RupamOntherocks

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Hi, after a long time, I'm posting a new menu script. It's my second script.


This is menu script, with many customization.


This script require another script called "GUI Configuration".


That's all, plug and play.


If you want to change any adjustment just go through the script. I made it very simple.


Features:


1. Extra Windows:


Displays variables(2 variable display window - I used it as Game Progress(Var1) and Charisma(Var2), map name window, current party size, playtime, battle count and save count.


2. Icons: Each command will have an icon. Default commands already have their own. But if you added a new command then you have to do this simple thing :


Go to "GUI Config" script and go to line number 153. There are the command names.


Like this - "Items"         => 260,


You just have to add another line.


Suppose you are using Modern Algebras Quest Journal script and it will be automatically added to the menu. Then you have to add this line there - "Quests"         => 100,


(100 or whatever Icon you want to use)


3. Help Window: Each command items have their information in the help window.


Just like the icon section, you have to do a little adjustment here too.


Suppose yoou are using Quest Journal script, and the Quest command is automatically added to the menu, then.. all you have to do is go to script "Grand Menu" then go to line number 119, there you will see the help text module. You have to add there Quest help text. You just have put the help text in the right place.


4. Show only current HP and MP, I removed Max values.


5. Experience Bar. When some one is at level 99 it will show "Max"


6. Displaying character graphics instead of face.


Special thanks:


Nicke - I got the idea of the menu layout from Nicke's "Menu Delux"


Soulpour - Helped with the "Help Window".


Note: 


1. This menu is best for 640x480 resolution. If you use it in default 544x416 resolution windows will not be shown properly.


I made this in 640x480 for getting a bigger but compact view.


2. If you are using Black Morning's scripts you have to adjust the position of "Level" in the menu script.


If anyone finds any bug must reply here.


GUI Configuration:

#==============================================================================


# ** GUI Configuration


#------------------------------------------------------------------------------


#  This is a super class of all scenes within the game.


#==============================================================================


class Window_Base < Window


  #----------------------------------------------------------------------------


  # * Object Initialization


  #----------------------------------------------------------------------------


  def initialize(x, y, width, height)


    super


    self.windowskin = Cache.system("Window")


    self.back_opacity = 255


    self.opacity = 255


    update_padding


    update_tone


    create_contents


    @opening = @closing = false


  end


  #----------------------------------------------------------------------------


  # * Draw Gauge


  #     rate   : Rate (full at 1.0)


  #     color1 : Left side gradation


  #     color2 : Right side gradation


  #----------------------------------------------------------------------------


  def draw_gauge(x, y, width, rate, color1, color2)


    fill_w = (width * rate).to_i


    gauge_y = y + line_height - 8


    contents.fill_rect(x, gauge_y, width, 12, gauge_back_color)


    contents.gradient_fill_rect(x, gauge_y, fill_w, 12, color1, color2)


  end


  #----------------------------------------------------------------------------


  # * Draw Current Value in Fractional Format


  #     current : Current value


  #     color1  : Color of current value


  #     color2  : Color of maximum value


  #----------------------------------------------------------------------------


  def draw_current_value(x, y, width, current, color1, color2)


    change_color(color1)


    xr = x + width


    if width < 96


      draw_text(xr - 40, y, 42, line_height, current, 2)


    else


      draw_text(xr - 42, y + 6, 42, line_height, current, 2)


      change_color(color2)


    end


  end


  #----------------------------------------------------------------------------


  # * Draw HP


  #----------------------------------------------------------------------------


  def draw_actor_hp(actor, x, y, width = 160)


    draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)


    change_color(system_color)


    draw_text(x + 2, y + 6, 30, line_height, Vocab::hp_a)


    draw_current_value(x, y, width, actor.hp, hp_color(actor), normal_color)


  end


  #----------------------------------------------------------------------------


  # * Draw MP


  #----------------------------------------------------------------------------


  def draw_actor_mp(actor, x, y, width = 160)


    draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)


    change_color(system_color)


    draw_text(x + 2, y + 6, 30, line_height, Vocab::mp_a)


