  869.     refresh
  870.   end
  871.  
  872.   #--------------------------------------------------------------------------
  873.   # * Refresh
  874.   #--------------------------------------------------------------------------
  875.  
  876.   def refresh
  877.     draw_relationship_info
  878.   end
  879.  
  880.   #--------------------------------------------------------------------------
  881.   # * Draw Blue Text with Control Characters
  882.   #--------------------------------------------------------------------------
  883.  
  884.   def draw_text_ex_yellow(x, y, text)
  885.     change_color(crisis_color)
  886.     text = convert_escape_characters(text)
  887.     pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
  888.     process_character(text.slice!(0, 1), text, pos) until text.empty?
  889.     reset_font_settings
  890.   end
  891.  
  892.   #--------------------------------------------------------------------------
  893.   # * Draw Gauge
  894.   #     rate   : Rate (full at 1.0)
  895.   #     color1 : Left side gradation
  896.   #     color2 : Right side gradation
  897.   #--------------------------------------------------------------------------
  898.  
  899.   def draw_gauge(x, y, width, rate, color1, color2)
  900.     fill_w = (width * rate).to_i
  901.     gauge_y = y + line_height - 8
  902.     contents.fill_rect(x, gauge_y, width, 15, gauge_back_color)
  903.     contents.gradient_fill_rect(x, gauge_y, fill_w, 15, color1, color2)
  904.   end
  905.  
  906.   #--------------------------------------------------------------------------
  907.   # * Draw Relationship Info
  908.   #--------------------------------------------------------------------------
  909.  
  910.   def draw_relationship_info
  911.       x = 50
  912.       y_start = -100 + (line_height * 1 + self.oy )
  913.       pad = 3
  914.       height = 105
  915.       i = 1
  916.       like_gauge = 0
  917.       dislike_gauge = 0
  918.    
  919.     $game_system.relationship_info.each_key do |id|
  920.       dfs = Font.default_size
  921.       filler = 1 / 1
  922.       varnum = $game_variables[$game_system.relationship_info[id][:var_id]]
  923.       rate = varnum.to_f / 100 unless varnum >= 100
  924.       rate = 1 / 1 if varnum >= 100
  925.       y = y_start + height * i + pad * i
  926.       draw_face($game_system.relationship_info[id][:face_name], $game_system.relationship_info[id][:face_index], x, y - 20, enabled = true)    
  927.       draw_text_ex(x + 105, y - 20, $game_system.relationship_info[id][:name])
  928.       Font.default_size = 16
  929.       draw_text_ex(x + 105, y - 3, $game_system.relationship_info[id][:title]) if Use_Title
  930.       draw_text_ex(x + 105, y + 13, "Current Status: ") if Use_Current_Status
  931.       draw_text_ex(x + 175, y + 28, $game_system.relationship_info[id][:current_status]) if Use_Current_Status
  932.       Font.default_size = dfs
  933.      
  934.       if Use_Level_Icons
  935.         relationship = $game_system.relationship_info[id]
  936.         lvvar = $game_variables[relationship[:var_level_id]]
  937.         mastered_icon = relationship[:mastered_icons]
  938.        
  939.         if lvvar >= 12 && relationship.has_key?(:mastered_icons)
  940.           draw_icon(mastered_icon, x + 300, y - 20)
  941.           draw_text_ex_yellow(x + 330, y - 15, Term_Of_Mastered)
  942.         elsif lvvar >= 12 && relationship.has_key?(:mastered_icons) == false
  943.           draw_icon(495, x + 300, y - 20)
  944.           draw_text_ex_yellow(x + 330, y - 15, Term_Of_Mastered)
  945.         end
  946.        
  947.       end
  948.  
  949.  
  950.  
  951.        
  952.        
