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Howdy!

I was trying to add a small window displaying the total playtime, somewhere into my menu which is run by this script here:

Code:
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#==============================================================================
module RE_MENU
   
  #--------------------------------------------------------------------------
  # ENGLISH
  #--------------------------------------------------------------------------
  # * how to create a recipe
  # * place Reciepe[a] = [b, c, d]
  # * a is a crescent number
  # * b and c are the items that will be combined
  # * d is the end item
  #--------------------------------------------------------------------------
  # PORTUGUES  
  #--------------------------------------------------------------------------
  # * receitas de combinações de itens
  # * coloque Reciepe[a] = [b, c, d] sendo
  # * a o valor crescente da receita de 1 a sla quantos
  # * b e c o valor dos intens da receitas que vam combinar
  # * d o item que será formado apartir dos outrs
  #--------------------------------------------------------------------------
 
  Recipe = {}
  Recipe[1] = [12, 13 , 14]
  Recipe[2] = [1, 1, 2]
  #Recipe[3] = [13, 16, 17]
  #Recipe[4] = [15, 14, 17]
  #Recipe[5] = [12, 12, 18]
  #Recipe[6] = [12, 18, 19]
  #--------------------------------------------------------------------------
  # vocabulary
  #--------------------------------------------------------------------------
  Equip = " "
  Discard = " "
  Combine = "Combine"
  Use = "Use"
  Equip = "EQ: "
  Inventary = "Item"
  Key_itens = "Files"
  Help_desc = " "
  Help_name = " "
  Maps = "Maps"
 
  #--------------------------------------------------------------------------
  # * Combine sond
  #--------------------------------------------------------------------------
  def self.playcombine
      Sound.play_use_item
  end
 
end

#OTTO Create Image for Background!!

  def create_Image_Background
    @sfondo = Sprite.new
    @sfondo.bitmap = Cache.system("Menu_"+$game_variables[10].to_s)
   
    @sfondo.x = 0
    @sfondo.y = 0
    #$sfondo.z =
    @sfondo.opacity = 255
   
  end
 
  def terminate
      super
      dispose_background
   end

   def dispose_background
      @sfondo.bitmap.dispose
      @sfondo.dispose
    end
 
#==============================================================================
# ** Window_Help now turned into Item Name by Otto
#------------------------------------------------------------------------------
#  Esta janela exibe explicação de habilidades e itens e outras informações.
#==============================================================================


class RE_Window_Iname < Window_Base
  #--------------------------------------------------------------------------
  # * Inicialização do objeto
  #     line_number : número de linhas
  #--------------------------------------------------------------------------
  def initialize(line_number = 1)
    super(268, 252, 207, 48) # Graphics.height - 384) OTTO (252)
  end
 
  #--------------------------------------------------------------------------
  # * Configuração de texto
  #     text : texto
  #--------------------------------------------------------------------------
  def set_text(text)
    if text != @text
      @text = text
      refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Limpeza
  #--------------------------------------------------------------------------
  def clear
    set_text(" ")
  end
  #--------------------------------------------------------------------------
  # * Definição de item
  #     item : habilidades, itens, etc.
  #--------------------------------------------------------------------------
  def set_item(item)
    set_text(item ? item.description : " ")
    @item = item
  end
 
  #--------------------------------------------------------------------------
  # * Renovação
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    if @item != nil
      #draw_text(5, 70, 150, 50, RE_MENU::Help_desc)
#~       draw_text(5, -12, 640, 100, @text)
      draw_text(6, -12 , 207, 48, @item.name) #RE_MENU::Help_name + @item.name)
    end
 
  end
end

#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  Esta janela exibe os comandos do menu.
#==============================================================================
class MenuCommand < Window_HorzCommand
  #--------------------------------------------------------------------------
  # * Inicialização da posição do comando de seleção (método da classe)
  #--------------------------------------------------------------------------
  def self.init_command_position
    @@last_command_symbol = nil
  end
  #--------------------------------------------------------------------------
  # * Inicialização do objeto
  #--------------------------------------------------------------------------
  def initialize
    super(268, 72)
  end
  #--------------------------------------------------------------------------
  # * Aquisição da largura da janela
  #--------------------------------------------------------------------------
  def window_width
    return 372
  end
 
