#==============================================================================## Michael Windows Changer# Last Updated: 2014.01.06# Requirement: RPG Maker VX Ace# -Knowledge of 'how to use scripts'# -Knowledge of Window Designation (basically know which window is# which)##==============================================================================#==============================================================================#Compability: - Script should be compatible with any other script(s).# - If the picture you use doesn't have the right size as the# window's size, then use window_show_all to show picture in full size,# then move it using window_show_all_move.# - Bitmap cannot convert .gif file yet.##==============================================================================#==============================================================================# Biography lol#==============================================================================# 2013.01.06 --Increaseeeeeeeeeeeeddddddd readibility. .______________________.# 2013.01.05 --File is trimmed down# 2013.01.03 --window_show_all and window_move_origin and their counter-parts# are introduced# --Reforming the arrays# --Increased readibility :/# 2013.01.02 --Naming convention is improved# --Some methods are simplified# --File is trimmed down# --@temp1 & @temp2 variables are removed# --Replacing switch on the windows itself instead of scenes# 2013.01.01 --window_opacity(i, opacity) is introduced# 2013.12.30 --Trimmed down the file size# 2013.12.27 --Fixed window_default(i)# --window_depth(i, depth) is introduced & implemented# --Fixed window_default(i) and window_center(i) is introduced# --Fixed Scene_File# 2013.12.26 --Fixed Scene_Title - Sprite is now in correlation with the window# --Raising Compatibility# --window_move(i, x, y, width, height) is introduced# --window_default(i) is introduced# --All Scenes are overloaded with the new switch# 2013.12.25 --Fixed bugs on local @temp1 and @temp2 disposal# --Scene_MenuBase is added# --Fixed bugs for 'name'# --Fixed bugs on various Scenes# 2013.12.24 --Script is uploaded# 2013.12.23 --Window_Message is completed# 2013.12.22 --Scene_Equip is completed# --Scene_Skill is completed# --Scene_Item is completed# --Scene_ItemBase is completed# --Scene_Menu is completed# --Scene_Map is completed# --Scene_Title is completed# --Scene_Menu is completed# --All Scenes that need to be overloaded have been overloaded# --Updating array to store image name# 2013.12.21 --Installing Game_Interpreter# --Scene_Battle is completed# --Scene_Debug is completed# --Scene_Name is completed# --Scene_Shop is completed# --Scene_End is completed# --Scene_Save and Scene_Load skipped -- No Window yield# --Scene_File is completed# --Scene_Status is completed# 2013.12.20 --Scene_Battle is completed# 2013.12.19 --Works for Windows_BattleStatus# 2013.12.18 --Script is initialized -- Getting know Ruby + RGSS Libraries#==============================================================================# Description#==============================================================================# This script is used to stick image(s) to windows with your desired image(s)# by overloading all windows. You can also edit it's location.##==============================================================================# Installation#==============================================================================# - This script will OVERLOAD all DEFAULT windows.# - Place this script to be below other overloading windows script. If you are# not sure where, place it to be the lowest of the material section.# - If you have a bust script, put the bust script anywhere below this script.# - Place the window Images (by default) in that folder# <your project>/Graphics/Windows/(type of windows)/##==============================================================================# How to Use:# - window_on(window #, 'file_name.extention_name')# For Example:# window_on(6, 'ex.jpg') -> activate window #6 background(window_gold_changer)# with ex.jpg as the content# -> Btw, window #6 is Window_Gold# -> If you want to change the picture, just do the same# thing, but use different file_name.## - window_off(window #)# For Example:# window_off(5) -> deactivate window #5 background and its content# -> deactivating will hide the background and return the# window rectangle back to the boring blue color with its# redundant white padding.## - window_show_all(i) -> JUST USE THIS COMMAND and window_on if you're confused with# coordination. Basically window_show_all will display# your picture from the center of the window.# -> Do I have to use this for every picture that's oversized?# -> No, just do window_on(6, 'ex.jpg', 'show_all') <<< see the 'show_all'?# (don't forget the quotation mark)# - window_show_all_move(i, x, y) -> To move the fixed position## - window_center(i)# For Example:# window_center(6) -> Move the window #6 background content to center position# Default position is at the center (272,208) of the graphic and# occupy the size of the graphic (if your picture has size# larger than the graphic (544 x 416), it will fill the graphic)# -> Make sure that switch is 'on' or else nothing would happen.## - window_move_full(i, x, y, width, height)# For Example:# window_move_full(6, 24, -24, 400, 400)# -> TIPS: If you are not sure how to adjust, the coordinate, starts with# window_move first.# -> move the window #6 background content to (24,-24) position. Remember that# center coordinate is (0,0) and to move up, y needs to be negative, to move# down, y needs to be positive, to move left, x needs to be negative, to move# right, x needs to be positive.# -> width and height are there as a border to make sure that your picture doesn't# go beyond the given size (400 x 400).# -> TIPS: If you don't want to have border, simply set the border to be the# Graphics' height and width.# To set Graphics' height and width:# window_move(5, 24, -24, Graphics.width, Graphics.height)## - window_default(i)# For Example:# window_default(6) -> Turn off movement switch for window #6 background# -> This will return window #6 to the original position## - window_depth(i, depth)# For Example:# window_depth(6, -1) -> Increases the depthness of window #6 background content# by -1, which means, if there's other window background# in the graphic beside window #6 background, that window# background will appear to be above window #6 background.# -> Make sure that switch is 'on' or else nothing would happen.## - window_opacity(i, opacity)# For Example:# window_opacity(6, 0) -> Set window #6 background opacity to 0 (100% transparent).# -> Opacity value is from 0 (fully see-through) to 255 (solid).# -> Make sure that switch is 'on' or else nothing would happen.# -> Default opacity is 255 when window background is on.## Have Fun!