Version: See scripts for version numbers
Author: DoctorTodd
Release Date: See scripts for date
Platform: Rpg Maker VX ACE
Introduction
These are three versions of a one person script made by DoctorTodd. These scripts modify the default Rpg Maker VX ACE menu to fit one actor.
Version 1
Small version
Customization
Allows you to determine windows location
Features
.Goes to first actor, no actor selection
.Detailed status
.Simple
.Sprite on menu screen,

Customization
Allows you to determine windows location
Features
.Goes to first actor, no actor selection
.Detailed status
.Simple
.Sprite on menu screen,

V1 Script
CODE
#===============================================================================
#
# DT's One Person Menu
# Author: DoctorTodd
# Date (02/19/2012)
# Type: (Menu)
# Version: (1.0.0) (VXA)
# Level: (Simple)
# Email: BeaconGames2011@gmail.com
#
#===============================================================================
#
# 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 (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Contact me for commercial use, other wise just credit me and don't repost
# without my permission.
#
#===============================================================================
#
# Editing begins 40 and ends on 59.
#
#===============================================================================
module DTOPM
#Window skin to use, place in system.
WINDOW = ('Window')
#Status Window X
SX = 200
#Status Window Y
SY = 75
#Gold window X
GX = 40
#Gold Window Y
GY = 242
#Command Window X
CX = 40
#Command Window Y
CY = 75
end
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_background
create_command_window
create_status_window
create_gold_window
end
#--------------------------------------------------------------------------
# * Create Gold Window
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.x = (DTOPM::GX)
@gold_window.y = (DTOPM::GY)
@gold_window.windowskin = Cache.system(DTOPM::WINDOW)
@gold_window.height = 55
end
#--------------------------------------------------------------------------
# * Create Status Window
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_MenuInfo.new((DTOPM::SX), (DTOPM::SY))
@status_window.windowskin = Cache.system(DTOPM::WINDOW)
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_skill))
@command_window.set_handler(:equip, method(:command_equip))
@command_window.set_handler(:status, method(:command_status))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.x = (DTOPM::CX)
@command_window.y = (DTOPM::CY)
end
end
#--------------------------------------------------------------------------
# * [Item] Command
#--------------------------------------------------------------------------
def command_item
SceneManager.call(Scene_Item)
end
#--------------------------------------------------------------------------
# * [Equipment] Command
#--------------------------------------------------------------------------
def command_equip
@actor = $game_party.members[0]
SceneManager.call(Scene_Equip)
end
#--------------------------------------------------------------------------
# * [Status] Command
#--------------------------------------------------------------------------
def command_status
@actor = $game_party.members[0]
SceneManager.call(Scene_Status)
end
#--------------------------------------------------------------------------
# * [Save] Command
#--------------------------------------------------------------------------
def command_save
SceneManager.call(Scene_Save)
end
#--------------------------------------------------------------------------
# * [Exit Game] Command
#--------------------------------------------------------------------------
def command_game_end
SceneManager.call(Scene_End)
end
#--------------------------------------------------------------------------
# * [Skill] Command
#--------------------------------------------------------------------------
def command_skill
@actor = $game_party.members[0]
SceneManager.call(Scene_Skill)
end
#===================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays the characters status on the menu screen.
#==============================================================================
class Window_MenuInfo < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 300, 221)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@actor = $game_party.members[0]
draw_actor_face(@actor, 0, 0)
draw_actor_name(@actor, 110, 0)
draw_actor_level(@actor, 190, 0)
draw_actor_hp(@actor, 110 ,20)
draw_actor_mp(@actor, 110 , 45)
draw_actor_tp(@actor, 110 , 70)
draw_actor_param(@actor, 0, 100, 0)
draw_actor_param(@actor, 0, 124, 1)
draw_actor_param(@actor, 0, 148, 2)
draw_actor_param(@actor, 0, 172, 3)
draw_actor_graphic(@actor, 220, 160)
draw_actor_icons(@actor, 190, 180, width = 96)
