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| | VX Script - Ekras Dragon-Quest Menu | |
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poisonshift Admin
Posts : 172 Join date : 2009-12-05 Location : Internet Zombie Movie : Dawn of the Dead
| Subject: VX Script - Ekras Dragon-Quest Menu Wed Jul 07, 2010 6:47 pm | |
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#============================================================================== # ? [RMVX] Dragon-Quest Style Customizable Menu System Version 1.20 #------------------------------------------------------------------------------ # by Ekras # # released on 04/07/2008 # # Credit to Woratana [woratana@hotmail.com] for his LiteMenu which # this is lightly based on (I started with his script and built this on top) # # Thanks to "Woratana", "kmhp", "Trihan", and # "modern algebra" (the person) for forum help :) # # Updates to version 1.2 # - script Name changed from "Dragon Quest Style Status Indicator" # to "Dragon Quest Style Customizable Menu System" # - Dragon Quest Style Status Screen coded # - Main Menu now easily configurable (Change items on the menu!) # - Refill Command on the Status Screen currently does not function (TBD) # - Somehow the blank line never made it into 1.1, but it is definatly in 1.2 # - Added functions to the mini-boxes to show Current EXP, EXP to next level # and Class # - New error msgs are more descriptive, and appear in print commands instead of # - in game. (you'll get a popup) # - The player is able to back out of menu screens in the DQ Style Status Screen # - Able to independantly change the font of the Staus Menu (partially implemented) # # Coming soon in Version 1.3 # - Lots of optimization - script will be faster, smarter, and smaller # - Sprite display in the mini-boxes (code is done, but still has many bugs) # - The ability to use one large "mega" box in place of the mini-boxes # - Dragon Quest Style Equip Screen + Equipment Box in DQ Style Status # - Additional information (Equipment) displayed under "See All" in the DQ Status screen # - More Font customization # - Much more...... #============================================================================== module DQ_Menu_Setup
#Configure the Main Menu here =begin This part of the script allows you to quickly change the display of the main menu. You can set the number of rows and colums, as well as what items are displayed =end NUM_OF_ITEMS = 4 #Set the number of items on the menu (1-12) NUM_ROWS = 2 # The number of Rows in the main menu NUM_COL = 2 # The number of columns in the main menu
#Configure the items to appear on the main menu here. Types are as follows: # 1- Blank for future use # 2- Blank for future use # 3- Call the DQ Status Screen # 4- Call the DQ Equipment Screen (Do not use in this version) # 5- Built-in Save menu # 6- Built-in End Game Menu # 7- Built-in Item Menu # 8- Built-in Status Menu # 9- Built-in Skill Menu # 10- Built in Equipment Menu
ITEM_1_TYPE = 3 ITEM_1_NAME = 'STATUS' #What displays on the menu
ITEM_2_TYPE = 9 ITEM_2_NAME = 'SPELL'
ITEM_3_TYPE = 6 ITEM_3_NAME = 'QUIT'
ITEM_4_TYPE = 7 ITEM_4_NAME = 'ITEM'
ITEM_5_TYPE = 5 ITEM_5_NAME = 'Item 5'
ITEM_6_TYPE = 6 ITEM_6_NAME = 'Game End'
ITEM_7_TYPE = 3 ITEM_7_NAME = 'Item 7'
ITEM_8_TYPE = 3 ITEM_8_NAME = 'Item 8'
ITEM_9_TYPE = 3 ITEM_9_NAME = 'Item 9'
ITEM_10_TYPE = 3 ITEM_10_NAME = 'Item 10'
ITEM_11_TYPE = 3 ITEM_11_NAME = 'Item 11'
ITEM_12_TYPE = 3 ITEM_12_NAME = 'Item 12' end
module DQ_Status_Setup
#This Module defines the Dragonquest Style Status Screen. If you aren't using it #you can safely ignore this section.
#Configure the "See Stats" section of the status menu here
#Configure the right-side window here #Each "line" is a line of text and the stat value # For type use the following: 1 - Attack, 2 - Agility, 3 - Spirit # 4- Class, 5 - Defense, 6- HP, 7 - MP, 8 - MaxHP, 9 - MaxMP, # 10 - Experience, 11 - Experience to Level, #12 - Name, #13 - Level STATUS_FONT = "Franklin Gothic Medium" #case sensitive - name any true type font. # Note about fonts: The player must have the font installed for it to display. # Font changes currently only affects non-selectable menus. SEP = ':' # The character to seperate the stat and its value LINE_1_STRING = '' #Set the text to display for line one LINE_1_ONOFF = false #true to turn the line on, false to turn it off LINE_1_TYPE = 1 #see above for type codes LINE_2_STRING = 'Agility' #Set the text to display for line one LINE_2_ONOFF = true #true to turn the line on, false to turn it off LINE_2_TYPE = 2 #see above for type codes LINE_3_STRING = '' #Set the text to display for line one LINE_3_ONOFF = false #true to turn the line on, false to turn it off LINE_3_TYPE = 1 #see above for type codes LINE_4_STRING = 'Spirit' #Set the text to display for line one LINE_4_ONOFF = true #true to turn the line on, false to turn it off LINE_4_TYPE = 3 #see above for type codes LINE_5_STRING = '' #Set the text to display for line one LINE_5_ONOFF = false #true to turn the line on, false to turn it off LINE_5_TYPE = 1 #see above for type codes LINE_6_STRING = 'Maximum HP' #Set the text to display for line one LINE_6_ONOFF = true #true to turn the line on, false to turn it off LINE_6_TYPE = 8 #see above for type codes LINE_7_STRING = 'Maximum MP' #Set the text to display for line one LINE_7_ONOFF = true #true to turn the line on, false to turn it off LINE_7_TYPE = 9 #see above for type codes LINE_8_STRING = 'Attack Power' #Set the text to display for line one LINE_8_ONOFF = true #true to turn the line on, false to turn it off LINE_8_TYPE = 1 #see above for type codes LINE_9_STRING = 'Defense Power' #Set the text to display for line one LINE_9_ONOFF = true #true to turn the line on, false to turn it off LINE_9_TYPE = 5 #see above for type codes LINE_10_STRING = 'EXP' #Set the text to display for line one LINE_10_ONOFF = true #true to turn the line on, false to turn it off LINE_10_TYPE = 10 #see above for type codes
#Configure the Upper Left window here - i'd suggest 8 characters max in the string UL_SEP = ':' #Set the character to seperate strings from values here (HP-33 if '-') UL_NAME_ONOFF = true #make false to have the characters name not appear UL_NAME_DIV = true #Add or remove the divider between the name and the other info. # The divider will not appear if name is disabled UL_LINE_1_ONOFF = true #Turn line one on or off UL_LINE_1_STRING = 'Class' UL_LINE_1_TYPE = 4 #Same types as before UL_LINE_2_ONOFF = false #Turn line one on or off UL_LINE_2_STRING = '' UL_LINE_2_TYPE = 1 #Same types as before UL_LINE_3_ONOFF = true #Turn line one on or off UL_LINE_3_STRING = 'Level' UL_LINE_3_TYPE = 13 #Same types as before UL_LINE_4_ONOFF = true #Turn line one on or off UL_LINE_4_STRING = 'HP' UL_LINE_4_TYPE = 6 #Same types as before UL_LINE_5_ONOFF = true #Turn line one on or off UL_LINE_5_STRING = 'MP' UL_LINE_5_TYPE = 7 #Same types as before end # END DQ Status Menu configuration
module Wor_Litemenu
#Litemenu Setup MENU_WINDOW_Y = 20 CHARA_WINDOW_Y = 80 CHARA_WINDOW_WIDTH = 175 SHOW_LV = false GOLD_TEXT_X = 84 VOCAB_GOLD = "GP:" SHOW_LOCATION_WINDOW = false VOCAB_LOCATION = "Location:" LOCATION_WINDOW_Y = 135 LOCATION_TEXT_X = 150 GOLD_TEXT_X = 84 end
###################### Don't touch this section class Scene_Menu < Scene_Base
def initialize(menu_index = 0) @menu_index = menu_index @LASTX = 0 @TEMPX = 0 @TEMPY = 0 @dqwhotype = 'null' @actorarray = [] ##################### Resume Editing #MINI-BOX SETUP HERE
#These boxes are kinda tricky - messing with one effects the others sometimes #You can move it anywhere, it may just take a little while to find the right #combination of numbers.