    draw_current_value(x, y, width, actor.mp, mp_color(actor), normal_color)


  end


  #----------------------------------------------------------------------------


  # * Draw Simple Status


  #----------------------------------------------------------------------------


  def draw_actor_simple_status(actor, x, y)


    draw_actor_name(actor, x, y)


    draw_actor_level(actor, x, y + line_height * 1)


    draw_actor_icons(actor, x, y + line_height * 2)


    draw_actor_class(actor, x + 120, y)


    draw_actor_hp(actor, x + 120, y + line_height * 1)


    draw_actor_mp(actor, x + 120, y + line_height * 2)


  end


  #----------------------------------------------------------------------------


  # * Draw Level


  #----------------------------------------------------------------------------


  def draw_actor_level(actor, x, y)


    change_color(system_color)


    draw_text(x, y, 32, line_height, "Lv.")


    change_color(normal_color)


    draw_text(x + 20, y, 24, line_height, actor.level, 0)


  end


  #--------------------------------------------------------------------------


  # * Draw State and Buff/Debuff Icons


  #--------------------------------------------------------------------------


  def draw_actor_icons(actor, x, y, width = 96)


    icons = (actor.state_icons + actor.buff_icons)[0, width / 24]


    icons.each_with_index {|n, i| draw_icon(n, x + 24 * i, y) }


  end


  #============================================================================


  # ** Experience Gauge


  #----------------------------------------------------------------------------


  # * Get Text Colors


  #----------------------------------------------------------------------------


  def exp_gauge_color1;      text_color(11);  end;  # EXP gauge added lower half


  def exp_gauge_color2;      text_color(3);   end;  # EXP gauge added upper half


  def exp_gauge_back_color;  text_color(19);  end;  # EXP Gauge background


  #----------------------------------------------------------------------------


  # * Draw exp Gauge


  #     rate   : Rate (full at 1.0)


  #     color1 : Left side gradation


  #     color2 : Right side gradation


  #----------------------------------------------------------------------------


  def draw_expgauge(x, y, width, rate, color1, color2)


    fill_w = (width * rate).to_i


    gauge_y = y + line_height - 8


    contents.fill_rect(x, gauge_y, width, 12, exp_gauge_back_color)


    contents.gradient_fill_rect(x, gauge_y, fill_w, 12, color1, color2)


  end


  #----------------------------------------------------------------------------


  # * Draw EXP  This is the exp info to be drawn on the "menu" status


  #----------------------------------------------------------------------------


  def draw_exp(actor, x, y, width = 160)


        s1 = actor.max_level? ? "Max" : actor.exp


        s2 = actor.max_level? ? "0" : actor.next_level_exp - actor.exp


        if actor.max_level? ?


          draw_expgauge(x, y, width, 1, exp_gauge_color1, exp_gauge_color2) :


          draw_gauge(x, y,width,((((actor.exp - actor.current_level_exp).to_f/100) / ((actor.next_level_exp.to_f - actor.current_level_exp.to_f)/100))),  


          exp_gauge_color1, exp_gauge_color2)


        end


        change_color(system_color)


        draw_text(x + 2, y + 6, 30, line_height, "XP")


        change_color(normal_color)


        if actor.max_level? ?


          draw_text(x + width - 72, y + 6, 72, line_height, "Max", 2) :


          draw_text(x + width - 72, y + 6, 72, line_height, actor.next_level_exp.to_i - actor.exp.to_i, 2)


        end


      end


    end


  #----------------------------------------------------------------------------


  # * Font Configuration


  #----------------------------------------------------------------------------


  Font.default_name      = ["Roboto Condensed"]   


  Font.default_size      = 20


  Font.default_bold      = false


  Font.default_italic    = false


  Font.default_shadow    = false


  Font.default_outline   = true


  Font.default_color     = Color.new(255,255,255,255)


  Font.default_out_color = Color.new(0,0,0,182)


  #----------------------------------------------------------------------------


  # * Graphics Resolution


  #----------------------------------------------------------------------------


  Graphics.resize_screen(640, 480) 


