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@LMichelle
Created Mar 10, 2018
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Language of Lyse - Custom Menu
#==============================================================================
# ** Scene_MenuLoL
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================
class Scene_MenuLoL
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = "Items" #Bitmap.new("Graphics/Icons/032-Item01.png")
s2 = "Skill"
s3 = "Equip"
s4 = "Profile"
s5 = "Notebook"
s6 = "Quit"
@command_window = Window_Command.new(320, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.y = 190
@command_window.back_opacity = 160
@window_notebook = Window_Notebook.new
@window_notebook.x = 320
@window_notebook.visible = false
@window_notebook.active = false
@window_people = Window_People.new
@window_people.x = 320
@window_people.back_opacity = 160
#@window_people.y = 0
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
@gold_window.back_opacity = 160
# background
#@bg = Sprite.new
#@bg.bitmap = Bitmap.new("Graphics/Titles/001-Title01.jpg")
@bg = Spriteset_Map.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@window_people.dispose
@command_window.dispose
@gold_window.dispose
@bg.dispose
@window_notebook.dispose
end
##################### update
def update
@gold_window.update
@command_window.update
@window_people.update
@window_notebook.update
if @command_window.active
update_command
return
end
if @window_people.active
update_status
return
end
if @window_notebook.active
update_notebook
end
end
##################### Update Command
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0 # Items
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1 # Skill
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@window_people.active = true
@window_people.index = 0
when 2 # Equip
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@window_people.active = true
@window_people.index = 0
when 3 # Profile
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@window_people.active = true
@window_people.index = 0
when 4 # Journal
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@window_people.visible = false
@window_notebook.active = true
@window_notebook.visible = true
when 5 # Quit
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end #end If trigger C
end
#################### Update Status
def update_status
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@window_people.active = false
@window_people.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1 # skill
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@window_people.index)
when 2 # equipment
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@window_people.index)
when 3 # status
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@window_people.index)
end
return
end
end
############ Update notebook
def update_notebook
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@window_notebook.active = false
@window_notebook.visible = false
@command_window.active = true
@command_window.index = 4
@window_people.visible = true
end
end
############
end #class end
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