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- #==============================================================================
- # ** Scene_Menu
- #------------------------------------------------------------------------------
- # This class performs the menu screen processing.
- #==============================================================================
- 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
- @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
- @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 equipment
- @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
- 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
- end
- Sound.play_decision
- 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
- 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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