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 L's Simple Main Menu #1 - DMS Edit
#4
SDK2 version
Code:
#============================================================================
#L's Custom Menu - Simple DMS Edit SDK2 ver.
#============================================================================

#--------------------------------------------------------------------------
# * Begin SDK Log
#--------------------------------------------------------------------------
SDK.log("L's DMS Edit", 'L', '???', '2007-03-17')

#--------------------------------------------------------------------------
# * Begin SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.0, [1])

#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.enabled?("L's DMS Edit")

module SDK::Scene_Commands
  #============================================================================
  # ** Scene_Menu
  #============================================================================
  module Scene_Menu
    Item     = 'Item'
    Skill    = 'Skill'
    Equip    = 'Equip'
    Status   = 'Status'
    Save     = 'Save'
    Load     = 'Load'
    End_Game = 'Exit'
    
    Order    = 'Order'
    Party    = 'Party'
    Option   = 'Option'
    Quest    = 'Quest'
    System   = 'System'
    
    Menu_Commands = [Item, Skill, Equip, Status, Order, System]
    SysMenu_Commands = [Option, Save, Load, End_Game]
  end
end


if SDK.enabled?('Map Info')

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

else
#------------
#------------------------------------------------------------------------------
#  Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
#  Name
#------------------------------------------------------------------------------
  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

#-----------------
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
    when 10000000..99999999
      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+array[7].to_s
    when 100000000..999999999
      gold = $game_party.gold
    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, 2)
end
end


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

class Scene_Menu < SDK::Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    party_order_init
  end
  #--------------------------------------------------------------------------
  # * Party Order Change Initiation
  #--------------------------------------------------------------------------
  def party_order_init
    @changer = 0 #Change Party Order by Yargovish
    @where = 0 #
    @checker = 0  #
  end
  #--------------------------------------------------------------------------
  # * Main Processing : Window Initialization
  #--------------------------------------------------------------------------
  def main_window
    super
    # Make main command window
    main_command_window
    system_command_window
    # 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 Processing : Window Initialization : Main Command
  #--------------------------------------------------------------------------
  def main_command_window
    # Make command window
    command = SDK::Scene_Commands::Scene_Menu::Menu_Commands.dup
    @command_window = Window_Command.new(160, command)
    @command_window.index = @menu_index
    if @command_window.height > 256
      @command_window.height = 256
    end
    # 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 #
      #Disable change party order
      @command_window.disable_item(4)
    end
  end
  #--------------------------------------------------------------------------
  # * Main Processing : Window Initialization : System Command
  #--------------------------------------------------------------------------
  def system_command_window
    # Make command window
    sys_command = SDK::Scene_Commands::Scene_Menu::SysMenu_Commands.dup
    @sys_command_window = Window_Command.new(128, sys_command)
    @sys_command_window.visible = false
    @sys_command_window.active = false
    @sys_command_window.x = 100
    @sys_command_window.y = 180
    #@sys_command_window.z = 0
    check_save_available
    check_load_available
  end
  #-----------------
  def check_save_available
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @sys_command_window.disable_item(1)
    end
  end
  #-----------------
  def check_load_available
    #Check if saved file exists
    @load_enabled = false
    for i in 0..3
      if (FileTest.exist?("Save#{i+1}.rxdata"))        
        @load_enabled = true
      end
    end  
    if !@load_enabled
      #Put your @command_window.disable_item(index)
      @sys_command_window.disable_item(2)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    # If status window is active: call update_status
    elsif @status_window.active
      update_status
      return
    end
    