end
end
#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
# This command window appears on the menu screen.
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# * Initialize Command Selection Position (Class Method)
#--------------------------------------------------------------------------
def self.init_command_position
@@last_command_symbol = nil
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
select_last
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 160
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
item_max
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
add_main_commands
add_original_commands
add_save_command
add_game_end_command
end
#--------------------------------------------------------------------------
# * Add Main Commands to List
#--------------------------------------------------------------------------
def add_main_commands
add_command(Vocab::item, :item, main_commands_enabled)
add_command(Vocab::skill, :skill, main_commands_enabled)
add_command(Vocab::equip, :equip, main_commands_enabled)
add_command(Vocab::status, :status, main_commands_enabled)
end
#--------------------------------------------------------------------------
# * For Adding Original Commands
#--------------------------------------------------------------------------
def add_original_commands
end
#--------------------------------------------------------------------------
# * Add Save to Command List
#--------------------------------------------------------------------------
def add_save_command
add_command(Vocab::save, :save, save_enabled)
end
#--------------------------------------------------------------------------
# * Add Exit Game to Command List
#--------------------------------------------------------------------------
def add_game_end_command
add_command(Vocab::game_end, :game_end)
end
#--------------------------------------------------------------------------
# * Get Activation State of Main Commands
#--------------------------------------------------------------------------
def main_commands_enabled
$game_party.exists
end
#--------------------------------------------------------------------------
# * Get Activation State of Formation
#--------------------------------------------------------------------------
def formation_enabled
$game_party.members.size >= 2 && !$game_system.formation_disabled
end
#--------------------------------------------------------------------------
# * Get Activation State of Save
#--------------------------------------------------------------------------
def save_enabled
!$game_system.save_disabled
end
#--------------------------------------------------------------------------
# * Processing When OK Button Is Pressed
#--------------------------------------------------------------------------
def process_ok
@@last_command_symbol = current_symbol
super
end
#--------------------------------------------------------------------------
# * Restore Previous Selection Position
#--------------------------------------------------------------------------
def select_last
select_symbol(@@last_command_symbol)
end
end
#
# DT's One Person Menu
# Author: DoctorTodd
# Date (02/19/2012)
# Type: (Menu)
# Version: (1.0.0) (VXA)
# Level: (Simple)
# Email: BeaconGames2011@gmail.com
#
#===============================================================================
#
# 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 (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Contact me for commercial use, other wise just credit me and don't repost
# without my permission.
#
#===============================================================================
#
# Editing begins 40 and ends on 59.
#
#===============================================================================
module DTOPM
#Window skin to use, place in system.
WINDOW = ('Window')
#Status Window X
SX = 200
#Status Window Y
SY = 75
#Gold window X
GX = 40
#Gold Window Y
GY = 242
#Command Window X
CX = 40
#Command Window Y
CY = 75
end
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_background
create_command_window
create_status_window
create_gold_window
end
#--------------------------------------------------------------------------
# * Create Gold Window
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.x = (DTOPM::GX)
@gold_window.y = (DTOPM::GY)
@gold_window.windowskin = Cache.system(DTOPM::WINDOW)
@gold_window.height = 55
end
#--------------------------------------------------------------------------
# * Create Status Window
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_MenuInfo.new((DTOPM::SX), (DTOPM::SY))
@status_window.windowskin = Cache.system(DTOPM::WINDOW)
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_skill))
@command_window.set_handler(:equip, method(:command_equip))
@command_window.set_handler(:status, method(:command_status))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.x = (DTOPM::CX)
@command_window.y = (DTOPM::CY)
end
end
#--------------------------------------------------------------------------
# * [Item] Command
#--------------------------------------------------------------------------
def command_item
SceneManager.call(Scene_Item)
end
#--------------------------------------------------------------------------
# * [Equipment] Command
#--------------------------------------------------------------------------
def command_equip
@actor = $game_party.members[0]
SceneManager.call(Scene_Equip)
end
#--------------------------------------------------------------------------
# * [Status] Command
#--------------------------------------------------------------------------
def command_status
@actor = $game_party.members[0]
SceneManager.call(Scene_Status)
end
#--------------------------------------------------------------------------
# * [Save] Command
#--------------------------------------------------------------------------
def command_save
SceneManager.call(Scene_Save)
end
#--------------------------------------------------------------------------
# * [Exit Game] Command
#--------------------------------------------------------------------------
def command_game_end
SceneManager.call(Scene_End)
end
#--------------------------------------------------------------------------
# * [Skill] Command
#--------------------------------------------------------------------------
def command_skill
@actor = $game_party.members[0]
SceneManager.call(Scene_Skill)
end
#===================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays the characters status on the menu screen.
