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- #===============================================================================
- #
- # R2's One Person Equip Menu - Addon to DT OPM
- # Author: Roninator2
- # Date (31/05/2022)
- # Type: (Menu)
- # Version: (1.0.0) (VXA)
- # Level: (Simple)
- #
- #===============================================================================
- #
- # NOTES: 1)This script will only work with ace, you may find my VX version on
- # RMRK.net and the rpg maker web forums.
- #
- #===============================================================================
- #
- # Description: A menu that is modified to work as if you are only using one
- # actor.
- #
- # Credits: Me (Roninator2)
- #
- #===============================================================================
- #
- # Instructions
- # Paste above main.
- #
- #===============================================================================
- module DTOPME
- #Window skin to use, place in system.
- WINDOW = ('Window')
- #Equip Command Window X
- ECX = 50
- #Equip Command Window Y
- ECY = 0
- #Equip Command Window Width
- ECW = 300
- #Equip Command Window Height
- ECH = 50
- #Equip Status Window X
- ESX = 350
- #Equip Status Window Y
- ESY = 120
- #Status Window Width
- ESW = 250
- #Status Window Height
- ESH = 200
- #Equip Item Window X
- EIX = 50
- #Equip Item Window Y
- EIY = 320
- #Equip Item Window Width
- EIW = 550
- #Equip Item Window Height
- EIH = 140
- #Equip Slot Window X
- ETX = 50
- #Equip Slot Window Y
- ETY = 120
- #Equip Slot Window Width
- ETW = 300
- #Equip Slot Window Height
- ETH = 200
- end
- class Scene_Equip < Scene_MenuBase
- #--------------------------------------------------------------------------
- # * Start Processing
- #--------------------------------------------------------------------------
- def start
- super
- create_help_window
- create_status_window
- create_command_window
- create_slot_window
- create_item_window
- end
- #--------------------------------------------------------------------------
- # * Create Status Window
- #--------------------------------------------------------------------------
- def create_status_window
- @status_window = Window_EquipStatus.new((DTOPME::ESX), (DTOPME::ESY))
- @status_window.viewport = @viewport
- @status_window.actor = @actor
- end
- #--------------------------------------------------------------------------
- # * Create Command Window
- #--------------------------------------------------------------------------
- def create_command_window
- @help_window.x = (DTOPMI::HX)
- @help_window.y = (DTOPMI::HY)
- @command_window = Window_EquipCommand.new((DTOPME::ECX), (DTOPME::ECY), (DTOPME::ECW))
- @command_window.height = (DTOPME::ECH)
- @command_window.viewport = @viewport
- @command_window.help_window = @help_window
- @command_window.set_handler(:equip, method(:command_equip))
- @command_window.set_handler(:optimize, method(:command_optimize))
- @command_window.set_handler(:clear, method(:command_clear))
- @command_window.set_handler(:cancel, method(:return_scene))
- @command_window.set_handler(:pagedown, method(:next_actor))
- @command_window.set_handler(:pageup, method(:prev_actor))
- end
- #--------------------------------------------------------------------------
- # * Create Slot Window
- #--------------------------------------------------------------------------
- def create_slot_window
- @slot_window = Window_EquipSlot.new((DTOPME::ETX), (DTOPME::ETY), (DTOPME::ETW))
- @slot_window.viewport = @viewport
- @slot_window.help_window = @help_window
- @slot_window.status_window = @status_window
- @slot_window.actor = @actor
- @slot_window.set_handler(:ok, method(:on_slot_ok))
- @slot_window.set_handler(:cancel, method(:on_slot_cancel))
- end
- #--------------------------------------------------------------------------
- # * Create Item Window
- #--------------------------------------------------------------------------
- def create_item_window
- @item_window = Window_EquipItem.new((DTOPME::EIX), (DTOPME::EIY), (DTOPME::EIW), (DTOPME::EIH))
- @item_window.viewport = @viewport
- @item_window.help_window = @help_window
- @item_window.status_window = @status_window
- @item_window.actor = @actor
- @item_window.set_handler(:ok, method(:on_item_ok))
- @item_window.set_handler(:cancel, method(:on_item_cancel))
- @slot_window.item_window = @item_window
- end
- end
- class Window_EquipStatus < Window_Base
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize(x, y)
- super(x, y, window_width, window_height)
- @actor = nil
- @temp_actor = nil
- refresh
- end
- #--------------------------------------------------------------------------
- # * Get Window Width
- #--------------------------------------------------------------------------
- def window_width
- (DTOPME::ESW)
- end
- #--------------------------------------------------------------------------
- # * Get Window Height
- #--------------------------------------------------------------------------
- def window_height
- (DTOPME::ESH)
- end
- end
- class Window_EquipSlot < Window_Selectable
- def window_height
- (DTOPME::ETH)
- end
- end
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