##==============================================================================module Windows_Changer #============================================================================ # Windows Changer = USE Game_Interpret for activation (scroll all the way # down for the key words (window_on and window_off)) # Use the element # list below for 'window #'. # # Default Switch = off (switch only available for activate windows) # This is for Original Windows - Scroll Down for Windows from other scripts # the array stores these values: # [file_name, # file_directory, # sprite.z, # sprite.opacity, # sprite.type_of_movement_change, # sprite.x, # sprite.y, # sprite.src_rect.x, # sprite.src_rect.y, # sprite.src_rect.width, # sprite.src_rect.height] #============================================================================ Michael_Windows_Background_ftw_101_Array = [ Window_Changer = ["Element #0","Graphics\\Windows",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_Base_Changer = ["Element #1","Graphics\\Windows\\Window_Base",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_Selectable_Changer = ["Element #2","Graphics\\Windows\\Window_Selectable",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_Command_Changer = ["Element #3","Graphics\\Windows\\Window_Command",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_HorzCommand_Changer = ["Element #4","Graphics\\Windows\\Window_HorzCommand",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_Help_Changer = ["Element #5","Graphics\\Windows\\Window_Help",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_Gold_Changer = ["Element #6","Graphics\\Windows\\Window_Gold",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_MenuCommand_Changer = ["Element #7","Graphics\\Windows\\Window_MenuCommand",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_MenuStatus_Changer = ["Element #8","Graphics\\Windows\\Window_MenuStatus",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_MenuActor_Changer = ["Element #9","Graphics\\Windows\\Window_MenuActor",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_ItemCategory_Changer = ["Element #10","Graphics\\Windows\\Window_ItemCategory",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_ItemList_Changer = ["Element #11","Graphics\\Windows\\Window_ItemList",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_SkillCommand_Changer = ["Element #12","Graphics\\Windows\\Window_SkillCommand",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_SkillStatus_Changer = ["Element #13","Graphics\\Windows\\Window_SkillStatus",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_SkillList_Changer = ["Element #14","Graphics\\Windows\\Window_SkillList",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_EquipStatus_Changer = ["Element #15","Graphics\\Windows\\Window_EquipStatus",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_EquipCommand_Changer = ["Element #16","Graphics\\Windows\\Window_EquipCommand",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_EquipSlot_Changer = ["Element #17","Graphics\\Windows\\Window_EquipSlot",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_EquipItem_Changer = ["Element #18","Graphics\\Windows\\Window_EquipItem",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_Status_Changer = ["Element #19","Graphics\\Windows\\Window_Status",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_SaveFile_Changer = ["Element #20","Graphics\\Windows\\Window_SaveFile",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_ShopCommand_Changer = ["Element #21","Graphics\\Windows\\Window_ShopCommand",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_ShopBuy_Changer = ["Element #22","Graphics\\Windows\\Window_ShopBuy",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_ShopSell_Changer = ["Element #23","Graphics\\Windows\\Window_ShopSell",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_ShopNumber_Changer = ["Element #24","Graphics\\Windows\\Window_ShopNumber",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_ShopStatus_Changer = ["Element #25","Graphics\\Windows\\Window_ShopStatus",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_NameEdit_Changer = ["Element #26","Graphics\\Windows\\Window_NameEdit",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_NameInput_Changer = ["Element #27","Graphics\\Windows\\Window_NameInput",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_ChoiceList_Changer = ["Element #28","Graphics\\Windows\\Window_ChoiceList",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_NumberInput_Changer = ["Element #29","Graphics\\Windows\\Window_NumberInput",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_KeyItem_Changer = ["Element #30","Graphics\\Windows\\Window_KeyItem",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_Message_Changer = ["Element #31","Graphics\\Windows\\Window_Message",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_ScrollText_Changer = ["Element #32","Graphics\\Windows\\Window_ScrollText",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_MapName_Changer = ["Element #33","Graphics\\Windows\\Window_MapName",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_BattleLog_Changer = ["Element #34","Graphics\\Windows\\Window_BattleLog",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_PartyCommand_Changer = ["Element #35","Graphics\\Windows\\Window_PartyCommand",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_ActorCommand_Changer = ["Element #36","Graphics\\Windows\\Window_ActorCommand",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_BattleStatus_Changer = ["Element #37","Graphics\\Windows\\Window_BattleStatus",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_BattleActor_Changer = ["Element #38","Graphics\\Windows\\Window_BattleActor",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_BattleEnemy_Changer = ["Element #39","Graphics\\Windows\\Window_BattleEnemy",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_BattleSkill_Changer = ["Element #40","Graphics\\Windows\\Window_BattleSkill",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_BattleItem_Changer = ["Element #41","Graphics\\Windows\\Window_BattleItem",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_TitleCommand_Changer = ["Element #42","Graphics\\Windows\\Window_TitleCommand",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_GameEnd_Changer = ["Element #43","Graphics\\Windows\\Window_GameEnd",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_DebugLeft_Changer = ["Element #44","Graphics\\Windows\\Window_DebugLeft",nil,nil,'false',nil,nil,nil,nil,nil,nil], window_DebugRight_Changer = ["Element #45","Graphics\\Windows\\Window_DebugRight",nil,nil,'false',nil,nil,nil,nil,nil,nil], ] #Add more elements here Number_Of_Element = 46 #Modify this number as more elements are added Starting_Switch_Point = 500 #Modify this number if script clash with other script(s)end#==============================================================================# Cache#==============================================================================module Cache def self.cache_extended(folder, filename) load_bitmap("#{folder}/", "#{filename}") endend#==============================================================================# Window#==============================================================================class Window attr_accessor

