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Brand New - Grand Menu

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Hi, after a long time, I'm posting a new menu script. It's my second script.

This is menu script, with many customization.

 

This script require another script called "GUI Configuration".

 

That's all, plug and play.

If you want to change any adjustment just go through the script. I made it very simple.

 

Features:

1. Extra Windows:

Displays variables(2 variable display window - I used it as Game Progress(Var1) and Charisma(Var2), map name window, current party size, playtime, battle count and save count.

 

2. Icons: Each command will have an icon. Default commands already have their own. But if you added a new command then you have to do this simple thing :

Go to "GUI Config" script and go to line number 153. There are the command names.

Like this - "Items"         => 260,

You just have to add another line.

Suppose you are using Modern Algebras Quest Journal script and it will be automatically added to the menu. Then you have to add this line there - "Quests"         => 100,

(100 or whatever Icon you want to use)

 

3. Help Window: Each command items have their information in the help window.

Just like the icon section, you have to do a little adjustment here too.

Suppose yoou are using Quest Journal script, and the Quest command is automatically added to the menu, then.. all you have to do is go to script "Grand Menu" then go to line number 119, there you will see the help text module. You have to add there Quest help text. You just have put the help text in the right place.

 

4. Show only current HP and MP, I removed Max values.

 

5. Experience Bar. When some one is at level 99 it will show "Max"

 

6. Displaying character graphics instead of face.

 

Special thanks:

Nicke - I got the idea of the menu layout from Nicke's "Menu Delux"

Soulpour - Helped with the "Help Window".

 

Note: 

1. This menu is best for 640x480 resolution. If you use it in default 544x416 resolution windows will not be shown properly.

I made this in 640x480 for getting a bigger but compact view.

2. If you are using Black Morning's scripts you have to adjust the position of "Level" in the menu script.

 

If anyone finds any bug must reply here.

 

GUI Configuration:

