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- class Game_Actor < Game_Battler
- def now_exp
- return @exp - @exp_list[@level]
- end
- def next_exp
- return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
- end
- end
- ###############
- # Window_Base #
- ###############
- class Window_Base < Window
- def draw_actor_level_menu(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 16, y, 30, WLH, actor.level, 2)
- end
- def draw_actor_class_menu(actor, x, y)
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, 85, WLH, actor.class.name)
- end
- def exp_gauge_color1
- return text_color(30)
- end
- def exp_gauge_color2
- return text_color(31)
- end
- def draw_actor_exp_meter(actor, x, y, width = 100)
- if actor.next_exp != 0
- exp = actor.now_exp
- else
- exp = 1
- end
- gw = width * exp / [actor.next_exp, 1].max
- gc1 = exp_gauge_color1
- gc2 = exp_gauge_color2
- self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
- self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 30, WLH, "Exp")
- self.contents.font.color = normal_color
- xr = x + width
- self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_rest_exp_s, 2)
- end
- end
- #####################
- # Window_MenuStatus #
- #####################
- class Window_MenuStatus < Window_Selectable
- def initialize(x, y)
- super(x, y, 384, 416)
- refresh
- self.active = false
- self.index = -1
- end
- def refresh
- self.contents.clear
- @item_max = $game_party.members.size
- for actor in $game_party.members
- draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
- x = 104
- y = actor.index * 96 + WLH / 2
- draw_actor_name(actor, x, y)
- draw_actor_class_menu(actor, x + 120, y)
- draw_actor_level_menu(actor, x + 200, y)
- draw_actor_state(actor, x, y + WLH * 2)
- draw_actor_hp(actor, x + 120, y + WLH * 1)
- draw_actor_mp(actor, x + 120, y + WLH * 2)
- draw_actor_exp_meter(actor, x , y + WLH * 1)
- end
- end
- def update_cursor
- if @index < 0
- self.cursor_rect.empty
- elsif @index < @item_max
- self.cursor_rect.set(0, @index * 96, contents.width, 96)
- elsif @index >= 100
- self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
- else
- self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
- end
- end
- end
- ############
- # Game_Map #
- ############
- class Game_Map
- attr_reader :map_id
- def mpname
- $mpname = load_data("Data/MapInfos.rvdata")
- $mpname[@map_id].name
- end
- end
- ###################
- # Window_Location #
- ###################
- class Window_Mapname < Window_Base
- def initialize(x, y)
- if !$game_switches[122]
- super(x, y, 160, WLH + 118) #Window? 160 61 TOP SMALLER #47
- else
- super(x, y, 160, WLH + 75)
- end
- refresh()
- end
- def refresh()
- self.contents.clear
- if $game_switches[122]
- self.contents.font.size = 18
- self.contents.font.bold = true
- end
- self.contents.font.color = system_color #Left,
- if !$game_switches[122] #Is summons disabled?
- self.contents.draw_text(4, -9, 120, 32, "Location:") #TEXT
- else
- self.contents.draw_text(4, -13, 120, 32, "Location:")
- end
- self.contents.font.color = normal_color #TEXT
- if !$game_switches[122] #Is summons disabled?
- self.contents.draw_text(4, 13, 120, 32, $game_map.mpname.to_s, 2) #TEXT
- else
- self.contents.font.size = 15
- self.contents.font.bold = false
- self.contents.draw_text(4, 4, 120, 32, $game_map.mpname.to_s, 2)
- end
- draw_playtime( 4, 32 )
- end
- def draw_playtime(x, y)
- self.contents.font.size = Font.default_size
- self.contents.clear_rect( x, y, self.contents.width, 64 )
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 120, 32, "Play Time:") # // 4, -11, 120, 32
- total_sec = Graphics.frame_count / Graphics.frame_rate
- hour = total_sec / 60 / 60
- min = total_sec / 60 % 60
- sec = total_sec % 60
- text = sprintf("%02d:%02d:%02d", hour, min, sec)
- self.contents.font.color = normal_color
- self.contents.font.size = 17
- self.contents.font.bold = false
- self.contents.draw_text(x+4, y+18, 120, 32, text, 2)
- end
- def update
- super
- draw_playtime( 4, 32 )
- end
- end
- ###############
- # Window_Time #
- ###############
- =begin
- class Window_Time < Window_Base
- def initialize(x, y)
- if !$game_switches[122] #Is summons disabled?
- super(x, y, 160, WLH + 47)
- else
- super(x, y, 160, WLH + 35)
- end
- refresh
- end
- def refresh
- self.contents.clear
- if $game_switches[122]
- self.contents.font.size = 18
- self.contents.font.bold = true
- end
- self.contents.font.color = system_color
- if !$game_switches[122] #Is summons disabled?
- self.contents.draw_text(4, -9, 120, 32, "Play Time:")#4,0,120,32
- else
- self.contents.draw_text(4, -11, 120, 32, "Play Time:")
- end
- @total_sec = Graphics.frame_count / Graphics.frame_rate
- hour = @total_sec / 60 / 60
- min = @total_sec / 60 % 60
- sec = @total_sec % 60
- text = sprintf("%02d:%02d:%02d", hour, min, sec)
- self.contents.font.color = normal_color
- if !$game_switches[122] #Is summons disabled?
