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Contenuti simili
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Da kaine
Questo plugin permette di controllare la velocità dei membri del party e dei mostri individualmente.
Le nuove istruzioni le trovate all'interno del file readme.txt
Autore: Pepsiotaku
Link Download:
https://www.mediafire.com/file/ugg9dmq9ynmr9zl/battle_atb_overhaul-master.zip/file
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Da kaine
Questo plugin va usato insieme alla patch Better AEP che trovate qui. http://www.makerando.com/index.php?/topic/243-better-aep/
Questo plugin controlla se ci sono dei salvataggi nella cartella del vostro progetto, in caso di risultato positivo mette su on uno switch altrimenti resterà su off.
Solitamente viene usato per fare dei titlescreen custom.
esempio
Per quanto riguarda la parte sulla cancellazione dei salvataggi invece è presente una variabile che controlla l'id dei salvataggi eliminando quello uguale al valore di suddetta variabile, dopo aver cancellato il salvataggio controlla automaticamente se tutti i salvataggi son stati rimossi, nel caso la risposta sia positiva modifica la switch che controlla la presenza dei salvataggi.
esempio:
è possibile configurarlo con varie opzioni, che trovate nel file txt all'interno dell'archivio.
Copiate ciò che si trova tra gli asterischi nel file Dynrpg.ini.
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[save_delete_and_detector]
SaveDetectorSwitch=4005
SaveDetectorCheckSwitch=4009
DeleteSaveVar=4002
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Autore: Pepsiotaku
Link Download:
http://www.mediafire.com/download/slfsj7fkjj5nqz3/save_delete_and_detector.rar
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Da Ally
Nome Script: Shanghai Simple Script - Final Fantasy 13 Menu (conversione non ufficiale)
Versione: 1.2 VX Ace
Autore/i: Shanghai, mikb89
Informazioni:
Questo script nasce da una richiesta di , fatta in questo topic.
Postato sul topic apposta a grande richiesta (xD), vi lascio liberi di usarlo a patto che:
creditiate anche MihaChan, in quanto se non l'avesse chiesto lei adesso lo script non ci sarebbe; lo personalizziate abbastanza, in modo da evitare che si generino menu tutti uguali (va a vostro vantaggio comunque ^^). Features:
Questo script include:
Main menu;
Skill menu;
Equip Menu;
Status Menu
Istruzioni:
Creare nuove voci sopra Main ed inserire gli script.
I seguenti file grafici vanno personalizzati e aggiunti in Graphics/System coi nomi indicati:
I nomi possono comunque essere cambiati nello script, dove andrà configurata anche la grafica da usare per i vari eroi.
Per lo Skill Menu, è necessario usare lo script JP Manager dello Yanfly Engine Ace.
Per l'Equip Menu, è necessario usare lo script Equip Engine dello Yanfly Engine Ace.
Gli script di Yanfly potrete trovarli qui una volta che il topic sarà sistemato, oppure con una rapida ricerca in rete.
Oppure, scaricate una demo contenente già tutto questo, qui (1.91 MB).
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Da Ally
Nome Script: Menù per 3 pg
Versione: 1.3
Autore/i: Melosx
Informazioni:
Menu adatto per giochi con 3 pg.
Screenshots:
Istruzioni:
Come al solito copiate lo script sopra Main e sotto Materials.
Tutto ciò che dovete fare è configurarlo, se volete, come più vi pare grazie al comodo modulo.
Leggetevi la pèarte iniziale dello script per maggiori info.
