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 L's Simple Main Menu #1 - DMS Edit
#2
Script (Older)
Code:
#L's Custom Menu - Simple DMS Edit

#==============================================================================
# ? Game_Map
#==============================================================================
class Game_Map    
  def name
     $map_infos[@map_id]
  end  
end


#========================================
#? Scene_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end


class Window_Infos < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 130)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name)    
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    #---Show Time
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120, 32, text, 2)
    #---Show Steps
    self.contents.font.color = system_color
    self.contents.draw_text(4, 25, 120, 32, "Steps")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 42, 120, 32, $game_party.steps.to_s, 2)
    #---Show Money
    case $game_party.gold
      when 0..9999
        gold = $game_party.gold
      when 10000..99999
        gold = $game_party.gold.to_s
        array = gold.split(//)
        gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s
      when 100000..999999
        gold = $game_party.gold.to_s
        array = gold.split(//)
        gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s
      when 1000000..9999999
        gold = $game_party.gold.to_s
        array = gold.split(//)
        gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s
    end
    
    self.contents.font.color = normal_color    
    cx = contents.text_size($data_system.words.gold).width    
    self.contents.draw_text(4, 67, 120-cx-2, 32, gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 67, cx, 32, $data_system.words.gold, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end



class Window_MapName < Window_Base
def initialize
   super(0, 0, 160, 96)
   self.contents = Bitmap.new(width - 32, height - 32)  
   refresh
end
def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 120, 32, "Location")
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 32, 120, 32, $game_map.name.to_s, 2)
end
end



#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index    
    commands_init
    @changer = 0 #Change Party Order by Yargovish
    @where = 0 #
    @checker = 0  #
  end
  #--------------------------------------------------------------------------
  # * Set Commands
  #--------------------------------------------------------------------------
  def commands_init
    # MenuCommand
    @commands = []
    s1 = "Item"
    s2 = "Skill"
    s3 = "Equip"
    s4 = "Status"
    s5 = "Order"
    s6 = "Option"
    s7 = "System"
    @commands.push(s1, s2, s3, s4, s5, s6, s7).flatten!
    
    @system_commands = []
    o1 = "Save"
    o2 = "Load"
    o3 = "Exit"
    @system_commands.push(o1, o2, o3).flatten!
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    #Draw Windows
    main_command_window
    system_command_window
    main_draw
    #Execute transition
    Graphics.transition
    #Main Loop
    loop do
      #Main Loop
      main_loop
      break if main_scenechange?
    end
    #Prepare for transition
    Graphics.freeze
    #Dispose Windows
    main_dispose
  end
  #--------------------------------------------------------------------------
  # * Main Draw - Handles drawing windows
  #--------------------------------------------------------------------------
  def main_draw
    #Draw Windows
    # Make Info Window
    @infos_window = Window_Infos.new
    @infos_window.x = 0
    @infos_window.y = 255
    # Make map name window
    @mapname_window = Window_MapName.new
    @mapname_window.x = 0
    @mapname_window.y = 384
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0    
    end
  #--------------------------------------------------------------------------
  # * Main Command Window
  #--------------------------------------------------------------------------
  def main_command_window
    # Make command window    
    @command_window = Window_Command.new(160, @commands)
    @command_window.index = @menu_index
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_party.actors.size <= 1 #
      @command_window.disable_item(4)
    end
  end
  #--------------------------------------------------------------------------
  # * System Command Window
  #--------------------------------------------------------------------------
  def system_command_window
    @load_enabled = false
    @sys_command_window = Window_Command.new(128, @system_commands)
    @sys_command_window.visible = false
    @sys_command_window.active = false
    @sys_command_window.x = 100
    @sys_command_window.y = 210
    @sys_command_window.z = 0
    if $game_system.save_disabled
      @sys_command_window.disable_item(0)
    end
    for i in 0..3
      if (FileTest.exist?("Save#{i+1}.rxdata"))        
        @load_enabled = true
      end
    end  
    if !@load_enabled
      @sys_command_window.disable_item(1)
    end
  end    
  #--------------------------------------------------------------------------
  # * Main Scene Change
  #--------------------------------------------------------------------------
  def main_scenechange?
    # Abort loop if screen is changed
    if $scene != self
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Main Dispose
  #--------------------------------------------------------------------------
  def main_dispose
    # Dispose All Windows
    @command_window.dispose
    @sys_command_window.dispose
    @infos_window.dispose
    @mapname_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Main Loop
  #--------------------------------------------------------------------------
  def main_loop
    # Update game screen
    Graphics.update
    # Update input information
    Input.update
    # Frame update
    update
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update Windows
    update_windows
    
    if @sys_command_window.active
      @sys_command_window.z = +500
    end
    
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If system window is active: call update_sys_command
    if @sys_command_window.active
      update_sys_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Window Update
  #--------------------------------------------------------------------------
  def update_windows    
    @command_window.update if @command_window.visible
    @sys_command_window.update if @sys_command_window.visible
    @infos_window.update
    @status_window.update
    @mapname_window.update
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0    
      when 4  # Order
        #Change Party Order by Yargovish
        $game_system.se_play($data_system.decision_se)
        @checker = 0
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0  
      when 5  #Option
        #$game_system.se_play($data_system.decision_se)
        #Put your Option Scene
      when 6  #Call System Menu
        $game_system.se_play($data_system.decision_se)
        @sys_command_window.active = true
        @sys_command_window.visible = true
        @command_window.active = false    
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Update SysCommand Window
  #--------------------------------------------------------------------------
  def update_sys_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @sys_command_window.active = false
      @sys_command_window.visible = false
      @sys_command_window.index = 0
      @sys_command_window.z = 0
      return
    end
    
    if Input.trigger?(Input::C)
      case @sys_command_window.index      
      when 0  #Save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 1  #Load
        #When there are no saved files
        if !@load_enabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to load screen
        $scene = Scene_Load.new
      when 2  #Quit
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      when 4  #Order
        #Change Party Order by Yargovish
        $game_system.se_play($data_system.decision_se)
        if @checker == 0
          @changer = $game_party.actors[@status_window.index]
          @where = @status_window.index
          @checker = 1
        else
          $game_party.actors[@where] = $game_party.actors[@status_window.index]
          $game_party.actors[@status_window.index] = @changer
          @checker = 0
          @status_window.refresh
          $game_player.refresh #
        end
      end
      return
    end
  end    
end


class Scene_Save < Scene_File
  alias save_on_decision on_decision
  alias save_on_cancel on_cancel
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(filename)
    save_on_decision(filename)
    $scene = Scene_Menu.new(6)
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    save_on_cancel
    $scene = Scene_Menu.new(6)
  end
end


class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias load_initialize initialize
  alias load_on_cancel on_cancel
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @scene = $scene
    load_initialize
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    load_on_cancel
    $scene = @scene
  end
end
Reply }


Messages In This Thread
L's Simple Main Menu #1 - DMS Edit - by Landarma - 03-08-2008, 05:41 AM
L's Simple Main Menu #1 - DMS Edit - by Landarma - 03-08-2008, 05:43 AM
L's Simple Main Menu #1 - DMS Edit - by Landarma - 03-08-2008, 05:45 AM
L's Simple Main Menu #1 - DMS Edit - by Landarma - 03-08-2008, 05:47 AM

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