#==============================================================================
class Window_MenuInfo < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 300, 221)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@actor = $game_party.members[0]
draw_actor_face(@actor, 0, 0)
draw_actor_name(@actor, 110, 0)
draw_actor_level(@actor, 190, 0)
draw_actor_hp(@actor, 110 ,20)
draw_actor_mp(@actor, 110 , 45)
draw_actor_tp(@actor, 110 , 70)
draw_actor_param(@actor, 0, 100, 0)
draw_actor_param(@actor, 0, 124, 1)
draw_actor_param(@actor, 0, 148, 2)
draw_actor_param(@actor, 0, 172, 3)
draw_actor_graphic(@actor, 220, 160)
draw_actor_icons(@actor, 190, 180, width = 96)
end
end
#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
# This command window appears on the menu screen.
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# * Initialize Command Selection Position (Class Method)
#--------------------------------------------------------------------------
def self.init_command_position
@@last_command_symbol = nil
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
select_last
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 160
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
item_max
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
add_main_commands
add_original_commands
add_save_command
add_game_end_command
end
#--------------------------------------------------------------------------
# * Add Main Commands to List
#--------------------------------------------------------------------------
def add_main_commands
add_command(Vocab::item, :item, main_commands_enabled)
add_command(Vocab::skill, :skill, main_commands_enabled)
add_command(Vocab::equip, :equip, main_commands_enabled)
add_command(Vocab::status, :status, main_commands_enabled)
end
#--------------------------------------------------------------------------
# * For Adding Original Commands
#--------------------------------------------------------------------------
def add_original_commands
end
#--------------------------------------------------------------------------
# * Add Save to Command List
#--------------------------------------------------------------------------
def add_save_command
add_command(Vocab::save, :save, save_enabled)
end
#--------------------------------------------------------------------------
# * Add Exit Game to Command List
#--------------------------------------------------------------------------
def add_game_end_command
add_command(Vocab::game_end, :game_end)
end
#--------------------------------------------------------------------------
# * Get Activation State of Main Commands
#--------------------------------------------------------------------------
def main_commands_enabled
$game_party.exists
end
#--------------------------------------------------------------------------
# * Get Activation State of Formation
#--------------------------------------------------------------------------
def formation_enabled
$game_party.members.size >= 2 && !$game_system.formation_disabled
end
#--------------------------------------------------------------------------
# * Get Activation State of Save
#--------------------------------------------------------------------------
def save_enabled
!$game_system.save_disabled
end
#--------------------------------------------------------------------------
# * Processing When OK Button Is Pressed
#--------------------------------------------------------------------------
def process_ok
@@last_command_symbol = current_symbol
super
end
#--------------------------------------------------------------------------
# * Restore Previous Selection Position
#--------------------------------------------------------------------------
def select_last
select_symbol(@@last_command_symbol)
end
end
Version 2
Stats Version with no sprite
Customization
Allows you to determine windows location.
Features
.Goes to first actor, no actor selection
.Full Status
.Easy to use.
.No sprite

Customization
Allows you to determine windows location.
Features
.Goes to first actor, no actor selection
.Full Status
.Easy to use.
.No sprite

V2 Script
CODE
#===============================================================================
#
# DT's One Actor Full Status Menu
# Author: DoctorTodd
# Date (04/4/2012)
# Type: (Menu)
# Version: (1.0.1) (VXA)
# Level: (Simple/Medium)
# Email: Support@beacongames.com
#
#===============================================================================
#
# NOTES: 1)This script will only work with ace.
#
#===============================================================================
#
# Description: Removes all need for a status scene and works as if there is
# only one actor. This is the official menu for Gold and Glory 2.
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Contact me for commercial use, other wise just credit me and don't repost
# without my permission.
#
#===============================================================================
#
# Editing begins 40 and ends on 59.
#
#===============================================================================
module DTOAFS
#Window Skin (Default = Window)
WS = "Window"
#Command Window X (640x480 default = 455) (544x416 default = 395)
COMWINX = 395
#Command Window Y (640x480 default = 60) (544x416 default = 20)
COMWINY = 20
#Gold Window X (640x480 default = 454) (544x416 default = 395)
GWINX = 395
#Gold Window Y (640x480 default = 362) (544x416 default = 187)
GWINY = 322
#Status Window X (640x480 default = 60) (544x416 default = 0)
SWINX = 0
#Status Window Y (640x480 default = 60) (544x416 default = 20)