h_I_got_changed attr_accessor :michael_background_viewport_101 alias michael_Window_initialize initialize def initialize(x, y, width, height) #Gotta love hidden script! michael_Window_initialize(x, y, width, height) self.oh_I_got_changed = false create_michael_background_viewport_101_102_103_104 create_michael_background_sprite_101 end def create_michael_background_viewport_101_102_103_104 #Naming convention ftw @michael_background_viewport_101 = Viewport.new #The only locations where new member functions are created @michael_background_viewport_101.z = self.z - 1 #are class Window, class Sprite, module Cacheend #and class Game_Interpreter. Everything else is aliased. def create_michael_background_sprite_101 @michael_self_background_ftw_101 = Sprite.new end alias michael_Window_dispose dispose #Everything is disposed here def dispose #Basically every window made, michael_Window_dispose #1 viewport and 1 sprite are also made @michael_background_viewport_101.dispose @michael_self_background_ftw_101.dispose end def did_I_get_changed? return self.oh_I_got_changed end def change_me_by_michael self.oh_I_got_changed = true endend#==============================================================================# Window_Base#==============================================================================class Window_Base < Window alias michael_Window_Base_initialize initialize alias michael_Window_Base_update update alias michael_Window_Base_show show alias michael_Window_Base_hide hide def show michael_Window_Base_show @michael_self_background_ftw_101.visible = true self end def hide michael_Window_Base_hide @michael_self_background_ftw_101.visible = false self end def initialize(x, y, width, height) michael_Window_Base_initialize(x, y, width, height) @michael_self_background_ftw_101.michael_window_background_sprite(self, 1) if String(self.class) == 'Window_Base' end def update michael_Window_Base_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 1) if String(self.class) == 'Window_Base' endend#==============================================================================# Window_Selectable#==============================================================================class Window_Selectable < Window_Base alias michael_Window_Selectable_initialize initialize alias michael_Window_Selectable_update update def initialize(x, y, width, height) michael_Window_Selectable_initialize(x, y, width, height) @michael_self_background_ftw_101.michael_window_background_sprite(self, 2) if String(self.class) == 'Window_Selectable' end def update michael_Window_Selectable_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 2) if String(self.class) == 'Window_Selectable' endend#==============================================================================# Window_Command#==============================================================================class Window_Command < Window_Selectable alias michael_Window_Command_initialize initialize alias michael_Window_Command_update update def initialize(x, y) michael_Window_Command_initialize(x, y) @michael_self_background_ftw_101.michael_window_background_sprite(self, 3) if String(self.class) == 'Window_Command' end def update michael_Window_Command_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 3) if String(self.class) == 'Window_Command' endend#==============================================================================# Window_HorzCommand#==============================================================================class Window_HorzCommand < Window_Commandend #No initialize, so no need to overload#==============================================================================# Window_Help#==============================================================================class Window_Help < Window_Base alias michael_Window_Help_initialize initialize alias michael_Window_Help_update update def initialize(line_number = 2) michael_Window_Help_initialize(line_number = 2) @michael_self_background_ftw_101.michael_window_background_sprite(self, 5) if String(self.class) == 'Window_Help' end def update michael_Window_Help_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 5) if String(self.class) == 'Window_Help' endend#==============================================================================# Window_Gold#==============================================================================class Window_Gold < Window_Base alias michael_Window_Gold_initialize initialize alias michael_Window_Gold_update update def initialize michael_Window_Gold_initialize @michael_self_background_ftw_101.michael_window_background_sprite(self, 6) if String(self.class) == 'Window_Gold' end def update michael_Window_Gold_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 6) if String(self.class) == 'Window_Gold' endend#==============================================================================# Window_MenuCommand#==============================================================================class Window_MenuCommand < Window_Command alias michael_Window_MenuCommand_initialize initialize alias michael_Window_MenuCommand_update update def initialize michael_Window_MenuCommand_initialize @michael_self_background_ftw_101.michael_window_background_sprite(self, 7) if String(self.class) == 'Window_MenuCommand' end def update michael_Window_MenuCommand_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 7) if String(self.class) == 'Window_MenuCommand' endend#==============================================================================# Window_MenuStatus#==============================================================================class Window_MenuStatus < Window_Selectable alias michael_Window_MenuStatus_initialize initialize alias michael_Window_MenuStatus_update update def initialize(x, y) michael_Window_MenuStatus_initialize(x, y) @michael_self_background_ftw_101.michael_window_background_sprite(self, 8) if String(self.class) == 'Window_MenuStatus' end alias michael_Window_MenuStatus_update update def update michael_Window_MenuStatus_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 8) if String(self.class) == 'Window_MenuStatus' endend#==============================================================================# Window_MenuActor#==============================================================================class Window_MenuActor < Window_MenuStatus alias michael_Window_MenuActor_initialize initialize alias michael_Window_MenuActor_update update def initialize michael_Window_MenuActor_initialize @michael_self_background_ftw_101.michael_window_background_sprite(self, 9) if String(self.class) == 'Window_MenuActor' end def update michael_Window_MenuActor_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 9) if String(self.class) == 'Window_MenuActor' endend#==============================================================================# Window_ItemCategory#==============================================================================class Window_ItemCategory < Window_HorzCommand alias michael_Window_ItemCategory_initialize initialize alias michael_Window_ItemCategory_update update def initialize michael_Window_ItemCategory_initialize @michael_self_background_ftw_101.michael_window_background_sprite(self, 10) if String(self.class) == 'Window_ItemCategory' end def update