Código:
#============================================================================
# Menu Customizado Landarma
# Primeira revisão
#
# Simples modificação por Angel Ivy-chan.
#
#============================================================================
module MenuCommand
# Comandos Padrão
Item = 'Item'
Skill = 'Habilidades'
Equip = 'Equipamento'
Status = 'Status'
Save = 'Salvar'
Load = 'Carregar'
End_Game = 'Sair'
# Comandos Opcionais
Order = 'Ordem'
Party = 'Grupo'
Option = 'Opções'
Quest = 'Aventuras'
System = 'Sistema'
#Outros:
Exibir_Char = true
Exibir_Classe = true
Exibir_Exp = true
Exibir_Status = true
Exibir_Map = true
Exibir_Status_Pos = 2
# 0 = Posição da exp
# 1 = Posição da classe
# 2 = Canto da imagem de face
end
#------------------------------------------------------------------------------
# Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
# Name
#------------------------------------------------------------------------------
def name
$map_infos[@map_id]
end
end
#
# Beta>
#
class Window_Base < Window
def draw_actor_exp(actor, x, y, t)
s1 = actor.exp_s
s2 = actor.next_rest_exp_s + s1
text = s1.to_s + "/" + s2.to_s
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, "E")
self.contents.font.color = normal_color
self.contents.draw_text(x + 0, y, t, WLH, text, 2)
end
end
class Window_MenuStatus < Window_Selectable
def initialize(x, y)
super(x, y, 384, 416)
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
x = 80
y = actor.index * 96
draw_actor_name(actor, x, y)
draw_actor_level(actor, x + 10, y + WLH * 1)
if MenuCommand::Exibir_Status == true
if MenuCommand::Exibir_Status_Pos == 0
draw_actor_state(actor, x, y + WLH * 2)
elsif MenuCommand::Exibir_Status_Pos == 1
draw_actor_state(actor, x + 100, y)
elsif MenuCommand::Exibir_Status_Pos == 2
draw_actor_state(actor, 0, y + 53)
end
end
if MenuCommand::Exibir_Exp == true
draw_actor_exp(actor, x + 10, y + WLH * 2, 70)
end
if MenuCommand::Exibir_Classe == true
draw_actor_class(actor, x + 100, y)
end
if MenuCommand::Exibir_Char == true
draw_actor_graphic(actor, x + 245, y + 68)
draw_actor_hp(actor, x + 100, y + WLH * 1)
draw_actor_mp(actor, x + 100, y + WLH * 2)
else
draw_actor_hp(actor, x + 100, y + WLH * 1, 170)
draw_actor_mp(actor, x + 100, y + WLH * 2, 170)
end
end
end
end
#-------------------------------------------------------------------------------
# Janela de Passos:
#-------------------------------------------------------------------------------
class Window_Steps < Window_Base
def initialize
super(0, 176, 160, 90)
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, "Passos")
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
end
end
#==============================================================================
# Scene_Title
#==============================================================================
class Scene_Title
$map_infos = load_data("Data/MapInfos.rvdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
class Window_MapName < Window_Base
def initialize(x, y)
super(x, y, 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, "Local")
self.contents.font.color = normal_color
self.contents.draw_text(4, WLH, 120, 32, $game_map.name.to_s, 2)
end
end
#==============================================================================
# Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
def initialize(menu_index = 0)
@menu_index = menu_index
commands_init
@changer = 0 # Mudar ordem do grupo por Yargovish
@where = 0
@checker = 0
end
def commands_init
@commands = []
s1 = MenuCommand::Item
s2 = MenuCommand::Skill
s3 = MenuCommand::Equip
s4 = MenuCommand::Status
s5 = MenuCommand::Order
s6 = MenuCommand::System
@commands.push(s1, s2, s3, s4, s5, s6).flatten!