  #--------------------------------------------------------------------------
  # * Aquisição da largura da janela
  #--------------------------------------------------------------------------
  def window_height
    48
  end
  #--------------------------------------------------------------------------
  # * Aquisição do número de linhas exibidas
  #--------------------------------------------------------------------------
  def col_max
    return 4
  end
  #def visible_line_number
   # 3
  #end
 
 
  #--------------------------------------------------------------------------
  # * Criação da lista de comandos
  #--------------------------------------------------------------------------
  def make_command_list
    add_main_commands
    add_map_command
    add_game_end_command
  end
  #--------------------------------------------------------------------------
  # * Adição dos comandos principais
  #--------------------------------------------------------------------------
  def add_main_commands
    add_command(RE_MENU::Inventary,   :item,   main_commands_enabled)
    add_command(RE_MENU::Key_itens, :key_item, main_commands_enabled)
  end
 
  #-------------------------------------------------------------------------
  # not sure wtf im doing lol #OTTO
  #-------------------------------------------------------------------------
  def add_map_command
    add_command(RE_MENU::Maps, :maps, main_commands_enabled) #OTTO
  end
  #--------------------------------------
 
  #--------------------------------------------------------------------------
  # * Definição de habilitação dos comandos principais
  #--------------------------------------------------------------------------
  def main_commands_enabled
    $game_party.exists
  end
  #--------------------------------------------------------------------------
  # * Adição do comando de fim do jogo
  #--------------------------------------------------------------------------
  def add_game_end_command
    add_command(Vocab::game_end, :game_end)
  end
  #--------------------------------------------------------------------------
  # * Definição de resultado ao pressionar o botão de confirmação
  #--------------------------------------------------------------------------
  def process_ok
    @@last_command_symbol = current_symbol
    super
  end
  #--------------------------------------------------------------------------
  # * Definição da janela de itens
  #     item_window : janela de itens
  #--------------------------------------------------------------------------
  def item_window=(item_window)
    @item_window = item_window
    @item_window.category = current_symbol
  end
 
end
 
class Window_ItemList < Window_Selectable
  attr_accessor :iname_window  #Thanks TheoAllen
  #--------------------------------------------------------------------------
  # * Inicialização do objeto
  #     x      : coordenada X
  #     y      : coordenada Y
  #     width  : largura
  #     height : altura
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(268, 120, 207, 132)
    @category = :none
    @data = []
  end
  #--------------------------------------------------------------------------
  # * Definição de categoria
  #--------------------------------------------------------------------------
  def category=(category)
    return if @category == category
    @category = category
    refresh
    self.oy = 0
  end
  #--------------------------------------------------------------------------
  # * Aquisição do número de colunas
  #--------------------------------------------------------------------------
  def col_max
    return 4
  end
 
  #--------------------------------------------------------------------------
  # * Aquisição do número máximo de itens
  #--------------------------------------------------------------------------
  def item_max
   case @category
    when :item
     8  + $game_variables[14]
    when :key_item
     @data ? @data.size : 1
    else
     @data ? @data.size : 1
   end
  end
 
#~   def item_max
#~    #8 + $game_variables[14]
#~     @data ? @data.size : 1 #Max Inventory Slot? Can I use variable? #OTTO
#~   end
  #--------------------------------------------------------------------------
  # * Aquisição do espaçamento entre os itens
  #--------------------------------------------------------------------------
  def spacing
    return 4
  end
 