michael_Window_ItemCategory_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 10) if String(self.class) == 'Window_ItemCategory' endend#==============================================================================# Window_ItemList#==============================================================================class Window_ItemList < Window_Selectable alias michael_Window_ItemList_initialize initialize alias michael_Window_ItemList_update update def initialize(x, y, width, height) michael_Window_ItemList_initialize(x, y, width, height) @michael_self_background_ftw_101.michael_window_background_sprite(self, 11) if String(self.class) == 'Window_ItemList' end def update michael_Window_ItemList_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 11) if String(self.class) == 'Window_ItemList' endend#==============================================================================# Window_SkillCommand#==============================================================================class Window_SkillCommand < Window_Command alias michael_Window_SkillCommand_initialize initialize alias michael_Window_SkillCommand_update update def initialize(x, y) michael_Window_SkillCommand_initialize(x, y) @michael_self_background_ftw_101.michael_window_background_sprite(self, 12) if String(self.class) == 'Window_SkillCommand' end def update michael_Window_SkillCommand_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 12) if String(self.class) == 'Window_SkillCommand' endend#==============================================================================# Window_SkillStatus#==============================================================================class Window_SkillStatus < Window_Base alias michael_Window_SkillStatus_initialize initialize alias michael_Window_SkillStatus_update update def initialize(x, y) michael_Window_SkillStatus_initialize(x, y) @michael_self_background_ftw_101.michael_window_background_sprite(self, 13) if String(self.class) == 'Window_SkillStatus' end def update michael_Window_SkillStatus_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 13) if String(self.class) == 'Window_SkillStatus' endend#==============================================================================# Window_SkillList#==============================================================================class Window_SkillList < Window_Selectable alias michael_Window_SkillList_initialize initialize alias michael_Window_SkillList_update update def initialize(x, y, width, height) michael_Window_SkillList_initialize(x, y, width, height) @michael_self_background_ftw_101.michael_window_background_sprite(self, 14) if String(self.class) == 'Window_SkillList' end def update michael_Window_SkillList_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 14) if String(self.class) == 'Window_SkillList' endend#==============================================================================# Window_EquipStatus#==============================================================================class Window_EquipStatus < Window_Base alias michael_Window_EquipStatus_initialize initialize alias michael_Window_EquipStatus_update update def initialize(x, y) michael_Window_EquipStatus_initialize(x, y) @michael_self_background_ftw_101.michael_window_background_sprite(self, 15) if String(self.class) == 'Window_EquipStatus' end def update michael_Window_EquipStatus_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 15) if String(self.class) == 'Window_EquipStatus' endend#==============================================================================# Window_EquipCommand#==============================================================================class Window_EquipCommand < Window_HorzCommand alias michael_Window_EquipCommand_initialize initialize alias michael_Window_EquipCommand_update update def initialize(x, y, width) michael_Window_EquipCommand_initialize(x, y, width) @michael_self_background_ftw_101.michael_window_background_sprite(self, 16) if String(self.class) == 'Window_EquipCommand' end def update michael_Window_EquipCommand_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 16) if String(self.class) == 'Window_EquipCommand' endend#==============================================================================# Window_EquipSlot#==============================================================================class Window_EquipSlot < Window_Selectable alias michael_Window_EquipSlot_initialize initialize alias michael_Window_EquipSlot_update update def initialize(x, y, width) michael_Window_EquipSlot_initialize(x, y, width) @michael_self_background_ftw_101.michael_window_background_sprite(self, 17) if String(self.class) == 'Window_EquipSlot' end def update michael_Window_EquipSlot_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 17) if String(self.class) == 'Window_EquipSlot' endend#==============================================================================# Window_EquipItem#==============================================================================class Window_EquipItem < Window_ItemList alias michael_Window_EquipItem_initialize initialize alias michael_Window_EquipItem_update update def initialize(x, y, width, height) michael_Window_EquipItem_initialize(x, y, width, height) @michael_self_background_ftw_101.michael_window_background_sprite(self, 18) if String(self.class) == 'Window_EquipItem' end def update michael_Window_EquipItem_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 18) if String(self.class) == 'Window_EquipItem' endend#==============================================================================# Window_Status#==============================================================================class Window_Status < Window_Selectable alias michael_Window_Status_initialize initialize alias michael_Window_Status_update update def initialize(actor) michael_Window_Status_initialize(actor) @michael_self_background_ftw_101.michael_window_background_sprite(self, 19) if String(self.class) == 'Window_Status' end def update michael_Window_Status_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 19) if String(self.class) == 'Window_Status' endend#==============================================================================# Window_SaveFile#==============================================================================class Window_SaveFile < Window_Base alias michael_Window_SaveFile_initialize initialize alias michael_Window_SaveFile_update update def initialize(height, index) michael_Window_SaveFile_initialize(height, index) @michael_self_background_ftw_101.michael_window_background_sprite(self, 20) if String(self.class) == 'Window_SaveFile' end def update michael_Window_SaveFile_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 20) if String(self.class) == 'Window_SaveFile' endend#==============================================================================# Window_ShopCommand#==============================================================================class Window_ShopCommand < Window_HorzCommand alias michael_Window_ShopCommand_initialize initialize alias michael_Window_ShopCommand_update update def