# Main Setup @BOX_ONOFF = true #true to turn the miniboxes on, false to turn them off @NS_LOCATION = -70 #Move the mini-boxes to the left or right @NS_GAP = 225 #Adjust this to make the mini-boxes closer or further apart @BOX_W = 115 # Adjust the width of the mini-boxes @BOX_H = 115 #Adjust the height of the mini-boxes @BOX_Y = 280 #Adjust the Y coordinates of the mini-boxes @BOX_LEFT_RIGHT = 2 # set to 1 for the boxes to fold out right to left # set to 2 for the boxes to fold out left to right # NAME SETUP @NAME_ONOFF = true #True is on, false is off @N_X = 0 # Set the X coordinates for the characters name @N_Y = 0 # Set the Y coordinates for the characters name # LINE 1 SETUP @LINEONE_ONOFF = true #true to turn the box on, false to turn it off @L1_Y = 40 # Set the y coordinates of the text @L1_X = 0 # Set x coordinates of the stat header @L1_X2 = 60 # set the distance of the stat from the header @L1_HEADER = 'HP' #Sets the text header of the stat @L1_STAT = 1 # See Stat Guide Below
# LINE 2 SETUP @LINETWO_ONOFF = true #true to turn the box on, false to turn it off @L2_Y = 60 # Set the y coordinates of the text @L2_X = 0 # Set x coordinates of the stat header @L2_X2 = 60 # set the distance of the stat from the header @L2_HEADER = 'MP' #Sets the text header of the stat @L2_STAT = 2 # See Stat Guide Below
# LINE 3 SETUP @LINETHREE_ONOFF = true #true to turn the box on, false to turn it off @L3_Y = 20 # Set the y coordinates of the text @L3_X = 0 # Set x coordinates of the stat header @L3_X2 = 60 # set the distance of the stat from the header @L3_HEADER = 'LV' #Sets the text header of the stat @L3_STAT = 3 # See Stat Guide Below # LINE 4 SETUP @LINEFOUR_ONOFF = true #true to turn the box on, false to turn it off @L4_Y = 80 # Set the y coordinates of the text @L4_X = 0 # Set x coordinates of the stat header @L4_X2 = 60 # set the distance of the stat from the header @L4_HEADER = 'G' #Sets the text header of the stat @L4_STAT = 4 # See Stat Guide Below
@LINEFIVE_ONOFF = true #true to turn the box on, false to turn it off @L5_Y = 100 # Set the y coordinates of the text @L5_X = 0 # Set x coordinates of the stat header @L5_X2 = 60 # set the distance of the stat from the header @L5_HEADER = 'E' #Sets the text header of the stat @L5_STAT = 5 # See Stat Guide Below #STAT GUIDE
#STAT GUIDE # This is the list of currently implemented stats to show in the mini-boxes # To use input their item number in the STAT line of the line you want it to # show up on. If you want it to show anything else it shouldn't take you # long to get it to display it
# # 1 : Hitpoints # 2 : Magic-Points # 3 : Level # 4 : Gold - Only appears in Player 1s box! # 5 : EXP # 6 : EXP to Next Level # 7 : Class #
# ADVANCED SETUP # -ADDING NEW LINES # So you want to add new stats to the boxes huh? Heres how to do it. First off # change the total number of lines to how many lines are going to be displayed.
@LCOUNT = 7 #Set the number of items here #Now to add a new line go to EACH window box, and copy/pasting an existing line # and modify it to display your new stat. Shouldn't be too hard. # Dont forget to change the error code to reflect the new line number # once you are done, go above and copy/paste a setup from a line, and change the # varibles on the new one to reflect the new line. # # -ADDING NEW STATS TO BE DISPLAYED # To add a new stat to the menus first add it to the STAT Guide Above # Once you have a number go down into EACH Menu box below and copy/paste a stat item # Change if @L1_STAT == X to the number of the new stat # Now add to each box an event to get the info of the stat # Finally edit the stat section of the new item in the list, # # # Sending new STATS to the author # # If you feel the next release of this script should have other stats in it # email me at strager at comcast dot net with a subject line of "MINI-BOX STAT". # email without this subject line will not be read (my email only accepts # pre-approved subject lines # # In the email change the STAT number to # # Send only one status box's code- I'm smart enough to replicate it in the other # boxes :) # Please don't email other requests (use the forums to make script requests) end
#################Actual script (till end)- Don't touch unless advanced scripter
def start blah = 0; super psize = ($game_party.members.size) create_menu_background create_command_window create_dqs_window @dqs_window.visible = false create_dqwho_window create_DQStatus_ATTACK_window create_DQStatus_HPMP_window for actor in $game_party.members @actorarray[blah] = actor blah = blah + 1; end lite_create_location_window if Wor_Litemenu::SHOW_LOCATION_WINDOW == true lite_create_actor_window
if @BOX_ONOFF == true if @BOX_LEFT_RIGHT == 1 for actor in $game_party.members if psize == 4 @LASTX = ((@NS_GAP * 1) - @NS_LOCATION) create_newstat_windowfour (psize) elsif psize == 3 @LASTX = ((@NS_GAP * 2) - @NS_LOCATION) create_newstat_windowthree (psize) elsif psize == 2 @LASTX = ((@NS_GAP * 3) - @NS_LOCATION) create_newstat_windowtwo (psize) elsif psize == 1 @LASTX = ((@NS_GAP * 4) - @NS_LOCATION) create_newstat_window (psize) end psize = (psize - 1) end end if @BOX_LEFT_RIGHT == 2 for actor in $game_party.members if psize == 4 @LASTX = ((@NS_GAP * 4) - @NS_LOCATION) create_newstat_windowfour (psize) elsif psize == 3 @LASTX = ((@NS_GAP * 3) - @NS_LOCATION) create_newstat_windowthree (psize) elsif psize == 2 @LASTX = ((@NS_GAP * 2) - @NS_LOCATION) create_newstat_windowtwo (psize) elsif psize == 1 @LASTX = ((@NS_GAP * 1) - @NS_LOCATION) create_newstat_window (psize) end psize = (psize - 1) end end end end
#Create Actor (from Litemenu)
def lite_create_actor_window member = [] @item_max = $game_party.members.size for actor in $game_party.members member.push ((actor.name) + " Lv." + (actor.level.to_s)) if Wor_Litemenu::SHOW_LV == true member.push (actor.name) if Wor_Litemenu::SHOW_LV == false end @status_window = Window_Command.new(Wor_Litemenu::CHARA_WINDOW_WIDTH, member) @status_window.index = @menu_index @status_window.x = (554 /2) - (@status_window.width/2) @status_window.y = Wor_Litemenu::CHARA_WINDOW_Y @status_window.visible = false end
#Reimplemented litemenu map-name script
def lite_get_map_name mapdata = load_data("Data/MapInfos.rvdata") map_id = $game_map.map_id @map_name = mapdata[map_id].name end
#Reimplemented litemenu gold
def lite_draw_currency_value(value, x, y, width) cx = @location_window.contents.text_size(Vocab::gold).width @location_window.contents.font.color = @location_window.normal_color @location_window.contents.draw_text(x+53, y, @location_window.width+cx, 24, value, 0) @location_window.contents.font.color = @location_window.system_color @location_window.contents.draw_text(x+(($game_party.gold).to_s.size * 8)+68, y, @location_window.width, 24, Vocab::gold, 0) end
#reimplemented location window def lite_create_location_window width = 300 height = 90 x = (554 /2) - (width/2) y = Wor_Litemenu::LOCATION_WINDOW_Y @location_window = Window_Base.new(x, y, width, height) @location_window.create_contents lite_get_map_name @location_window.contents.font.color = @location_window.system_color @location_window.contents.draw_text(0, 0, 300, 24, Wor_Litemenu::VOCAB_GOLD) @location_window.contents.font.color = @location_window.normal_color lite_draw_currency_value($game_party.gold, 4, 0, Wor_Litemenu::GOLD_TEXT_X) @location_window.contents.font.color = @location_window.system_color @location_window.contents.draw_text(0, 32, 300, 24, Wor_Litemenu::VOCAB_LOCATION) @location_window.contents.font.color = @location_window.normal_color @location_window.contents.draw_text(Wor_Litemenu::LOCATION_TEXT_X, 32, 300, 24, @map_name) end #~ #-------------------------------------------------------------------------- #~ # * Actor Selection #~ #-------------------------------------------------------------------------- def start_actor_selection @command_window.active = false @status_window.visible = true @status_window.active = true @status_window.index = 0 end
def end_actor_selection @command_window.active = true @status_window.visible = false @status_window.active = false @status_window.index = -1 end # Party member 1's Box def create_newstat_window (ac) member = [] hitpoints = [] magpoints = [] lev = [] cclass = [] cexp = [] cexptolev = [] @item_max = $game_party.members.size for actor in $game_party.members member.push (actor.name) hitpoints.push (actor.hp) magpoints.push (actor.mp) lev.push (actor.level.to_s) cclass.push (actor.class.name) cexp.push (actor.exp) cexptolev.push (actor.next_rest_exp_s) end width = @BOX_W height = @BOX_H x = ((@LASTX) /2) - (width/2) y = (@BOX_Y + 10) @newstat_window = Window_Base.new(x, y, width, height)