  #--------------------------------------------------------------------------
  # * Aquisição de altura do item
  #--------------------------------------------------------------------------
  def item_height
    36
  end
  #--------------------------------------------------------------------------
  # * Aquisição das informações do item
  #--------------------------------------------------------------------------
  def item
    @data && index >= 0 ? @data[index] : nil
  end
  #--------------------------------------------------------------------------
  # * Definição de habilitação de seleção
  #--------------------------------------------------------------------------
  def current_item_enabled?
    enable?(@data[index])
  end
  #--------------------------------------------------------------------------
  # * Inclusão do item na lista
  #     item : item
  #--------------------------------------------------------------------------
  def include?(item)
    case @category
    when :item
      item.is_a?(RPG::Item) && !item.key_item? #or item.is_a?(RPG::Weapon)
    when :key_item
      item.is_a?(RPG::Item) && item.key_item?
    else
      false
    end
  end
  #--------------------------------------------------------------------------
  # * Definição de itens disponíveis para uso
  #--------------------------------------------------------------------------
  def usable?(item)
    if item.is_a?(RPG::Weapon)
      return true
    else
      return $game_party.usable?(item)
    end
    return false
 
  end
  #--------------------------------------------------------------------------
  # * Definição de habilitação do item
  #     item : item
  #--------------------------------------------------------------------------
  def enable?(item)
    #$game_party.usable?(item)
    return true
  end
  #--------------------------------------------------------------------------
  # * Criação da lista de itens
  #--------------------------------------------------------------------------
  def make_item_list
    @data = $game_party.all_items.select {|item| include?(item) }
    @data.push(nil) if include?(nil)
  end
  #--------------------------------------------------------------------------
  # * Retorno à seleção anterior
  #--------------------------------------------------------------------------
 
  def select_last
    select(@data.index($game_party.last_item.object) || 0)
  end
  #--------------------------------------------------------------------------
  # * desenhar o item
  #--------------------------------------------------------------------------
 
  def draw_item_name(item, x, y, enabled = true, width = 80)
    return unless item
    draw_icon(item.icon_index, x + 10, y + 6, enabled)
    change_color(normal_color, enabled)
#~     draw_text(x + 5, y + 50, width, line_height, item.name)
  end
  #--------------------------------------------------------------------------
  # * Desenho de um item
  #     index : índice do 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, true)
      rect.y -= 20
      draw_item_number(rect, item)
    end
  end
 
  #--------------------------------------------------------------------------
  # * Desenho do número de itens possuido
  #     rect : retângulo
  #     item : item
  #--------------------------------------------------------------------------
  def draw_item_number(rect, item)
    draw_text(rect, sprintf(" %2d", $game_party.item_number(item)), 2) #unless it has some tag in the notes??
  end
  #--------------------------------------------------------------------------
  # * Atualização da janela de ajuda  #<--- Thanks Theo Allen for help editing
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_item(item)
    @help_window.refresh
    return unless @iname_window
    @iname_window.set_item(item)
    @iname_window.refresh
  end
 
  #--------------------------------------------------------------------------
  # * Update Item Name #OTTO
  #--------------------------------------------------------------------------
#~   def update_iname
#~     @iname_window.set_item(item)
#~     @iname_window.refresh
#~   end
 
  #--------------------------------------------------------------------------
  # * Renovação
  #--------------------------------------------------------------------------
  def refresh
    make_item_list
    create_contents
    draw_all_items
    update_help
#~     update_iname
  end

end
 
class Comand_itens < Window_Command
  #--------------------------------------------------------------------------
  # * Inicialização do objeto
  #--------------------------------------------------------------------------
  def initialize
    super(284, 296)
    self.windowskin = Cache.system("Window_C")
    refresh
  end
 
