################################################################################ Dark Paladin Single Character Menu v1.2# Platform: VX Ace# Author: Dark Paladin# Description: A menu system for a single Character.# Terms of use: You MAY use this script for your Non-commercial Projects.# You MAY use this script for Commercial projects without my permission.# Credit is appreciated but not needed.# This script requires: N/A Cachext Included################################################################################============================================================================== # CONFIG AREA #==============================================================================module DKP_Menu_Config Enable_Background = true # true/false Use Background? Menu_Background = "Background2" # Set the name of the background pic # Place Image in "Graphics/DPmenu/Main/" Or change it in the cachext module. Status_Opacity = 0 # Status Window Opacity Help_Opacity = 0 # Item Help Window Opacity Item_Opacity = 0 # Item Window Opacity Command_Opacity = 0 # Command Window Opacity CategoryW_Opacity = 0 # Category Window Opacity end module Cachext #-------------------------------------------------------------------------- # DKP Cachext # Do not edit unless you really know what your doing! # Platform: VX Ace # Author: Dark paladin # Description: Module for menu background. # ------------------------------------------------------------------------- #-------------------------------------------------------------------------- # *Graphics #-------------------------------------------------------------------------- #You can edit the stuff in purple between the "" to change folder location. #-------------------------------------------------------------------------- # *Menu Graphics Folder #-------------------------------------------------------------------------- def self.dpmenu(filename)# You can change the Folder names here for background image. load_bitmap("Graphics/DPmenu/Main/", filename) end#============================================================================== # END CONFIG AREA #============================================================================== #-------------------------------------------------------------------------- # * Load Bitmap #-------------------------------------------------------------------------- def self.load_bitmap(folder_name, filename, hue = 0) @cachext ||= {} if filename.empty? empty_bitmap elsif hue == 0 normal_bitmap(folder_name + filename) else hue_changed_bitmap(folder_name + filename, hue) end end #-------------------------------------------------------------------------- # * Create Empty Bitmap #-------------------------------------------------------------------------- def self.empty_bitmap Bitmap.new(32, 32) end #-------------------------------------------------------------------------- # * Create/Get Normal Bitmap #-------------------------------------------------------------------------- def self.normal_bitmap(path) @cachext[path] = Bitmap.new(path) unless include?(path) @cachext[path] end #-------------------------------------------------------------------------- # * Create/Get Hue-Changed Bitmap #-------------------------------------------------------------------------- def self.hue_changed_bitmap(path, hue) key = [path, hue] unless include?(key) @cachext[key] = normal_bitmap(path).clone @cachext[key].hue_change(hue) end @cachext[key] end #-------------------------------------------------------------------------- # * Check Cache Existence #-------------------------------------------------------------------------- def self.include?(key) @cachext[key] && !@cachext[key].disposed? end #-------------------------------------------------------------------------- # * Clear Cache #-------------------------------------------------------------------------- def self.clear @cachext ||= {} @cachext.clear GC.start endend#==============================================================================# ** Window_ItemCategory#------------------------------------------------------------------------------# This window is for selecting a category of normal items and equipment# on the item screen or shop screen.#==============================================================================class Window_ItemCategory < Window_HorzCommand include DKP_Menu_Config #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :item_window #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0) end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width 244 end #-------------------------------------------------------------------------- # * Get Digit Count #-------------------------------------------------------------------------- def col_max return 2 end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super @item_window.category = current_symbol if @item_window end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list add_command(Vocab::item, :item) add_command(Vocab::key_item, :key_item) end #-------------------------------------------------------------------------- # * Set Item Window #-------------------------------------------------------------------------- def item_window=(item_window) @item_window = item_window update endend#==============================================================================# ** Window_MenuStatus#------------------------------------------------------------------------------# This window displays party member status on the menu screen.#==============================================================================class Window_MenuStatus < Window_Selectable include DKP_Menu_Config #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader

ending_index # Pending position (for formation) #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, window_width, window_height) @pending_index = -1 self.opacity = Status_Opacity refresh end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width return 300 end #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- def window_height return 370 end #-------------------------------------------------------------------------- # * Get Number of Items #-------------------------------------------------------------------------- def item_max return 1 end #-------------------------------------------------------------------------- # * Get Item Height #-------------------------------------------------------------------------- def item_height (height - standard_padding * 2) / 4 end #-------------------------------------------------------------------------- # Simple Status #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 200) draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::hp_a) draw_current_and_max_values(x, y, width, actor.hp, actor.mhp, hp_color(actor), normal_color) end def draw_actor_name(actor, x, y, width = 112) change_color(hp_color(actor)) draw_text(x, y, width / 2, line_height, actor.name) end def draw_actor_simple_status(actor, x, y) draw_actor_name(actor, 187, 25) draw_actor_icons(actor, 0, y + line_height * 8) draw_actor_hp(actor, 40, 100 + line_height * 1) end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) actor = $game_party.members[0] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled) draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2) 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) endend#==============================================================================# ** Window_Help#------------------------------------------------------------------------------# This window shows skill and item explanations along with actor status.