  953.       if Use_Gauges && Use_Polarities
  954.         draw_gauge(x + 125, y + 40, 200, 1, gauge_back_color, gauge_back_color)
  955.         draw_gauge(x + 125, y + 40, 105, 1, mp_gauge_color1, mp_gauge_color1) if varnum == 0
  956.         draw_gauge(x + 225, y + 40, 100, 1, knockout_color, knockout_color) if varnum >= 100
  957.         draw_gauge(x + 125 + (varnum * 2), y + 40, 100 - (varnum * 2), 1, mp_gauge_color1, normal_color) if varnum < 50 && varnum > 0
  958.         draw_gauge(x + 220, y + 40, 2 * ( varnum - 50), 1, normal_color, knockout_color) if varnum > 50 && varnum < 100
  959.         draw_gauge(x + 220, y + 40, 10, 1, normal_color, normal_color) if varnum == 50
  960.       elsif Use_Gauges && Use_Polarities == false
  961.         draw_gauge(x + 125, y + 40, 200, rate, normal_color, knockout_color)
  962.       end
  963.  
  964.       i += 1
  965.     end
  966.  
  967.   end
  968.  
  969.   #--------------------------------------------------------------------------
  970.   # * Process Cursor Move
  971.   #--------------------------------------------------------------------------
  972.  
  973.   def process_cursor_move
  974.    
  975.     if ((Input.press?(:UP)) if Input.repeat?(:UP)) && self.oy > 0
  976.       self.oy -= 108
  977.       Sound.play_cursor
  978.       $game_system.relationship_counter -= 1
  979.     elsif ((Input.press?(:DOWN)) if Input.repeat?(:DOWN)) && contents_height / 2 - 175 >= self.oy
  980.       self.oy += 108
  981.       Sound.play_cursor
  982.       $game_system.relationship_counter += 1
  983.     end
  984.  
  985.   end
  986.  
  987.   #--------------------------------------------------------------------------
  988.   # * Update
  989.   #--------------------------------------------------------------------------
  990.  
  991.   def update
  992.     super
  993.     process_cursor_move
  994.   end
  995.  
  996. end
  997.  
  998.  
  999.  
  1000.  
  1001.  
  1002. #==============================================================================
  1003. # ** Scene Relationship Details
  1004. #------------------------------------------------------------------------------
  1005. #  This class performs Relationships scene processing.
  1006. #==============================================================================
  1007.  
  1008. class Scene_Relationship_Details < Scene_MenuBase
  1009.  
  1010.   #--------------------------------------------------------------------------
  1011.   # * Includes Module's Variables With Class
  1012.   #--------------------------------------------------------------------------
  1013.  
  1014.   include V_Relationships::Specs
  1015.  
  1016.   #--------------------------------------------------------------------------
  1017.   # * Start Processing
  1018.   #--------------------------------------------------------------------------
  1019.  
  1020.   def start
  1021.     super
  1022.     $c = 0
  1023.     create_relationship_details_window
  1024.     create_relationship_lv_up_window if Use_Leveling_System
  1025.  
  1026.   #--------------------------------------------------------------------------
  1027.   # * Background Processing
  1028.   #--------------------------------------------------------------------------
  1029.     if Use_Custom_Background != true
  1030.       @relationship_details_bg = Sprite.new
  1031.       @relationship_details_bg.bitmap = SceneManager.background_bitmap
  1032.       @relationship_details_bg.color.set(16, 16, 16, 128)
  1033.     else
  1034.       @relationship_details_bg = Sprite.new
  1035.       @relationship_details_bg.bitmap = Cache.picture(Background)
  1036.       @relationship_details_bg.x = 0
  1037.       @relationship_details_bg.y = 0
  1038.       @relationship_details_bg.zoom_x = ( Graphics.width.to_f / 544 )
  1039.       @relationship_details_bg.zoom_y = ( Graphics.height.to_f / 416 )
  1040.       @relationship_details_bg.opacity = 255
  1041.       @relationship_details_bg.visible = true  
  1042.     end
  1043.   end
  1044.  
  1045.   #--------------------------------------------------------------------------
  1046.   # * Check For Reward
  1047.   #--------------------------------------------------------------------------
  1048.  
  1049.   def check_for_reward
  1050.     id = $game_system.relationship_counter
  1051.     relationship = $game_system.relationship_info[id]
  1052.     lvvar = $game_variables[relationship[:var_level_id]]
  1053.    