Script:
#============================================================================= # Menu per 3 pg #============================================================================= # Autore: Melosx # Versione: 1.3 # Data di creazione: 23-5-2011 => v1.0 # 24-5-2011 => v1.1 # 25-5-2011 => v1.1.1 # 27-5-2011 => v1.2 # 2-6-2011 => v1.3 # # Feature: # # - Aggiunta barra dell'esperienza. # - Possibilità di cambiare il numero di status visibili. # - Possibilità di modificare lunghezza, posizione(x,y) e colori delle bare # PV/PM/EXP. # - Possibilità di scegliere se visualizzare il face o la grafica del chara. # - Altro che non ricordo XD... EHEHEHEHEHEH... Vi basta comunque dare un occhio # alle voci del modulo di configurazione per vedere l mole di roba che si può # personalizzare. # # Storia: # # 1.0: Cambiata la composizione delle finestre per come si presentano ora. # Aggiunta la Window_Tempo # # 1.1: Creato il modulo di configurazione per rendere estremamente facile la # personalizzazione del menù. # # 1.1.1: Fixato un piccolo bug con Window_SkillStatus. # Aggiunte le novità della Window_MenuStatus nel menu Status. # # 1.2: Possibilità di scegliere tra face o grafica del chara con correzioni # automatiche alle posizioni in base alla scelta. # Unione dei tre script iniziali in uno solo per un facile inserimento # in un progetto. # # 1.3: Terminato il modulo MAW. # # Note: # Cambiando il numero di status visibili nel menu cambiano anche quelli # visibili in Status. # Cambiando il colore delle barre cambierà anche nelle barre in bataglia e nei # menu dove sono presenti barre(vedrò di risolvere questo problema se a qualcuno # da fastidio). #============================================================================= #============================================================================== # ** Modulo di configurazione di Window_MenuStatus #============================================================================== module MMS #============================================================================== # ** Colori delle barre #------------------------------------------------------------------------------ # Per cambiare i colori delle barre avrete bisogno di vedere la windowskin del # vostro gioco. In baso a destra infatti trovate i colori che il gioco utilizzerà # per creare le barre. Gli indici dei colori partono da 0 che è il primo quadrato # in alto a sinistra e arrivano a 31 l'ultimo quadrato in baso a destra. # Ecco uno schema degli indici # # | 0| 1| 2| 3| 4| 5| 6| 7| # | 8| 9|10|11|12|13|14|15| # |16|17|18|19|20|21|22|23| # |24|25|26|27|28|29|30|31| # #============================================================================== USAFACE = false #------------------------------------------------------------------------------ # ** Variabili generali #------------------------------------------------------------------------------ # Cambiandone il valore si stabilisce il valore di partenza di tutte le altre # variabili. # # Default # MSX = 0 # MSY = 0 #------------------------------------------------------------------------------ MSX = 0 # - verso sinistra, + verso destra MSY = 0 # - verso l'alto, + verso il basso #------------------------------------------------------------------------------ # ** Sposta la grafica del character #------------------------------------------------------------------------------ CHX = 25 # - verso sinistra, + verso destra CHY = 5 # - verso l'alto, + verso il basso ##------------------------------------------------------------------------------ # ** Sposta la grafica del face #------------------------------------------------------------------------------ FACEX = 2 FACEY = 2 FACEGR = 80 #------------------------------------------------------------------------------ # ** Nome del personaggio #------------------------------------------------------------------------------ NOMEX = 5 # - verso sinistra, + verso destra NOMEY = 35 # - verso l'alto, + verso il basso #------------------------------------------------------------------------------ # ** Classe del personaggio #------------------------------------------------------------------------------ CLASSEX = 80 # - verso sinistra, + verso destra CLASSEY = -10 # - verso l'alto, + verso il basso #------------------------------------------------------------------------------ # ** Status #------------------------------------------------------------------------------ STATUSX = 188 # - verso sinistra, + verso destra STATUSY = 46 # - verso l'alto, + verso il basso STATUSN = 8 # Numero di status da visualizzare #------------------------------------------------------------------------------ # ** Scritta status #------------------------------------------------------------------------------ NSTATUS = "Status:" # Termine che indica gli status NSTATUSX = 80 # - verso sinistra, + verso destra NSTATUSY = 46 # - verso l'alto, + verso il basso ##------------------------------------------------------------------------------ # ** Livello del personaggio #------------------------------------------------------------------------------ LIVX = 80 # - verso sinistra, + verso destra LIVY = -10 # - verso l'alto, + verso il basso #------------------------------------------------------------------------------ # ** Barra PV #------------------------------------------------------------------------------ PVX = 205 # - verso sinistra, + verso destra PVY = -12 # - verso l'alto, + verso il basso PVBL = 150 # Lunghezza della barra PVBC1 = 28 # Colore 1 PVBC2 = 29 # Colore 2 PVBCC = 0 # Colore del bordo PVBCS = 15 # Colore sfondo barra #------------------------------------------------------------------------------ # ** Barra PM #------------------------------------------------------------------------------ PMX = 205 # - verso sinistra, + verso destra PMY = -12 # - verso l'alto, + verso il basso PMBL = 150 # Lunghezza della barra PMBC1 = 12 # Colore 1 PMBC2 = 4 # Colore 2 PMBCC = 0 # Colore del bordo PMBCS = 15 # Colore sfondo barra #------------------------------------------------------------------------------ # ** Scritta Esperienza e valori #------------------------------------------------------------------------------ NEXP = "Esperienza" # Termine che indica l'esperienza NEXPX = 400 # - verso sinistra, + verso destra NEXPY = 0 # - verso l'alto, + verso il basso #------------------------------------------------------------------------------ # Barra esperienza #------------------------------------------------------------------------------ EXPBX = 400 # - verso sinistra, + verso destra EXPBY = 17 # - verso l'alto, + verso il basso EXPBL = 100 # Lunghezza della barra EXPBC1 = 14 # Colore 1 EXPBC2 = 6 # Colore 2 EXPBCC = 0 # Colore del bordo EXPBCS = 15 # Colore sfondo barra end #============================================================================== # ** Modulo di configurazione delle altre Window #============================================================================== module MAW #------------------------------------------------------------------------------ # ** Window_Gold - Configurazione #------------------------------------------------------------------------------ WGX = 0 WGY = 360 WGSX = 4 # Coordinata x delle scritte WGSY = 0 # Coordinata y delle scritte WGSL = 220 # Lunghezza area di scrittura. Se il nome della moneta del # vostro gioco è lungo e non lo visualizzate tutto diminuite # il valore cosi entrerà tutto. WGFNT = 18 # Grandezza font. #------------------------------------------------------------------------------ # Impostare, in base alle proprie necessità, una delle tre variabili,WGIS, WGSS # o WGISS, su true e le altre due su false #------------------------------------------------------------------------------ WGIS = false # true/false => SOLO l'icona WGI = 147 # ID dell'icona WGSS = false # true/false => SOLO la scritta WGSN = "Denaro" # Termine WGISS = true # true/false => Icona + Scritta WGIAG = 70 # muove a destra o sinistra l'icona. Da cambiare, se WGISS # è impostato su true, in base all'esigenza. #------------------------------------------------------------------------------ # ** Window_Tempo - Configurazione #------------------------------------------------------------------------------ WTX = 272 WTY = 360 WTSX = 0 # Coordinata x delle scritte. WTSY = 0 # Coordinata y delle scritte. WTSL = 220 # Lunghezza area di scrittura. WTSN = "Tempo di gioco:" # Termine che indica il tempo di gioco. WTFNT = 18 # Grandezza font. end #============================================================================== # ** Window_MenuStatus #============================================================================== class Window_MenuStatus < Window_Selectable include MMS def initialize(x, y) super(0, 56, 544, 305) refresh self.active = true self.index = -1 end def refresh self.contents.clear @item_max = 3 for actor in $game_party.members x = MMS::MSX y = actor.index * 92 + WLH / 2 + MMS::MSX if MMS::USAFACE == true @piux = 10 @piuy = 10 draw_actor_face(actor, x + MMS::FACEX, actor.index * 92 + MMS::FACEY, MMS::FACEGR) else @piux = 0 @piuy = 0 draw_actor_graphic(actor, x + MMS::CHX, y + (WLH + MMS::CHY)) end draw_actor_name(actor, x + MMS::NOMEX, y + @piuy = 10 + MMS::NOMEY) draw_actor_class(actor, x + MMS::CLASSEX + @piux, y + (WLH * 0) + MMS::CLASSEY) draw_actor_state(actor, x + MMS::STATUSX + @piux, y + MMS::STATUSY) draw_actor_level(actor, x + MMS::LIVX + @piux, y + (WLH * 1) + MMS::LIVY) draw_actor_hp(actor, x + MMS::PVX + @piux, (y + MMS::PVY) + WLH * 0, width = MMS::PVBL) draw_actor_mp(actor, x + MMS::PMX + @piux, (y + MMS::PMY) + WLH * 1, width = MMS::PMBL) draw_actor_exp_gauge(actor, x + MMS::EXPBX, actor.index * 92 + MMS::EXPBY) draw_exp_info(actor , x + MMS::NEXPX, actor.index * 92 + MMS::NEXPY) self.contents.draw_text( x + MMS::NSTATUSX + @piux, y + MMS::NSTATUSY, 100, 32, MMS::NSTATUS, 2) end end def update_cursor if @index < 0 self.cursor_rect.empty elsif @index < @item_max self.cursor_rect.set(0, @index * 92, contents.width, 85) elsif @index >= 100 self.cursor_rect.set(0, (@index - 100) * 92, contents.width, 85) else self.cursor_rect.set(0, 0, contents.width, @item_max * 85) end end def draw_exp_info(actor, x, y) s1 = actor.exp_s s2 = actor.corr_exp s3 = s1-s2 s4 = actor.pros_lvl_exp exp = s3.to_s + " / " + s4.to_s self.contents.draw_text(x, y + WLH * 0, 100, WLH, MMS::NEXP) self.contents.draw_text(x, y + WLH * 1, 100, WLH, exp, 2) end def draw_actor_exp_gauge(actor, x, y, width = MMS::EXPBL) s1 = actor.exp_s s2 = actor.corr_exp s3 = s1-s2 s4 = actor.pros_lvl_exp gw = width * s3 / s4 gc1 = text_color(MMS::EXPBC1) gc2 = text_color(MMS::EXPBC2) gauge_back_color = text_color(MMS::EXPBCS) gauge_cornice_color = text_color(MMS::EXPBCC) self.contents.fill_rect(x, y + WLH, width + 2, 8, gauge_cornice_color) self.contents.fill_rect(x + 1, y + WLH + 1, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x + 1, y + WLH + 1, gw, 6, gc1, gc2) end end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # * aggiunte #============================================================================== class Game_Actor < Game_Battler def corr_exp return @exp_list[@level] end def pros_lvl_exp return @exp_list[@level+1]-@exp_list[@level] end end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # * alias #============================================================================== class Window_Base < Window include MMS alias melosx_draw_actor_state draw_actor_state alias melosx_draw_actor_hp_gauge draw_actor_hp_gauge alias melosx_draw_actor_mp_gauge draw_actor_mp_gauge def draw_actor_state(actor, x, y, width = 24 * MMS::STATUSN) count = 0 for state in actor.states draw_icon(state.icon_index, x + 24 * count, y) count += 1 break if (24 * count > width - 24) end end def draw_actor_hp_gauge(actor, x, y, width = 120) gw = width * actor.hp / actor.maxhp gc1 = text_color(MMS::PVBC1) gc2 = text_color(MMS::PVBC2) gauge_cornice_color = text_color(MMS::PVBCC) self.contents.fill_rect(x, y + WLH - 8, width + 2, 8, gauge_cornice_color) self.contents.fill_rect(x + 1, y + WLH - 8 + 1, width, 6, text_color(MMS::PVBCS)) self.contents.gradient_fill_rect(x + 1, y + WLH - 8 + 1, gw, 6, gc1, gc2) end def draw_actor_mp_gauge(actor, x, y, width = 120) gw = width * actor.mp / [actor.maxmp, 1].max gc1 = text_color(MMS::PMBC1) gc2 = text_color(MMS::PMBC2) gauge_cornice_color = text_color(MMS::PMBCC) self.contents.fill_rect(x, y + WLH - 8, width + 2, 8, gauge_cornice_color) self.contents.fill_rect(x + 1, y + WLH - 8 + 1, width, 6, text_color(MMS::PMBCS)) self.contents.gradient_fill_rect(x + 1, y + WLH - 8 + 1, gw, 6, gc1, gc2) end end #============================================================================== # ** Window_SkillStatus #------------------------------------------------------------------------------ # * alias #============================================================================== class Window_SkillStatus < Window_Base alias melosx_refresh refresh def refresh self.contents.clear draw_actor_name(@actor, 4, 0) draw_actor_level(@actor, 140, 0) draw_actor_hp(@actor, 240, 0) draw_actor_mp(@actor, 390, 0) end end #============================================================================== # ** Window_Status #------------------------------------------------------------------------------ # * alias + aggiunte #============================================================================== class Window_Status < Window_Base include MMS alias melosx_refresh refresh alias melosx_draw_exp_info draw_exp_info def refresh self.contents.clear draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 128, 0) draw_actor_face(@actor, 8, 32) draw_basic_info(128, 32) draw_parameters(32, 160) draw_actor_exp_gauge(308, 87, (MMS::EXPBL + 50)) draw_exp_info(288, 70) draw_equipments(288, 160) end def draw_basic_info(x, y) draw_actor_level(@actor, x, y + WLH * 0) draw_actor_state(@actor, 308, 12 + WLH * 1) self.contents.draw_text(288, 5, 100, 32, MMS::NSTATUS, 0) draw_actor_hp(@actor, x, y + WLH * 2) draw_actor_mp(@actor, x, y + WLH * 3) end def draw_exp_info(x, y) s1 = @actor.exp_s s2 = @actor.next_exp_s exp = s1.to_s + " / " + s2.to_s self.contents.draw_text(x, y + WLH * 0, 100, WLH, MMS::NEXP) self.contents.draw_text(x + 110, y + WLH * 1, 100, WLH, exp, 0) end def draw_actor_exp_gauge(x, y, width = MMS::EXPBL) s1 = @actor.exp_s s2 = @actor.next_exp_s gw = width * s1 / s2 gc1 = text_color(MMS::EXPBC1) gc2 = text_color(MMS::EXPBC2) gauge_back_color = text_color(MMS::EXPBCS) gauge_cornice_color = text_color(MMS::EXPBCC) self.contents.fill_rect(x, y + WLH, width + 2, 8, gauge_cornice_color) self.contents.fill_rect(x + 1, y + WLH + 1, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x + 1, y + WLH + 1, gw, 6, gc1, gc2) end end #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # * alias #============================================================================== class Scene_Menu < Scene_Base alias melosx_start start alias melosx_terminate terminate alias melosx_update update alias melosx_create_command_window create_command_window def start super create_menu_background create_command_window @gold_window = Window_GoldM.new(MAW::WGX, MAW::WGY) @status_window = Window_MenuStatus.new(160, 0) @tempo_gioco = Window_Tempo.new(MAW::WTX, MAW::WTY) end def terminate super dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose @tempo_gioco.dispose end def update super update_menu_background @command_window.update @gold_window.update @status_window.update @tempo_gioco.update if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end end 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(544, [s1, s2, s3, s4, s5, s6 ] , 6, 0, 16) @command_window.index = @menu_index 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 $game_system.save_disabled @command_window.draw_item(4, false) end end end #============================================================================== # ** Window_Tempo #============================================================================== class Window_Tempo < Window_Base def initialize(x, y) super(x, y, 272, WLH + 32) refresh end def update super sec = (Graphics.frame_count / Graphics.frame_rate) % 60 if sec > @total_sec % 60 or sec == 0 refresh end end def refresh self.contents.clear @total_sec = Graphics.frame_count / Graphics.frame_rate ora = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 tempo = sprintf("%02d:%02d:%02d", ora, min, sec) self.contents.font.color = normal_color self.contents.font.size = MAW::WTFNT self.contents.draw_text(MAW::WTSX, MAW::WTSY, MAW::WTSL, WLH, tempo, 2) self.contents.draw_text(MAW::WTSX, MAW::WTSY, MAW::WTSL, WLH, MAW::WTSN, 0) end end #============================================================================== # ** Window_Gold #============================================================================== class Window_GoldM < Window_Base include MAW def initialize(x, y) super(x, y, 272, WLH + 32) refresh end def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.size = MAW::WTFNT draw_currency_value($game_party.gold, MAW::WGSX, MAW::WGSY, MAW::WGSL) if MAW::WGIS == true draw_icon(MAW::WGI, 0, 0) elsif MAW::WGISS == true draw_icon(MAW::WGI, MAW::WGIAG, 0) self.contents.draw_text(MAW::WGSX, MAW::WGSY, MAW::WGSL, WLH, MAW::WGSN, 0) elsif MAW::WGSS == true self.contents.draw_text(MAW::WGSX, MAW::WGSY, MAW::WGSL, WLH, MAW::WGSN, 0) end end end Demo:
N/D -
Da Ally
Nome Script: Menù FFIX
Versione: N/D
Autore/i: BigEd781
Informazioni:
Questo script permette di rendere il vostro menu molto simile al menu di Final Fantasy IX. Viene fornito con un windowskin personalizzata e alcune immagini per la corretta visualizzazione del menu.
Istruzioni:
Inserite lo script sopra Main, e nella cartella Graphics/Pictures inseriteci queste immagini:
Script:
=begin BigEd781' Final Fantasy IX Menu Credit to PainHurt at rpgmakervx.net for most of the graphics =end module FF9_Config # set this to 'true' if you would like to use a cusotm background image USE_CUSTOM_BACK = false # the name of the custom background image, without the file extension (no .png) BACK_NAME = 'StoneBackground' # if you set this to 'true', you must be using the enhanced # Window class script that I posted: You can get that script here: # http://www.rpgmakervx.net/index.php?showtopic=8042&hl= # this will make the provided FF9 windowskin look really good. USE_TILED_WINDOW = false # When this is set to 'true', the menu cirsor will animate back and forth. # When set to 'false', it will stay in place ANIMATE_CURSOR = false # When set to 'true', four background panels are always drawn. # When set to 'false', a panel is only drawn for each party member DRAW_FOR_ALL = true # the name of the font used in the menu. # use 'Font.default_name' for the default font. Try 'Centaur' for a nice, smaller font. DEFAULT_FONT = Font.default_name # set this to true to enable the font above for all windows. # also sets the back_opacity to 255 for all windows. # I recommend setting this to 'true' to maintain a consistent look. USE_FOR_ALL = true # the icon id for your gold window portion of the menu, 194 by default. GOLD_ICON_ID = 194 end if FF9_Config::USE_FOR_ALL Font.default_name = FF9_Config::DEFAULT_FONT class Window_Base < Window alias :eds_pre_ff9_menu_base_initialize :initialize def initialize(*args) eds_pre_ff9_menu_base_initialize(*args) self.stretch = false if FF9_Config::USE_TILED_WINDOW self.back_opacity = 255 end end end class Window_Base < Window CAPTION_COLOR = Color.new(255,255,255)#(228, 228, 228) CAPTION_HEIGHT = 12 X_OFFSET = 16 Y_OFFSET = -5 alias :eds_pre_window_caption_intialize :initialize def initialize(*args) eds_pre_window_caption_intialize(*args) @caption_sprite = Sprite_Base.new(self.viewport) create_caption_bitmap(1, CAPTION_HEIGHT) @caption_sprite.x = self.x + X_OFFSET @caption_sprite.y = self.y + Y_OFFSET @caption_sprite.z = self.z + 1 end def x=(value) super @caption_sprite.x = value + X_OFFSET unless @caption_sprite.nil? end def y=(value) super @caption_sprite.y = value + Y_OFFSET unless @caption_sprite.nil? end def z=(value) super @caption_sprite.z = value + 1 unless @caption_sprite.nil? end def caption=(text) return unless text.is_a?