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#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #============================================================================== # 0 => both are hidden # 1 => first one is visible # 2 => second one is visible # 4 => both are visible $menu_visibility = 0 # 0 => both are disabled # 1 => first one is enabled # 2 => second one is enabled # 4 => both are enabled $menu_enabled_entries = 0 # To change the entry names ingame call $menu_entry_names[x] = "some name" # where x is a number between 0 and 1. The first entry starts with 0. $menu_entry_names = ["SUPER SECRET I", "SUPER SECRET II"] # The common events for the menu entries. $menu_associated_commonevents = [45, 46] class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background create_command_window @gold_window = Window_Gold.new(0, 360) @status_window = Window_MenuStatus.new(160, 0) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @command_window.update @gold_window.update @status_window.update if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end s7 = $menu_entry_names[0] s8 = $menu_entry_names[1] case $menu_visibility when 0 @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) when 1 @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7) when 2 @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s8]) when 4 @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8]) else @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) end @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipmentw @command_window.draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4, false) # Disable save end case $menu_enabled_entries when 0 @command_window.draw_item(6, false) if $menu_visibility == 1 || $menu_visibility == 4 @command_window.draw_item(7, false) if $menu_visibility == 2 || $menu_visibility == 4 when 1 @command_window.draw_item(7, false) if $menu_visibility == 2 || $menu_visibility == 4 when 2 @command_window.draw_item(6, false) if $menu_visibility == 1 || $menu_visibility == 4 end end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- 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 == 4 Sound.play_buzzer return elsif $menu_visibility > 0 and @command_window.index > 5 case $menu_visibility when 1 if @command_window.index == 6 && $menu_enabled_entries == 0 || $menu_enabled_entries == 2 Sound.play_buzzer return end when 2 if @command_window.index == 6 && $menu_enabled_entries == 0 || $menu_enabled_entries == 1 Sound.play_buzzer return end when 4 case @command_window.index when 6 if $menu_enabled_entries == 0 || $menu_enabled_entries == 2 Sound.play_buzzer return end when 7 if $menu_enabled_entries == 0 || $menu_enabled_entries == 1 Sound.play_buzzer return end end end end Sound.play_decision case $menu_visibility when 0 case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 # End Game $scene = Scene_End.new end when 1 case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 # End Game $scene = Scene_End.new when 6 $scene = Scene_Map.new $game_temp.common_event_id = $menu_associated_commonevents[0] end when 2 case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 # End Game $scene = Scene_End.new when 6 $scene = Scene_Map.new $game_temp.common_event_id = $menu_associated_commonevents[1] end when 4 case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 # End Game $scene = Scene_End.new when 6 $scene = Scene_Map.new $game_temp.common_event_id = $menu_associated_commonevents[0] when 7 $scene = Scene_Map.new $game_temp.common_event_id = $menu_associated_commonevents[1] end end end end #-------------------------------------------------------------------------- # * Start Actor Selection #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * End Actor Selection #-------------------------------------------------------------------------- def end_actor_selection @command_window.active = true @status_window.active = false @status_window.index = -1 end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- 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 case @command_window.index when 1 # skill $scene = Scene_Skill.new(@status_window.index) when 2 # equipment $scene = Scene_Equip.new(@status_window.index) when 3 # status $scene = Scene_Status.new(@status_window.index) end end end end
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