  1054.     if lvvar == 4
  1055.       item = relationship[:lv_4_gift]
  1056.       $game_party.gain_item($data_items[item], 1)    
  1057.       create_reward_window
  1058.       RPG::ME.new("Fanfare3", 80, 115).play
  1059.     elsif lvvar == 8
  1060.       item = relationship[:lv_8_gift]
  1061.       $game_party.gain_item($data_items[item], 1)    
  1062.       create_reward_window
  1063.       RPG::ME.new("Fanfare3", 80, 115).play
  1064.     elsif lvvar == 12
  1065.       item = relationship[:lv_12_gift]
  1066.       $game_party.gain_item($data_items[item], 1)    
  1067.       create_reward_window
  1068.       RPG::ME.new("Fanfare3", 80, 115).play
  1069.     else
  1070.       RPG::ME.new("Item", 80, 100).play
  1071.     end
  1072.    
  1073.   end
  1074.  
  1075.   #--------------------------------------------------------------------------
  1076.   # * Create Relationship Level Up Window
  1077.   #--------------------------------------------------------------------------
  1078.  
  1079.   def create_reward_window
  1080.     @reward_window = Window_Reward.new(200, 180, 160, 90)
  1081.     @reward_window.back_opacity = 255
  1082.     $c = 1
  1083.   end
  1084.  
  1085.   #--------------------------------------------------------------------------
  1086.   # * Create Relationship Level Up Window
  1087.   #--------------------------------------------------------------------------
  1088.  
  1089.   def create_relationship_lv_up_window
  1090.     @relationship_lv_up_window = Window_Relationship_Lv_Up.new(220, 355, 120, 42)
  1091.     @relationship_lv_up_window.back_opacity = 0
  1092.   end
  1093.  
  1094.   #--------------------------------------------------------------------------
  1095.   # * Create Relationship Details Window
  1096.   #--------------------------------------------------------------------------
  1097.  
  1098.   def create_relationship_details_window
  1099.     @relationship_details_window = Window_Relationship_Details.new(0, 0, 544, 416)
  1100.     @relationship_details_window.back_opacity = 0
  1101.   end
  1102.  
  1103.   #--------------------------------------------------------------------------
  1104.   # * Frame Update
  1105.   #--------------------------------------------------------------------------
  1106.  
  1107.   def update
  1108.     super()
  1109.     $c += 1 if $c != 0
  1110.     return_scene && $c = 0 if $c == 300
  1111.    
  1112.     id = $game_system.relationship_counter
  1113.     varnum = $game_variables[$game_system.relationship_info[id][:var_id]]
  1114.    
  1115.     if Input.trigger?(:R) && $game_system.relationship_info.size != 1 && $game_system.relationship_counter < $game_system.relationship_info.size
  1116.       $game_system.relationship_counter += 1
  1117.       @relationship_lv_up_window.refresh
  1118.       @relationship_details_window.refresh
  1119.       Sound.play_cursor
  1120.     elsif Input.trigger?(:R) && $game_system.relationship_info.size != 1 && $game_system.relationship_counter == $game_system.relationship_info.size
  1121.       $game_system.relationship_counter = 1
  1122.       @relationship_lv_up_window.refresh
  1123.       @relationship_details_window.refresh
  1124.       Sound.play_cursor
  1125.     elsif Input.trigger?(:L) && $game_system.relationship_info.size != 1 && $game_system.relationship_counter > 1
  1126.       $game_system.relationship_counter -= 1
  1127.       @relationship_lv_up_window.refresh
  1128.       @relationship_details_window.refresh
  1129.       Sound.play_cursor
  1130.     elsif Input.trigger?(:L) && $game_system.relationship_info.size != 1 && $game_system.relationship_counter == 1
  1131.       $game_system.relationship_counter = $game_system.relationship_info.size
  1132.       @relationship_lv_up_window.refresh
  1133.       @relationship_details_window.refresh
  1134.       Sound.play_cursor
  1135.     elsif Input.trigger?(:B)
  1136.       Sound.play_cancel
  1137.       $game_system.relationship_counter = 1
  1138.       return_scene
  1139.     elsif Input.trigger?(:C) && varnum >= 100 && $game_variables[$game_system.relationship_info[id][:var_level_id]] < 12 && Use_Leveling_System
  1140.       $game_variables[$game_system.relationship_info[id][:var_id]] = 0 unless Use_Polarities
  1141.       $game_variables[$game_system.relationship_info[id][:var_id]] = 50 if Use_Polarities
  1142.       $game_variables[$game_system.relationship_info[id][:var_level_id]] += 1
  1143.       check_for_reward
  1144.       @relationship_details_window.refresh
  1145.       @relationship_lv_up_window.refresh
  1146.     elsif Input.trigger?(:C) && (varnum != 100 || $game_variables[$game_system.relationship_info[id][:var_level_id]] == 12)
  1147.       Sound.play_cancel
  1148.     end
  1149.  