#==============================================================================


# ** Command Icon


#------------------------------------------------------------------------------


#  This is a super class of all scenes within the game.


#==============================================================================


module Command_Icons


    #--------------------------------------------------------------------------


    # * Icon ID


    #--------------------------------------------------------------------------


    ICON_ID ={


    # Command Name    => Icon ID,


      "Items"         => 260,    


      "Skills"        => 143,    


      "Equipment"     => 436,    


      "Status"        => 121,


      "Formation"     =>  12,    


      "Save"          => 286,    


      "Game End"      => 368,


    } 


    end


#==============================================================================


# ** Window_Command


#==============================================================================


class Window_MenuCommand < Window_Command


  #--------------------------------------------------------------------------


  # Use Icon


  #--------------------------------------------------------------------------


  def use_icon?(text)


    return Command_Icons::ICON_ID.include?(text)


  end


  #--------------------------------------------------------------------------


  # Command Icon


  #--------------------------------------------------------------------------


  def command_icon(text)


    return Command_Icons::ICON_ID[text]


  end


  #--------------------------------------------------------------------------


  # Draw Item


  #--------------------------------------------------------------------------


  def draw_item(index)


    enabled = command_enabled?(index)


    change_color(normal_color, enabled)


    rect = item_rect_for_text(index)


    text = command_name(index)


    if use_icon?(text)


      draw_icon_text(rect.clone, text, alignment, enabled)


    else


      draw_text(rect, text, alignment)


    end


  end


  #--------------------------------------------------------------------------


  # Draw Text


  #--------------------------------------------------------------------------


  def draw_icon_text(rect, text, alignment, enabled)


    cw = text_size(text).width


    icon = command_icon(text)


    draw_icon(icon, rect.x, rect.y, enabled)


    rect.x += 28


    rect.width -= 24


    draw_text(rect, text, alignment)


  end


end 








#==============================================================================


# ** Grand Menu


# Version: 1.0 [Initial]


#------------------------------------------------------------------------------


# Auther - Rupam Ontherocks


#------------------------------------------------------------------------------


# Require: GUI Configuration


#------------------------------------------------------------------------------


# Description:


# This is a brand new model of main menu, nothing else.


#------------------------------------------------------------------------------


 


#==============================================================================


# ** Scene_Menu


#------------------------------------------------------------------------------


#  Main menu process.


#==============================================================================


class Scene_Menu < Scene_MenuBase


  alias grand_menu_engine start


  #--------------------------------------------------------------------------


  # * Start Processing


  #--------------------------------------------------------------------------


  def start


    grand_menu_engine


    create_help_window


    create_menu_command_window


    create_gold_window


    create_location_window


    create_status_window


    create_progress_window


    create_charisma_window


    create_party_window


    create_battle_window


    create_save_window


    create_play_time_window


  end


  


  def create_help_window


    @command_help_window = Window_HelpCommand.new


    @command_help_window.y = 0


  end


  


  def update


    super


    @command_help_window.set_helpText(@command_window.index) if @command_window 


  end


  


  def create_menu_command_window


    @command_window = Window_MenuCommand.new


    @command_window.set_handler:)item,      method:)command_item))


    @command_window.set_handler:)skill,     method:)command_personal))


    @command_window.set_handler:)equip,     method:)command_personal))


    @command_window.set_handler:)status,    method:)command_personal))


    @command_window.set_handler:)formation, method:)command_formation))


    @command_window.set_handler:)save,      method:)command_save))


    @command_window.set_handler:)game_end,  method:)command_game_end))


    @command_window.set_handler:)cancel,    method:)return_scene))


    @command_window.y = 48


  end


  


  def create_gold_window


    @gold_window = Window_Gold.new


    @gold_window.y = Graphics.height - 72


  end


  


  def create_location_window


    @location_window = Window_Location.new(0, 0)


    @location_window.x = 160


    @location_window.y = Graphics.height - 144


  end


  


  def create_status_window


    @status_window = Window_MenuStatus.new(0, 0)


    @status_window.x = Graphics.width / 2


    @status_window.y = 0


  end


  


  def create_progress_window


    @progress_window = Window_Progress.new(0, 0)