@newstat_window.create_contents #Name Line if @NAME_ONOFF == true @newstat_window.contents.font.color = @newstat_window.system_color @newstat_window.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)]) end #Line One #Set Color @newstat_window.contents.font.color = @newstat_window.normal_color if @LINEONE_ONOFF == true @newstat_window.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT) if @L1_STAT < 0 p 'ERROR: @L1_STAT < 0 for player 1. Please set to a valid value.' end if @L1_STAT == 1 @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)]) end if @L1_STAT == 2 @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)]) end if @L1_STAT == 3 @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)]) end if @L1_STAT == 4 @newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,$game_party.gold) end if @L1_STAT == 5 @newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,cexp[(ac-1)]) end if @L1_STAT == 6 @newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,cexptolev[(ac-1)]) end if @L1_STAT == 7 @newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,cclass[(ac-1)]) end if @L1_STAT > @LCOUNT p 'L1_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.' end end #Line Two #Set Color @newstat_window.contents.font.color = @newstat_window.normal_color if @LINETWO_ONOFF == true @newstat_window.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT) if @L2_STAT < 0 p 'ERROR: @L2_STAT < 0 for player 1. Please set to a valid value.' end case @L2_STAT when 1 @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)]) when 2 @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)]) when 3 @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)]) when 4 @newstat_window.contents.draw_text( (@L2_X + @L2_X2), @L2_Y, 300, 20,$game_party.gold) end if @L2_STAT > @LCOUNT p 'L2_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.' end end
#Line Three #Set Color @newstat_window.contents.font.color = @newstat_window.normal_color if @LINETHREE_ONOFF == true @newstat_window.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT) if @L3_STAT < 0 p 'ERROR: @L3_STAT < 0 for player 1. Please set to a valid value.' end if @L3_STAT == 1 @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)]) end if @L3_STAT == 2 @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)]) end if @L3_STAT == 3 @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)]) end if @L3_STAT == 4 @newstat_window.contents.draw_text( (@L3_X + @L3_X2), @L3_Y, 300, 20,$game_party.gold) end if @L3_STAT > @LCOUNT p 'L3_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.' end
end #Line Four (Off by default) if @LINEFOUR_ONOFF == true @newstat_window.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT) if @L4_STAT < 0 p 'ERROR: @L4_STAT < 0 for player 1. Please set to a valid value.' end if @L4_STAT == 1 @newstat_window.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)]) end if @L4_STAT == 2 @newstat_window.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)]) end if @L4_STAT == 3 @newstat_window.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)]) end if @L4_STAT == 4 @newstat_window.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold) end
if @L4_STAT > @LCOUNT p 'L4_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.' end end @LASTX = (@LASTX + @NS_LOCATION) end # Party Member 2's Box def create_newstat_windowtwo (ac) member = [] hitpoints = [] magpoints = [] lev = [] @item_max = $game_party.members.size for actor in $game_party.members member.push (actor.name) hitpoints.push (actor.hp) magpoints.push (actor.mp) lev.push (actor.level.to_s) end width = @BOX_W height = @BOX_H x = ((@LASTX) /2) - (width/2) y = (@BOX_Y + 10) @newstat_windowtwo = Window_Base.new(x, y, width, height) @newstat_windowtwo.create_contents #Name Line if @NAME_ONOFF == true @newstat_windowtwo.contents.font.color = @newstat_windowtwo.system_color @newstat_windowtwo.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)]) end #Line One #Set Color @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color if @LINEONE_ONOFF == true @newstat_windowtwo.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT) and (@L1_STAT != 4) if @L1_STAT < 0 p 'ERROR: @L1_STAT < 0 for player 2. Please set to a valid value.' end if @L1_STAT == 1 @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)]) end if @L1_STAT == 2 @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)]) end if @L1_STAT == 3 @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)]) end if @L1_STAT > @LCOUNT p 'L1_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.' end end #Line Two #Set Color @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color if @LINETWO_ONOFF == true @newstat_windowtwo.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT) and (@L2_STAT != 4) if @L2_STAT < 0 p 'ERROR: @L2_STAT < 0 for player 2. Please set to a valid value.' end case @L2_STAT when 1 @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)]) when 2 @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)]) when 3 @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)]) end
if @L2_STAT > @LCOUNT p 'L2_STAT > LCOUNT for (Player 2) - Please check your LCOUNT #.' end end
#Line Three #Set Color @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color if @LINETHREE_ONOFF == true @newstat_windowtwo.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT) and (@L3_STAT != 4) if @L3_STAT < 0 p 'ERROR: @L3_STAT < 0 for player 2. Please set to a valid value.' end if @L3_STAT == 1 @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)]) end if @L3_STAT == 2 @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)]) end if @L3_STAT == 3 @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)]) end
if @L3_STAT > @LCOUNT p 'L3_STAT > LCOUNT for (Player 2) - Please check your LCOUNT #.' end end #Line Four (Off by default) if @LINEFOUR_ONOFF == true @newstat_windowtwo.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT) if @L4_STAT < 0 p 'ERROR: @L4_STAT < 0 for player 2. Please set to a valid value.' end if @L4_STAT == 1 @newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)]) end if @L4_STAT == 2 @newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)]) end if @L4_STAT == 3 @newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)]) end if @L4_STAT == 4 @newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold) end
if @L4_STAT > @LCOUNT p 'L4_STAT > LCOUNT for (Player 2) - Please check your LCOUNT #.' end end @LASTX = (@LASTX + @NS_LOCATION) end
# Party member 3's Box def create_newstat_windowthree (ac) member = [] hitpoints = [] magpoints = [] lev = [] @item_max = $game_party.members.size for actor in $game_party.members member.push (actor.name) hitpoints.push (actor.hp) magpoints.push (actor.mp) lev.push (actor.level.to_s) end width = @BOX_W height = @BOX_H x = ((@LASTX) /2) - (width/2) y = (@BOX_Y + 10) @newstat_windowthree = Window_Base.new(x, y, width, height)
@newstat_windowthree.create_contents #Name Line if @NAME_ONOFF == true @newstat_windowthree.contents.font.color = @newstat_windowthree.system_color @newstat_windowthree.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)]) end #Line One #Set Color @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color if @LINEONE_ONOFF == true @newstat_windowthree.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT) and (@L1_STAT != 4) if @L1_STAT < 0 p 'ERROR: @L1_STAT < 0 for player 3. Please set to a valid value.' end if @L1_STAT == 1 @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)]) end if @L1_STAT == 2 @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)]) end if @L1_STAT == 3 @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)]) end if @L1_STAT > @LCOUNT p 'L1_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.' end end #Line Two #Set Color @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color if @LINETWO_ONOFF == true @newstat_windowthree.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT) and (@L2_STAT != 4) if @L2_STAT < 0 p 'ERROR: @L2_STAT < 0 for player 3. Please set to a valid value.' end if @L2_STAT == 1 @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)]) end if @L2_STAT == 2 @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)]) end if @L2_STAT == 3 @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)]) end if @L2_STAT > @LCOUNT p 'L2_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.' end end
#Line Three #Set Color @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color if @LINETHREE_ONOFF == true @newstat_windowthree.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT) and (@L3_STAT != 4) if @L3_STAT < 0 p 'ERROR: @L3_STAT < 0 for player 3. Please set to a valid value.' end if @L3_STAT == 1 @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)]) end if @L3_STAT == 2 @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)]) end if @L3_STAT == 3 @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)]) end if @L3_STAT > @LCOUNT p 'L3_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.' end end #Line Four (Off by default) if @LINEFOUR_ONOFF == true @newstat_windowthree.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT) if @L4_STAT < 0 p 'ERROR: @L4_STAT < 0 for player 3. Please set to a valid value.' end if @L4_STAT == 1 @newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)]) end if @L4_STAT == 2 @newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)]) end if @L4_STAT == 3 @newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)]) end if @L4_STAT == 4 @newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold) end
if @L4_STAT > @LCOUNT p 'L4_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.' end end