SWINY = 20
end
#===============================================================================
# NOTE: Editing anything below without any skill will most likely give an error.
#===============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# * Initialize Command Selection Position (Class Method)
#--------------------------------------------------------------------------
def self.init_command_position
@@last_command_symbol = nil
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
select_last
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 150
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
item_max
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
add_main_commands
add_original_commands
add_save_command
add_game_end_command
end
#--------------------------------------------------------------------------
# * Add Main Commands to List
#--------------------------------------------------------------------------
def add_main_commands
add_command(Vocab::item, :item, main_commands_enabled)
add_command(Vocab::skill, :skill, main_commands_enabled)
add_command(Vocab::equip, :equip, main_commands_enabled)
end
#--------------------------------------------------------------------------
# * For Adding Original Commands
#--------------------------------------------------------------------------
def add_original_commands
end
#--------------------------------------------------------------------------
# * Add Save to Command List
#--------------------------------------------------------------------------
def add_save_command
add_command(Vocab::save, :save, save_enabled)
end
#--------------------------------------------------------------------------
# * Add Exit Game to Command List
#--------------------------------------------------------------------------
def add_game_end_command
add_command(Vocab::game_end, :game_end)
end
#--------------------------------------------------------------------------
# * Get Activation State of Main Commands
#--------------------------------------------------------------------------
def main_commands_enabled
$game_party.exists
end
#--------------------------------------------------------------------------
# * Get Activation State of Formation
#--------------------------------------------------------------------------
def formation_enabled
$game_party.members.size >= 2 && !$game_system.formation_disabled
end
#--------------------------------------------------------------------------
# * Get Activation State of Save
#--------------------------------------------------------------------------
def save_enabled
!$game_system.save_disabled
end
#--------------------------------------------------------------------------
# * Processing When OK Button Is Pressed
#--------------------------------------------------------------------------
def process_ok
@@last_command_symbol = current_symbol
super
end
#--------------------------------------------------------------------------
# * Restore Previous Selection Position
#--------------------------------------------------------------------------
def select_last
select_symbol(@@last_command_symbol)
end
end
#========================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays the characters status on the menu screen.
#==============================================================================
class Window_MenuInfo < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 395, 351)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@actor = $game_party.members[0]
draw_actor_face(@actor, 0, 0)
draw_actor_name(@actor, 110, 5)
draw_actor_level(@actor, 265, 5)
draw_actor_hp(@actor, 110 ,40, width = 244)
draw_actor_mp(@actor, 110 , 65, width = 244)
draw_actor_tp(@actor, 110 , 75, width = 244)
draw_actor_param(@actor, 0, 140, 0)
draw_actor_param(@actor, 0, 164, 1)
draw_actor_param(@actor, 0, 188, 2)
draw_actor_param(@actor, 0, 212, 3)
draw_actor_param(@actor, 0, 232, 4)
draw_actor_param(@actor, 0, 252, 5)
draw_actor_param(@actor, 0, 272, 6)
draw_actor_param(@actor, 0, 292, 7)
draw_exp_info(180, 231)
draw_actor_icons(@actor, 100, 110, width = 96)
draw_equipments(180, 100)
draw_actor_class(@actor, 5, 110, width = 112)
end
end
#--------------------------------------------------------------------------
# * Draw Experience Information
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
@actor = $game_party.members[0]
s1 = @actor.max_level? ? "-------" : @actor.exp
s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
s_next = sprintf(Vocab::ExpNext, Vocab::level)
change_color(system_color)
draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal)
draw_text(x, y + line_height * 2, 180, line_height, s_next)
change_color(normal_color)
draw_text(x, y + line_height * 1, 180, line_height, s1, 2)
draw_text(x, y + line_height * 3, 180, line_height, s2, 2)
end
#--------------------------------------------------------------------------
# * Draw Equipment
#--------------------------------------------------------------------------
def draw_equipments(x, y)
@actor = $game_party.members[0]
@actor.equips.each_with_index do |item, i|
draw_item_name(item, x, y + line_height * i)
end
end
#==============================================================================
# ? Scene_Menu
#==============================================================================
include DTOAFS
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# ? Start
#--------------------------------------------------------------------------
def start
super
create_command_window
create_gold_window
create_status_window
end
#--------------------------------------------------------------------------
# ? Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_skill))
@command_window.set_handler(:equip, method(:command_equip))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.y = (DTOAFS::COMWINY)
@command_window.x = (DTOAFS::COMWINX)
@command_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# ? Gold Window
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.x = (DTOAFS::GWINX)
@gold_window.y = (DTOAFS::GWINY)
@gold_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# ? Status Window
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_MenuInfo.new((DTOAFS::SWINX), (DTOAFS::SWINY))
@status_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# * [Item] Command
#--------------------------------------------------------------------------
def command_item
SceneManager.call(Scene_Item)
end
#--------------------------------------------------------------------------
# * [Equipment] Command
#--------------------------------------------------------------------------
def command_equip
@actor = $game_party.members[0]
SceneManager.call(Scene_Equip)
end
#--------------------------------------------------------------------------
# * [Save] Command
#--------------------------------------------------------------------------
def command_save
SceneManager.call(Scene_Save)
end
#--------------------------------------------------------------------------
# * [Exit Game] Command
#--------------------------------------------------------------------------
def command_game_end
SceneManager.call(Scene_End)
end
#--------------------------------------------------------------------------
# * [Skill] Command
#--------------------------------------------------------------------------
def command_skill
@actor = $game_party.members[0]
SceneManager.call(Scene_Skill)
end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays the party's gold.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, window_width, fitting_height(1))
refresh
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 150
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)