#==============================================================================
# ** GUI Configuration
#------------------------------------------------------------------------------
#  This is a super class of all scenes within the game.
#==============================================================================
class Window_Base < Window
  #----------------------------------------------------------------------------
  # * Object Initialization
  #----------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super
    self.windowskin = Cache.system("Window")
    self.back_opacity = 255
    self.opacity = 255
    update_padding
    update_tone
    create_contents
    @opening = @closing = false
  end
  #----------------------------------------------------------------------------
  # * Draw Gauge
  #     rate   : Rate (full at 1.0)
  #     color1 : Left side gradation
  #     color2 : Right side gradation
  #----------------------------------------------------------------------------
  def draw_gauge(x, y, width, rate, color1, color2)
    fill_w = (width * rate).to_i
    gauge_y = y + line_height - 8
    contents.fill_rect(x, gauge_y, width, 12, gauge_back_color)
    contents.gradient_fill_rect(x, gauge_y, fill_w, 12, color1, color2)
  end
  #----------------------------------------------------------------------------
  # * Draw Current Value in Fractional Format
  #     current : Current value
  #     color1  : Color of current value
  #     color2  : Color of maximum value
  #----------------------------------------------------------------------------
  def draw_current_value(x, y, width, current, color1, color2)
    change_color(color1)
    xr = x + width
    if width < 96
      draw_text(xr - 40, y, 42, line_height, current, 2)
    else
      draw_text(xr - 42, y + 6, 42, line_height, current, 2)
      change_color(color2)
    end
  end
  #----------------------------------------------------------------------------
  # * Draw HP
  #----------------------------------------------------------------------------
  def draw_actor_hp(actor, x, y, width = 160)
    draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
    change_color(system_color)
    draw_text(x + 2, y + 6, 30, line_height, Vocab::hp_a)
    draw_current_value(x, y, width, actor.hp, hp_color(actor), normal_color)
  end
  #----------------------------------------------------------------------------
  # * Draw MP
  #----------------------------------------------------------------------------
  def draw_actor_mp(actor, x, y, width = 160)
    draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
    change_color(system_color)
    draw_text(x + 2, y + 6, 30, line_height, Vocab::mp_a)
    draw_current_value(x, y, width, actor.mp, mp_color(actor), normal_color)
  end
  #----------------------------------------------------------------------------
  # * Draw Simple Status
  #----------------------------------------------------------------------------
  def draw_actor_simple_status(actor, x, y)
    draw_actor_name(actor, x, y)
    draw_actor_level(actor, x, y + line_height * 1)
    draw_actor_icons(actor, x, y + line_height * 2)
    draw_actor_class(actor, x + 120, y)
    draw_actor_hp(actor, x + 120, y + line_height * 1)
    draw_actor_mp(actor, x + 120, y + line_height * 2)
  end
  #----------------------------------------------------------------------------
  # * Draw Level
  #----------------------------------------------------------------------------
  def draw_actor_level(actor, x, y)
    change_color(system_color)
    draw_text(x, y, 32, line_height, "Lv.")
    change_color(normal_color)
    draw_text(x + 20, y, 24, line_height, actor.level, 0)
  end
  #--------------------------------------------------------------------------
  # * Draw State and Buff/Debuff Icons
  #--------------------------------------------------------------------------
  def draw_actor_icons(actor, x, y, width = 96)
    icons = (actor.state_icons + actor.buff_icons)[0, width / 24]
    icons.each_with_index {|n, i| draw_icon(n, x + 24 * i, y) }
  end
  #============================================================================
  # ** Experience Gauge
  #----------------------------------------------------------------------------
  # * Get Text Colors
  #----------------------------------------------------------------------------
  def exp_gauge_color1;      text_color(11);  end;  # EXP gauge added lower half
  def exp_gauge_color2;      text_color(3);   end;  # EXP gauge added upper half
  def exp_gauge_back_color;  text_color(19);  end;  # EXP Gauge background