    @progress_window.x = 0


    @progress_window.y = 48


  end


  


  def create_charisma_window


    @charisma_window = Window_Charisma.new(0, 0)


    @charisma_window.x = 0


    @charisma_window.y = 120


  end


  


  def create_party_window


    @party_window = Window_Party.new(0, 0)


    @party_window.x = 0


    @party_window.y = 192


  end


  


  def create_battle_window


    @battle_window = Window_BattleCount.new(0, 0)


    @battle_window.x = 0


    @battle_window.y = 264


  end


  


  def create_save_window


    @save_window = Window_SaveCount.new(0, 0)


    @save_window.x = 0


    @save_window.y = 336


  end


  


  def create_play_time_window


    @play_time_window = Window_PlayTime.new(0, 0)


    @play_time_window.x = 0


    @play_time_window.y = 408


  end


end


#==============================================================================


# ** Window_HelpCommand


#------------------------------------------------------------------------------


#  This is a super class of all scenes within the game.


#==============================================================================


module Command


  # this is the array of the index of the commands, so when you


  # change the command index, you change the help window text


  Command_HelpText = [


    # Item


    "Browse through items, gears and accessories.",


    # Skills


    "Check special abilities of team members.",


    # Equip


    "Equip gears and accessories.",


    # Status


    "View full statistics of a character.",


    # Formation


    "Change formation of team members.",


    # Save


    "Record current game progress.",


    # Game End


    "Stop playing and go study.",


    ]


end


 


 


class Window_HelpCommand < Window_Base


  #--------------------------------------------------------------------------


  # * Object Initialization


  #--------------------------------------------------------------------------


  def initialize(line_number = 1)


    super(0, 0, Graphics.width / 2, fitting_height(line_number))


  end


  #--------------------------------------------------------------------------


  # * Refresh


  #--------------------------------------------------------------------------


  def refresh


    contents.clear


  end


  


  def set_helpText(index)


    refresh # refresh the content so the window will not overlap


    draw_text_ex(4, 0, Command::Command_HelpText[index])


  end


end


#==============================================================================


# ** Window_MenuCommand


#------------------------------------------------------------------------------


#  This command window appears on the menu screen.


#==============================================================================


 


class Window_MenuCommand < Window_Command


  #--------------------------------------------------------------------------


  # * Initialize Command Selection Position (Class Method)


  #--------------------------------------------------------------------------


  def self.init_command_position


    @@last_command_symbol = nil


  end


  #--------------------------------------------------------------------------


  # * Object Initialization


  #--------------------------------------------------------------------------


  def initialize


    super(160, 0)


    select_last


  end


  #--------------------------------------------------------------------------


  # * Get Window Width


  #--------------------------------------------------------------------------


  def window_width


    return 160


  end


  #--------------------------------------------------------------------------


  # * Get Number of Lines to Show


  #--------------------------------------------------------------------------


  def visible_line_number


    11


  end


  #--------------------------------------------------------------------------


  # * Create Command List


  #--------------------------------------------------------------------------


  def make_command_list


    add_main_commands


    add_formation_command


    add_original_commands


    add_save_command


    add_game_end_command


  end


  #--------------------------------------------------------------------------


  # * Add Main Commands to List


  #--------------------------------------------------------------------------


  def add_main_commands


    add_command(Vocab::item,   :item,   main_commands_enabled)


    add_command(Vocab::skill,  :skill,  main_commands_enabled)


    add_command(Vocab::equip,  :equip,  main_commands_enabled)


    add_command(Vocab::status, :status, main_commands_enabled)


  end


  #--------------------------------------------------------------------------


  # * Add Formation to Command List


  #--------------------------------------------------------------------------


  def add_formation_command


    add_command(Vocab::formation, :formation, formation_enabled)


  end


  #--------------------------------------------------------------------------


  # * For Adding Original Commands


  #--------------------------------------------------------------------------


  def add_original_commands


  end


  #--------------------------------------------------------------------------


  # * Add Save to Command List


  #--------------------------------------------------------------------------


  def add_save_command


    add_command(Vocab::save, :save, save_enabled)