@LASTX = (@LASTX + @NS_LOCATION) end #Party Member 4's box def create_newstat_windowfour (ac) member = [] hitpoints = [] magpoints = [] lev = [] @item_max = $game_party.members.size for actor in $game_party.members member.push (actor.name) hitpoints.push (actor.hp) magpoints.push (actor.mp) lev.push (actor.level.to_s) end width = @BOX_W height = @BOX_H x = ((@LASTX) /2) - (width/2) y = (@BOX_Y + 10) @newstat_windowfour = Window_Base.new(x, y, width, height)
@newstat_windowfour.create_contents #Name Line if @NAME_ONOFF == true @newstat_windowfour.contents.font.color = @newstat_windowfour.system_color @newstat_windowfour.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)]) end #Line One #Set Color @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color if @LINEONE_ONOFF == true @newstat_windowfour.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT) and (@L1_STAT != 4) if @L1_STAT < 0 p 'ERROR: @L1_STAT < 0 for player 4. Please set to a valid value.' end if @L1_STAT == 1 @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)]) end if @L1_STAT == 2 @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)]) end if @L1_STAT == 3 @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)]) end if @L1_STAT > @LCOUNT p 'L1_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.' end end #Line Two #Set Color @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color if @LINETWO_ONOFF == true @newstat_windowfour.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT) and (@L2_STAT != 4) if @L2_STAT < 0 p 'ERROR: @L2_STAT < 0 for player 4. Please set to a valid value.' end if @L2_STAT == 1 @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)]) end if @L2_STAT == 2 @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)]) end if @L2_STAT == 3 @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)]) end if @L2_STAT > @LCOUNT p 'L2_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.' end end
#Line Three #Set Color @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color if @LINETHREE_ONOFF == true @newstat_windowfour.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT) and (@L3_STAT != 4) if @L3_STAT < 0 p 'ERROR: @L3_STAT < 0 for player 4. Please set to a valid value.' end if @L3_STAT == 1 @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)]) end if @L3_STAT == 2 @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)]) end if @L3_STAT == 3 @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)]) end if @L3_STAT > @LCOUNT p 'L3_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.' end end #Line Four (Off by default) if @LINEFOUR_ONOFF == true @newstat_windowfour.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT) if @L4_STAT < 0 p 'ERROR: @L4_STAT < 0 for player 4. Please set to a valid value.' end if @L4_STAT == 1 @newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)]) end if @L4_STAT == 2 @newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)]) end if @L4_STAT == 3 @newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)]) end if @L4_STAT == 4 @newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold) end
if @L4_STAT > @LCOUNT p 'L4_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.' end end @LASTX = (@LASTX + @NS_LOCATION) end
# End Character Boxes
def create_command_window s1 = DQ_Menu_Setup::ITEM_1_NAME s2 = DQ_Menu_Setup::ITEM_2_NAME s3 = DQ_Menu_Setup::ITEM_3_NAME s4 = DQ_Menu_Setup::ITEM_4_NAME s5 = DQ_Menu_Setup::ITEM_5_NAME s6 = DQ_Menu_Setup::ITEM_6_NAME s7 = DQ_Menu_Setup::ITEM_7_NAME s8 = DQ_Menu_Setup::ITEM_8_NAME s9 = DQ_Menu_Setup::ITEM_9_NAME s10 = DQ_Menu_Setup::ITEM_10_NAME s11 = DQ_Menu_Setup::ITEM_11_NAME s12 = DQ_Menu_Setup::ITEM_12_NAME if DQ_Menu_Setup::NUM_OF_ITEMS == 0 p 'ERROR: Number of items on the main menu is set to 0 or garbage.' while 1 == 1 end if DQ_Menu_Setup::NUM_OF_ITEMS == 1 @command_window = Window_Command.new(200, [s1],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS) end if DQ_Menu_Setup::NUM_OF_ITEMS == 2 @command_window = Window_Command.new(200, [s1, s2],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS) end if DQ_Menu_Setup::NUM_OF_ITEMS == 3 @command_window = Window_Command.new(200, [s1, s2, s3],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS) end if DQ_Menu_Setup::NUM_OF_ITEMS == 4 @command_window = Window_Command.new(200, [s1, s2, s3, s4],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS) end if DQ_Menu_Setup::NUM_OF_ITEMS == 5 @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS) end if DQ_Menu_Setup::NUM_OF_ITEMS == 6 @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS) end if DQ_Menu_Setup::NUM_OF_ITEMS == 7 @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS) end if DQ_Menu_Setup::NUM_OF_ITEMS == 8 @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7,s8],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS) end if DQ_Menu_Setup::NUM_OF_ITEMS == 9 @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7,s8,s9],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS) end if DQ_Menu_Setup::NUM_OF_ITEMS == 10 @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7,s8,s9,s10],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS) end if DQ_Menu_Setup::NUM_OF_ITEMS == 11 @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7,s8,s9,s10,s11],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS) end if DQ_Menu_Setup::NUM_OF_ITEMS == 12 @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7,s8,s9,s10,s11,s12],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS) end if DQ_Menu_Setup::NUM_OF_ITEMS > 12 p 'ERROR: Number of items on the main menu is greater than 12.', ' You need to script in more line numbers.' while 1 == 1 end @command_window.index = @menu_index @command_window.x = (230 /2) - (@command_window.width/2) #167 @command_window.y = Wor_Litemenu::MENU_WINDOW_Y
if $game_party.members.size == 0 p 'error - 0 party members. Lock the menu here.' end if $game_system.save_disabled @command_window.draw_item(4, false) end
end
# Command Selection Re-Write
def update_command_selection 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 $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # Item 1 on the menu #$scene = DQ_Menu_Setup::ITEM_1_STRING if DQ_Menu_Setup::ITEM_1_TYPE == 1 start_DQStatus_selection if DQ_Menu_Setup::ITEM_1_TYPE == 3 $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_1_TYPE == 5 $scene = Scene_End.new if DQ_Menu_Setup::ITEM_1_TYPE == 6 $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_1_TYPE == 7 @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_1_TYPE == 8 start_DQWho_selection if DQ_Menu_Setup::ITEM_1_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_1_TYPE == 9 start_DQWho_selection if DQ_Menu_Setup::ITEM_1_TYPE == 9 @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_1_TYPE == 10 start_DQWho_selection if DQ_Menu_Setup::ITEM_1_TYPE == 10 when 1 # @dqwhotype = 'equip' # left this here as a reminder. Should be placed for #item type for equip menu #start_DQWho_selection start_DQStatus_selection if DQ_Menu_Setup::ITEM_2_TYPE == 3 $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_2_TYPE == 5 $scene = Scene_End.new if DQ_Menu_Setup::ITEM_2_TYPE == 6 $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_2_TYPE == 7 @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_2_TYPE == 8 start_DQWho_selection if DQ_Menu_Setup::ITEM_2_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_2_TYPE == 9 start_DQWho_selection if DQ_Menu_Setup::ITEM_2_TYPE == 9 @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_2_TYPE == 10 start_DQWho_selection if DQ_Menu_Setup::ITEM_2_TYPE == 10 when 2 # Skill, equipment, status start_DQStatus_selection if DQ_Menu_Setup::ITEM_3_TYPE == 3 $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_3_TYPE == 5 $scene = Scene_End.new if DQ_Menu_Setup::ITEM_3_TYPE == 6 $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_3_TYPE == 7 @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_3_TYPE == 8 start_DQWho_selection if DQ_Menu_Setup::ITEM_3_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_3_TYPE == 9 start_DQWho_selection if DQ_Menu_Setup::ITEM_3_TYPE == 9 @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_3_TYPE == 10 start_DQWho_selection if DQ_Menu_Setup::ITEM_3_TYPE == 10 when 3 start_DQStatus_selection if DQ_Menu_Setup::ITEM_4_TYPE == 3 $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_4_TYPE == 5 $scene = Scene_End.new if DQ_Menu_Setup::ITEM_4_TYPE == 6 $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_4_TYPE == 7 @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_4_TYPE == 8 start_DQWho_selection if DQ_Menu_Setup::ITEM_4_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_4_TYPE == 9 start_DQWho_selection if DQ_Menu_Setup::ITEM_4_TYPE == 9 @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_4_TYPE == 10 start_DQWho_selection if DQ_Menu_Setup::ITEM_4_TYPE == 10 when 4 start_DQStatus_selection if DQ_Menu_Setup::ITEM_5_TYPE == 3 $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_5_TYPE == 5 $scene = Scene_Bestiary.new if DQ_Menu_Setup::ITEM_5_TYPE == 11 $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_5_TYPE == 7 @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_5_TYPE == 8 start_DQWho_selection if DQ_Menu_Setup::ITEM_5_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_5_TYPE == 9 start_DQWho_selection if DQ_Menu_Setup::ITEM_5_TYPE == 9 @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_5_TYPE == 10 start_DQWho_selection if