(String) return if text.empty? @caption = text width = @caption_sprite.bitmap.text_size(@caption).width create_caption_bitmap(width, CAPTION_HEIGHT) draw_caption end def create_caption_bitmap(w, h) @caption_sprite.bitmap = Bitmap.new(w, h) @caption_sprite.bitmap.font.size = 12 @caption_sprite.bitmap.font.color = CAPTION_COLOR @caption_sprite.bitmap.font.bold = true end def draw_caption unless @caption.nil? h = @caption_sprite.bitmap.height w = @caption_sprite.bitmap.width rect = Rect.new( 0, h / 2, w, h / 4 ) @caption_sprite.bitmap.fill_rect(rect, Color.new(0, 0, 0, 96)) @caption_sprite.bitmap.draw_text(@caption_sprite.src_rect, @caption) end end alias :eds_pre_caption_window_dispose :dispose def dispose eds_pre_caption_window_dispose @caption_sprite.dispose end def find_window_width(text) return Bitmap.new(544, 416).text_size(text).width + 32 end end class Window_TimeGold < Window_Base def initialize(x, y) width = find_window_width("9999999") width = 140 if width < 140 super(x, y, width, WLH + 58) self.back_opacity = 255 self.stretch = false if FF9_Config::USE_TILED_WINDOW self.contents.font.name = FF9_Config::DEFAULT_FONT self.caption = "TIME & #{Vocab.gold}" @time_icon = Cache.picture('Timer') @intern_frame_count = 0 refresh end def draw_time sec = (Graphics.frame_count / 60) % 60 min = (Graphics.frame_count / 3600) % 60 hrs = Graphics.frame_count / 216000 self.contents.font.color = Color.new(255, 255, 255) time = "%02d:%02d:%02d" % [hrs, min, sec] self.contents.draw_text(0, 0, self.contents.width, WLH, time, 2) end def refresh self.contents.clear self.contents.blt(0, 0, @time_icon, @time_icon.rect) draw_icon(FF9_Config::GOLD_ICON_ID, 2, WLH) draw_currency_value($game_party.gold, 0, WLH, self.contents.width) draw_time end def draw_currency_value(value, x, y, width) gold_text = Vocab.gold cx = contents.text_size(gold_text[0,1]).width self.contents.font.color = normal_color self.contents.draw_text(x, y, width - cx - 2, WLH, value, 2) self.contents.font.color = system_color # just print the first character of Vocab::gold self.contents.draw_text(x, y, width, WLH, gold_text[0,1], 2) end def update super @intern_frame_count += 1 return if (@intern_frame_count % 60) != 0 refresh end def find_window_width(text) return Bitmap.new(544, 416).text_size(text).width + 80 end end class Window_MenuLocation < Window_Base def initialize(x, y) @map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name width = find_window_width(@map_name) super(x, y, width, WLH + 32) self.stretch = false if FF9_Config::USE_TILED_WINDOW self.contents.font.name = FF9_Config::DEFAULT_FONT self.back_opacity = 255 self.caption = "LOCATION" refresh end def refresh self.contents.clear self.contents.draw_text(0, 0, self.contents.width, WLH, @map_name, 1) end def find_window_width(text) return Bitmap.new(544, 416).text_size(text).width + 48 end end class Window_Command < Window_Selectable alias :eds_pre_ff9_menu_win_command_init :initialize def initialize(*args) @font_name = Font.default_name eds_pre_ff9_menu_win_command_init(*args) end #-------------------------------------------------------------------------- # * OVERWRITTEN #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.name = @font_name for i in 0...@item_max draw_item(i) end end def font_name=(name) @font_name = name end end class Window_Uses < Window_Base def initialize(right, y, item) @remaining_text = "Remaining: #{$game_party.item_number(item)}" w = 160 x = right ? (544 - w) : 0 super(x, y, w, WLH + 32) self.stretch = false if FF9_Config::USE_TILED_WINDOW self.contents.font.name = FF9_Config::DEFAULT_FONT refresh end def item=(item) return unless item.is_a?(RPG::Item) @remaining_text = "Remaining: #{$game_party.item_number(item)}" refresh end def visible=(value) super refresh if value end def refresh self.contents.clear self.contents.draw_text(self.contents.rect, @remaining_text, 1) end end class Window_SkillUses < Window_Base def initialize(right, y, actor, skill) @remaining_text = make_info_string(actor, skill) w = 182 x = right ? (544 - w) : 0 super(x, y, w, WLH + 32) self.stretch = false if FF9_Config::USE_TILED_WINDOW self.contents.font.name = FF9_Config::DEFAULT_FONT refresh end def make_info_string(actor, skill) return if actor.nil? || skill.nil? cost = actor.calc_mp_cost(skill) return "Unlimited" if cost < 1 return "Remaining: #{actor.mp / cost}" end def set_skill(actor, skill) return if actor.nil? || skill.nil? return unless skill.is_a?(RPG::Skill) @remaining_text = make_info_string(actor, skill) refresh end def visible=(value) super refresh if value end def refresh self.contents.clear self.contents.draw_text(self.contents.rect, @remaining_text, 1) end end class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * OVERWRITTEN #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 452, 352) @bg_image = Cache.picture('FF9_MenuBar') @arrow_image = Cache.picture('Pointer') create_arrow_sprites @sprite_last_draw_x = 0 @sprite_inc_x = 1 @intern_frame_count = 0 self.stretch = false if FF9_Config::USE_TILED_WINDOW self.contents.font.name = FF9_Config::DEFAULT_FONT self.opacity = 0 self.z = 99 self.active = false self.index = -1 refresh end #-------------------------------------------------------------------------- # * create_arrow_sprites #-------------------------------------------------------------------------- def create_arrow_sprites @arrow_sprites = [] for i in 0..3 @arrow_sprites << Sprite.new @arrow_sprites[i].bitmap = Bitmap.new(@arrow_image.width + 7, @arrow_image.height) @arrow_sprites[i].x = self.x @arrow_sprites[i].y = (i * 80) + self.y + 40 @arrow_sprites[i].z = 999 end end #-------------------------------------------------------------------------- # * OVERWRITTEN #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.members.size draw_background_windows if FF9_Config::DRAW_FOR_ALL for actor in $game_party.members x = 104 y = actor.index * 80 y_offset = 6 draw_background_window(0, y) unless