  end


  #--------------------------------------------------------------------------


  # * Add Exit Game to Command List


  #--------------------------------------------------------------------------


  def add_game_end_command


    add_command(Vocab::game_end, :game_end)


  end


  #--------------------------------------------------------------------------


  # * Get Activation State of Main Commands


  #--------------------------------------------------------------------------


  def main_commands_enabled


    $game_party.exists


  end


  #--------------------------------------------------------------------------


  # * Get Activation State of Formation


  #--------------------------------------------------------------------------


  def formation_enabled


    $game_party.members.size >= 2 && !$game_system.formation_disabled


  end


  #--------------------------------------------------------------------------


  # * Get Activation State of Save


  #--------------------------------------------------------------------------


  def save_enabled


    !$game_system.save_disabled


  end


  #--------------------------------------------------------------------------


  # * Processing When OK Button Is Pressed


  #--------------------------------------------------------------------------


  def process_ok


    @@last_command_symbol = current_symbol


    super


  end


  #--------------------------------------------------------------------------


  # * Restore Previous Selection Position


  #--------------------------------------------------------------------------


  def select_last


    select_symbol(@@last_command_symbol)


  end


  #--------------------------------------------------------------------------


  # * Command Underline


  #--------------------------------------------------------------------------


  def item_rect_for_text(index)


    rect = item_rect(index)


    contents.fill_rect(rect.x + 28, rect.y + 19, 105, 2,  normal_color)


    rect


    end


end


#==============================================================================


# ** Window_Location


#------------------------------------------------------------------------------


#  This window displays the current map name.


#==============================================================================


class Window_Location < Window_Base


  def initialize(x, y)


        super(x, y, 160, 72)


        refresh


      end      


#------------------------------------------------------------------------------


# - Refresh                                                                 


#------------------------------------------------------------------------------


  def refresh


        self.contents.clear


         @actor = $game_party.members[0]


         change_color(hp_gauge_color1)


         draw_text(28, 0, 160, line_height, "Location:")


         change_color(system_color)


         contents.font.size = 18


         draw_text(0, 24, width, line_height, "#{$data_mapinfos[$game_map.map_id].name}")


         contents.font.size = 20


         draw_icon(231, 0, 0, true)


        end


      end


#==============================================================================


# ** Window_Gold


#------------------------------------------------------------------------------


#  This window displays the party's gold.


#==============================================================================


class Window_Gold < Window_Base


  #--------------------------------------------------------------------------


  # * Object Initialization


  #--------------------------------------------------------------------------


  def initialize


    super(160, 0, window_width, fitting_height(2))


    refresh


  end


  #--------------------------------------------------------------------------


  # * Get Window Width


  #--------------------------------------------------------------------------


  def window_width


    return 160


  end


  #--------------------------------------------------------------------------


  # * Refresh


  #--------------------------------------------------------------------------


  def refresh


    contents.clear


    change_color(system_color)


    draw_text(26, 0, width, line_height, "Coin:")


    change_color(normal_color)


    draw_currency_value(value, currency_unit, 8, 24, contents.width - 8)


  end


  #--------------------------------------------------------------------------


  # * Get Party Gold


  #--------------------------------------------------------------------------


  def value


    $game_party.gold


  end


  #--------------------------------------------------------------------------


  # Get Currency Unit


  #--------------------------------------------------------------------------


  def currency_unit


    draw_icon(361, 0, 0, true)


    end


  #--------------------------------------------------------------------------


  # * Open Window


  #--------------------------------------------------------------------------


  def open


    refresh


    super


  end


end


#==============================================================================


# ** Window_MenuStatus


#------------------------------------------------------------------------------


#  This window displays party member status on the menu screen.


#==============================================================================


 


class Window_MenuStatus < Window_Selectable


  #--------------------------------------------------------------------------


  # * Public Instance Variables


  #--------------------------------------------------------------------------


  attr_reader   :pending_index            # Pending position (for formation)


