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Simple CMS
#1
Simple CMS
by Vash
May 29, 2005

This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.


[Image: cms.png]

To change the Chapter number go to the event Editor and click variable operation and check Specific Variable to 001 and name it Chapter. Then for the operator check the + and for the constand change the 0 to whatever chapter number you like.

Code:
class Window_Base < Window

def draw_actor_battler(actor, x, y)
face = RPG::Cache.battler(actor.character_name, actor.character_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(3, -1, fw, fh)
self.contents.blt(x - fw / 23, y - fh, face, src_rect, opacity)
end
end

class Window_Location < Window_Base

def initialize
   super(0, 0, 322, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $defaultfonttype  
   self.contents.font.size = $defaultfontsize
   refresh
end
def refresh
   self.contents.clear
   self.contents.font.color = normal_color
   $data_map_infos      = load_data("Data/MapInfos.rxdata")
   self.contents.draw_text(150, 0, 124, 32, $data_map_infos[$game_map.map_id].name, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(0, 0, 120, 32, "Location")
end
end

class Window_Title < Window_Base

def initialize
   super(0, 0, 322, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $defaultfonttype  
   self.contents.font.size = $defaultfontsize
   refresh
end
def refresh
   self.contents.clear
  self.contents.font.color = normal_color
  self.contents.draw_text(0, 0, 120, 32, 'Your Title Here')
end
end

class Window_Chapter < Window_Base

def initialize
   super(0, 0, 322, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $defaultfonttype  
   self.contents.font.size = $defaultfontsize
   refresh
end
def refresh
   self.contents.clear
  self.contents.font.color = system_color
  self.contents.draw_text(0, 0, 120, 32, 'Chapter')
  self.contents.font.color = normal_color
  self.contents.draw_text(250, 0, 120, 32, $game_variables[1].to_s)
end
end

class Window_PlayTime < Window_Base

def initialize
   super(0, 0, 160, 129)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $defaultfonttype  
   self.contents.font.size = $defaultfontsize
   refresh
end
def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, -10, 120, 32, "Play 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, 10, 120, 32, text, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(4, 38, 120, 32, "Real Time")
   @time_string = Time.now
   text = @time_string.strftime("%A %H:%M:%S")
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 60, 120, 32, text, 2)
end

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

class Window_MenuStatus < Window_Selectable

def initialize
   super(0, 0, 640, 289)
   @column_max = 4
   bw = 152 * @column_max
   bh = (($game_party.actors.size - 1) / @column_max + 1) * 256
   self.contents = Bitmap.new(bw, bh)
   refresh
   self.active = false
   self.index = - 1
end
def refresh
   self.contents.clear
   self.contents.font.size = 20
   self.contents.font.name = $defaultfonttype  
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     x = i % @column_max * 152 + 8
     y = i / @column_max * 256 + 96
     actor = $game_party.actors[i]
     draw_actor_battler(actor, x, y + 100)
     draw_actor_name(actor, x, y - 100)
     draw_actor_level(actor, x, y + 46)
     draw_actor_state(actor, x + 64, y + 46)
     self.contents.font.color = system_color
     self.contents.draw_text(x, y + 130, 32, 32, "Next")
     self.contents.font.color = normal_color
     self.contents.draw_text(x + 32, y + 130, 100, 32, actor.next_rest_exp_s, 2)
     draw_actor_hp(actor, x, y + 74)
     draw_actor_sp(actor, x, y + 102)
   end
end
def update_cursor_rect
   if @index < 0
     self.cursor_rect.empty
     return
   end
   cursor_width = 152
   x = @index % @column_max * 152
   y = @index / @column_max * 256 - self.oy
   self.cursor_rect.set(x, y, cursor_width, 256)
   self.oy = @index / @column_max * 256
end
end

class Scene_Menu

def initialize(menu_index = 0)
   @menu_index = menu_index
end
def main
   s1 = $data_system.words.item
   s2 = $data_system.words.skill
   s3 = $data_system.words.equip
   s4 = "Status"
   s5 = "Save"
   s6 = "Exit"
   @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
   @command_window.height = 5 * 32 + 32
   @command_window.x = 480
   @command_window.y = 288
   @command_window.index = @menu_index
   if $game_party.actors.size == 0
     @command_window.disable_item(0)
     @command_window.disable_item(1)
     @command_window.disable_item(2)
     @command_window.disable_item(3)
   end
   if $game_system.save_disabled
     @command_window.disable_item(4)
   end
   @playtime_window = Window_PlayTime.new
   @playtime_window.x = 0
   @playtime_window.y = 288
   @gold_window = Window_Gold.new
   @gold_window.x = 0
   @gold_window.y = 416
   @location_window = Window_Location.new
   @location_window.x = 159
   @location_window.y = 416
   @chapter_window = Window_Chapter.new
   @chapter_window.x = 159
   @chapter_window.y = 352
   @title_window = Window_Title.new
   @title_window.x = 159
   @title_window.y = 288
   @status_window = Window_MenuStatus.new
   @status_window.x = 0
   @status_window.y = 0
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   @command_window.dispose
   @playtime_window.dispose
   @gold_window.dispose
   @location_window.dispose
   @chapter_window.dispose
   @title_window.dispose
   @status_window.dispose
end
def update
   @command_window.update
   @playtime_window.update
   @gold_window.update
   @location_window.update
   @chapter_window.update
   @title_window.update
   @status_window.update
   if @command_window.active
     update_command
     return
   end
   if @status_window.active
     update_status
     return
   end
end
def update_command
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Map.new
     return
   end
   if Input.trigger?(Input::C)
     if $game_party.actors.size == 0 and @command_window.index < 4
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     case @command_window.index
     when 0  
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Item.new
     when 1  
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 2  
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 3  
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 4  
       if $game_system.save_disabled
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Save.new
     when 5  
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_End.new
     end
     return
   end
end
def update_status
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @command_window.active = true
     @status_window.active = false
     @status_window.index = -1
     return
   end
   if Input.trigger?(Input::C)
     case @command_window.index
     when 1  
       if $game_party.actors[@status_window.index].restriction >= 2
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Skill.new(@status_window.index)
     when 2  
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Equip.new(@status_window.index)
     when 3  
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Status.new(@status_window.index)
     end
     return
   end
end
end
}




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