  1150.   end
  1151.  
  1152. end
  1153.  
  1154.  
  1155.  
  1156.  
  1157. #==============================================================================
  1158. # ** Scene Relationships
  1159. #------------------------------------------------------------------------------
  1160. #  This class performs Relationships scene processing.
  1161. #==============================================================================
  1162.  
  1163. class Scene_Relationships < Scene_MenuBase
  1164.  
  1165.   #--------------------------------------------------------------------------
  1166.   # * Includes Module's Variables With Class
  1167.   #--------------------------------------------------------------------------
  1168.  
  1169.   include V_Relationships::Specs
  1170.  
  1171.   #--------------------------------------------------------------------------
  1172.   # * Start Processing
  1173.   #--------------------------------------------------------------------------
  1174.  
  1175.   def start
  1176.     super
  1177.     create_relationship_title_window
  1178.     create_relationship_info_window
  1179.     create_relationship_select_window
  1180.  
  1181.   #--------------------------------------------------------------------------
  1182.   # * Background Processing
  1183.   #--------------------------------------------------------------------------
  1184.    
  1185.     if Use_Custom_Background != true
  1186.       @relationship_bg = Sprite.new
  1187.       @relationship_bg.bitmap = SceneManager.background_bitmap
  1188.       @relationship_bg.color.set(16, 16, 16, 128)
  1189.     else
  1190.       @relationship_bg = Sprite.new
  1191.       @relationship_bg.bitmap = Cache.picture(Background)
  1192.       @relationship_bg.x = 0
  1193.       @relationship_bg.y = 0
  1194.       @relationship_bg.zoom_x = ( Graphics.width.to_f / 544 )
  1195.       @relationship_bg.zoom_y = ( Graphics.height.to_f / 416 )
  1196.       @relationship_bg.opacity = 255
  1197.       @relationship_bg.visible = true  
  1198.     end
  1199.  
  1200.   end
  1201.  
  1202.   #--------------------------------------------------------------------------
  1203.   # * Create Relationship Title Window
  1204.   #--------------------------------------------------------------------------
  1205.  
  1206.   def create_relationship_title_window
  1207.     @relationship_title_window = Window_Relationship_Title.new(0, 0, 544, 90)
  1208.     @relationship_title_window.opacity = 0
  1209.   end
  1210.  
  1211.   #--------------------------------------------------------------------------
  1212.   # * Create Relationship Info Window
  1213.   #--------------------------------------------------------------------------
  1214.  
  1215.   def create_relationship_info_window
  1216.     @relationship_info_window = Window_Relationship_Info.new(0, 90, 544, ($game_system.relationship_info.size*215) + 70)
  1217.     @relationship_info_window.opacity = 0
  1218.   end
  1219.  
  1220.   #--------------------------------------------------------------------------
  1221.   # * Create Relationship Select Window
  1222.   #--------------------------------------------------------------------------
  1223.  
  1224.   def create_relationship_select_window
  1225.     @relationship_select_window = Window_Relationship_Select.new(55, 80, 415, 114)
  1226.     @relationship_select_window.back_opacity = 0
  1227.   end
  1228.  
  1229.   #--------------------------------------------------------------------------
  1230.   # * Frame Update
  1231.   #--------------------------------------------------------------------------
  1232.  
  1233.   def update
  1234.     super()
  1235.    
