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LMichelle/Custom Menu.rb Secret
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March 10, 2018 14:28
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Language of Lyse - Custom Menu
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#============================================================================== | |
# ** 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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