    if @sys_command_window.active
      @sys_command_window.z = +500
    end
    # If system window is active: call update_sys_command
    if @sys_command_window.active
      update_sys_command
      return
    end
  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)
      # Return if Disabled Command
      if disabled_main_command?
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Command Input
      main_command_input
      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 = -500
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Return if Disabled Command
      if disabled_main_command?
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Command Input
      sys_command_input
      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)
      # Return if Disabled Command
      if disabled_main_command?
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Command Input
      sub_command_input
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Disabled Main Command? Test
  #--------------------------------------------------------------------------
  def disabled_main_command?
    # Gets Current Command
    command = @command_window.command
    sys_command = @sys_command_window.command
    # Gets SDK Scene_Menu Commands
    c = SDK::Scene_Commands::Scene_Menu
    # If 0 Party Size
    if $game_party.actors.size == 0
      # If Item, Skill, Equip or Status Selected
      if [c::Item, c::Skill, c::Equip, c::Status].include?(command)
        return true
      end
    end
    if $game_party.actors.size <= 1
      if [c::Order].include?(command)
        return true
      end
    end
    # If Save Disabled && Command is Save
    return true if $game_system.save_disabled && sys_command == c::Save
    # If Load Disabled && Command is Load
    return true if !@load_enabled && sys_command == c::Load
    return false
  end
  #--------------------------------------------------------------------------
  # * Main Command Input
  #--------------------------------------------------------------------------
  def main_command_input
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Branch by command window cursor position
    case @command_window.command
    when SDK::Scene_Commands::Scene_Menu::Item      # item
      command_item
    when SDK::Scene_Commands::Scene_Menu::Skill     # skill
      command_skill
    when SDK::Scene_Commands::Scene_Menu::Equip     # equipment
      command_equip
    when SDK::Scene_Commands::Scene_Menu::Status    # status
      command_status
    when SDK::Scene_Commands::Scene_Menu::Order      # order
      command_order
    when SDK::Scene_Commands::Scene_Menu::Option    #option
      command_option
    when SDK::Scene_Commands::Scene_Menu::System  # 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
  end
  #--------------------------------------------------------------------------
  # * System Command Input
  #--------------------------------------------------------------------------
  def sys_command_input
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Branch by command window cursor position
    case @sys_command_window.command
    when SDK::Scene_Commands::Scene_Menu::Save  #save
      command_save
    when SDK::Scene_Commands::Scene_Menu::Load  #load
      command_load
    when SDK::Scene_Commands::Scene_Menu::End_Game  #end game
      command_endgame
    when SDK::Scene_Commands::Scene_Menu::Option    #option
      command_option
    end
  end
  #--------------------------------------------------------------------------
  # * Disabled Sub Command? Test
  #--------------------------------------------------------------------------
  def disabled_sub_command?
    # If Skill Selected
    if @command_window.command == SDK::Scene_Commands::Scene_Menu::Skill
      # If this actor's action limit is 2 or more
      if $game_party.actors[@status_window.index].restriction >= 2
        return true
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Sub Command Input
  #--------------------------------------------------------------------------
  def sub_command_input
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Branch by command window cursor position
    case @command_window.command
    when SDK::Scene_Commands::Scene_Menu::Skill     # skill
      command_skill
    when SDK::Scene_Commands::Scene_Menu::Equip     # equipment
      command_equip
    when SDK::Scene_Commands::Scene_Menu::Status    # status
      command_status
    when SDK::Scene_Commands::Scene_Menu::Order      # order
      command_order
    end
  end
  #--------------------------------------------------------------------------
  # * Command : Item
  #--------------------------------------------------------------------------
  def command_item
    # Switch to item screen
    $scene = Scene_Item.new
  end
  #--------------------------------------------------------------------------
  # * Command : Skill
  #--------------------------------------------------------------------------
  def command_skill
    # If Main Command Active
    if @command_window.active
      # Activate Status Window
      active_status_window
      return
    end
    # Switch to skill screen
    $scene = Scene_Skill.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command : Equip
  #--------------------------------------------------------------------------
  def command_equip
    # If Main Command Active
    if @command_window.active
      # Activate Status Window
      active_status_window
      return
    end
    # Switch to equipment screen
    $scene = Scene_Equip.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command : Status
  #--------------------------------------------------------------------------
  def command_status
    # If Main Command Active
    if @command_window.active
      # Activate Status Window
      active_status_window
      return
    end
    # Switch to status screen
    $scene = Scene_Status.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command : Order
  #--------------------------------------------------------------------------
  def command_order
    # If Main Command Active
    if @command_window.active
      # Activate Status Window
      active_status_window
      @checker = 0
      return
    end
    #Change Party Order by Yargovish
    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
  #--------------------------------------------------------------------------
  # * Command : Party
  #--------------------------------------------------------------------------
  def command_party
    # Switch to party change screen
    #Put your Party Change Scene here
  end
  #--------------------------------------------------------------------------
  # * Command : Option
  #--------------------------------------------------------------------------
  def command_option
    # Switch to option screen
    #Put your Option Scene here
    $scene = Scene_ConfigurationType.new
  end
  #--------------------------------------------------------------------------
  # * Command : Quest
  #--------------------------------------------------------------------------
  def command_quest
    # Switch to quest screen
    #Put your Quest Scene here
  end
  #--------------------------------------------------------------------------
  # * Command : Save
  #--------------------------------------------------------------------------
  def command_save
    # Switch to save screen
    $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Command : Load
  #--------------------------------------------------------------------------
  def command_load
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command : End Game
  #--------------------------------------------------------------------------
  def command_endgame
    # Switch to end game screen
    $scene = Scene_End.new
  end
  #--------------------------------------------------------------------------
  # * Activate Status Window
  #--------------------------------------------------------------------------
  def active_status_window
    # Make status window active
    @command_window.active = false
    @status_window.active = true
    @status_window.index = 0
  end
end

#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
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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