#==============================================================================
# ** Redd's TitleIcons
#==============================================================================
# Gives the title screen the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_Title, look
# for line 40, and change
# @command_window = Window_Command.new(192, [s1, s2, s3])
# to...
# @command_window = Window_TitleIcons.new(192, [s1, s2, s3])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_TitleIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch

when 0
# Sets the icon name (Case Sensitive)
icon = '001-Weapon01'
when 1
icon = '035-Item04'
when 2
icon = '046-Skill03'
# If there are more than 3 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
#==============================================================================
# ** Redd's MenuIcons
#==============================================================================
# Gives the menu the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_Title, look
# for line 26, and change
# @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
# to...
# @command_window = Window_MenuIcons.new(160, [s1, s2, s3, s4, s5, s6])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_MenuIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch

when 0
# Sets the icon name (Case Sensitive)
icon = '032-Item01'
when 1
icon = '050-Skill07'
when 2
icon = '013-Body01'
when 3
icon = '040-Item09'
when 4
icon = '035-Item04'
when 5
icon = '046-Skill03'
# If there are more than 6 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end
#==============================================================================
# ** Redd's EndIcons
#==============================================================================
# Gives the ending screen the ability to have icons in the choices
#==============================================================================
# Instructions
#
# After configuring what you want your icons to be, go into Scene_End, look
# for line 16, and change
# @command_window = Window_Command.new(192, [s1, s2, s3])
# to...
# @command_window = Window_EndIcons.new(192, [s1, s2, s3])
#
# And there you have it. If you need any support just email redredd@live.com
#==============================================================================
class Window_EndIcons < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
# Draw the icon associated with the index.
draw_icon(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(index)
# Case index
case index
# Conditional branch

when 0
# Sets the icon name (Case Sensitive)
icon = '048-Skill05'
when 1
icon = '046-Skill03'
when 2
icon = '036-Item05'
# If there are more than 3 commands:
else
# Don't draw anything.
icon = ''
end
# Create the bitmap image for the icon
bitmap = RPG::Cache.icon(icon)
# Make the rectangle for the image to be in
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# Draw the bitmap inside the rectangle, at 4 pixels across,
# and down according to the index
self.contents.blt(4, 32*index+5, bitmap, src_rect)
end
end