Added scripts
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144
scripts/Window_MainMenu.rb
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144
scripts/Window_MainMenu.rb
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# The main menu window
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class Window_MainMenu < Window_Selectable
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def initialize
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super(16, 16, 608, 64)
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# Set up menu options
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@commands = Array.new
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@commands << tr('Travel')
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@commands << tr('Notes')
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@commands << tr('Settings')
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@item_max = @commands.size
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@column_max = @item_max
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# Make invisible by default
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self.visible = false
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self.active = false
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self.back_opacity = 230
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@fade_in = false
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@fade_out = false
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# Render menu
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self.contents = Bitmap.new(width - 32, 32)
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for i in 0...@item_max
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draw_item(i, normal_color)
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end
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self.z = 9998
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end
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#--------------------------------------------------------------------------
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# * Dispose
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#--------------------------------------------------------------------------
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def dispose
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# Dispose of windows
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super
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end
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#--------------------------------------------------------------------------
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# * Draw Item
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# index : item number
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# color : text color
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#--------------------------------------------------------------------------
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def draw_item(index, color)
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# Set color
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self.contents.font.color = color
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# Get width of text and cap
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w = self.width / @item_max
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# Update item
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rect = Rect.new(w * index, 0, w - 32, 32)
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self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
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self.contents.draw_text(rect, @commands[index], 1)
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end
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#--------------------------------------------------------------------------
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# * Disable Item
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# index : item number
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#--------------------------------------------------------------------------
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def disable_item(index)
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draw_item(index, disabled_color)
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end
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# Open/show the menu
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def open
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self.opacity = 0
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self.contents_opacity = 0
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self.visible = true
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@fade_in = true
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self.index = 0
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self.active = true
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end
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# Update
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def update
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super
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# Handle fade-in effect
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if @fade_in
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if Input.trigger?(Input::ITEMS)
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@fade_in = false
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@fade_out = true
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else
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self.opacity += 48
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self.contents_opacity += 48
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if self.contents_opacity == 255
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@fade_in = false
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end
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return
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end
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end
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# Handle fade-out effect
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if @fade_out
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self.opacity -= 48
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self.contents_opacity -= 48
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if self.contents_opacity == 0
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@fade_out = false
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self.visible = false
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self.active = false
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end
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return
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end
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# Update subwindows
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#if @item_window.active
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# @item_window.update
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# if Input.trigger?(Input::CANCEL)
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# $game_system.se_play($data_system.cancel_se)
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# self.active = true
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# self.opacity = 255
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# @item_window.visible = false
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# @item_window.active = false
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# @item_help_window.visible = false
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# return
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# end
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#end
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# Don't do anything if not active
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if !self.active
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return
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end
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# Select menu item
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if Input.trigger?(Input::ACTION)
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$game_system.se_play($data_system.decision_se)
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self.active = false
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self.opacity = 127
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#case @index
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#else
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print "oh no you don't"
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self.active = true
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self.opacity = 255
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#end
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return
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end
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# Cancel menu
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if Input.trigger?(Input::CANCEL) ||
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Input.trigger?(Input::MENU) ||
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Input.trigger?(Input::ITEMS)
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unless Input.trigger?(Input::ITEMS)
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$game_system.se_play($data_system.cancel_se)
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end
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@fade_out = true
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return
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end
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end
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end
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