initialize(window_width, purchase_only) michael_Window_ShopCommand_initialize(window_width, purchase_only) @michael_self_background_ftw_101.michael_window_background_sprite(self, 21) if String(self.class) == 'Window_ShopCommand' end def update michael_Window_ShopCommand_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 21) if String(self.class) == 'Window_ShopCommand' endend#==============================================================================# Window_ShopBuy#==============================================================================class Window_ShopBuy < Window_Selectable alias michael_Window_ShopBuy_initialize initialize alias michael_Window_ShopBuy_update update def initialize(x, y, height, shop_goods) michael_Window_ShopBuy_initialize(x, y, height, shop_goods) @michael_self_background_ftw_101.michael_window_background_sprite(self, 22) if String(self.class) == 'Window_ShopBuy' end def update michael_Window_ShopBuy_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 22) if String(self.class) == 'Window_ShopBuy' endend#==============================================================================# Window_ShopSell#==============================================================================class Window_ShopSell < Window_ItemList alias michael_Window_ShopSell_initialize initialize alias michael_Window_ShopSell_update update def initialize(x, y, width, height) michael_Window_ShopSell_initialize(x, y, width, height) @michael_self_background_ftw_101.michael_window_background_sprite(self, 23) if String(self.class) == 'Window_ShopSell' end def update michael_Window_ShopSell_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 23) if String(self.class) == 'Window_ShopSell' endend#==============================================================================# Window_ShopNumber#==============================================================================class Window_ShopNumber < Window_Selectable alias michael_Window_ShopNumber_initialize initialize alias michael_Window_ShopNumber_update update def initialize(x, y, height) michael_Window_ShopNumber_initialize(x, y, height) @michael_self_background_ftw_101.michael_window_background_sprite(self, 24) if String(self.class) == 'Window_ShopNumber' end def update michael_Window_ShopNumber_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 24) if String(self.class) == 'Window_ShopNumber' endend#==============================================================================# Window_ShopStatus#==============================================================================class Window_ShopStatus < Window_Base alias michael_Window_ShopStatus_initialize initialize alias michael_Window_ShopStatus_update update def initialize(x, y, width, height) michael_Window_ShopStatus_initialize(x, y, width, height) @michael_self_background_ftw_101.michael_window_background_sprite(self, 25) if String(self.class) == 'Window_ShopStatus' end def update michael_Window_ShopStatus_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 25) if String(self.class) == 'Window_ShopStatus' endend#==============================================================================# Window_NameEdit#==============================================================================class Window_NameEdit < Window_Base alias michael_Window_NameEdit_initialize initialize alias michael_Window_NameEdit_update update def initialize(actor, max_char) michael_Window_NameEdit_initialize(actor, max_char) @michael_self_background_ftw_101.michael_window_background_sprite(self, 26) if String(self.class) == 'Window_NameEdit' end def update michael_Window_NameEdit_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 26) if String(self.class) == 'Window_NameEdit' endend#==============================================================================# Window_NameInput#==============================================================================class Window_NameInput < Window_Selectable alias michael_Window_NameInput_initialize initialize alias michael_Window_NameInput_update update def initialize(edit_window) michael_Window_NameInput_initialize(edit_window) @michael_self_background_ftw_101.michael_window_background_sprite(self, 27) if String(self.class) == 'Window_NameInput' end def update michael_Window_NameInput_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 27) if String(self.class) == 'Window_NameInput' endend#==============================================================================# Window_ChoiceList#==============================================================================class Window_ChoiceList < Window_Command alias michael_Window_ChoiceList_initialize initialize alias michael_Window_ChoiceList_update update def initialize(message_window) michael_Window_ChoiceList_initialize(message_window) @michael_self_background_ftw_101.michael_window_background_sprite(self, 28) if String(self.class) == 'Window_ChoiceList' end def update michael_Window_ChoiceList_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 28) if String(self.class) == 'Window_ChoiceList' endend#==============================================================================# Window_NumberInput#==============================================================================class Window_NumberInput < Window_Base alias michael_Window_NumberInput_initialize initialize alias michael_Window_NumberInput_update update def initialize(message_window) michael_Window_NumberInput_initialize(message_window) @michael_self_background_ftw_101.michael_window_background_sprite(self, 29) if String(self.class) == 'Window_NumberInput' end def update michael_Window_NumberInput_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 29) if String(self.class) == 'Window_NumberInput' endend#==============================================================================# Window_KeyItem#==============================================================================class Window_KeyItem < Window_ItemList alias michael_Window_KeyItem_initialize initialize alias michael_Window_KeyItem_update update def initialize(message_window) michael_Window_KeyItem_initialize(message_window) @michael_self_background_ftw_101.michael_window_background_sprite(self, 30) if String(self.class) == 'Window_KeyItem' end def update michael_Window_KeyItem_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 30) if String(self.class) == 'Window_KeyItem' endend#==============================================================================# Window_Message#==============================================================================class Window_Message < Window_Base alias michael_Window_Message_initialize initialize alias michael_Window_Message_update update def initialize michael_Window_Message_initialize @michael_self_background_ftw_101.michael_window_background_sprite(self, 31) if String(self.class) == 'Window_Message' @gold_window.update #I'm thinking of self.update if String(self.class) == 'Window_Message' for this, but that would be doing much more function calls. So yea! end def update michael_Window_Message_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 31) if String(self.class) == 