  #--------------------------------------------------------------------------


  # * Object Initialization


  #--------------------------------------------------------------------------


  def initialize(x, y)


    super(x, y, window_width, window_height)


    @pending_index = -1


    refresh


  end


  #--------------------------------------------------------------------------


  # * Get Window Width


  #--------------------------------------------------------------------------


  def window_width


    Graphics.width - 320


  end


  #--------------------------------------------------------------------------


  # * Get Window Height


  #--------------------------------------------------------------------------


  def window_height


    Graphics.height


  end


  #--------------------------------------------------------------------------


  # * Get Number of Items


  #--------------------------------------------------------------------------


  def item_max


    $game_party.members.size


  end


  #--------------------------------------------------------------------------


  # * Get Item Height


  #--------------------------------------------------------------------------


  def item_height


    (height - standard_padding * 2) / 4


  end


  #--------------------------------------------------------------------------


  # * Draw Item


  #--------------------------------------------------------------------------


  def draw_item(index)


    actor = $game_party.members[index]


    enabled = $game_party.battle_members.include?(actor)


    rect = item_rect(index)


    draw_item_background(index)


    contents.fill_rect(rect.x + 5, rect.y + 5, 286, 104,  Font.default_out_color)


    # Name


    draw_actor_name(actor, rect.x + 8, rect.y + 4)


    contents.font.size = 18


    # Class


    draw_actor_class(actor, rect.x + 18, rect.y + 24)


    # Level


    draw_actor_level(actor, rect.x + 18, rect.y + 40)


    # EXP


    draw_exp(actor, rect.x + 122, rect.y - 2)


    # HP


    draw_actor_hp(actor, rect.x + 122, rect.y + 17)


    # MP


    draw_actor_mp(actor, rect.x + 122, rect.y + 36)


    # States Icon


    draw_actor_icons(actor, rect.x + 121, rect.y + 70)


    contents.font.size = 20


    # Charset


    draw_actor_graphic(actor, rect.x + 30, rect.y + 104)


  end


  #--------------------------------------------------------------------------


  # * Draw Background for Item


  #--------------------------------------------------------------------------


  def draw_item_background(index)


    if index == @pending_index


      contents.fill_rect(item_rect(index), pending_color)


    end


  end


  #--------------------------------------------------------------------------


  # * Processing When OK Button Is Pressed


  #--------------------------------------------------------------------------


  def process_ok


    super


    $game_party.menu_actor = $game_party.members[index]


  end


  #--------------------------------------------------------------------------


  # * Restore Previous Selection Position


  #--------------------------------------------------------------------------


  def select_last


    select($game_party.menu_actor.index || 0)


  end


  #--------------------------------------------------------------------------


  # * Set Pending Position (for Formation)


  #--------------------------------------------------------------------------


  def pending_index=(index)


    last_pending_index = @pending_index


    @pending_index = index


    redraw_item(@pending_index)


    redraw_item(last_pending_index)


  end


end


#==============================================================================


# ** Window_Progress


#------------------------------------------------------------------------------


#  This window displays Variable 1.


#==============================================================================


class Window_Progress < Window_Base


  def initialize(x, y)


        super(x, y, 160, 72)


        refresh


      end      


#------------------------------------------------------------------------------


# - Refresh                                                                 


#------------------------------------------------------------------------------


  def refresh


        self.contents.clear


         @actor = $game_party.members[0]


         contents.font.size = 18


         change_color(hp_gauge_color1)


         draw_icon(189, 0, 0, true)


         draw_text(28, 0, 250, line_height, "Game Progress:")


         change_color(normal_color)


         draw_text(0,24, 250, line_height, "#{$game_variables[1]}%", 0)


       end


     end


#==============================================================================


# ** Window_Charisma


#------------------------------------------------------------------------------


#  This window displays Variable 2.


#==============================================================================


class Window_Charisma < Window_Base


  def initialize(x, y)


        super(x, y, 160, 72)


        refresh


      end      


#------------------------------------------------------------------------------


# - Refresh                                                                 


#------------------------------------------------------------------------------


  def refresh


        self.contents.clear


         @actor = $game_party.members[0]