DQ_Menu_Setup::ITEM_5_TYPE == 10 when 5 start_DQStatus_selection if DQ_Menu_Setup::ITEM_6_TYPE == 3 $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_6_TYPE == 5 $scene = Scene_End.new if DQ_Menu_Setup::ITEM_6_TYPE == 6 $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_6_TYPE == 7 @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_6_TYPE == 8 start_DQWho_selection if DQ_Menu_Setup::ITEM_6_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_6_TYPE == 9 start_DQWho_selection if DQ_Menu_Setup::ITEM_6_TYPE == 9 @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_6_TYPE == 10 start_DQWho_selection if DQ_Menu_Setup::ITEM_6_TYPE == 10 when 6 start_DQStatus_selection if DQ_Menu_Setup::ITEM_7_TYPE == 3 $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_7_TYPE == 5 $scene = Scene_End.new if DQ_Menu_Setup::ITEM_7_TYPE == 6 $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_7_TYPE == 7 @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_7_TYPE == 8 start_DQWho_selection if DQ_Menu_Setup::ITEM_7_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_7_TYPE == 9 start_DQWho_selection if DQ_Menu_Setup::ITEM_7_TYPE == 9 @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_7_TYPE == 10 start_DQWho_selection if DQ_Menu_Setup::ITEM_7_TYPE == 10 when 7 start_DQStatus_selection if DQ_Menu_Setup::ITEM_8_TYPE == 3 $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_8_TYPE == 5 $scene = Scene_End.new if DQ_Menu_Setup::ITEM_8_TYPE == 6 $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_8_TYPE == 7 @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_8_TYPE == 8 start_DQWho_selection if DQ_Menu_Setup::ITEM_8_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_8_TYPE == 9 start_DQWho_selection if DQ_Menu_Setup::ITEM_8_TYPE == 9 @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_8_TYPE == 10 start_DQWho_selection if DQ_Menu_Setup::ITEM_8_TYPE == 10 when 8 start_DQStatus_selection if DQ_Menu_Setup::ITEM_9_TYPE == 3 $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_9_TYPE == 5 $scene = Scene_End.new if DQ_Menu_Setup::ITEM_9_TYPE == 6 $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_9_TYPE == 7 @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_9_TYPE == 8 start_DQWho_selection if DQ_Menu_Setup::ITEM_9_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_9_TYPE == 9 start_DQWho_selection if DQ_Menu_Setup::ITEM_9_TYPE == 9 @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_9_TYPE == 10 start_DQWho_selection if DQ_Menu_Setup::ITEM_9_TYPE == 10 when 9 start_DQStatus_selection if DQ_Menu_Setup::ITEM_10_TYPE == 3 $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_10_TYPE == 5 $scene = Scene_End.new if DQ_Menu_Setup::ITEM_10_TYPE == 6 $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_10_TYPE == 7 @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_10_TYPE == 8 start_DQWho_selection if DQ_Menu_Setup::ITEM_10_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_10_TYPE == 9 start_DQWho_selection if DQ_Menu_Setup::ITEM_10_TYPE == 9 @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_10_TYPE == 10 start_DQWho_selection if DQ_Menu_Setup::ITEM_10_TYPE == 10 when 10 start_DQStatus_selection if DQ_Menu_Setup::ITEM_11_TYPE == 3 $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_11_TYPE == 5 $scene = Scene_End.new if DQ_Menu_Setup::ITEM_11_TYPE == 6 $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_11_TYPE == 7 @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_11_TYPE == 8 start_DQWho_selection if DQ_Menu_Setup::ITEM_11_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_11_TYPE == 9 start_DQWho_selection if DQ_Menu_Setup::ITEM_11_TYPE == 9 @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_11_TYPE == 10 start_DQWho_selection if DQ_Menu_Setup::ITEM_11_TYPE == 10 when 11 start_DQStatus_selection if DQ_Menu_Setup::ITEM_12_TYPE == 3 $scene = Scene_File.new(true, false, false) if DQ_Menu_Setup::ITEM_12_TYPE == 5 $scene = Scene_End.new if DQ_Menu_Setup::ITEM_12_TYPE == 6 $scene = Scene_Item.new if DQ_Menu_Setup::ITEM_12_TYPE == 7 @dqwhotype = 'oldstatus' if DQ_Menu_Setup::ITEM_12_TYPE == 8 start_DQWho_selection if DQ_Menu_Setup::ITEM_12_TYPE == 8
@dqwhotype = 'oldskill' if DQ_Menu_Setup::ITEM_12_TYPE == 9 start_DQWho_selection if DQ_Menu_Setup::ITEM_12_TYPE == 9 @dqwhotype = 'oldequip' if DQ_Menu_Setup::ITEM_12_TYPE == 10 start_DQWho_selection if DQ_Menu_Setup::ITEM_12_TYPE == 10 end end end
#
| |
| | | poisonshift Admin
Posts : 172 Join date : 2009-12-05 Location : Internet Zombie Movie : Dawn of the Dead
| Subject: Re: VX Script - Ekras Dragon-Quest Menu Wed Jul 07, 2010 6:47 pm | |
| - Code:
-
#######################BEGIN DQ STYLE STATUS MENU ###################
#Create the Dragon Quest Style Status Window
def create_dqs_window s1 = 'HP & MP' s2 = 'Attack Power' s3 = 'See Stats' @dqs_window = Window_Command.new(200, [s1,s2,s3]) @dqs_window.x = 80 @dqs_window.y = 60 @dqs_window.index = 3 @dqs_window.visible = false
end
#Custom DQ Style Member Select menu def create_dqwho_window member = [] acount = 0; for actor in $game_party.members member.push (actor.name) acount = acount+1 end case acount when 1 @dqwho_window = Window_Command.new(200, [member[0]]) when 2 @dqwho_window = Window_Command.new(200, [member[0], member[1]]) when 3 @dqwho_window = Window_Command.new(200, [member[0], member[1], member[2]]) when 4 @dqwho_window = Window_Command.new(200, [member[0], member[1], member[2], member[3]]) end @dqwho_window.x = 80 @dqwho_window.y = 60 @dqwho_window.index = 4 @dqwho_window.visible = false end #Create the HP/MP Display under Status def create_DQStatus_HPMP_window ()
@W_PERCHAR = 0 @spacer = 0 member = [] @item_max = $game_party.members.size for actor in $game_party.members member.push (actor.name) @W_PERCHAR = @W_PERCHAR + 113 end width = @W_PERCHAR height = 190 x = (30) y = (30) @DQStatus_HPMP_window = Window_Base.new(x, y, width, height)
@DQStatus_HPMP_window.create_contents @DQStatus_HPMP_window.contents.font.name = DQ_Status_Setup::STATUS_FONT #Output for actor in $game_party.members @DQStatus_HPMP_window.contents.font.color = @DQStatus_HPMP_window.normal_color @DQStatus_HPMP_window.contents.draw_text(@TEMPX, -60, 300, 150, (@spacer + 1).to_s + ':') @DQStatus_HPMP_window.contents.draw_text(@TEMPX, -40, 300, 150, actor.name.to_s) #HP Display @DQStatus_HPMP_window.contents.draw_text(@TEMPX, -10, 300, 150, 'HP') @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), -10, 300, 150,actor.hp.to_s) if actor.maxhp >= 100 @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), -10, 300, 150,' ' + actor.hp.to_s) if actor.maxhp < 100 and actor.maxhp >=10 @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), -10, 300, 150,' ' + actor.hp.to_s) if actor.maxhp < 10 @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 0, 300, 150, '-------') @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 10, 300, 150,actor.maxhp.to_s) if actor.maxhp >= 100 @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 10, 300, 150,' ' + actor.maxhp.to_s) if actor.maxhp < 100 and actor.maxhp >=10 @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 10, 300, 150,' ' + actor.maxhp.to_s) if actor.maxhp < 10 #MP Diaplay @DQStatus_HPMP_window.contents.draw_text(@TEMPX, 40, 300, 150, 'MP') @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 50, 300, 150,actor.mp.to_s) if actor.maxmp >= 100 @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 50, 300, 150,' ' + actor.mp.to_s) if actor.maxmp < 100 and actor.maxmp >=10 @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 50, 300, 150,' ' + actor.mp.to_s) if actor.maxmp < 10 @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 60, 300, 150, '-------') @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 70, 300, 150,actor.maxmp.to_s) if actor.maxmp >= 100 @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 70, 300, 150,' ' + actor.maxmp.to_s) if actor.maxmp < 100 and actor.maxmp >=10 @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 70, 300, 150,' ' + actor.maxmp.to_s) if actor.maxmp < 10 @TEMPX = @TEMPX + 100 end @spacer = @spacer + 1
@TEMPX = 0 @DQStatus_HPMP_window.visible = false end #Create the Attack Power Display under Status def create_DQStatus_ATTACK_window () @spacer = 0 @H_PERCHAR = 0 member = [] @item_max = $game_party.members.size for actor in $game_party.members member.push (actor.name) @H_PERCHAR = @H_PERCHAR + 25 end width = 300 height = 73 + @H_PERCHAR x = (30) y = (70) @DQStatus_ATTACK_window = Window_Base.new(x, y, width, height)
@DQStatus_ATTACK_window.create_contents @DQStatus_ATTACK_window.contents.font.name = DQ_Status_Setup::STATUS_FONT #Output
#HEADER @DQStatus_ATTACK_window.contents.draw_text(120, -50, 300, 150, 'LV') @DQStatus_ATTACK_window.contents.draw_text(170, -50, 300, 150, 'ATK') @DQStatus_ATTACK_window.contents.draw_text(230, -50, 300, 150, 'DEF') @DQStatus_ATTACK_window.contents.draw_text(-30, -40, 300, 150, '-----------------------------------------------------------------------------------------------------------------------------------------------------------')
for actor in $game_party.members @DQStatus_ATTACK_window.contents.font.color = @DQStatus_ATTACK_window.normal_color
