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| ##################################################
# Mog Menu Yui V 1.0 #
##################################################
# By Moghunter
# http://www.atelier-rgss.com
##################################################
# Menu com layout em pictures.
# É necessário criar uma pasta com o nome de
# Menus e colocar todas as imagens dentro dela, de resto
# é só criar o seu próprio estilo de menu através de um
#editor de imagem.
#-------------------------------------------------
###############
# module Cache #
###############
module Cache
def self.menu(filename)
load_bitmap("Graphics/Menus/", filename)
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def draw_actor_level_menu(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2)
end
def draw_currency_value_menu(value, x, y, width)
cx = contents.text_size(Vocab::gold).width
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width-cx-2, WLH, value, 1)
end
def draw_actor_hp_menu(actor, x, y)
back = Cache.menu("Meter_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = Cache.menu("HP_Meter")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = Cache.menu("HP_Text")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
end
def draw_actor_mp_menu(actor, x, y)
back = Cache.menu("Meter_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = Cache.menu("MP_Meter")
cw = meter.width * actor.mp / actor.maxmp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = Cache.menu("MP_Text")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.mp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.mp.to_s, 2)
end
def draw_actor_name_menu(actor, x, y)
self.contents.font.color = text_color(23)
self.contents.draw_text(x, y, 108, WLH, actor.name,1)
end
def draw_actor_level_menu(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, " L")
self.contents.font.color = text_color(10)
self.contents.draw_text(x + 18, y, 24, WLH, actor.level, 1)
end
end
############
# Game_Map #
############
class Game_Map
attr_reader :map_id
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end
########################
# Window_Selectable_Menu #
########################
class Window_Selectable_Menu < Window_Base
attr_reader :item_max
attr_reader :column_max
attr_reader :index
def initialize(x, y, width, height, spacing = 32)
@item_max = 1
@column_max = 1
@index = -1
@spacing = spacing
super(x, y, width, height)
end
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32, [height - 32, row_max * WLH].max)
end
def index=(index)
@index = index
end
def row_max
return (@item_max + @column_max - 1) / @column_max
end
def top_row
return self.oy / WLH
end
def top_row=(row)
row = 0 if row < 0
row = row_max - 1 if row > row_max - 1
self.oy = row * WLH
end
def page_row_max
return (self.height - 32) / WLH
end
def page_item_max
return page_row_max * @column_max
end
def bottom_row
return top_row + page_row_max - 1
end
def bottom_row=(row)
self.top_row = row - (page_row_max - 1)
end
def cursor_movable?
return false if (not visible or not active)
return false if (index < 0 or index > @item_max or @item_max == 0)
return false if (@opening or @closing)
return true
end
def cursor_down(wrap = false)
if (@index < @item_max - @column_max) or (wrap and @column_max == 1)
@index = (@index + @column_max) % @item_max
end
end
def cursor_up(wrap = false)
if (@index >= @column_max) or (wrap and @column_max == 1)
@index = (@index - @column_max + @item_max) % @item_max
end
end
def cursor_right(wrap = false)
if (@column_max >= 2) and
(@index < @item_max - 1 or (wrap and page_row_max == 1))
@index = (@index + 1) % @item_max
end
end
def cursor_left(wrap = false)
if (@column_max >= 2) and
(@index > 0 or (wrap and page_row_max == 1))
@index = (@index - 1 + @item_max) % @item_max
end
end
def update
super
if cursor_movable?