'Window_Message' endend#==============================================================================# Window_ScrollText#==============================================================================class Window_ScrollText < Window_Base alias michael_Window_ScrollText_initialize initialize alias michael_Window_ScrollText_update update def initialize michael_Window_ScrollText_initialize @michael_self_background_ftw_101.michael_window_background_sprite(self, 32) if String(self.class) == 'Window_ScrollText' end def update michael_Window_ScrollText_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 32) if String(self.class) == 'Window_ScrollText' endend#==============================================================================# Window_MapName#==============================================================================class Window_MapName < Window_Base alias michael_Window_MapName_initialize initialize alias michael_Window_MapName_update update def initialize michael_Window_MapName_initialize @michael_self_background_ftw_101.michael_window_background_sprite(self, 33) if String(self.class) == 'Window_MapName' end def update michael_Window_MapName_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 33) if String(self.class) == 'Window_MapName' endend#==============================================================================# Window_BattleLog#==============================================================================class Window_BattleLog < Window_Selectable alias michael_Window_BattleLog_initialize initialize alias michael_Window_BattleLog_update update def initialize michael_Window_BattleLog_initialize @michael_self_background_ftw_101.michael_window_background_sprite(self, 34) if String(self.class) == 'Window_BattleLog' end def update michael_Window_BattleLog_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 34) if String(self.class) == 'Window_BattleLog' endend#==============================================================================# Window_PartyCommand#=========================-====================================================class Window_PartyCommand < Window_Command alias michael_Window_PartyCommand_initialize initialize alias michael_Window_PartyCommand_update update def initialize michael_Window_PartyCommand_initialize @michael_self_background_ftw_101.michael_window_background_sprite(self, 35) if String(self.class) == 'Window_PartyCommand' end def update michael_Window_PartyCommand_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 35) if String(self.class) == 'Window_PartyCommand' endend#==============================================================================# Window_ActorCommand#==============================================================================class Window_ActorCommand < Window_Command alias michael_Window_ActorCommand_initialize initialize alias michael_Window_ActorCommand_update update def initialize michael_Window_ActorCommand_initialize @michael_self_background_ftw_101.michael_window_background_sprite(self, 36) if String(self.class) == 'Window_ActorCommand' end def update michael_Window_ActorCommand_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 36) if String(self.class) == 'Window_ActorCommand' endend#==============================================================================# Window_BattleStatus#==============================================================================class Window_BattleStatus < Window_Selectable alias michael_Window_BattleStatus_initialize initialize alias michael_Window_BattleStatus_update update def initialize michael_Window_BattleStatus_initialize @michael_self_background_ftw_101.michael_window_background_sprite(self, 37) if String(self.class) == 'Window_BattleStatus' end def update michael_Window_BattleStatus_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 37) if String(self.class) == 'Window_BattleStatus' endend#==============================================================================# Window_BattleActor#==============================================================================class Window_BattleActor < Window_BattleStatus alias michael_Window_BattleActor_initialize initialize alias michael_Window_BattleActor_update update def initialize(info_viewport) michael_Window_BattleActor_initialize(info_viewport) @michael_self_background_ftw_101.michael_window_background_sprite(self, 38) if String(self.class) == 'Window_BattleActor' end def update michael_Window_BattleActor_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 38) if String(self.class) == 'Window_BattleActor' endend#==============================================================================# Window_BattleEnemy#==============================================================================class Window_BattleEnemy < Window_Selectable alias michael_Window_BattleEnemy_update update alias michael_Window_BattleEnemy_initialize initialize def initialize(info_viewport) michael_Window_BattleEnemy_initialize(info_viewport) @michael_self_background_ftw_101.michael_window_background_sprite(self, 39) if String(self.class) == 'Window_BattleEnemy' end def update michael_Window_BattleEnemy_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 39) if String(self.class) == 'Window_BattleEnemy' endend#==============================================================================# Window_BattleSkill#==============================================================================class Window_BattleSkill < Window_SkillList alias michael_Window_BattleSkill_initialize initialize alias michael_Window_BattleSkill_update update def initialize(help_window, info_viewport) michael_Window_BattleSkill_initialize(help_window, info_viewport) @michael_self_background_ftw_101.michael_window_background_sprite(self, 40) if String(self.class) == 'Window_BattleSkill' end def update michael_Window_BattleSkill_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 40) if String(self.class) == 'Window_BattleSkill' endend#==============================================================================# Window_BattleItem#==============================================================================class Window_BattleItem < Window_ItemList alias michael_Window_BattleItem_initialize initialize alias michael_Window_BattleItem_update update def initialize(help_window, info_viewport) michael_Window_BattleItem_initialize(help_window, info_viewport) @michael_self_background_ftw_101.michael_window_background_sprite(self, 41) if String(self.class) == 'Window_BattleItem' end def update michael_Window_BattleItem_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 41) if String(self.class) == 'Window_BattleItem' endend#==============================================================================# Window_TitleCommand#==============================================================================class Window_TitleCommand < Window_Command alias michael_Window_TitleCommand_initialize initialize alias michael_Window_TitleCommand_update update def initialize michael_Window_TitleCommand_initialize @michael_self_background_ftw_101.michael_window_background_sprite(self, 42) if String(self.class) == 'Window_TitleCommand' end def update michael_Window_TitleCommand_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 