@sys_commands = []
o1 = MenuCommand::Option
o2 = MenuCommand::Save
o3 = MenuCommand::Load
o4 = MenuCommand::End_Game
@sys_commands.push(o1, o2, o3, o4).flatten!
end
def start
super
create_menu_background
create_command_window
create_system_window
@gold_window = Window_Gold.new(0, 264)
@status_window = Window_MenuStatus.new(160, 0)
@mapname_window = Window_MapName.new(0, 320)
@steps_window = Window_Steps.new
end
def terminate
super
dispose_menu_background
@command_window.dispose
@sys_command_window.dispose
@gold_window.dispose
@status_window.dispose
@mapname_window.dispose
@steps_window.dispose
end
def update
super
update_menu_background
@command_window.update
@sys_command_window.update
@gold_window.update
@status_window.update
@mapname_window.update
@steps_window.update
if @command_window.active
update_command_selection
elsif @sys_command_window.active
@sys_command_window.z = +500
update_sys_command_selection
elsif @status_window.active
update_actor_selection
end
end
def create_command_window
@command_window = Window_Command.new(160, @commands)
@command_window.index = @menu_index
if $game_party.members.size == 0
@command_window.draw_item(0, false)
@command_window.draw_item(1, false)
@command_window.draw_item(2, false)
@command_window.draw_item(3, false)
end
if $game_party.members.size <= 1
@command_window.draw_item(4, false)
end
end
def create_system_window
@sys_command_window = Window_Command.new(128, @sys_commands)
@sys_command_window.visible = false
@sys_command_window.active = false
@sys_command_window.x = 100
@sys_command_window.y = 130
@sys_command_window.z = 0
check_save_available
check_load_available
end
def check_save_available
if $game_system.save_disabled
@sys_command_window.draw_item(1, false)
end
end
def check_load_available
@load_enabled = (Dir.glob('Save*.rvdata').size > 0)
if !@load_enabled
@sys_command_window.draw_item(2, false)
end
end
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if disabled_main_command?
Sound.play_buzzer
return
end
main_command_input
end
end
def update_sys_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@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
elsif Input.trigger?(Input::C)
if disabled_main_command?
Sound.play_buzzer
return
end
sys_command_input
end
end
def disabled_main_command?
command = @commands[@command_window.index]
sys_command = @sys_commands[@sys_command_window.index]
c = MenuCommand
if $game_party.members.size == 0
if [c::Item, c::Skill, c::Equip, c::Status].include?(command)
return true
end
elsif $game_party.members.size <= 1
if [c::Order].include?(command)
return true
end
end
return true if $game_system.save_disabled and sys_command == c::Save
return true if !@load_enabled && sys_command == c::Load
return false
end
def main_command_input
command = @commands[@command_window.index]
Sound.play_decision
case command
when MenuCommand::Item
command_item
when MenuCommand::Skill, MenuCommand::Equip, MenuCommand::Status
start_actor_selection
when MenuCommand::Order
command_order
when MenuCommand::System
@sys_command_window.active = true
@sys_command_window.visible = true
@command_window.active = false
end
end
def sys_command_input
sys_command = @sys_commands[@sys_command_window.index]
Sound.play_decision
case sys_command
when MenuCommand::Option
command_option
when MenuCommand::Save
command_save
when MenuCommand::Load
command_load
when MenuCommand::End_Game
command_endgame
end
end
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
def update_actor_selection
command = @commands[@command_window.index]
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case command
when MenuCommand::Skill
command_skill
when MenuCommand::Equip
command_equip
when MenuCommand::Status
command_status
end
end
end
def command_item
$scene = Scene_Item.new
end
def command_skill
$scene = Scene_Skill.new(@status_window.index)
end
def command_equip
$scene = Scene_Equip.new(@status_window.index)
end
def command_status
$scene = Scene_Status.new(@status_window.index)
end
def command_order
if @command_window.active
start_actor_selection
@checker = 0
return
end
if @checker == 0
@changer = $game_party.members[@status_window.index]
@where = @status_window.index
@checker = 1
else
$game_party.members[@where] = $game_party.members[@status_window.index]
$game_party.members[@status_window.index] = @changer
@checker = 0
@status_window.refresh
$game_player.refresh
end
end
def command_party
# Muda para a tela de troca de grupo
# Insira sua Scene correspondente aqui
end
def command_option
# Muda para a tela de opções
# Insira sua Scene correspondente aqui
end
def command_quest
# Muda para a tela de aventuras (quests)
# Insira sua Scene correspondente aqui
end
def command_save
# Muda para a tela de salvar
$scene = Scene_File.new(true, false, false)
end
def command_load
# Muda para a tela de carregar
$scene = Scene_File.new(false, false, false)
end
def command_endgame
# Muda para a tela de fim de jogo
$scene = Scene_End.new
end
end