- self.contents.draw_text(4, 13, 120, 32, text, 2)#4,32,120,32
- else
- self.contents.font.size = 17
- self.contents.font.bold = false
- self.contents.draw_text(4, 6, 120, 32, text, 2)
- end
- end
- def update
- super
- if Graphics.frame_count / Graphics.frame_rate != @total_sec
- refresh
- end
- end
- end
- =end
- ##############
- # Scene_Menu #
- ##############
- class Scene_Menu #< Scene_Base
- def main
- start
- perform_transition
- Input.update
- loop do
- Graphics.update
- Input.update
- update
- break if $scene != self
- end
- Graphics.update
- pre_terminate
- Graphics.freeze
- terminate
- end
- def initialize(menu_index = 0)
- @menu_index = menu_index
- end
- def create_menu_background
- @menuback_sprite = Sprite.new
- @menuback_sprite.bitmap = $game_temp.background_bitmap
- @menuback_sprite.color.set(16, 16, 16, 128)
- update_menu_background
- end
- def dispose_menu_background
- @menuback_sprite.dispose
- end
- def update_menu_background
- end
- def perform_transition
- Graphics.transition(10)
- end
- def start
- create_menu_background
- create_command_window
- @gold_window = Window_Gold.new(0, 366)
- @status_window = Window_MenuStatus.new(160, 0)
- if !$game_switches[122] #Is summons disabled?
- # @playtime_window = Window_Time.new(0, 295)
- @mapname_window = Window_Mapname.new(0, 224)
- else
- # @playtime_window = Window_Time.new (0, 307)
- @mapname_window = Window_Mapname.new(0, 248)
- end
- #@mapname_window = Window_Mapname.new(0, 224)
- @status_window.openness = 0
- #@playtime_window.openness = 0
- @mapname_window.openness = 0
- @gold_window.openness = 0
- @status_window.open
- # @playtime_window.open
- @mapname_window.open
- @gold_window.open
- end
- def pre_terminate
- @status_window.close
- #@playtime_window.close
- @mapname_window.close
- @gold_window.close
- @command_window.close
- begin
- @status_window.update
- #@playtime_window.update
- @mapname_window.update
- @gold_window.update
- @command_window.update
- Graphics.update
- end until @status_window.openness == 0
- end
- def terminate
- dispose_menu_background
- @command_window.dispose
- @gold_window.dispose
- @status_window.dispose
- #@playtime_window.dispose
- @mapname_window.dispose
- end
- def update
- update_menu_background
- @command_window.update
- @gold_window.update
- @status_window.update
- @mapname_window.update
- #@playtime_window.update
- if @command_window.active
- update_command_selection
- elsif @status_window.active
- update_actor_selection
- end
- end
- def create_command_window
- y = 6
- s1 = Vocab::item
- s2 = Vocab::skill
- s3 = Vocab::equip
- s4 = Vocab::status
- s5 = Current_Objective::option
- s6 = "Options"
- s7 = Vocab::save
- s8 = Vocab::game_end
- if $game_switches[122]
- y += 1
- s9 = "Guardians"
- @command_window = Window_Command.new(160, [s1, s2, s3, s9, s4, s5, s6, s7, s8])
- #@command_window.height -= 26
- else
- @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8])
- end
- @command_window.index = @menu_index
- @command_window.openness = 0
- @command_window.open
- if $game_party.members.size == 0
- @command_window.draw_item(0, false)
- @command_window.draw_item(1, false)
- @command_window.draw_item(2, false)
- @command_window.draw_item(3, false)
- end
- if $game_system.save_disabled
- @command_window.draw_item(y, false)
- end
- end
- def update_command_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- elsif Input.trigger?(Input::C)
- if $game_party.members.size == 0 and @command_window.index < 4
- Sound.play_buzzer
- return
- elsif $game_system.save_disabled and @command_window.index == 6
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- if !$game_switches[122]
- case @command_window.index
- when 0
- $scene = Scene_Item.new
- when 1,2,3
- start_actor_selection
- when 4
- $scene = Objective_Screen.new
- when 5
- $scene = Scene_Options.new
- when 6
- $scene = Scene_File.new(true, false, false)
- when 7
- $scene = Scene_End.new
- end
- else
- case @command_window.index
- when 0
- $scene = Scene_Item.new
- when 1,2,3,4
- start_actor_selection
- when 5
- $scene = Objective_Screen.new
- when 6
- $scene = Scene_Options.new
- when 7
- $scene = Scene_File.new(true, false, false)
- when 8
- $scene = Scene_End.new
- end
- end
- end
- end
- def start_actor_selection
- @command_window.active = false
- @status_window.active = true
- if $game_party.last_actor_index < @status_window.item_max
- @status_window.index = $game_party.last_actor_index
- else
- @status_window.index = 0
- end
- end
- def end_actor_selection
- @command_window.active = true
- @status_window.active = false
- @status_window.index = -1
- end
- def update_actor_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- end_actor_selection
- elsif Input.trigger?(Input::C)
- $game_party.last_actor_index = @status_window.index
- Sound.play_decision
- if $game_switches[122]
- case @command_window.index
- when 1
- $scene = Scene_Skill.new(@status_window.index)
- when 2
- $scene = Scene_Equip.new(@status_window.index)
- when 4
- $scene = Scene_Status.new(@status_window.index)
- when 3
- $scene = Scene_Summon.new($game_party.members[@status_window.index])
- end
- else
- case @command_window.index
- when 1
- $scene = Scene_Skill.new(@status_window.index)
- when 2
- $scene = Scene_Equip.new(@status_window.index)
- when 3
- $scene = Scene_Status.new(@status_window.index)
- end
- end
- end
- end
- end
- $mogscript = {} if $mogscript == nil
- $mogscript["basic_menu_plus"] = true
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