  #----------------------------------------------------------------------------
  # * Draw exp Gauge
  #     rate   : Rate (full at 1.0)
  #     color1 : Left side gradation
  #     color2 : Right side gradation
  #----------------------------------------------------------------------------
  def draw_expgauge(x, y, width, rate, color1, color2)
    fill_w = (width * rate).to_i
    gauge_y = y + line_height - 8
    contents.fill_rect(x, gauge_y, width, 12, exp_gauge_back_color)
    contents.gradient_fill_rect(x, gauge_y, fill_w, 12, color1, color2)
  end
  #----------------------------------------------------------------------------
  # * Draw EXP  This is the exp info to be drawn on the "menu" status
  #----------------------------------------------------------------------------
  def draw_exp(actor, x, y, width = 160)
        s1 = actor.max_level? ? "Max" : actor.exp
        s2 = actor.max_level? ? "0" : actor.next_level_exp - actor.exp
        if actor.max_level? ?
          draw_expgauge(x, y, width, 1, exp_gauge_color1, exp_gauge_color2) :
          draw_gauge(x, y,width,((((actor.exp - actor.current_level_exp).to_f/100) / ((actor.next_level_exp.to_f - actor.current_level_exp.to_f)/100))),  
          exp_gauge_color1, exp_gauge_color2)
        end
        change_color(system_color)
        draw_text(x + 2, y + 6, 30, line_height, "XP")
        change_color(normal_color)
        if actor.max_level? ?
          draw_text(x + width - 72, y + 6, 72, line_height, "Max", 2) :
          draw_text(x + width - 72, y + 6, 72, line_height, actor.next_level_exp.to_i - actor.exp.to_i, 2)
        end
      end
    end
  #----------------------------------------------------------------------------
  # * Font Configuration
  #----------------------------------------------------------------------------
  Font.default_name      = ["Roboto Condensed"]   
  Font.default_size      = 20
  Font.default_bold      = false
  Font.default_italic    = false
  Font.default_shadow    = false
  Font.default_outline   = true
  Font.default_color     = Color.new(255,255,255,255)
  Font.default_out_color = Color.new(0,0,0,182)
  #----------------------------------------------------------------------------
  # * Graphics Resolution
  #----------------------------------------------------------------------------
  Graphics.resize_screen(640, 480) 
#==============================================================================
# ** Command Icon
#------------------------------------------------------------------------------
#  This is a super class of all scenes within the game.
#==============================================================================
module Command_Icons
    #--------------------------------------------------------------------------
    # * Icon ID
    #--------------------------------------------------------------------------
    ICON_ID ={
    # Command Name    => Icon ID,
      "Items"         => 260,    
      "Skills"        => 143,    
      "Equipment"     => 436,    
      "Status"        => 121,
      "Formation"     =>  12,    
      "Save"          => 286,    
      "Game End"      => 368,
    } 
    end
#==============================================================================
# ** Window_Command
#==============================================================================
class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # Use Icon
  #--------------------------------------------------------------------------
  def use_icon?(text)
    return Command_Icons::ICON_ID.include?(text)
  end
  #--------------------------------------------------------------------------
  # Command Icon
  #--------------------------------------------------------------------------
  def command_icon(text)
    return Command_Icons::ICON_ID[text]
  end
  #--------------------------------------------------------------------------
  # Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
    enabled = command_enabled?(index)
    change_color(normal_color, enabled)
    rect = item_rect_for_text(index)
    text = command_name(index)
    if use_icon?(text)
      draw_icon_text(rect.clone, text, alignment, enabled)
    else
      draw_text(rect, text, alignment)
    end
  end
  #--------------------------------------------------------------------------
  # Draw Text
  #--------------------------------------------------------------------------
  def draw_icon_text(rect, text, alignment, enabled)
    cw = text_size(text).width
    icon = command_icon(text)
    draw_icon(icon, rect.x, rect.y, enabled)
    rect.x += 28
    rect.width -= 24
    draw_text(rect, text, alignment)
  end
end 