FF9_Config::DRAW_FOR_ALL draw_actor_face(actor, 19, y + 4, 73) draw_actor_name(actor, x, y + y_offset) draw_actor_class(actor, x + 125, y + y_offset) if actor.states.empty? draw_actor_level(actor, x, y + WLH * 1) draw_actor_state(actor, x + 125, y + y_offset) draw_actor_hp(actor, x, ( + (WLH * 2) - 5)) draw_actor_mp(actor, x + 125, ( + (WLH * 2) - 5)) end end #-------------------------------------------------------------------------- # * OVERWRITTEN #-------------------------------------------------------------------------- def update_cursor if @index < 0 #refactor into update arrow method @arrow_sprites.each { |sprite| sprite.bitmap.clear } return end @intern_frame_count += 1 return unless (@intern_frame_count % 5) == 0 if @sprite_last_draw_x >= 7 @sprite_inc_x = -1 elsif @sprite_last_draw_x <= 0 @sprite_inc_x = 1 end update_arrow_sprites end #-------------------------------------------------------------------------- # * update_arrow_sprites #-------------------------------------------------------------------------- def update_arrow_sprites @arrow_sprites.each { |sprite| sprite.bitmap.clear } if @index == 99 # all selected return unless (@intern_frame_count % 10) == 0 draw_arrow_sprites(@arrow_sprites, false) else draw_arrow_sprites([@arrow_sprites[@index]], FF9_Config::ANIMATE_CURSOR) end end #-------------------------------------------------------------------------- # * draw_arrow_sprites #-------------------------------------------------------------------------- def draw_arrow_sprites(sprites, animated=true) for sprite in sprites image_x = animated ? @sprite_last_draw_x + @sprite_inc_x : 0 @sprite_last_draw_x = image_x sprite.bitmap.blt(image_x, 0, @arrow_image, @arrow_image.rect) end end #-------------------------------------------------------------------------- # * y= #-------------------------------------------------------------------------- def y=(value) super unless @arrow_sprites.nil? for i in 0..3 @arrow_sprites[i].y = (i * 80) + value + 40 end end end #-------------------------------------------------------------------------- # * x= #-------------------------------------------------------------------------- def x=(value) super unless @arrow_sprites.nil? @arrow_sprites.each { |sprite| sprite.x = value } end end #-------------------------------------------------------------------------- # * draw_background_windows #-------------------------------------------------------------------------- def draw_background_windows self.contents.blt(0, 0, @bg_image, @bg_image.rect) self.contents.blt(0, 80, @bg_image, @bg_image.rect) self.contents.blt(0, 160, @bg_image, @bg_image.rect) self.contents.blt(0, 240, @bg_image, @bg_image.rect) end #-------------------------------------------------------------------------- # * draw_background_window (single) #-------------------------------------------------------------------------- def draw_background_window(x, y) self.contents.blt(x, y, @bg_image, @bg_image.rect) end #-------------------------------------------------------------------------- # * visible #-------------------------------------------------------------------------- def visible=(value) super @arrow_sprites.each { |sprite| sprite.visible = value } end #-------------------------------------------------------------------------- # * dispose #-------------------------------------------------------------------------- alias :eds_pre_ff9_win_stat_dispose :dispose def dispose eds_pre_ff9_win_stat_dispose @arrow_sprites.each { |sprite| sprite.dispose } end def enable_cursor?(rect=nil) # for compatibility with the improved command window return false end end class Scene_Menu #-------------------------------------------------------------------------- # * create_menu_background (only if USE_CUSTOM_BACK == true) #-------------------------------------------------------------------------- if FF9_Config::USE_CUSTOM_BACK def create_menu_background @menuback_sprite = Sprite.new @menuback_sprite.bitmap = Cache.picture(FF9_Config::BACK_NAME) @menuback_sprite.color.set(16, 16, 16, 128) update_menu_background end end #-------------------------------------------------------------------------- # * OVERWRITTEN #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end # just changed the width of the window here @command_window = Window_Command.new(132, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index @command_window.stretch = false if FF9_Config::USE_TILED_WINDOW 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 # new stuff here @command_window.font_name = FF9_Config::DEFAULT_FONT @command_window.x = 528 - @command_window.width @command_window.y = 16 @command_window.back_opacity = 255 end #-------------------------------------------------------------------------- # * This method is intended to fix some compatibility problems # that scripts run into when they change the command window # in some way. So, we let them override "create_command_window" # and we simply don't call it from the "start" method. # Instead, we call this method which does some extra checking. #-------------------------------------------------------------------------- def eds_create_command_window create_command_window old_commands = @command_window.commands