# * Custom Menu System (CMS) by mewsterus
# * To install, just insert this in a descriptive code slot right above Main
#===============================================================================
# ¦ Window_Base
#-------------------------------------------------------------------------------
# Edited by mewsterus
#===============================================================================
class Window_Base
#-----------------------------------------------------------------------------
# @ Draw state
#-----------------------------------------------------------------------------
def draw_actor_state(actor, x, y, width = 120)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text, 2)
end
#-----------------------------------------------------------------------------
# @ Draw EXP
#-----------------------------------------------------------------------------
def draw_actor_exp(actor, x, y, width = 144)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 48, 32, "Exp")
self.contents.font.color = normal_color
self.contents.draw_text(x + width - 48, y, 48, 32, actor.exp_s, 2)
end
end
#===============================================================================
# ¦ Window_MenuStatus
#-------------------------------------------------------------------------------
# Edited by mewsterus
#===============================================================================
class Window_MenuStatus < Window_Selectable
#-----------------------------------------------------------------------------
# @ Create the window
#-----------------------------------------------------------------------------
def initialize
height = ($game_party.actors.size) * 112 + 32
super(0, 480 - height, 280, height)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.back_opacity = 160
refresh
self.active = false
self.index = -1
end
#-----------------------------------------------------------------------------
# @ Refresh the contents
#-----------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
y = i * 112
actor = $game_party.actors[i]
draw_actor_graphic(actor, 192, y + 96)
draw_actor_name(actor, 4, y)
draw_actor_state(actor, 94, y)
draw_actor_level(actor, 4, y + 20)
draw_actor_class(actor, 68, y + 20)
draw_actor_hp(actor, 4, y + 40)
draw_actor_sp(actor, 4, y + 60)
draw_actor_exp(actor, 4, y + 80)
end
end
#-----------------------------------------------------------------------------
# @ Update the cursor
#-----------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 112, self.width - 32, 112)
end
end
end
#===============================================================================
# ¦ Scene_Menu
#-------------------------------------------------------------------------------
# Edited by mewsterus
#===============================================================================
class Scene_Menu
#-----------------------------------------------------------------------------
# @ Create the menu
#-----------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#-----------------------------------------------------------------------------
# @ Main loop
#-----------------------------------------------------------------------------
def main
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Save"
s6 = "Reset Game"
s7 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.x = 760
@command_window.index = @menu_index
@command_window.back_opacity = 160
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
@status_window = Window_MenuStatus.new
@status_window.x = -280
@sprite = Spriteset_Map.new
if $itemdrop_enabled
@itemdrop = Window_Command.new(160, ["Basic", "Equipment", "Quest"])
else
@itemdrop = Window_Base.new(240, 144, 160, 128)
end
@itemdrop.x = 320
@itemdrop.y = -160
@itemdrop.back_opacity = 160
@itemdrop.active = false
Graphics.transition
loop do
Graphics.update
Input.update
if @command_window.x > 480
@command_window.x -= 40
end
if @status_window.x < 0
@status_window.x += 40
else
update
end
if $scene != self
break
end
end
for i in 0..7
@command_window.x += 40
@status_window.x -= 40
@itemdrop.y -= 40
Graphics.update
end
Graphics.freeze
@sprite.dispose
@command_window.dispose
@status_window.dispose
@itemdrop.dispose
end
#-----------------------------------------------------------------------------
# @ Update the scene
#-----------------------------------------------------------------------------
def update
@sprite.update
@command_window.update
@status_window.update
@itemdrop.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
if @itemdrop.active
update_itemdrop
return
end
end
#-----------------------------------------------------------------------------
# @ Update the command window
#-----------------------------------------------------------------------------
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)
if $itemdrop_enabled
loop do
if @itemdrop.y < 0
@itemdrop.y += 40
else
break
end
Graphics.update
end
@command_window.active = false
@itemdrop.active = true
return
end
$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)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = Scene_Title.new
when 6
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
return
end
end
#-----------------------------------------------------------------------------
# @ Update the itemdrop window
#-----------------------------------------------------------------------------
def update_itemdrop
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
loop do
if @itemdrop.y > -160
@itemdrop.y -= 40
else
break
end
Graphics.update
end
@itemdrop.active = false
@command_window.active = true
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new(@itemdrop.index + 20)
end
end
end
               (
geocities.com/mewsterus)