 

#==============================================================================
# ** Grand Menu
# Version: 1.0 [Initial]
#------------------------------------------------------------------------------
# Auther - Rupam Ontherocks
#------------------------------------------------------------------------------
# Require: GUI Configuration
#------------------------------------------------------------------------------
# Description:
# This is a brand new model of main menu, nothing else.
#------------------------------------------------------------------------------
 
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  Main menu process.
#==============================================================================
class Scene_Menu < Scene_MenuBase
  alias grand_menu_engine start
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    grand_menu_engine
    create_help_window
    create_menu_command_window
    create_gold_window
    create_location_window
    create_status_window
    create_progress_window
    create_charisma_window
    create_party_window
    create_battle_window
    create_save_window
    create_play_time_window
  end
  
  def create_help_window
    @command_help_window = Window_HelpCommand.new
    @command_help_window.y = 0
  end
  
  def update
    super
    @command_help_window.set_helpText(@command_window.index) if @command_window 
  end
  
  def create_menu_command_window
    @command_window = Window_MenuCommand.new
    @command_window.set_handler(:item,      method(:command_item))
    @command_window.set_handler(:skill,     method(:command_personal))
    @command_window.set_handler(:equip,     method(:command_personal))
    @command_window.set_handler(:status,    method(:command_personal))
    @command_window.set_handler(:formation, method(:command_formation))
    @command_window.set_handler(:save,      method(:command_save))
    @command_window.set_handler(:game_end,  method(:command_game_end))
    @command_window.set_handler(:cancel,    method(:return_scene))
    @command_window.y = 48
  end
  
  def create_gold_window
    @gold_window = Window_Gold.new
    @gold_window.y = Graphics.height - 72
  end
  
  def create_location_window
    @location_window = Window_Location.new(0, 0)
    @location_window.x = 160
    @location_window.y = Graphics.height - 144
  end
  
  def create_status_window
    @status_window = Window_MenuStatus.new(0, 0)
    @status_window.x = Graphics.width / 2
    @status_window.y = 0
  end
  
  def create_progress_window
    @progress_window = Window_Progress.new(0, 0)
    @progress_window.x = 0
    @progress_window.y = 48
  end
  
  def create_charisma_window
    @charisma_window = Window_Charisma.new(0, 0)
    @charisma_window.x = 0
    @charisma_window.y = 120
  end
  
  def create_party_window
    @party_window = Window_Party.new(0, 0)
    @party_window.x = 0
    @party_window.y = 192
  end
  