#==============================================================================class DKPWindow_Help < Window_Base include DKP_Menu_Config #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(line_number = 4) super(0, 0, 244, fitting_height(line_number)) self.opacity = Help_Opacity end #-------------------------------------------------------------------------- # * Set Text #-------------------------------------------------------------------------- def set_text(text) if text != @text @text = text refresh end end #-------------------------------------------------------------------------- # * Clear #-------------------------------------------------------------------------- def clear set_text("") end #-------------------------------------------------------------------------- # * Set Item # item : Skills and items etc. #-------------------------------------------------------------------------- def set_item(item) set_text(item ? item.description : "") end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh contents.clear draw_text_ex(0, 0, word_wrapping(@text)) end #-------------------------------------------------------------------------- # * Word Wrap #-------------------------------------------------------------------------- def word_wrapping(text, pos = 0) current_text_position = 0 for i in 0..(text.length - 1) if text
== "\n" current_text_position = 0 next end current_text_position += contents.text_size(text).width if (pos + current_text_position) >= (contents.width) current_element = i while(text[current_element] != " ") break if current_element == 0 current_element -= 1 end temp_text = "" for j in 0..(text.length - 1) temp_text += text[j] temp_text += "\n" if j == current_element end text = temp_text i = current_element current_text_position = 0 end end return text endend#==============================================================================# ** Window_Gold#------------------------------------------------------------------------------# This window displays the party's gold.#==============================================================================class Window_Gold < Window_Base include DKP_Menu_Config #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, window_width, fitting_height(1)) self.opacity = 0 self.z = 1000 refresh end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width return 160 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh contents.clear draw_currency_value(value, currency_unit, 4, 0, contents.width - 8) end #-------------------------------------------------------------------------- # * Get Party Gold #-------------------------------------------------------------------------- def value $game_party.gold end #-------------------------------------------------------------------------- # Get Currency Unit #-------------------------------------------------------------------------- def currency_unit Vocab::currency_unit end #-------------------------------------------------------------------------- # * Open Window #-------------------------------------------------------------------------- def open refresh super endendclass Window_ItemList < Window_Selectable include DKP_Menu_Config #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) super @category = :none @data = [] self.opacity = Item_Opacity end #-------------------------------------------------------------------------- # * Set Category #-------------------------------------------------------------------------- def category=(category) return if @category == category @category = category refresh self.oy = 0 end #-------------------------------------------------------------------------- # * Get Digit Count #-------------------------------------------------------------------------- def col_max return 1 end #-------------------------------------------------------------------------- # * Get Number of Items #-------------------------------------------------------------------------- def item_max @data ? @data.size : 1 end #-------------------------------------------------------------------------- # * Get Item #-------------------------------------------------------------------------- def item @data && index >= 0 ? @data[index] : nil end #-------------------------------------------------------------------------- # * Get Activation State of Selection Item #-------------------------------------------------------------------------- def current_item_enabled? enable?(@data[index]) end #-------------------------------------------------------------------------- # * Include in Item List? #-------------------------------------------------------------------------- def include?(item) case @category when :item item.is_a?(RPG::Item) && !item.key_item? when :key_item item.is_a?(RPG::Item) && item.key_item? else false end end #-------------------------------------------------------------------------- # * Display in Enabled State? #-------------------------------------------------------------------------- def enable?(item) $game_party.usable?(item) end #-------------------------------------------------------------------------- # * Create Item List #-------------------------------------------------------------------------- def make_item_list @data = $game_party.all_items.select {|item| include?(item) } @data.push(nil) if include?(nil) end #-------------------------------------------------------------------------- # * Restore Previous Selection Position #-------------------------------------------------------------------------- def select_last select(@data.index($game_party.last_item.object) || 0) end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] if item rect = item_rect(index) rect.width -= 4 draw_item_name(item, rect.x, rect.y, enable?(item)) draw_item_number(rect, item) end end #-------------------------------------------------------------------------- # * Draw Number of Items #-------------------------------------------------------------------------- def draw_item_number(rect, item) draw_text(rect, sprintf(":%2d", $game_party.item_number(item)), 2) end #-------------------------------------------------------------------------- # * Update Help Text #-------------------------------------------------------------------------- def update_help @help_window.set_item(item) end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh make_item_list create_contents draw_all_items endend#==============================================================================# ** Window_MenuCommand#------------------------------------------------------------------------------# This command window appears on the menu screen.