  #--------------------------------------------------------------------------
  # * Aquisição da largura da janela
  #--------------------------------------------------------------------------
  def window_width
    return 100
  end
  def window_height
    return 76
  end
  def activeCombine=(active)
    @activecombine = active
  end
  def usename=(name)
    @usename = name
  end
  def activeCombine
    return @activecombine
  end
  def usename
    return @usename
  end
  def important=(value)
    @important = value
  end
  def important
    return @important
  end
  def isuse=(value)
    @isuse = value
  end
  def isuse
    return @isuse
  end
  #--------------------------------------------------------------------------
  # * Criação da lista de comandos
  #--------------------------------------------------------------------------
  def make_command_list
    add_command(usename,   :usar,   isuse)
    add_command(RE_MENU::Combine,  :combine,  activeCombine)
#~     add_command(RE_MENU::Discard,  :discart,  important)
  end
end
class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Inicialização do processo
  #--------------------------------------------------------------------------
  def start
    super
    create_Help_window
    create_command_window
    create_item_window
    create_Iname_window
    create_status_window
    create_command_itens
    create_Equip_window
    create_Image_Background
    @iscombine = false
    @actor = $game_party.members[0]
  end
 
  #--------------------------------------------------------------------------
  # * Criação da janela de comando
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = MenuCommand.new
    @command_window.set_handler(:item,      method(:command_item))
    @command_window.set_handler(:key_item,      method(:command_item))
    @command_window.set_handler(:game_end,  method(:command_game_end))
    @command_window.set_handler(:cancel,    method(:return_scene))
  end
 
  #--------------------------------------------------------------------------
  # * Criação da janela de itens
  #--------------------------------------------------------------------------
  def create_item_window
    wy = @command_window.y + @command_window.height + 100
    wh = Graphics.height - wy
    @item_window = Window_ItemList.new(344, wy, 200, wh)
    @item_window.help_window = @help_window
    @item_window.set_handler(:ok,     method(:on_item_ok))
    @item_window.set_handler(:cancel, method(:on_item_cancel))
    @command_window.item_window = @item_window
    @command_window.item_window = @item_window
  end
  #--------------------------------------------------------------------------
  # * Criação da janela de comando dos intems
  #--------------------------------------------------------------------------
  def create_command_itens
    @command_item = Comand_itens.new
    @command_item.set_handler(:usar,      method(:use_item))
    @command_item.set_handler(:combine,      method(:combine_item))
    @command_item.set_handler(:discart,  method(:discart_item))
    @command_item.set_handler(:cancel,    method(:return_itens))
    @command_item.visible = false
    @command_item.active = false
  end
 
  #--------------------------------------------------------------------------
  # * Criação das janelas #Position for Status and Equip #OTTO
  #--------------------------------------------------------------------------
  def create_status_window
    @Status_window = Window_Base.new(475,120,165,84)
    @Status_window.contents.clear
    #@Status_window.draw_actor_face(@actor, 1, 10)
    @Status_window.change_color(@Status_window.normal_color)
    @Status_window.draw_text(1, -10 , 120, 48, @actor.name)
    @Status_window.draw_actor_hp(@actor, 0, 40, 120)
  end
 
  def create_Help_window
    @help_window = Window_Help.new() #RE_Window_Help.new()
  end
 
  def create_Iname_window #OTTO
    @ihelp_window = RE_Window_Iname.new()
    @item_window.iname_window = @ihelp_window
  end
 
  def create_Equip_window
    @Equip_window = Window_Base.new(475,183,165,48)
    @Equip_window.contents.clear
    if @actor.equips[0] != nil
      @Equip_window.draw_icon(@actor.equips[0].icon_index, 36, 0, true)
      @Equip_window.draw_text(0, -12 , 120, 48, RE_MENU::Equip)
      #INSERT CURRENT / REMAINING AMMO HERE # OTTO
      #@Equip_window.draw_text(10, 40 , 150, 50, @actor.equips[0].name)
    else
      @Equip_window.draw_text(0, -12 , 120, 48, RE_MENU::Equip)
    end
 