  def create_battle_window
    @battle_window = Window_BattleCount.new(0, 0)
    @battle_window.x = 0
    @battle_window.y = 264
  end
  
  def create_save_window
    @save_window = Window_SaveCount.new(0, 0)
    @save_window.x = 0
    @save_window.y = 336
  end
  
  def create_play_time_window
    @play_time_window = Window_PlayTime.new(0, 0)
    @play_time_window.x = 0
    @play_time_window.y = 408
  end
end
#==============================================================================
# ** Window_HelpCommand
#------------------------------------------------------------------------------
#  This is a super class of all scenes within the game.
#==============================================================================
module Command
  # this is the array of the index of the commands, so when you
  # change the command index, you change the help window text
  Command_HelpText = [
    # Item
    "Browse through items, gears and accessories.",
    # Skills
    "Check special abilities of team members.",
    # Equip
    "Equip gears and accessories.",
    # Status
    "View full statistics of a character.",
    # Formation
    "Change formation of team members.",
    # Save
    "Record current game progress.",
    # Game End
    "Stop playing and go study.",
    ]
end
 
 
class Window_HelpCommand < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(line_number = 1)
    super(0, 0, Graphics.width / 2, fitting_height(line_number))
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
  end
  
  def set_helpText(index)
    refresh # refresh the content so the window will not overlap
    draw_text_ex(4, 0, Command::Command_HelpText[index])
  end
end
#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  This command window appears on the menu screen.
#==============================================================================
 
class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Initialize Command Selection Position (Class Method)
  #--------------------------------------------------------------------------
  def self.init_command_position
    @@last_command_symbol = nil
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(160, 0)
    select_last
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    return 160
  end
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    11
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
    add_main_commands
    add_formation_command
    add_original_commands
    add_save_command
    add_game_end_command
  end
  #--------------------------------------------------------------------------
  # * Add Main Commands to List
  #--------------------------------------------------------------------------
  def add_main_commands
    add_command(Vocab::item,   :item,   main_commands_enabled)
    add_command(Vocab::skill,  :skill,  main_commands_enabled)
    add_command(Vocab::equip,  :equip,  main_commands_enabled)
    add_command(Vocab::status, :status, main_commands_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Formation to Command List
  #--------------------------------------------------------------------------
  def add_formation_command
    add_command(Vocab::formation, :formation, formation_enabled)
  end
  #--------------------------------------------------------------------------
  # * For Adding Original Commands
  #--------------------------------------------------------------------------
  def add_original_commands
  end
  #--------------------------------------------------------------------------
  # * Add Save to Command List
  #--------------------------------------------------------------------------
  def add_save_command
    add_command(Vocab::save, :save, save_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Exit Game to Command List
  #--------------------------------------------------------------------------
  def add_game_end_command
    add_command(Vocab::game_end, :game_end)
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Main Commands
  #--------------------------------------------------------------------------
  def main_commands_enabled
    $game_party.exists
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Formation
  #--------------------------------------------------------------------------
  def formation_enabled
    $game_party.members.size >= 2 && !$game_system.formation_disabled
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Save
  #--------------------------------------------------------------------------
  def save_enabled
    !$game_system.save_disabled
  end
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
    @@last_command_symbol = current_symbol
    super
  end
  #--------------------------------------------------------------------------
  # * Restore Previous Selection Position
  #--------------------------------------------------------------------------
  def select_last
    select_symbol(@@last_command_symbol)
  end
  #--------------------------------------------------------------------------
  # * Command Underline
  #--------------------------------------------------------------------------
  def item_rect_for_text(index)
    rect = item_rect(index)
    contents.fill_rect(rect.x + 28, rect.y + 19, 105, 2,  normal_color)
    rect
    end
end
#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
#  This window displays the current map name.
#==============================================================================
class Window_Location < Window_Base
  def initialize(x, y)
        super(x, y, 160, 72)
        refresh
      end      
#------------------------------------------------------------------------------
# - Refresh                                                                 
#------------------------------------------------------------------------------
  def refresh
        self.contents.clear
         @actor = $game_party.members[0]
         change_color(hp_gauge_color1)
         draw_text(28, 0, 160, line_height, "Location:")
         change_color(system_color)
         contents.font.size = 18
         draw_text(0, 24, width, line_height, "#{$data_mapinfos[$game_map.map_id].name}")
         contents.font.size = 20
         draw_icon(231, 0, 0, true)
        end
      end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
#  This window displays the party's gold.
#==============================================================================
class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(160, 0, window_width, fitting_height(2))
    refresh
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    return 160
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    change_color(system_color)
    draw_text(26, 0, width, line_height, "Coin:")
    change_color(normal_color)
    draw_currency_value(value, currency_unit, 8, 24, contents.width - 8)
  end
  #--------------------------------------------------------------------------
  # * Get Party Gold
  #--------------------------------------------------------------------------
  def value
    $game_party.gold
  end
  #--------------------------------------------------------------------------
  # Get Currency Unit
  #--------------------------------------------------------------------------
  def currency_unit
    draw_icon(361, 0, 0, true)
    end
  #--------------------------------------------------------------------------
  # * Open Window
  #--------------------------------------------------------------------------
  def open
    refresh
    super
  end
end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================
 