end
#--------------------------------------------------------------------------
# * Get Party Gold
#--------------------------------------------------------------------------
def value
$game_party.gold
end
#--------------------------------------------------------------------------
# Get Currency Unit
#--------------------------------------------------------------------------
def currency_unit
Vocab::currency_unit
end
#--------------------------------------------------------------------------
# * Open Window
#--------------------------------------------------------------------------
def open
refresh
super
end
end
#
# DT's One Actor Full Status Menu
# Author: DoctorTodd
# Date (04/4/2012)
# Type: (Menu)
# Version: (1.0.1) (VXA)
# Level: (Simple/Medium)
# Email: Support@beacongames.com
#
#===============================================================================
#
# NOTES: 1)This script will only work with ace.
#
#===============================================================================
#
# Description: Removes all need for a status scene and works as if there is
# only one actor. This is the official menu for Gold and Glory 2.
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Contact me for commercial use, other wise just credit me and don't repost
# without my permission.
#
#===============================================================================
#
# Editing begins 40 and ends on 59.
#
#===============================================================================
module DTOAFS
#Window Skin (Default = Window)
WS = "Window"
#Command Window X (640x480 default = 455) (544x416 default = 395)
COMWINX = 395
#Command Window Y (640x480 default = 60) (544x416 default = 20)
COMWINY = 20
#Gold Window X (640x480 default = 454) (544x416 default = 395)
GWINX = 395
#Gold Window Y (640x480 default = 362) (544x416 default = 187)
GWINY = 322
#Status Window X (640x480 default = 60) (544x416 default = 0)
SWINX = 0
#Status Window Y (640x480 default = 60) (544x416 default = 20)
SWINY = 20
end
#===============================================================================
# NOTE: Editing anything below without any skill will most likely give an error.
#===============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# * Initialize Command Selection Position (Class Method)
#--------------------------------------------------------------------------
def self.init_command_position
@@last_command_symbol = nil
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
select_last
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 150
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
item_max
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
add_main_commands
add_original_commands
add_save_command
add_game_end_command
end
#--------------------------------------------------------------------------
# * Add Main Commands to List
#--------------------------------------------------------------------------
def add_main_commands
add_command(Vocab::item, :item, main_commands_enabled)
add_command(Vocab::skill, :skill, main_commands_enabled)
add_command(Vocab::equip, :equip, main_commands_enabled)
end
#--------------------------------------------------------------------------
# * For Adding Original Commands
#--------------------------------------------------------------------------
def add_original_commands
end
#--------------------------------------------------------------------------
# * Add Save to Command List
#--------------------------------------------------------------------------
def add_save_command
add_command(Vocab::save, :save, save_enabled)
end
#--------------------------------------------------------------------------
# * Add Exit Game to Command List
#--------------------------------------------------------------------------
def add_game_end_command
add_command(Vocab::game_end, :game_end)
end
#--------------------------------------------------------------------------
# * Get Activation State of Main Commands
#--------------------------------------------------------------------------
def main_commands_enabled
$game_party.exists
end
#--------------------------------------------------------------------------
# * Get Activation State of Formation
#--------------------------------------------------------------------------
def formation_enabled
$game_party.members.size >= 2 && !$game_system.formation_disabled
end
#--------------------------------------------------------------------------
# * Get Activation State of Save
#--------------------------------------------------------------------------
def save_enabled
!$game_system.save_disabled
end
#--------------------------------------------------------------------------
# * Processing When OK Button Is Pressed
#--------------------------------------------------------------------------
def process_ok
@@last_command_symbol = current_symbol
super
end
#--------------------------------------------------------------------------
# * Restore Previous Selection Position
#--------------------------------------------------------------------------
def select_last
select_symbol(@@last_command_symbol)
end
end
#========================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays the characters status on the menu screen.