42) if String(self.class) == 'Window_TitleCommand' endend#==============================================================================# Window_GameEnd#==============================================================================class Window_GameEnd < Window_Command alias michael_Window_GameEnd_initialize initialize alias michael_Window_GameEnd_update update def initialize michael_Window_GameEnd_initialize @michael_self_background_ftw_101.michael_window_background_sprite(self, 43) if String(self.class) == 'Window_GameEnd' end def update michael_Window_GameEnd_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 43) if String(self.class) == 'Window_GameEnd' endend#==============================================================================# Window_DebugLeft#==============================================================================class Window_DebugLeft < Window_Selectable alias michael_Window_DebugLeft_initialize initialize alias michael_Window_DebugLeft_update update def initialize(x, y) michael_Window_DebugLeft_initialize(x, y) @michael_self_background_ftw_101.michael_window_background_sprite(self, 44) if String(self.class) == 'Window_DebugLeft' end def update michael_Window_DebugLeft_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 44) if String(self.class) == 'Window_DebugLeft' endend#==============================================================================# Window_DebugRight#==============================================================================class Window_DebugRight < Window_Selectable alias michael_Window_DebugRight_initialize initialize alias michael_Window_DebugRight_update update def initialize(x, y, width) michael_Window_DebugRight_initialize(x, y, width) @michael_self_background_ftw_101.michael_window_background_sprite(self, 45) if String(self.class) == 'Window_DebugRight' end def update michael_Window_DebugRight_update @michael_self_background_ftw_101.michael_window_background_sprite(self, 45) if String(self.class) == 'Window_DebugRight' endend#==============================================================================# Sprite#==============================================================================class Sprite #Another hidden script ftw! def michael_window_background_sprite(window, i) if __method__[0...7] == 48998564589.to_s(36) if $game_switches[Windows_Changer::Starting_Switch_Point + i] self.viewport = (window.viewport) ? window.viewport : window.michael_background_viewport_101 unless window.did_I_get_changed? @just_for_naming_convention_sake_saving_window_back_opacity = window.back_opacity unless window.back_opacity.nil? @just_for_naming_convention_sake_saving_window_opacity = window.opacity unless window.opacity.nil? end window.back_opacity = 0 unless window.back_opacity.nil? window.opacity = 0 unless window.opacity.nil? window.change_me_by_michael self.x = window.x self.y = window.y self.src_rect.width = window.width self.src_rect.height = window.height self.visible = ((window.openness == 255) && (window.visible)) #This is where picture is loaded name = $game_message.michael_windows_background_ftw_101
[0] folder = $game_message.michael_windows_background_ftw_101[1] self.bitmap = Cache.cache_extended(folder, name) self.z += $game_message.michael_windows_background_ftw_101[2] unless $game_message.michael_windows_background_ftw_101[2].nil? self.opacity = $game_message.michael_windows_background_ftw_101[3] if (self.visible) && !($game_message.michael_windows_background_ftw_101[3].nil?) #This is where the sprite_movement comes into play case String($game_message.michael_windows_background_ftw_101[4]) when 'false' #do nothing when 'show_all' self.x -= ((self.bitmap.width - window.width) / 2) self.src_rect.x = 0 if self.x < 0 #Muahahaha figured it out. Freakin' coordination won't show up if value is under 0. self.y -= ((self.bitmap.height - window.height) / 2) self.src_rect.y = 0 if self.y < 0 self.src_rect.width = Graphics.width self.src_rect.height = Graphics.height when 'move' self.x += ($game_message.michael_windows_background_ftw_101[5] - ((self.bitmap.width - window.width) / 2)) self.src_rect.x = 0 if self.x < 0 self.y += ($game_message.michael_windows_background_ftw_101[6] - ((self.bitmap.height - window.height) / 2)) self.src_rect.y = 0 if self.y < 0 self.src_rect.width = Graphics.width self.src_rect.height = Graphics.height when 'move_origin' self.x += $game_message.michael_windows_background_ftw_101[5] self.src_rect.x = 0 if self.x < 0 self.y += $game_message.michael_windows_background_ftw_101[6] self.src_rect.y = 0 if self.y < 0 when 'center', 'move_all' self.x = $game_message.michael_windows_background_ftw_101[5] self.y = $game_message.michael_windows_background_ftw_101[6] self.src_rect.x = $game_message.michael_windows_background_ftw_101[7] self.src_rect.y = $game_message.michael_windows_background_ftw_101[8] self.src_rect.width = $game_message.michael_windows_background_ftw_101[9] self.src_rect.height = $game_message.michael_windows_background_ftw_101[10] end else #This will return window to default opacity after window_off self.visible = false if ((window.openness == 255) && window.visible) unless @just_for_naming_convention_sake_saving_window_back_opacity.nil? window.back_opacity = @just_for_naming_convention_sake_saving_window_back_opacity end unless @just_for_naming_convention_sake_saving_window_opacity.nil? window.opacity = @just_for_naming_convention_sake_saving_window_opacity end window.oh_I_got_changed = false end end end endend=begin #Scene_Base, Scene_Save, and Scene_File are left out for unnecessary process#==============================================================================# Scene_Base#==============================================================================class Scene_Base alias michael_Scene_Base_start start def start michael_Scene_Base_start update_all_windows endend=end#==============================================================================# Scene_Title#==============================================================================class Scene_Title < Scene_Base alias michael_Scene_Title_start start def start michael_Scene_Title_start update_all_windows endend#==============================================================================# Scene_Map#==============================================================================class Scene_Map < Scene_Base alias michael_Scene_Map_start start def start michael_Scene_Map_start update_all_windows endend#==============================================================================# Scene_MenuBase#==============================================================================class Scene_MenuBase < Scene_Base alias michael_Scene_MenuBase_start start def start michael_Scene_MenuBase_start update_all_windows endend#==============================================================================# Scene_Menu#==============================================================================class Scene_Menu < Scene_MenuBase alias michael_Scene_Menu_start start def start michael_Scene_Menu_start update_all_windows