class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :pending_index            # Pending position (for formation)
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, window_width, window_height)
    @pending_index = -1
    refresh
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    Graphics.width - 320
  end
  #--------------------------------------------------------------------------
  # * Get Window Height
  #--------------------------------------------------------------------------
  def window_height
    Graphics.height
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items
  #--------------------------------------------------------------------------
  def item_max
    $game_party.members.size
  end
  #--------------------------------------------------------------------------
  # * Get Item Height
  #--------------------------------------------------------------------------
  def item_height
    (height - standard_padding * 2) / 4
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
    actor = $game_party.members[index]
    enabled = $game_party.battle_members.include?(actor)
    rect = item_rect(index)
    draw_item_background(index)
    contents.fill_rect(rect.x + 5, rect.y + 5, 286, 104,  Font.default_out_color)
    # Name
    draw_actor_name(actor, rect.x + 8, rect.y + 4)
    contents.font.size = 18
    # Class
    draw_actor_class(actor, rect.x + 18, rect.y + 24)
    # Level
    draw_actor_level(actor, rect.x + 18, rect.y + 40)
    # EXP
    draw_exp(actor, rect.x + 122, rect.y - 2)
    # HP
    draw_actor_hp(actor, rect.x + 122, rect.y + 17)
    # MP
    draw_actor_mp(actor, rect.x + 122, rect.y + 36)
    # States Icon
    draw_actor_icons(actor, rect.x + 121, rect.y + 70)
    contents.font.size = 20
    # Charset
    draw_actor_graphic(actor, rect.x + 30, rect.y + 104)
  end
  #--------------------------------------------------------------------------
  # * Draw Background for Item
  #--------------------------------------------------------------------------
  def draw_item_background(index)
    if index == @pending_index
      contents.fill_rect(item_rect(index), pending_color)
    end
  end
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
    super
    $game_party.menu_actor = $game_party.members[index]
  end
  #--------------------------------------------------------------------------
  # * Restore Previous Selection Position
  #--------------------------------------------------------------------------
  def select_last
    select($game_party.menu_actor.index || 0)
  end
  #--------------------------------------------------------------------------
  # * Set Pending Position (for Formation)
  #--------------------------------------------------------------------------
  def pending_index=(index)
    last_pending_index = @pending_index
    @pending_index = index
    redraw_item(@pending_index)
    redraw_item(last_pending_index)
  end
end
#==============================================================================
# ** Window_Progress
#------------------------------------------------------------------------------
#  This window displays Variable 1.
#==============================================================================
class Window_Progress < Window_Base
  def initialize(x, y)
        super(x, y, 160, 72)
        refresh
      end      
#------------------------------------------------------------------------------
# - Refresh                                                                 
#------------------------------------------------------------------------------
  def refresh
        self.contents.clear
         @actor = $game_party.members[0]
         contents.font.size = 18
         change_color(hp_gauge_color1)
         draw_icon(189, 0, 0, true)
         draw_text(28, 0, 250, line_height, "Game Progress:")
         change_color(normal_color)
         draw_text(0,24, 250, line_height, "#{$game_variables[1]}%", 0)
       end
     end
#==============================================================================
# ** Window_Charisma
#------------------------------------------------------------------------------
#  This window displays Variable 2.
#==============================================================================
class Window_Charisma < Window_Base
  def initialize(x, y)
        super(x, y, 160, 72)
        refresh
      end      
#------------------------------------------------------------------------------
# - Refresh                                                                 
#------------------------------------------------------------------------------
  def refresh
        self.contents.clear
         @actor = $game_party.members[0]
         contents.font.size = 18
         change_color(hp_gauge_color2)
         draw_icon(189, 0, 0, true)
         draw_text(28, 0, 250, line_height, "Charisma Status:")
         change_color(normal_color)
         draw_text(0,24, 250, line_height, "#{$game_variables[1]}", 0)
       end
     end
#==============================================================================
# ** Window_Party
#------------------------------------------------------------------------------
#  This window displays number of party members.
#==============================================================================
class Window_Party < Window_Base
  def initialize(x, y)
        super(x, y, 160, 72)
        refresh
      end      
#------------------------------------------------------------------------------
# - Refresh                                                                 
#------------------------------------------------------------------------------
  def refresh
        self.contents.clear
         @actor = $game_party.members[0]
         contents.font.size = 18
         change_color(tp_gauge_color2)
         draw_icon(189, 0, 0, true)
         draw_text(28, 0, 250, line_height, "Team Members:")
         change_color(normal_color)
         draw_text(0,24, 250, line_height, "#{$game_party.all_members.size}", 0)
       end
     end
#==============================================================================
# ** Window_BattleCount
#------------------------------------------------------------------------------
#  This window displays number of battle encounter.
#==============================================================================
class Window_BattleCount < Window_Base
  def initialize(x, y)
        super(x, y, 160, 72)
        refresh
      end      
#------------------------------------------------------------------------------
# - Refresh                                                                 
#------------------------------------------------------------------------------
  def refresh
        self.contents.clear
         @actor = $game_party.members[0]
         contents.font.size = 18
         change_color(mp_gauge_color2)
         draw_icon(189, 0, 0, true)
         draw_text(28, 0, 250, line_height, "Battles Won:")
         change_color(normal_color)
         draw_text(0,24, 250, line_height, "#{$game_system.battle_count}", 0)
       end
     end
#==============================================================================
# ** Window_Save
#------------------------------------------------------------------------------
#  This window displays number of saves.
#==============================================================================
class Window_SaveCount < Window_Base
  def initialize(x, y)
        super(x, y, 160, 72)
        refresh
      end      
#------------------------------------------------------------------------------
# - Refresh                                                                 
#------------------------------------------------------------------------------
  def refresh
        self.contents.clear
         @actor = $game_party.members[0]
         contents.font.size = 18
         change_color(crisis_color)
         draw_icon(189, 0, 0, true)
         draw_text(28, 0, 250, line_height, "Save Count:")
         change_color(normal_color)
         draw_text(0,24, 250, line_height, "#{$game_system.save_count}", 0)
       end
     end
#==============================================================================
# ** Window_PlayTime
#------------------------------------------------------------------------------
#  This window displays number of saves.
#==============================================================================
class Window_PlayTime < Window_Base
  def initialize(x, y)
        super(x, y, 160, 72)
        refresh
      end      
#------------------------------------------------------------------------------
# - Refresh                                                                 
#------------------------------------------------------------------------------
  def refresh
        self.contents.clear
         @actor = $game_party.members[0]
         contents.font.size = 18
         change_color(mp_cost_color)
         draw_icon(189, 0, 0, true)
         draw_text(28, 0, 250, line_height, "Play Time:")
         change_color(normal_color)
         draw_text(0,24, 250, line_height, "#{$game_system.playtime_s}", 0)
       end
       
       def update
         super
         @playtime = $game_system.playtime_s
         refresh
       end
      end 

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