#==============================================================================
class Window_MenuInfo < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 395, 351)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@actor = $game_party.members[0]
draw_actor_face(@actor, 0, 0)
draw_actor_name(@actor, 110, 5)
draw_actor_level(@actor, 265, 5)
draw_actor_hp(@actor, 110 ,40, width = 244)
draw_actor_mp(@actor, 110 , 65, width = 244)
draw_actor_tp(@actor, 110 , 75, width = 244)
draw_actor_param(@actor, 0, 140, 0)
draw_actor_param(@actor, 0, 164, 1)
draw_actor_param(@actor, 0, 188, 2)
draw_actor_param(@actor, 0, 212, 3)
draw_actor_param(@actor, 0, 232, 4)
draw_actor_param(@actor, 0, 252, 5)
draw_actor_param(@actor, 0, 272, 6)
draw_actor_param(@actor, 0, 292, 7)
draw_exp_info(180, 231)
draw_actor_icons(@actor, 100, 110, width = 96)
draw_equipments(180, 100)
draw_actor_class(@actor, 5, 110, width = 112)
end
end
#--------------------------------------------------------------------------
# * Draw Experience Information
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
@actor = $game_party.members[0]
s1 = @actor.max_level? ? "-------" : @actor.exp
s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
s_next = sprintf(Vocab::ExpNext, Vocab::level)
change_color(system_color)
draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal)
draw_text(x, y + line_height * 2, 180, line_height, s_next)
change_color(normal_color)
draw_text(x, y + line_height * 1, 180, line_height, s1, 2)
draw_text(x, y + line_height * 3, 180, line_height, s2, 2)
end
#--------------------------------------------------------------------------
# * Draw Equipment
#--------------------------------------------------------------------------
def draw_equipments(x, y)
@actor = $game_party.members[0]
@actor.equips.each_with_index do |item, i|
draw_item_name(item, x, y + line_height * i)
end
end
#==============================================================================
# ? Scene_Menu
#==============================================================================
include DTOAFS
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# ? Start
#--------------------------------------------------------------------------
def start
super
create_command_window
create_gold_window
create_status_window
end
#--------------------------------------------------------------------------
# ? Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_skill))
@command_window.set_handler(:equip, method(:command_equip))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.y = (DTOAFS::COMWINY)
@command_window.x = (DTOAFS::COMWINX)
@command_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# ? Gold Window
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.x = (DTOAFS::GWINX)
@gold_window.y = (DTOAFS::GWINY)
@gold_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# ? Status Window
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_MenuInfo.new((DTOAFS::SWINX), (DTOAFS::SWINY))
@status_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# * [Item] Command
#--------------------------------------------------------------------------
def command_item
SceneManager.call(Scene_Item)
end
#--------------------------------------------------------------------------
# * [Equipment] Command
#--------------------------------------------------------------------------
def command_equip
@actor = $game_party.members[0]
SceneManager.call(Scene_Equip)
end
#--------------------------------------------------------------------------
# * [Save] Command
#--------------------------------------------------------------------------
def command_save
SceneManager.call(Scene_Save)
end
#--------------------------------------------------------------------------
# * [Exit Game] Command
#--------------------------------------------------------------------------
def command_game_end
SceneManager.call(Scene_End)
end
#--------------------------------------------------------------------------
# * [Skill] Command
#--------------------------------------------------------------------------
def command_skill
@actor = $game_party.members[0]
SceneManager.call(Scene_Skill)
end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays the party's gold.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, window_width, fitting_height(1))
refresh
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 150
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)
end
#--------------------------------------------------------------------------
# * Get Party Gold
#--------------------------------------------------------------------------
def value
$game_party.gold
end
#--------------------------------------------------------------------------
# Get Currency Unit
#--------------------------------------------------------------------------
def currency_unit
Vocab::currency_unit
end
#--------------------------------------------------------------------------
# * Open Window
#--------------------------------------------------------------------------
def open
refresh
super
end
end
Version 3
Stats version with sprite
Customization
Allows you to determine windows location and sprite.
Features
.Goes to first actor, no actor selection
.Full Status
.Easy to use.
.Sprite Window

Customization
Allows you to determine windows location and sprite.
Features
.Goes to first actor, no actor selection
.Full Status
.Easy to use.
.Sprite Window

V3 Script
CODE
#===============================================================================
#
# DT's One Actor Full Status Menu With Sprite
# Author: DoctorTodd
# Date (04/4/2012)
# Type: (Menu)
# Version: (1.0.1) (VXA)
# Level: (Simple/Medium)
# Email: Support@beacongames.com
#
#===============================================================================
#
# NOTES: 1)This script will only work with ace.
#
#===============================================================================
#
# Description: Removes all need for a status scene and works as if there is
# only one actor. This is the official menu for Gold and Glory 2.
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Contact me for commercial use, other wise just credit me and don't repost