  1236.     if Input.trigger?(:B)
  1237.       Sound.play_cancel
  1238.       $game_system.relationship_counter = 1
  1239.       return_scene
  1240.     elsif Input.trigger?(:C)
  1241.       Sound.play_ok
  1242.       SceneManager.call(Scene_Relationship_Details)
  1243.     end
  1244.  
  1245.   end
  1246.  
  1247. end
  1248.  
  1249.  
  1250.  
  1251.  
  1252. #==============================================================================
  1253. # ** Window_MenuCommand
  1254. #------------------------------------------------------------------------------
  1255. #  This command window appears on the menu screen.
  1256. #==============================================================================
  1257.  
  1258. class Window_MenuCommand < Window_Command
  1259.  
  1260.   #--------------------------------------------------------------------------
  1261.   # * Includes Module's Variables With Class
  1262.   #--------------------------------------------------------------------------
  1263.  
  1264.   include V_Relationships::Specs
  1265.  
  1266.   #--------------------------------------------------------------------------
  1267.   # * For Creating An Alias
  1268.   #--------------------------------------------------------------------------
  1269.  
  1270.   alias v_relationships_winmenucmmd_aoc_13215           add_original_commands
  1271.  
  1272.   #--------------------------------------------------------------------------
  1273.   # * For Adding Original Commands
  1274.   #--------------------------------------------------------------------------
  1275.  
  1276.   def add_original_commands
  1277.     v_relationships_winmenucmmd_aoc_13215
  1278.     add_command(Window_Title, :relationships) unless $game_system.relationship_size == 1
  1279.   end
  1280.  
  1281. end
  1282.  
  1283.  
  1284.  
  1285.  
  1286. #==============================================================================
  1287. # ** Scene_Menu
  1288. #------------------------------------------------------------------------------
  1289. #  This class performs the menu screen processing.
  1290. #==============================================================================
  1291.  
  1292. class Scene_Menu < Scene_MenuBase
  1293.  
  1294.  
  1295.   #--------------------------------------------------------------------------
  1296.   # * Includes Module's Variables With Class
  1297.   #--------------------------------------------------------------------------
  1298.  
  1299.   include V_Relationships::Specs
  1300.  
  1301.   #--------------------------------------------------------------------------
  1302.   # * For Creating An Alias
  1303.   #--------------------------------------------------------------------------
  1304.  
  1305.   alias v_relationships_scenemenu_ccw_13215             create_command_window
  1306.  
  1307.   #--------------------------------------------------------------------------
  1308.   # * Create Command Window
  1309.   #--------------------------------------------------------------------------
  1310.  
  1311.   def create_command_window
  1312.     v_relationships_scenemenu_ccw_13215()
  1313.     @command_window.set_handler(:relationships,    method(:command_relationships)) if Use_Menu_Command && $game_system.relationship_info.size > 0
  1314.   end
  1315.  
  1316.   #--------------------------------------------------------------------------
  1317.   # * [Save] Command
  1318.   #--------------------------------------------------------------------------
  1319.   def command_relationships
  1320.     SceneManager.call(Scene_Relationships)
  1321.   end
  1322.  
  1323. end
  1324.  
  1325.  
  1326.  
  1327.  
  1328.  
  1329. #==============================================================================
  1330. # ** Game_System
  1331. #------------------------------------------------------------------------------
  1332. #  This class handles system data. It saves the disable state of saving and
  1333. # menus. Instances of this class are referenced by $game_system.
  1334. #==============================================================================
  1335.  
  1336. class Game_System
  1337.  
  1338.   #--------------------------------------------------------------------------
  1339.   # * Public Instance Variables
  1340.   #--------------------------------------------------------------------------
  1341.  
  1342.   attr_accessor :relationship_info
  1343.   attr_accessor :relationship_counter
  1344.   attr_accessor :relationship_size
  1345.  
  1346.   #--------------------------------------------------------------------------
  1347.   # * For Creating An Alias
  1348.   #--------------------------------------------------------------------------
  1349.  
  1350.   alias v_relationships_gamesys_init_32                            initialize
  1351.  
  1352.   #--------------------------------------------------------------------------
  1353.   # * Object Initialization
  1354.   #--------------------------------------------------------------------------
  1355.  