 
  end
  def use_item
    if @item.is_a?(RPG::Weapon)
      @actor.change_equip(0,@item)
      Sound.play_equip
    else
      Sound.play_use_item
      @actor.use_item(@item)
      use_item_to_actors
   
    end
    return_itens
    refresh
    check_common_event
  end
  def use_item_to_actors
    $game_party.members.each do |target|
      @item.repeats.times { target.item_apply(@actor, @item) }
    end
  end
  def check_common_event
    if $game_temp.common_event_reserved?
      @sfondo.bitmap.dispose
      @sfondo.dispose
      SceneManager.goto(Scene_Map)
      @iscombine = false
    end
  end
  def combine_item
    if @iscombine == false
      @iscombine = true
      @combineitem = @item
    else
      recipe = RE_MENU::Recipe
      if @combineitem.id == @item.template_id
        if $game_party.item_number(@item) <= 1
          @combineitem = nil
        end
      end
      if @combineitem != nil
        for x in 1..recipe.size
        recipe1 = recipe[x]
     
          if recipe1[0] == @combineitem.template_id and recipe1[1] == @item.template_id
            @iscombine = false
            combineitens(x)
            break
          elsif recipe1[1] == @combineitem.template_id and recipe1[0] == @item.template_id
            @iscombine = false
            combineitens(x)
            break
          end
        end
      end
      if @iscombine == true
        Sound.play_buzzer
          @iscombine = false
      end
   
    end
    refresh
    return_itens
 
 
  end
  def combineitens(x)
    RE_MENU::playcombine
    $game_party.gain_item(@item, -1, true)
    $game_party.gain_item(@combineitem, -1, true)
    for y in 0..$data_items.size
        novoitem = $data_items[y] if y == RE_MENU::Recipe[x][2]
    end
    $game_party.gain_item(novoitem, 1)
  end
  def discart_item
    $game_party.gain_item(@item, -1, true)
    return_itens
  end
  def return_itens
    @command_item.visible = false
    @command_item.active = false
    @item_window.active = true
    @item_window.refresh
  end
  #--------------------------------------------------------------------------
  # * Item [Confirmação] #thanks to A-Moonless-Night
  #--------------------------------------------------------------------------
   #THIS BYPASSES THE SECOND USE/COMBINE WINDOW AND JUMPS DIRECTLY TO RECIPE CHECK
def on_item_ok
    @item = @item_window.item
    if @item != nil
      if @iscombine && @item.is_a?(RPG::Item) && !@item.key_item?
        combine_item
      else
        if @item.is_a?(RPG::Weapon)
          @command_item.activeCombine = false
          @command_item.usename = RE_MENU::Equip
        else
          @command_item.activeCombine = true
          @command_item.usename = RE_MENU::Use
        end
        if @item.is_a?(RPG::Item) and @item.key_item?
          @command_item.important = false
        else
          @command_item.important = true
        end
        if @item_window.usable?(@item)
          @command_item.isuse = true
        else
          @command_item.isuse = false
        end
        @command_item.refresh
        @command_item.visible = true
        @command_item.active = true
      end
    else
      Sound.play_buzzer
      @item_window.active = true
    end
    @help_window.set_item(@item)
  end
 
#~   def on_item_ok
#~     @item = @item_window.item
#~     if @item != nil
#~       if @item.is_a?(RPG::Weapon)
#~         @command_item.activeCombine = false
#~         @command_item.usename = RE_MENU::Equip
#~       else
#~         @command_item.activeCombine = true
#~         @command_item.usename = RE_MENU::Use
#~       end
#~       if @item.is_a?(RPG::Item) and @item.key_item?
#~         @command_item.important = false
#~       else
#~         @command_item.important = true
#~       end
#~       if @item_window.usable?(@item)
#~         @command_item.isuse = true
#~       else
#~         @command_item.isuse = false
#~       end
#~    
#~       @command_item.refresh
#~       @command_item.visible = true
#~       @command_item.active = true
#~     else
#~       Sound.play_buzzer
#~       @item_window.active = true
#~     end
#~     @help_window.set_item(@item)
#~   end
  #--------------------------------------------------------------------------
  # * Item [Cancelamento]
  #--------------------------------------------------------------------------
  def on_item_cancel
    @item_window.unselect
    @command_window.activate
    @iscombine = false
  end
 