# without my permission.
#
#===============================================================================
#
# Editing begins 40 and ends on 59.
#
#===============================================================================
module DTOAFS
#Window Skin (Default = Window)
WS = "Window"
#Command Window X (640x480 default = 455) (544x416 default = 395)
COMWINX = 395
#Command Window Y (640x480 default = 60) (544x416 default = 20)
COMWINY = 20
#Gold Window X (640x480 default = 454) (544x416 default = 395)
GWINX = 395
#Gold Window Y (640x480 default = 362) (544x416 default = 187)
GWINY = 322
#Actor Window X (640x480 default = 454) (544x416 default = 395)
AWINX = 395
#Actor Window Y (640x480 default = 362) (544x416 default = 187)
AWINY = 163
#Status Window X (640x480 default = 60) (544x416 default = 0)
SWINX = 0
#Status Window Y (640x480 default = 60) (544x416 default = 20)
SWINY = 20
end
#===============================================================================
# NOTE: Editing anything below without any skill will most likely give an error.
#===============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# * Initialize Command Selection Position (Class Method)
#--------------------------------------------------------------------------
def self.init_command_position
@@last_command_symbol = nil
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
select_last
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 150
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
item_max
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
add_main_commands
add_original_commands
add_save_command
add_game_end_command
end
#--------------------------------------------------------------------------
# * Add Main Commands to List
#--------------------------------------------------------------------------
def add_main_commands
add_command(Vocab::item, :item, main_commands_enabled)
add_command(Vocab::skill, :skill, main_commands_enabled)
add_command(Vocab::equip, :equip, main_commands_enabled)
end
#--------------------------------------------------------------------------
# * For Adding Original Commands
#--------------------------------------------------------------------------
def add_original_commands
end
#--------------------------------------------------------------------------
# * Add Save to Command List
#--------------------------------------------------------------------------
def add_save_command
add_command(Vocab::save, :save, save_enabled)
end
#--------------------------------------------------------------------------
# * Add Exit Game to Command List
#--------------------------------------------------------------------------
def add_game_end_command
add_command(Vocab::game_end, :game_end)
end
#--------------------------------------------------------------------------
# * Get Activation State of Main Commands
#--------------------------------------------------------------------------
def main_commands_enabled
$game_party.exists
end
#--------------------------------------------------------------------------
# * Get Activation State of Formation
#--------------------------------------------------------------------------
def formation_enabled
$game_party.members.size >= 2 && !$game_system.formation_disabled
end
#--------------------------------------------------------------------------
# * Get Activation State of Save
#--------------------------------------------------------------------------
def save_enabled
!$game_system.save_disabled
end
#--------------------------------------------------------------------------
# * Processing When OK Button Is Pressed
#--------------------------------------------------------------------------
def process_ok
@@last_command_symbol = current_symbol
super
end
#--------------------------------------------------------------------------
# * Restore Previous Selection Position
#--------------------------------------------------------------------------
def select_last
select_symbol(@@last_command_symbol)
end
end
#========================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays the characters status on the menu screen.
#==============================================================================
class Window_MenuInfo < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 395, 351)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@actor = $game_party.members[0]
draw_actor_face(@actor, 0, 0)
draw_actor_name(@actor, 110, 5)
draw_actor_level(@actor, 265, 5)
draw_actor_hp(@actor, 110 ,30, width = 244)
draw_actor_mp(@actor, 110 , 52, width = 244)
draw_actor_tp(@actor, 110 , 75, width = 244)
draw_actor_param(@actor, 0, 140, 0)
draw_actor_param(@actor, 0, 164, 1)
draw_actor_param(@actor, 0, 188, 2)
draw_actor_param(@actor, 0, 212, 3)
draw_actor_param(@actor, 0, 232, 4)
draw_actor_param(@actor, 0, 252, 5)
draw_actor_param(@actor, 0, 272, 6)
draw_actor_param(@actor, 0, 292, 7)
draw_exp_info(180, 231)
draw_actor_icons(@actor, 100, 110, width = 96)
draw_equipments(180, 100)
draw_actor_class(@actor, 5, 110, width = 112)
end
end
#--------------------------------------------------------------------------
# * Draw Experience Information
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
@actor = $game_party.members[0]
s1 = @actor.max_level? ? "-------" : @actor.exp
s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
s_next = sprintf(Vocab::ExpNext, Vocab::level)
change_color(system_color)
draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal)
draw_text(x, y + line_height * 2, 180, line_height, s_next)
change_color(normal_color)
draw_text(x, y + line_height * 1, 180, line_height, s1, 2)
draw_text(x, y + line_height * 3, 180, line_height, s2, 2)
end
#--------------------------------------------------------------------------
# * Draw Equipment
#--------------------------------------------------------------------------
def draw_equipments(x, y)
@actor = $game_party.members[0]
@actor.equips.each_with_index do |item, i|
draw_item_name(item, x, y + line_height * i)
end
end
#==============================================================================
# ? Scene_Menu
#==============================================================================
include DTOAFS
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# ? Start
#--------------------------------------------------------------------------
def start
super