endend#==============================================================================# Scene_ItemBase#==============================================================================class Scene_ItemBase < Scene_MenuBase alias michael_Scene_ItemBase_start start def start michael_Scene_ItemBase_start update_all_windows endend#==============================================================================# Scene_Item#==============================================================================class Scene_Item < Scene_ItemBase alias michael_Scene_Item_start start def start michael_Scene_Item_start update_all_windows endend#==============================================================================# Scene_Skill#==============================================================================class Scene_Skill < Scene_ItemBase alias michael_Scene_Skill_start start def start michael_Scene_Skill_start update_all_windows endend#==============================================================================# Scene_Equip#==============================================================================class Scene_Equip < Scene_MenuBase alias michael_Scene_Equip_start start def start michael_Scene_Equip_start update_all_windows endend#==============================================================================# Scene_Status#==============================================================================class Scene_Status < Scene_MenuBase alias michael_Scene_Status_start start def start michael_Scene_Status_start update_all_windows endend#==============================================================================# Scene_File#==============================================================================class Scene_File < Scene_MenuBase alias michael_Scene_File_start start def start michael_Scene_File_start update_all_windows endend#==============================================================================# Scene_End#==============================================================================class Scene_End < Scene_MenuBase alias michael_Scene_End_start start def start michael_Scene_End_start update_all_windows endend#==============================================================================# Scene_Shop#==============================================================================class Scene_Shop < Scene_MenuBase alias michael_Scene_Shop_start start def start michael_Scene_Shop_start update_all_windows endend#==============================================================================# Scene_Name#==============================================================================class Scene_Name < Scene_MenuBase alias michael_Scene_Name_start start def start michael_Scene_Name_start update_all_windows endend#==============================================================================# Scene_Debug#==============================================================================class Scene_Debug < Scene_MenuBase alias michael_Scene_Debug_start start def start michael_Scene_Debug_start update_all_windows endend#==============================================================================# Scene_Battle#==============================================================================class Scene_Battle < Scene_Base alias michael_Scene_Battle_start start def start michael_Scene_Battle_start update_all_windows endend#==============================================================================# Game_Message#==============================================================================class Game_Message attr_accessor :michael_windows_background_ftw_101 alias michael_initialize initialize def initialize michael_initialize @michael_windows_background_ftw_101 = Windows_Changer::Michael_Windows_Background_ftw_101_Array endend#==============================================================================# Creating Directory#==============================================================================module DataManager class << self alias michael_data_manager_101_init init end def self.init michael_data_manager_101_init create_Windows_Changer_directory end def self.create_Windows_Changer_directory Array.new(Windows_Changer::Number_Of_Element) do |i| Dir.mkdir($game_message.michael_windows_background_ftw_101[1]) if !File.exists?($game_message.michael_windows_background_ftw_101[1]) end endend#===============================================================================# DataManager#===============================================================================module DataManager class << self alias michael_Scene_Battle_create_game_objects create_game_objects end def self.create_game_objects michael_Scene_Battle_create_game_objects #Default setting = false $game_switches[Windows_Changer::Starting_Switch_Point...Windows_Changer::Starting_Switch_Point + Windows_Changer::Number_Of_Element] = false endend#===============================================================================# Game Interpreter#===============================================================================class Game_Interpreter def window_off(i) $game_switches[i + Windows_Changer::Starting_Switch_Point] = false end def window_on(i, name, type_movement = 'false') $game_switches[i + Windows_Changer::Starting_Switch_Point] = true $game_message.michael_windows_background_ftw_101[0] = "#{name}" $game_message.michael_windows_background_ftw_101[4] = String(type_movement) if String(type_movement) == 'false' || 'show_all' || 'center' end def window_depth(i, depth) $game_message.michael_windows_background_ftw_101[2] = depth end def window_opacity(i, opacity) $game_message.michael_windows_background_ftw_101[3] = opacity end def window_default(i) $game_message.michael_windows_background_ftw_101[2] = nil $game_message.michael_windows_background_ftw_101[3] = nil $game_message.michael_windows_background_ftw_101[4] = 'false' end def window_show_all(i) $game_message.michael_windows_background_ftw_101[4] = 'show_all' end def window_show_all_move(i, x, y) $game_message.michael_windows_background_ftw_101[4] = 'move' $game_message.michael_windows_background_ftw_101[5] = x $game_message.michael_windows_background_ftw_101[6] = y end def window_move_origin(i,x,y) $game_message.michael_windows_background_ftw_101[4] = 'move_origin' $game_message.michael_windows_background_ftw_101[5] = x $game_message.michael_windows_background_ftw_101[6] = y end def window_center(i) $game_message.michael_windows_background_ftw_101[4] = 'center' $game_message.michael_windows_background_ftw_101[5] = 272 $game_message.michael_windows_background_ftw_101[6] = 208 $game_message.michael_windows_background_ftw_101[9] = Graphics.width $game_message.michael_windows_background_ftw_101[10] = Graphics.height end def window_move_all(i, x, y, rect_x, rect_y, rect_width, rect_height) #Feeling pro, sir? $game_message.michael_windows_background_ftw_101[4] = 'move_all' $game_message.michael_windows_background_ftw_101[5] = x $game_message.michael_windows_background_ftw_101[6] = y $game_message.michael_windows_background_ftw_101[7] = rect_x $game_message.michael_windows_background_ftw_101[8] = rect_y $game_message.michael_windows_background_ftw_101[9] = rect_width $game_message.michael_windows_background_ftw_101[10] = rect_height endend