  #--------------------------------------------------------------------------
  # * Comando [Item]
  #--------------------------------------------------------------------------
  def command_item
    @command_window.item_window = @item_window
    @item_window.activate
    @item_window.select_last
 
  end
  #--------------------------------------------------------------------------
  # Trying to add a Maps command #OTTO
  #--------------------------------------------------------------------------
  def command_maps
    SceneManager.call(Scene_Maps)
  end
  #--------------------------------------------------------------------------
  # * Comando [Fim do Jogo]
  #--------------------------------------------------------------------------
  def command_game_end
    SceneManager.call(Scene_Options)
  end
  #--------------------------------------------------------------------------
  # * Comandos individuais [Cancelamento]
  #--------------------------------------------------------------------------
  def on_personal_cancel
    @status_window.unselect
    @command_window.activate
  end
 
  def refresh
    @actor = $game_party.members[0]
    @item_window.refresh
    @Equip_window.contents.clear
    if @actor.equips[0] != nil
      @Equip_window.draw_icon(@actor.equips[0].icon_index, 36, 0, true)
      @Equip_window.draw_text(0, -12 , 120, 48, RE_MENU::Equip)
#~       @Equip_window.draw_text(10, 40 , 150, 50, @actor.equips[0].name)
    else
      @Equip_window.draw_text(0, -12 , 120, 48, RE_MENU::Equip)
    end
    @Status_window.contents.clear
#~     @Status_window.draw_actor_face(@actor, 1, 10)
    @Status_window.change_color(@Status_window.normal_color)
    @Status_window.draw_text(1, -10 , 120, 48, @actor.name)
    @Status_window.draw_actor_hp(@actor, 0, 40, 120)
   
  end
end
the script already has tons of modification made by me (with some big time help by fellow users).
Rather than keeping modifying that script risking to mess everything up, I followed the advice from my script godess ( :p ) A-Moonless-Night and went on to create an "indipendent" addon that goes right under the menu script.

Here's what I wrote so fare:

Code:
#--------------------------------------------------------------------------
# * THIS ADDS A WINDOW WITH PLAYTIME IN THE RE MENU;
#   THIS IS BASED OFF THE EDIT I MADE IN DARK SAGA RESURRECTION
#   AND INCLUDES FIX BY JeanBis *.
#----------------------------------------------------------------------------------

module RE_MENU
 
 class RE_Window_Time
 
  def create_time_window
     @time_window.x = 320
     @time_window.y = 240
   @time_window.width = 165
     @time_window.height = 55
  end
 
  def refresh
   @time_window.contents.clear
   @total_sec = Graphics.frame_count / Graphics.frame_rate
        hour = @total_sec / 60 / 60
        min = @total_sec / 60 % 60
        sec = @total_sec % 60
        playtime = sprintf("%02d : %02d : %02d", hour, min, sec)
   @time_window.draw_icon(32, 0, 64) #(X, Y, ID)
   @time_window.draw_text(32, 0, @time_window.width, 32, playtime)
  end

  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
        refresh
    end
  end
 
 end

end
I basically started from a editing I did in an old project I was working on about a year ago, where I changed the gold window into a playtime window, like this:



now in that project all I really had to do was adding those lines into the script, since the gold window was already bult in, I didn't have to worry about actually making the window appear, which instead I have to do here.

Now the good news is, the game didn't explode :D
Bad news, timer is nowhere to be seen :(

I'm pretty sure I'm missing some instructions to actually tell the main script what to do with this timer (assuming that even works in the first place LOL)
Can anyone help?

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