#Display Each Member @DQStatus_ATTACK_window.contents.draw_text(0, @TEMPY - 20 , 300, 150, actor.name.to_s) @DQStatus_ATTACK_window.contents.draw_text(120,@TEMPY - 20, 300, 150, actor.level.to_s) @DQStatus_ATTACK_window.contents.draw_text(170, @TEMPY - 20, 300, 150, actor.atk.to_s) @DQStatus_ATTACK_window.contents.draw_text(230, @TEMPY - 20, 300, 150, actor.def.to_s) @TEMPY = @TEMPY + 25
end @TEMPY = 0 @spacer = @spacer + 1
@DQStatus_ATTACK_window.active = false @DQStatus_ATTACK_window.visible = false end
#Create the Full Status window (right screen of Show all) def create_DQStatus_FullStat_window (actorstat) @dqs_window.active = false create_DQStatus_FullStatChar_window(actorstat) #Calls the character (right) window #This next part determines the longest string size in use (to line up lines) xpos = 0 if DQ_Status_Setup::LINE_1_ONOFF == true xpos = DQ_Status_Setup::LINE_1_STRING.size if DQ_Status_Setup::LINE_1_STRING.size >= xpos end if DQ_Status_Setup::LINE_2_ONOFF == true xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos end if DQ_Status_Setup::LINE_3_ONOFF == true xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos end if DQ_Status_Setup::LINE_4_ONOFF == true xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos end if DQ_Status_Setup::LINE_5_ONOFF == true xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos end if DQ_Status_Setup::LINE_6_ONOFF == true xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos end if DQ_Status_Setup::LINE_7_ONOFF == true xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos end if DQ_Status_Setup::LINE_8_ONOFF == true xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos end if DQ_Status_Setup::LINE_9_ONOFF == true xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos end if DQ_Status_Setup::LINE_10_ONOFF == true xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos end @dqs_window.active = false @dqwho_window.active = false @spacer = 10 width = 300 height = 260 x = (230) y = (30) @DQStatus_FullStat_window = Window_Base.new(x, y, width, height)
@DQStatus_FullStat_window.create_contents @DQStatus_FullStat_window.contents.font.name = DQ_Status_Setup::STATUS_FONT
@DQStatus_FullStat_window.contents.font.color = @DQStatus_FullStat_window.normal_color # Line 1 Output if DQ_Status_Setup::LINE_1_ONOFF == true
@DQStatus_FullStat_window.contents.draw_text(xpos, -65, 350, 150, DQ_Status_Setup::LINE_1_STRING + DQ_Status_Setup::SEP) @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_1_TYPE == 1 @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_1_TYPE == 2 @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_1_TYPE == 3 @DQStatus_FullStat_window.contents.draw_text(190, -65, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_1_TYPE == 4 @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_1_TYPE == 5 @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_1_TYPE == 6 @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_1_TYPE == 7 @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_1_TYPE == 8 @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_1_TYPE == 9 @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_1_TYPE == 10 @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_1_TYPE == 11 @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_1_TYPE == 12 @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_1_TYPE == 13 end # Line 2 output if DQ_Status_Setup::LINE_2_ONOFF == true @DQStatus_FullStat_window.contents.draw_text(xpos, -45, 350, 150, DQ_Status_Setup::LINE_2_STRING + DQ_Status_Setup::SEP) @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_2_TYPE == 1 @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_2_TYPE == 2 @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_2_TYPE == 3 @DQStatus_FullStat_window.contents.draw_text(190, -45, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_2_TYPE == 4 @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_2_TYPE == 5 @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_2_TYPE == 6 @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_2_TYPE == 7 @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_2_TYPE == 8 @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_2_TYPE == 9 @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_2_TYPE == 10 @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_2_TYPE == 11 @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_2_TYPE == 12 @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_2_TYPE == 13 end # Line 3 output if DQ_Status_Setup::LINE_3_ONOFF == true @DQStatus_FullStat_window.contents.draw_text(xpos, -25, 350, 150, DQ_Status_Setup::LINE_3_STRING + DQ_Status_Setup::SEP) @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_3_TYPE == 1 @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_3_TYPE == 2 @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_3_TYPE == 3 @DQStatus_FullStat_window.contents.draw_text(190, -25, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_3_TYPE == 4 @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_3_TYPE == 5 @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_3_TYPE == 6 @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_3_TYPE == 7 @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_3_TYPE == 8 @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_3_TYPE == 9 @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_3_TYPE == 10 @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_3_TYPE == 11 @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_3_TYPE == 12 @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_3_TYPE == 13 end # Line 4 output if DQ_Status_Setup::LINE_4_ONOFF == true @DQStatus_FullStat_window.contents.draw_text(xpos, -5, 350, 150, DQ_Status_Setup::LINE_4_STRING + DQ_Status_Setup::SEP) @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_4_TYPE == 1 @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_4_TYPE == 2 @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_4_TYPE == 3 @DQStatus_FullStat_window.contents.draw_text(190, -5, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_4_TYPE == 4 @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_4_TYPE == 5 @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_4_TYPE == 6 @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_4_TYPE == 7 @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_4_TYPE == 8 @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_4_TYPE == 9 @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_4_TYPE == 10 @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_4_TYPE == 11 @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_4_TYPE == 12 @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_4_TYPE == 13 end # Line 5 output if DQ_Status_Setup::LINE_5_ONOFF == true @DQStatus_FullStat_window.contents.draw_text(xpos, 15, 350, 150, DQ_Status_Setup::LINE_5_STRING + DQ_Status_Setup::SEP) @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_5_TYPE == 1 @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_5_TYPE == 2 @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_5_TYPE == 3 @DQStatus_FullStat_window.contents.draw_text(190, 15, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_5_TYPE == 4 @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_5_TYPE == 5 @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_5_TYPE == 6 @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_5_TYPE == 7 @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_5_TYPE == 8 @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_5_TYPE == 9 @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_5_TYPE == 10 @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_5_TYPE == 11 @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_5_TYPE == 12 @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_5_TYPE == 13 end # Line 6 output if DQ_Status_Setup::LINE_6_ONOFF == true @DQStatus_FullStat_window.contents.draw_text(xpos, 35, 350, 150, DQ_Status_Setup::LINE_6_STRING + DQ_Status_Setup::SEP) @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_6_TYPE == 1 @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_6_TYPE == 2 @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_6_TYPE == 3 @DQStatus_FullStat_window.contents.draw_text(190, 35, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_6_TYPE == 4 @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_6_TYPE == 5 @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_6_TYPE == 6 @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_6_TYPE == 7 @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_6_TYPE == 8 @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_6_TYPE == 9 @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_6_TYPE == 10 @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_6_TYPE == 11 @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_6_TYPE == 12 @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_6_TYPE == 13 end # Line 7 output if DQ_Status_Setup::LINE_7_ONOFF == true @DQStatus_FullStat_window.contents.draw_text(xpos, 55, 350, 150, DQ_Status_Setup::LINE_7_STRING + DQ_Status_Setup::SEP) @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_7_TYPE == 1 @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_7_TYPE == 2 @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_7_TYPE == 3 @DQStatus_FullStat_window.contents.draw_text(190, 55, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_7_TYPE == 4 @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_7_TYPE == 5 @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_7_TYPE == 6 @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_7_TYPE == 7 @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_7_TYPE == 8 @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_7_TYPE == 9 @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_7_TYPE == 10 @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_7_TYPE == 11 @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_7_TYPE == 12 @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_7_TYPE == 13 end # Line 8 output if DQ_Status_Setup::LINE_8_ONOFF == true @DQStatus_FullStat_window.contents.draw_text(xpos, 75, 350, 150, DQ_Status_Setup::LINE_8_STRING + DQ_Status_Setup::SEP) @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_8_TYPE == 1 @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_8_TYPE == 2 @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_8_TYPE == 3 @DQStatus_FullStat_window.contents.draw_text(190, 75, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_8_TYPE == 4 @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_8_TYPE == 5 @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_8_TYPE == 6 @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_8_TYPE == 7 @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_8_TYPE == 8 @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_8_TYPE == 9 @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_8_TYPE == 10 @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_8_TYPE == 11 @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_8_TYPE == 12 @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_8_TYPE == 13 end # Line 9 output if DQ_Status_Setup::LINE_9_ONOFF == true @DQStatus_FullStat_window.contents.draw_text(xpos, 95, 350, 150, DQ_Status_Setup::LINE_9_STRING + DQ_Status_Setup::SEP) @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_9_TYPE == 1 @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_9_TYPE == 2 @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_9_TYPE == 3 @DQStatus_FullStat_window.contents.draw_text(190, 95, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_9_TYPE == 4 @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_9_TYPE == 5 @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_9_TYPE == 6 @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_9_TYPE == 7 @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_9_TYPE == 8 @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_9_TYPE == 9 @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_9_TYPE == 10 @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_9_TYPE == 11 @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_9_TYPE == 12 @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_9_TYPE == 13 end # Line 10 output if DQ_Status_Setup::LINE_10_ONOFF == true @DQStatus_FullStat_window.contents.draw_text(xpos, 115, 350, 150, DQ_Status_Setup::LINE_10_STRING + DQ_Status_Setup::SEP) @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_10_TYPE == 1 @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_10_TYPE == 2 @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_10_TYPE == 3 @DQStatus_FullStat_window.contents.draw_text(190, 115, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_10_TYPE == 4 @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_10_TYPE == 5 @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_10_TYPE == 6 @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_10_TYPE == 7 @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_10_TYPE == 8 @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_10_TYPE == 9 @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_10_TYPE == 10 @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_10_TYPE == 11 @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_10_TYPE == 12 @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_10_TYPE == 13 end
end
#Create the right window in the "See All Stats" section under Status def create_DQStatus_FullStatChar_window (actorstat) member = [] for actor in $game_party.members member.push (actor.name) end width = 170 height = 180 x = (40) y = (30) @DQStatus_FullStatChar_window = Window_Base.new(x, y, width, height)
@DQStatus_FullStatChar_window.create_contents @DQStatus_FullStatChar_window.contents.font.name = DQ_Status_Setup::STATUS_FONT #output player name @DQStatus_FullStatChar_window.contents.draw_text(0, -60, 300, 150, actorstat.name) if DQ_Status_Setup::UL_NAME_ONOFF == true @DQStatus_FullStatChar_window.contents.draw_text(-30, -50, 250, 150, '----------------------------------------') if DQ_Status_Setup::UL_NAME_ONOFF == true and DQ_Status_Setup::UL_NAME_DIV == true
# Line 1 output if DQ_Status_Setup::UL_LINE_1_ONOFF == true @DQStatus_FullStatChar_window.contents.draw_text(0, -30, 350, 150, DQ_Status_Setup::UL_LINE_1_STRING + DQ_Status_Setup::UL_SEP) @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_1_TYPE == 1 @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_1_TYPE == 2 @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_1_TYPE == 3 @DQStatus_FullStatChar_window.contents.draw_text(55, -30, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_1_TYPE == 4 @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_1_TYPE == 5 @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_1_TYPE == 6 @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_1_TYPE == 7 @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_1_TYPE == 8 @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_1_TYPE == 9 @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_1_TYPE == 10 @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_1_TYPE == 11 @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_1_TYPE == 12 @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_1_TYPE == 13 end
# Line 2 output if DQ_Status_Setup::UL_LINE_2_ONOFF == true @DQStatus_FullStatChar_window.contents.draw_text(0, -10, 350, 150, DQ_Status_Setup::UL_LINE_2_STRING + DQ_Status_Setup::UL_SEP) @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_2_TYPE == 1 @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_2_TYPE == 2 @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_2_TYPE == 3 @DQStatus_FullStatChar_window.contents.draw_text(55, -10, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_2_TYPE == 4 @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_2_TYPE == 5 @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_2_TYPE == 6 @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_2_TYPE == 7 @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_2_TYPE == 8 @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_2_TYPE == 9 @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_2_TYPE == 10 @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_2_TYPE == 11 @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_2_TYPE == 12 @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_2_TYPE == 13 end
# Line 3 output if DQ_Status_Setup::UL_LINE_3_ONOFF == true @DQStatus_FullStatChar_window.contents.draw_text(0, 10, 350, 150, DQ_Status_Setup::UL_LINE_3_STRING + DQ_Status_Setup::UL_SEP) @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_3_TYPE == 1 @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_3_TYPE == 2 @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_3_TYPE == 3 @DQStatus_FullStatChar_window.contents.draw_text(55, 10, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_3_TYPE == 4 @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_3_TYPE == 5 @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_3_TYPE == 6 @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_3_TYPE == 7 @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_3_TYPE == 8 @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_3_TYPE == 9 @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_3_TYPE == 10 @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_3_TYPE == 11 @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_3_TYPE == 12 @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_3_TYPE == 13 end # Line 4 output if DQ_Status_Setup::UL_LINE_4_ONOFF == true @DQStatus_FullStatChar_window.contents.draw_text(0, 30, 350, 150, DQ_Status_Setup::UL_LINE_4_STRING + DQ_Status_Setup::UL_SEP) @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_4_TYPE == 1 @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_4_TYPE == 2 @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_4_TYPE == 3 @DQStatus_FullStatChar_window.contents.draw_text(55, 30, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_4_TYPE == 4 @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_4_TYPE == 5 @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_4_TYPE == 6 @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_4_TYPE == 7 @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_4_TYPE == 8 @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_4_TYPE == 9 @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_4_TYPE == 10 @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_4_TYPE == 11 @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_4_TYPE == 12 @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_4_TYPE == 13 end # Line 5 output if DQ_Status_Setup::UL_LINE_5_ONOFF == true @DQStatus_FullStatChar_window.contents.draw_text(0, 50, 350, 150, DQ_Status_Setup::UL_LINE_5_STRING + DQ_Status_Setup::UL_SEP) @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_5_TYPE == 1 @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_5_TYPE == 2 @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_5_TYPE == 3 @DQStatus_FullStatChar_window.contents.draw_text(55, 50, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_5_TYPE == 4 @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_5_TYPE == 5 @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_5_TYPE == 6 @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_5_TYPE == 7 @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_5_TYPE == 8 @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_5_TYPE == 9 @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_5_TYPE == 10 @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_5_TYPE == 11 @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_5_TYPE == 12 @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_5_TYPE == 13 end end
# DQ STATUS MENU CONTROLS (Allows you to back up out of menus)
# Fullstat windows
def update_dqfullstat_selection @dqs_window.active = false @dqwho_window.active = false