return if old_commands == [ Vocab::item, Vocab::skill, Vocab::equip, Vocab::status, Vocab::save, Vocab::game_end ] # so we know that the default command window is not being used # we don't want to create another window, so we manually resize it # before the player can see. long = '' # dynamically size the width based on the longest command old_commands.each { |command| long = command if command.length > long.length } # set the index to -1 so that the rectangle disappears. # if we don't do this, you can see the selection rectangle resize. @command_window.index = -1 @command_window.width = @command_window.contents.text_size(long).width + 42 @command_window.contents = Bitmap.new( @command_window.width - 32, @command_window.height - 32 ) @command_window.font_name = FF9_Config::DEFAULT_FONT @command_window.x = 528 - @command_window.width @command_window.y = 16 @command_window.back_opacity = 255 @command_window.refresh @command_window.index = @menu_index end #-------------------------------------------------------------------------- # * OVERWRITTEN #-------------------------------------------------------------------------- def start super create_menu_background #call this method for compatibility eds_create_command_window @gold_window = Window_TimeGold.new(372, 342) @gold_window.y -= @gold_window.height @gold_window.x = 528 - @gold_window.width @status_window = Window_MenuStatus.new(0, 12) @location_window = Window_MenuLocation.new(0, 0) @location_window.x = 528 - @location_window.width @location_window.y = 398 - @location_window.height end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_menu_terminate :terminate def terminate eds_pre_ff9_menu_scene_menu_terminate @location_window.dispose end end class Scene_Item < Scene_Base #-------------------------------------------------------------------------- # * start #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_item_start :start def start eds_pre_ff9_menu_scene_item_start @target_window.y = 58 @uses_window = Window_Uses.new(true, @help_window.height, nil) @uses_window.visible = false end #-------------------------------------------------------------------------- # * OVERWRITTEN # - right-align flag ignored #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_win_stat_show_target_window :show_target_window def show_target_window(right) @uses_window.item = @item_window.item @uses_window.visible = true @item_window.visible = false @item_window.active = false @target_window.visible = true @target_window.active = true @viewport.rect.set(0, 0, 544, 416) @viewport.ox = 0 end #-------------------------------------------------------------------------- # * hide_target_window #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_item_hide_target_window :hide_target_window def hide_target_window eds_pre_ff9_menu_scene_item_hide_target_window @uses_window.visible = false unless @uses_window.nil? @item_window.visible = true end #-------------------------------------------------------------------------- # * determine_target #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_item_determine_target :determine_target def determine_target eds_pre_ff9_menu_scene_item_determine_target @uses_window.item = @item_window.item end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_item_terminate :terminate def terminate eds_pre_ff9_menu_scene_item_terminate @uses_window.dispose end end class Scene_Skill < Scene_Base #-------------------------------------------------------------------------- # * start #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_skill_start :start def start eds_pre_ff9_menu_scene_skill_start @target_window.y = 58 @uses_window = Window_SkillUses.new(true, @help_window.height, nil, nil) @uses_window.visible = false end #-------------------------------------------------------------------------- # * OVERWRITTEN # - right-align flag ignored #-------------------------------------------------------------------------- def show_target_window(right) @uses_window.set_skill($game_party.members[@actor_index], @skill_window.skill) @uses_window.visible = true @status_window.visible = false @skill_window.visible = false @skill_window.active = false @target_window.visible = true @target_window.active = true @viewport.rect.set(0, 0, 544, 416) @viewport.ox = 0 end #-------------------------------------------------------------------------- # * hide_target_window #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_skill_hide_target_window :hide_target_window def hide_target_window eds_pre_ff9_menu_scene_skill_hide_target_window @uses_window.visible = false unless @uses_window.nil? @skill_window.visible = true @status_window.visible = true end #-------------------------------------------------------------------------- # * determine_target #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_skill_determine_target :determine_target def determine_target eds_pre_ff9_menu_scene_skill_determine_target @uses_window.set_skill($game_party.members[@actor_index], @skill_window.skill) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_item_terminate :terminate def terminate eds_pre_ff9_menu_scene_item_terminate @uses_window.dispose end end
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