         contents.font.size = 18


         change_color(hp_gauge_color2)


         draw_icon(189, 0, 0, true)


         draw_text(28, 0, 250, line_height, "Charisma Status:")


         change_color(normal_color)


         draw_text(0,24, 250, line_height, "#{$game_variables[1]}", 0)


       end


     end


#==============================================================================


# ** Window_Party


#------------------------------------------------------------------------------


#  This window displays number of party members.


#==============================================================================


class Window_Party < Window_Base


  def initialize(x, y)


        super(x, y, 160, 72)


        refresh


      end      


#------------------------------------------------------------------------------


# - Refresh                                                                 


#------------------------------------------------------------------------------


  def refresh


        self.contents.clear


         @actor = $game_party.members[0]


         contents.font.size = 18


         change_color(tp_gauge_color2)


         draw_icon(189, 0, 0, true)


         draw_text(28, 0, 250, line_height, "Team Members:")


         change_color(normal_color)


         draw_text(0,24, 250, line_height, "#{$game_party.all_members.size}", 0)


       end


     end


#==============================================================================


# ** Window_BattleCount


#------------------------------------------------------------------------------


#  This window displays number of battle encounter.


#==============================================================================


class Window_BattleCount < Window_Base


  def initialize(x, y)


        super(x, y, 160, 72)


        refresh


      end      


#------------------------------------------------------------------------------


# - Refresh                                                                 


#------------------------------------------------------------------------------


  def refresh


        self.contents.clear


         @actor = $game_party.members[0]


         contents.font.size = 18


         change_color(mp_gauge_color2)


         draw_icon(189, 0, 0, true)


         draw_text(28, 0, 250, line_height, "Battles Won:")


         change_color(normal_color)


         draw_text(0,24, 250, line_height, "#{$game_system.battle_count}", 0)


       end


     end


#==============================================================================


# ** Window_Save


#------------------------------------------------------------------------------


#  This window displays number of saves.


#==============================================================================


class Window_SaveCount < Window_Base


  def initialize(x, y)


        super(x, y, 160, 72)


        refresh


      end      


#------------------------------------------------------------------------------


# - Refresh                                                                 


#------------------------------------------------------------------------------


  def refresh


        self.contents.clear


         @actor = $game_party.members[0]


         contents.font.size = 18


         change_color(crisis_color)


         draw_icon(189, 0, 0, true)


         draw_text(28, 0, 250, line_height, "Save Count:")


         change_color(normal_color)


         draw_text(0,24, 250, line_height, "#{$game_system.save_count}", 0)


       end


     end


#==============================================================================


# ** Window_PlayTime


#------------------------------------------------------------------------------


#  This window displays number of saves.


#==============================================================================


class Window_PlayTime < Window_Base


  def initialize(x, y)


        super(x, y, 160, 72)


        refresh


      end      


#------------------------------------------------------------------------------


# - Refresh                                                                 


#------------------------------------------------------------------------------


  def refresh


        self.contents.clear


         @actor = $game_party.members[0]


         contents.font.size = 18


         change_color(mp_cost_color)


         draw_icon(189, 0, 0, true)


         draw_text(28, 0, 250, line_height, "Play Time:")


         change_color(normal_color)


         draw_text(0,24, 250, line_height, "#{$game_system.playtime_s}", 0)


       end


       


       def update


         super


         @playtime = $game_system.playtime_s


         refresh


       end


      end 

Grand Menu.pngGrand Menu2.pngGrand Menu3.png
 
Last edited by a moderator:

BoredSoul

Probably Drunk
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This seems cool.I'll try it out soon!You should add screenshots though,so I know what it will look like.


Edit:okay,I've tried it out.I am a little confused on the features,because the huge amount of text is messing my brain.Idk.


I'll go look through the features.
 
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Well after half a year of health problems (that aren't as bad as before), and playing with UE4 & 5... I realized I should finish this project before working on something else. So I decided to upgrade my randomizer. And really just focus on compromising wherever I can to finish the project sooner rather than later. :kaoswt:
hmmm. an art of mine was removed from reddit, for a reason not even listed.

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