last_index = @index
if Input.repeat?(Input::DOWN)
cursor_down(Input.trigger?(Input::DOWN))
end
if Input.repeat?(Input::UP)
cursor_up(Input.trigger?(Input::UP))
end
if Input.repeat?(Input::RIGHT)
cursor_down(Input.trigger?(Input::DOWN))
end
if Input.repeat?(Input::LEFT)
cursor_up(Input.trigger?(Input::UP))
end
if @index != last_index
Sound.play_cursor
end
end
end
end
#######################
# Window_MenuStatus_Yui #
#######################
class Window_MenuStatus_Yui < Window_Selectable_Menu
def initialize(x, y)
super(x, y, 460, 300)
self.contents.font.bold = true
self.contents.font.shadow = true
self.contents.font.size = 16
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
if actor.index == 0
draw_actor_graphic(actor, 65, 110)
draw_actor_name_menu(actor, 15, 120)
draw_actor_level_menu(actor, -5, 55)
draw_actor_state(actor, 20, 100)
draw_actor_hp_menu(actor, -30, 25)
draw_actor_mp_menu(actor, 0, 45)
elsif actor.index == 1
draw_actor_graphic(actor, 170, 210)
draw_actor_name_menu(actor, 120, 220)
draw_actor_level_menu(actor, 100, 155)
draw_actor_state(actor, 125, 200)
draw_actor_hp_menu(actor, 75, 120)
draw_actor_mp_menu(actor, 105, 145)
elsif actor.index == 2
draw_actor_graphic(actor, 265, 110)
draw_actor_name_menu(actor, 215, 120)
draw_actor_level_menu(actor, 195, 55)
draw_actor_state(actor, 220, 100)
draw_actor_hp_menu(actor, 170, 20)
draw_actor_mp_menu(actor, 205, 45)
elsif actor.index == 3
draw_actor_graphic(actor, 370, 210)
draw_actor_name_menu(actor, 320, 220)
draw_actor_level_menu(actor, 370, 155)
draw_actor_state(actor, 325, 200)
draw_actor_hp_menu(actor, 275, 120)
draw_actor_mp_menu(actor, 245, 145)
end
end
end
def update_cursor
end
end
###############
# Window_Time #
###############
class Window_Mapname < Window_Base
def initialize(x, y)
super(x, y, 160, WLH + 32)
self.contents.font.bold = true
self.contents.font.size = 16
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, $game_map.mpname.to_s, 1)
end
end
###################
# Window_Gold_Menu #
###################
class Window_Gold_Menu < Window_Base
def initialize(x, y)
super(x, y, 160, WLH + 32)
self.contents.font.bold = true
self.contents.font.size = 16
self.contents.font.color = power_up_color
refresh
end
def refresh
self.contents.clear
draw_currency_value_menu($game_party.gold, 10, 0, 120)
end
end
###############
# Window_Time #
###############
class Window_Time < Window_Base
def initialize(x, y)
super(x, y, 160, WLH + 32)
self.contents.font.bold = true
self.contents.font.size = 16
self.contents.font.color = power_up_color
refresh
end
def refresh
self.contents.clear
@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.draw_text(4, 0, 120, 32, text, 2)
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
##############
# Scene_Menu #
##############
class Scene_Menu
def main
start
perform_transition
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def initialize(menu_index = 0)
@menu_index = menu_index
end
def perform_transition
Graphics.transition(10, "Graphics/System/BattleStart", 80)
end
def start
@menu_back = Plane.new
@menu_back.bitmap = Cache.menu("Background")
@menu_layout = Sprite.new
@menu_layout.bitmap = Cache.menu("Menu_Layout")
@menu_com = Sprite.new
@menu_com.bitmap = Cache.menu("Menu_Com01")
@menu_select = Sprite.new
@menu_select.bitmap = Cache.menu("Menu_Select00")
create_command_window
@gold_window = Window_Gold_Menu.new(195, 45)
@status_window = Window_MenuStatus_Yui.new(100, 60)
@playtime_window = Window_Time .new(165, 0)
@mapname_window = Window_Mapname.new(195,360)
@status_window.opacity = 0
@playtime_window.opacity = 0
@mapname_window.opacity = 0
@gold_window.opacity = 0
end
def pre_terminate
end
def terminate
@menu_back.dispose
@menu_layout.dispose
@menu_com.dispose
@menu_select.dispose
@command_window.dispose
@gold_window.dispose
@status_window.dispose
@playtime_window.dispose
@mapname_window.dispose
end
def update
@menu_back.ox += 1
@command_window.update
@gold_window.update
@status_window.update
@mapname_window.update
@playtime_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.openness = 0
@command_window.open
@command_window.opacity = 0
@command_window.contents_opacity = 0
if $game_system.save_disabled
@command_window.draw_item(4, false)
end
end
def update_command_selection
case @command_window.index
when 0
@menu_com.bitmap = Cache.menu("Menu_Com01")
when 1
@menu_com.bitmap = Cache.menu("Menu_Com02")
when 2
@menu_com.bitmap = Cache.menu("Menu_Com03")
when 3
@menu_com.bitmap = Cache.menu("Menu_Com04")
when 4
@menu_com.bitmap = Cache.menu("Menu_Com05")
when 5
@menu_com.bitmap = Cache.menu("Menu_Com06")
end
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0
$scene = Scene_Item.new
when 1,2,3
start_actor_selection
when 4
$scene = Scene_File.new(true, false, false)
when 5
$scene = Scene_End.new
end
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
@menu_select.bitmap = Cache.menu("Menu_Select00")
@status_window.index = -1
end
def update_actor_selection
case @status_window.index
when 0
@menu_select.bitmap = Cache.menu("Menu_Select01")
when 1
@menu_select.bitmap = Cache.menu("Menu_Select02")
when 2
@menu_select.bitmap = Cache.menu("Menu_Select03")
when 3
@menu_select.bitmap = Cache.menu("Menu_Select04")
end
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_window.index
when 1
$scene = Scene_Skill.new(@status_window.index)
when 2
$scene = Scene_Equip.new(@status_window.index)
when 3
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_yui"] = true |