#==============================================================================class Window_MenuCommand < Window_Command include DKP_Menu_Config #-------------------------------------------------------------------------- # * Initialize Command Selection Position (Class Method) #-------------------------------------------------------------------------- def self.init_command_position @@last_command_symbol = nil end #-------------------------------------------------------------------------- # * Get Digit Count #-------------------------------------------------------------------------- def col_max return 3 end #-------------------------------------------------------------------------- # * Get Spacing for Items Arranged Side by Side #-------------------------------------------------------------------------- def spacing return 100 end #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, Graphics.height- 47) activate select_last end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width return 544 end #-------------------------------------------------------------------------- # * Get Number of Lines to Show #-------------------------------------------------------------------------- def visible_line_number return 1 end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list add_main_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) 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 $game_party.exists end #-------------------------------------------------------------------------- # * Get Activation State of Save #-------------------------------------------------------------------------- def save_enabled !$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) endendclass Game_Interpreter def command_351 return if $game_party.in_battle SceneManager.call(Scene_Item) Window_MenuCommand::init_command_position Fiber.yield endendclass Scene_Map < Scene_Base def call_menu SceneManager.call(Scene_Item) Window_MenuCommand::init_command_position endend#==============================================================================# ** Scene_Item#------------------------------------------------------------------------------# This class performs the item screen processing.#==============================================================================class Scene_Item < Scene_ItemBase include DKP_Menu_Config #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_help_window create_status_window if Enable_Background != false then create_Image_Background end create_gold_window create_command_window create_category_window create_item_window #@category_window.deactivate end #-------------------------------------------------------------------------- # * Create Category Window #-------------------------------------------------------------------------- def create_category_window @category_window = Window_ItemCategory.new @category_window.viewport = @viewport @category_window.help_window = @help_window @category_window.y = 120 @category_window.opacity = CategoryW_Opacity @category_window.set_handler
ok, method
on_category_ok)) @category_window.set_handler
cancel, method
return_item)) end #-------------------------------------------------------------------------- # * Create Item Window #-------------------------------------------------------------------------- def create_item_window @item_window = Window_ItemList.new(0, 170, 244, 200) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.set_handler
ok, method
on_item_ok)) @item_window.set_handler
cancel, method
on_item_cancel)) @category_window.item_window = @item_window end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_MenuCommand.new @command_window.opacity = Command_Opacity @command_window.set_handler
item, method
command_item)) @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)) end #-------------------------------------------------------------------------- # * Deactivate category #-------------------------------------------------------------------------- def return_item @category_window.deactivate @command_window.activate @command_window.select_last end #-------------------------------------------------------------------------- # * [Save] Command #-------------------------------------------------------------------------- def command_save SceneManager.call(Scene_Save) end #-------------------------------------------------------------------------- # * [Exit Game] Command #-------------------------------------------------------------------------- def command_game_end SceneManager.call(Scene_End) end #-------------------------------------------------------------------------- # * [Item] Command #-------------------------------------------------------------------------- def command_item @category_window.activate @command_window.deactivate end #-------------------------------------------------------------------------- # * Create Gold Window #-------------------------------------------------------------------------- def create_gold_window @gold_window = Window_Gold.new @gold_window.x = Graphics.width - @gold_window.width @gold_window.y = Graphics.height - 100 end #-------------------------------------------------------------------------- # * Create Background Image #-------------------------------------------------------------------------- def create_Image_Background bitmap = Cachext.dpmenu(Menu_Background) @background_sprite.bitmap = bitmap end #-------------------------------------------------------------------------- # * Create Status Window #-------------------------------------------------------------------------- def create_status_window @status_window = Window_MenuStatus.new(244, 0) end #-------------------------------------------------------------------------- # * Create Help Window #-------------------------------------------------------------------------- def create_help_window @help_window = DKPWindow_Help.new @help_window.viewport = @viewport end #-------------------------------------------------------------------------- # * Category [OK] #-------------------------------------------------------------------------- def on_category_ok @item_window.activate @item_window.select_last end #-------------------------------------------------------------------------- # * Item [OK] #-------------------------------------------------------------------------- def on_item_ok $game_party.last_item.object = item determine_item end def determine_item if item.for_friend? show_sub_window(@actor_window) @actor_window.select_for_item(item) else use_item activate_item_window end end def cursor_left? @item_window.index % 1 == 0 end def show_sub_window(window) width_remain = Graphics.width - window.width window.x = cursor_left? ? width_remain : 0 @viewport.rect.x = @viewport.ox = cursor_left? ? 0 : window.width @viewport.rect.width = width_remain window.show.activate end #-------------------------------------------------------------------------- # * Item [Cancel] #-------------------------------------------------------------------------- def on_item_cancel @item_window.unselect @category_window.activate end #-------------------------------------------------------------------------- # * Play SE When Using Item #-------------------------------------------------------------------------- def play_se_for_item Sound.play_use_item end #-------------------------------------------------------------------------- # * Use Item #-------------------------------------------------------------------------- def use_item super @item_window.redraw_current_item endend