  1356.   def initialize
  1357.     @relationship_info = {}
  1358.     @relationship_counter = 1
  1359.     @relationship_size = 1
  1360.     v_relationships_gamesys_init_32()
  1361.   end
  1362.  
  1363. end
  1364.  
  1365.  
  1366.  
  1367.  
  1368.  
  1369.  
  1370. #==============================================================================
  1371. # ** Game_Interpreter
  1372. #------------------------------------------------------------------------------
  1373. #  An interpreter for executing event commands. This class is used within the
  1374. # Game_Map, Game_Troop, and Game_Event classes.
  1375. #==============================================================================
  1376.  
  1377. class Game_Interpreter
  1378.  
  1379.   #--------------------------------------------------------------------------
  1380.   # * Includes Module's Variables With Class
  1381.   #--------------------------------------------------------------------------
  1382.  
  1383.   include V_Relationships::Specs
  1384.  
  1385.   #--------------------------------------------------------------------------
  1386.   # * Add Relationship
  1387.   #--------------------------------------------------------------------------
  1388.    
  1389.   def add_relationship( name, title, relationship_variable,
  1390.                         relationship_level_variable, face_name, face_index,
  1391.                         location, description1, description2, description3,
  1392.                         description4, description5, description6, current_status,
  1393.                         lv_4_reward, lv_8_reward, lv_12_reward, liked_item,
  1394.                         disliked_item )
  1395.     id = $game_system.relationship_size
  1396.     $game_system.relationship_info[id] = {  :name           => name,
  1397.                                             :title          => title,
  1398.                                             :var_id         => relationship_variable,
  1399.                                             :var_level_id   => relationship_level_variable,
  1400.                                             :likes          => liked_item,
  1401.                                             :dislikes       => disliked_item,
  1402.                                             :face_name      => face_name,
  1403.                                             :face_index     => face_index,
  1404.                                             :location       => location,
  1405.                                             :description1   => description1,
  1406.                                             :description2   => description2,
  1407.                                             :description3   => description3,
  1408.                                             :description4   => description4,
  1409.                                             :description5   => description5,
  1410.                                             :description6   => description6,
  1411.                                             :current_status => current_status,
  1412.                                             :lv_4_gift      => lv_4_reward,
  1413.                                             :lv_8_gift      => lv_8_reward,
  1414.                                             :lv_12_gift     => lv_12_reward}
  1415.     $game_variables[$game_system.relationship_info[id][:var_id]] = 50 if Use_Polarities
  1416.     $game_system.relationship_size += 1
  1417.   end
  1418.  
  1419.   #--------------------------------------------------------------------------
  1420.   # * Personalize Leveling Icons
  1421.   #--------------------------------------------------------------------------
  1422.    
  1423.   def personalize_lv_icons( name, lv_0, tier_1, tier_2, tier_3 )
  1424.    
  1425.     $game_system.relationship_info.each_key do |id|
  1426.      
  1427.       if $game_system.relationship_info[id].has_value?(name)
  1428.         $game_system.relationship_info[id][:icons] = [lv_0, tier_1, tier_2, tier_3]
  1429.       end
  1430.    
  1431.     end
  1432.        
  1433.   end  
  1434.  
  1435.   #--------------------------------------------------------------------------
  1436.   # * Personalize Mastered Icons
  1437.   #--------------------------------------------------------------------------
  1438.    
  1439.   def personalize_mastered_icon( name, mastered_icon )
  1440.    
  1441.     $game_system.relationship_info.each_key do |id|
  1442.      
  1443.       if $game_system.relationship_info[id].has_value?(name)
  1444.         $game_system.relationship_info[id][:mastered_icon] = mastered_icon
  1445.       end
  1446.    
  1447.     end
  1448.        
  1449.   end  
  1450.  
  1451.   #--------------------------------------------------------------------------
  1452.   # * Change the Current Location of a Relationship
  1453.   #--------------------------------------------------------------------------
  1454.    
  1455.   def current_relationship_location( name , location )
  1456.    
  1457.     $game_system.relationship_info.each_key do |id|
  1458.      