if Input.trigger?(Input::B) Sound.play_cancel @DQStatus_FullStat_window.visible = false @DQStatus_FullStatChar_window.visible = false @dqwho_window.active = true @dqwho_window.visible = true end end #HPMP window def update_dqhpmp_selection if Input.trigger?(Input::B) Sound.play_cancel end_dqhpmp_selection @DQStatus_ATTACK_window.visible = false @DQStatus_HPMP_window.visible = false @DQStatus_ATTACK_window.active = false @DQStatus_HPMP_window.active = false @DQStatus_FullStatChar_window.visible = false if @DQStatus_FullStatChar_window @DQStatus_FullStatChar_window.active = false if @DQStatus_FullStatChar_window @DQStatus_FullStat_window.visible = false if @DQStatus_FullStat_window @DQStatus_FullStat_window.visible = false if @DQStatus_FullStat_window @dqwho_window.active = false @dqwho_window.active = false @dqs_window.active = true @dqs_window.visible = true end end #Attack window def update_attack_selection if Input.trigger?(Input::B) Sound.play_cancel end_attack_selection @DQStatus_ATTACK_window.visible = false @DQStatus_HPMP_window.visible = false @DQStatus_ATTACK_window.active = false @DQStatus_HPMP_window.active = false @DQStatus_FullStatChar_window.visible = false if @DQStatus_FullStatChar_window @DQStatus_FullStatChar_window.active = false if @DQStatus_FullStatChar_window @DQStatus_FullStat_window.visible = false if @DQStatus_FullStat_window @DQStatus_FullStat_window.visible = false if @DQStatus_FullStat_window @dqwho_window.active = false @dqwho_window.active = false @dqs_window.active = true @dqs_window.visible = true end
end
#Update the Dragon Quest Status Selection def update_dqs_selection if Input.trigger?(Input::B) Sound.play_cancel @DQStatus_FullStat_window.visible = false if @DQStatus_FullStat_window @DQStatus_FullStatChar_window.visible = false if @DQStatus_FullStatChar_window @DQStatus_HPMP_window.visible = false if @DQStatus_HPMP_window @DQStatus_ATTACK_window.visible = false if @DQStatus_ATTACK_window $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @dqs_window.index < 4 Sound.play_buzzer return end Sound.play_decision case @dqs_window.index when 0 # Item 1 on the menu start_dqhpmp_selection when 1 start_attack_selection when 2 @dqwhotype = 'status' start_DQWho_selection () end end end #Update the Dragon Quest Who Selection Screen for Status def update_dqwho_selection () if Input.trigger?(Input::B) Sound.play_cancel @command_window.active = true if @dqwhotype == 'oldskill' @command_window.active = true if @dqwhotype == 'oldstatus' @command_window.active = true if @dqwhotype == 'oldequip' @command_window.active = true if @dqwhotype == 'equip' @dqs_window.active = true if @dqwhotype == 'status' @dqwho_window.visible = false
# @DQStatus_FullStatChar_window.visible = false elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @dqwho_window.index < 4 Sound.play_buzzer return end Sound.play_decision #When called for the Old (built-in) Style status Menu if @dqwhotype == 'oldstatus' @dqwho_window.active = false $scene = Scene_Status.new(@dqwho_window.index)
end #When called for the Old (built-in) Style Equip Menu if @dqwhotype == 'oldequip' @dqwho_window.active = false $scene = Scene_Equip.new(@dqwho_window.index)
end #When called for the Old (built-in) Style Skill Menu if @dqwhotype == 'oldskill' @dqwho_window.active = false $scene = Scene_Skill.new(@dqwho_window.index)
end #When called for the DQ Style Equip Menu if @dqwhotype == 'equip' case @dqwho_window.index when 0 return end #When called from the DQ Status screen (to show all stats) elsif @dqwhotype == 'status' case @dqwho_window.index when 0 # Should be Player #1 @dqwho_window.active = false create_DQStatus_FullStat_window (@actorarray[0]) start_fullstat_selection return when 1 @dqwho_window.active = false create_DQStatus_FullStat_window (@actorarray[1]) return when 2 @dqwho_window.active = false create_DQStatus_FullStat_window (@actorarray[2]) return when 3 @dqwho_window.active = false create_DQStatus_FullStat_window (@actorarray[3]) return end end p 'ERROR: @dqwho_window.index > 3. You have too big a party.' if @dqwho_window.index > 3 end end
#Start Selection on the DQ Status Menu
def start_DQStatus_selection @command_window.active = false @dqs_window.visible = true @dqs_window.active = true @DQStatus_HPMP_window.visible = false @DQStatus_HPMP_window.active = false @DQStatus_ATTACK_window.visible = false @DQStatus_ATTACK_window.active = false @dqwho_window.visible = false @dqwho_window.active = false @dqs_window.index = 0 end
#End Selection on the DQ Status Menu def end_DQStatus_selection @command_window.active = true @dqs_window.visible = false @dqs_window.active = false @dqs_window.index = -1 end
#Start Selection on the HPMP Screen def start_dqhpmp_selection create_DQStatus_HPMP_window() @dqwho_window.active = false @dqs_window.active = false @DQStatus_HPMP_window.visible = true @DQStatus_HPMP_window.active = true
end
def end_dqhpmp_selection start_DQStatus_selection
end
#Start Selection on the ATTACK Screen def start_attack_selection create_DQStatus_ATTACK_window() @dqwho_window.active = false @dqs_window.active = false @DQStatus_ATTACK_window.visible = true @DQStatus_ATTACK_window.active = true
end
def end_attack_selection start_DQStatus_selection
end #Start Selection on the Dragon Quest Who Selection Screen for Status def start_DQWho_selection create_dqwho_window() @command_window.active = false @dqs_window.active = false @dqwho_window.visible = true @dqwho_window.active = true @dqwho_window.index = 0 end
#End Selection on the Dragon Quest Who Selection Screen for Status def end_DQWho_selection @command_window.active = true @dqwho_window.visible = false @dqwho_window.active = false @dqwho_window.index = -1 end #Start Selection on the FullStat screen def start_fullstat_selection @dqwho_window.active = false @dqs_window.active = false @DQStatus_HPMP_window.active = false @DQStatus_ATTACK_window.active = false @DQStatus_FullStat_window.visible = true @DQStatus_FullStat_window.active = true end
#End Selection on the FullStat screen def end_fullstat_selection @dqwho_window.active = true @DQStatus_FullStat_window.visible = false @DQStatus_FullStat_window.active = false @DQStatus_FullStatChar_window.visible = false @DQStatus_FullStatChar_window.active = false end ########################END DQ STYLE STATUS MENU ################### # UPDATE def update super update_menu_background @command_window.update if @command_window.active update_command_selection elsif @dqs_window.active update_dqs_selection @dqs_window.update elsif @dqwho_window.active update_dqwho_selection @dqwho_window.update elsif @DQStatus_ATTACK_window.active update_attack_selection elsif @DQStatus_HPMP_window.active update_dqhpmp_selection elsif @status_window.visible @status_window.update update_actor_selection elsif @DQStatus_FullStat_window update_dqfullstat_selection if @DQStatus_FullStat_window.active end end #Terminate def terminate super dispose_menu_background @command_window.dispose @status_window.dispose @dqs_window.dispose @DQStatus_FullStat_window.dispose if @DQStatus_FullStat_window @DQStatus_FullStatChar_window.dispose if @DQStatus_FullStatChar_window @dqwho_window.dispose if @dqwho_window @DQStatus_HPMP_window.dispose if @DQStatus_HPMP_window @DQStatus_ATTACK_window.dispose if @DQStatus_ATTACK_window @location_window.dispose if @location_window psize = ($game_party.members.size) if @BOX_ONOFF == true for actor in $game_party.members if psize == 4 @newstat_windowfour.dispose elsif psize == 3 @newstat_windowthree.dispose elsif psize == 2 @newstat_windowtwo.dispose elsif psize == 1 @newstat_window.dispose end psize = (psize - 1) end end end
end
#Configuring the old-style menu's to update their cursors to the first position
class Scene_Status < Scene_Base def return_scene $scene = Scene_Menu.new(0) end end
class Scene_Equip < Scene_Base def return_scene $scene = Scene_Menu.new(0) end end | |
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