  1459.       if $game_system.relationship_info[id].has_value?(name)
  1460.         $game_system.relationship_info[id][:location] = location
  1461.       end
  1462.      
  1463.     end
  1464.   end  
  1465.  
  1466.   #--------------------------------------------------------------------------
  1467.   # * Change the Current Status of a Relationship
  1468.   #--------------------------------------------------------------------------
  1469.    
  1470.   def current_relationship_status( name , current_status )
  1471.    
  1472.     $game_system.relationship_info.each_key do |id|
  1473.      
  1474.       if $game_system.relationship_info[id].has_value?(name)
  1475.         $game_system.relationship_info[id][:current_status] = current_status
  1476.       end
  1477.      
  1478.     end
  1479.   end  
  1480.  
  1481.   #--------------------------------------------------------------------------
  1482.   # * Change the Liked Item of a Relationship
  1483.   #--------------------------------------------------------------------------
  1484.    
  1485.   def change_liked_item( name , item_index )
  1486.    
  1487.     $game_system.relationship_info.each_key do |id|
  1488.      
  1489.       if $game_system.relationship_info[id].has_value?(name)
  1490.         $game_system.relationship_info[id][:likes] = item_index
  1491.       end
  1492.      
  1493.     end
  1494.   end  
  1495.  
  1496.   #--------------------------------------------------------------------------
  1497.   # * Change the Disliked Item of a Relationship
  1498.   #--------------------------------------------------------------------------
  1499.    
  1500.   def change_disliked_item( name , item_index )
  1501.    
  1502.     $game_system.relationship_info.each_key do |id|
  1503.      
  1504.       if $game_system.relationship_info[id].has_value?(name)
  1505.         $game_system.relationship_info[id][:dislikes] = item_index
  1506.       end
  1507.      
  1508.     end
  1509.   end  
  1510.  
  1511.   #--------------------------------------------------------------------------
  1512.   # * Change the Level 4 Reward of a Relationship
  1513.   #--------------------------------------------------------------------------
  1514.    
  1515.   def change_level_4_reward( name , item_index )
  1516.    
  1517.     $game_system.relationship_info.each_key do |id|
  1518.      
  1519.       if $game_system.relationship_info[id].has_value?(name)
  1520.         $game_system.relationship_info[id][:lv_4_gift] = item_index
  1521.       end
  1522.      
  1523.     end
  1524.   end  
  1525.  
  1526.   #--------------------------------------------------------------------------
  1527.   # * Change the Level 8 Reward of a Relationship
  1528.   #--------------------------------------------------------------------------
  1529.    
  1530.   def change_level_8_reward( name , item_index )
  1531.    
  1532.     $game_system.relationship_info.each_key do |id|
  1533.      
  1534.       if $game_system.relationship_info[id].has_value?(name)
  1535.         $game_system.relationship_info[id][:lv_8_gift] = item_index
  1536.       end
  1537.      
  1538.     end
  1539.   end  
  1540.  
  1541.   #--------------------------------------------------------------------------
  1542.   # * Change the Level 12 Reward of a Relationship
  1543.   #--------------------------------------------------------------------------
  1544.    
  1545.   def change_level_12_reward( name , item_index )
  1546.    
  1547.     $game_system.relationship_info.each_key do |id|
  1548.      
  1549.       if $game_system.relationship_info[id].has_value?(name)
  1550.         $game_system.relationship_info[id][:lv_12_gift] = item_index
  1551.       end
  1552.      
  1553.     end
  1554.   end  
  1555.  
  1556.   #--------------------------------------------------------------------------
  1557.   # * Add Level 12 Bonus Reward of a Relationship
  1558.   #--------------------------------------------------------------------------
  1559.    
  1560.   def add_level_12_bonus_reward( name )
  1561.    
  1562.     $game_system.relationship_info.each_key do |id|
  1563.      
  1564.       if $game_system.relationship_info[id].has_value?(name)
  1565.         $game_system.relationship_info[id][:lv_12_bonus] = {}
  1566.       end
  1567.      
  1568.     end
  1569.   end  
  1570.  
  1571. end
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