create_command_window
create_gold_window
create_actor_window
create_status_window
end
#--------------------------------------------------------------------------
# ? Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_skill))
@command_window.set_handler(:equip, method(:command_equip))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.y = (DTOAFS::COMWINY)
@command_window.x = (DTOAFS::COMWINX)
@command_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# ? Gold Window
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.x = (DTOAFS::GWINX)
@gold_window.y = (DTOAFS::GWINY)
@gold_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# ? Actor Window
#--------------------------------------------------------------------------
def create_actor_window
@actor_window = Window_ActorSprite.new
@actor_window.x = (DTOAFS::AWINX)
@actor_window.y = (DTOAFS::AWINY)
@actor_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# ? Status Window
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_MenuInfo.new((DTOAFS::SWINX), (DTOAFS::SWINY))
@status_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# * [Item] Command
#--------------------------------------------------------------------------
def command_item
SceneManager.call(Scene_Item)
end
#--------------------------------------------------------------------------
# * [Equipment] Command
#--------------------------------------------------------------------------
def command_equip
@actor = $game_party.members[0]
SceneManager.call(Scene_Equip)
end
#--------------------------------------------------------------------------
# * [Save] Command
#--------------------------------------------------------------------------
def command_save
SceneManager.call(Scene_Save)
end
#--------------------------------------------------------------------------
# * [Exit Game] Command
#--------------------------------------------------------------------------
def command_game_end
SceneManager.call(Scene_End)
end
#--------------------------------------------------------------------------
# * [Skill] Command
#--------------------------------------------------------------------------
def command_skill
@actor = $game_party.members[0]
SceneManager.call(Scene_Skill)
end
end
#==============================================================================
# ** Window_ActorSprite
#------------------------------------------------------------------------------
# This window displays the players sprite.
#==============================================================================
class Window_ActorSprite < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 150, 80)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
@actor = $game_party.members[0]
draw_actor_graphic(@actor, 60, 50)
end
#--------------------------------------------------------------------------
# * Open Window
#--------------------------------------------------------------------------
def open
refresh
super
end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays the party's gold.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, window_width, fitting_height(1))
refresh
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 150
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)
end
#--------------------------------------------------------------------------
# * Get Party Gold
#--------------------------------------------------------------------------
def value
$game_party.gold
end
#--------------------------------------------------------------------------
# Get Currency Unit
#--------------------------------------------------------------------------
def currency_unit
Vocab::currency_unit
end
#--------------------------------------------------------------------------
# * Open Window
#--------------------------------------------------------------------------
def open
refresh
super
end
end
#
# DT's One Actor Full Status Menu With Sprite
# Author: DoctorTodd
# Date (04/4/2012)
# Type: (Menu)
# Version: (1.0.1) (VXA)
# Level: (Simple/Medium)
# Email: Support@beacongames.com
#
#===============================================================================
#
# NOTES: 1)This script will only work with ace.
#
#===============================================================================
#
# Description: Removes all need for a status scene and works as if there is
# only one actor. This is the official menu for Gold and Glory 2.
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Contact me for commercial use, other wise just credit me and don't repost
# without my permission.
#
#===============================================================================
#
# Editing begins 40 and ends on 59.
#
#===============================================================================
module DTOAFS
#Window Skin (Default = Window)
WS = "Window"
#Command Window X (640x480 default = 455) (544x416 default = 395)
COMWINX = 395
#Command Window Y (640x480 default = 60) (544x416 default = 20)
COMWINY = 20
#Gold Window X (640x480 default = 454) (544x416 default = 395)
GWINX = 395
#Gold Window Y (640x480 default = 362) (544x416 default = 187)
GWINY = 322
#Actor Window X (640x480 default = 454) (544x416 default = 395)
AWINX = 395
#Actor Window Y (640x480 default = 362) (544x416 default = 187)
AWINY = 163
#Status Window X (640x480 default = 60) (544x416 default = 0)
SWINX = 0
#Status Window Y (640x480 default = 60) (544x416 default = 20)
SWINY = 20
end
#===============================================================================
# NOTE: Editing anything below without any skill will most likely give an error.
#===============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# * Initialize Command Selection Position (Class Method)
#--------------------------------------------------------------------------
def self.init_command_position
@@last_command_symbol = nil
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
select_last
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 150
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
item_max
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
add_main_commands
add_original_commands
add_save_command
add_game_end_command
end
#--------------------------------------------------------------------------
# * Add Main Commands to List
#--------------------------------------------------------------------------
def add_main_commands
add_command(Vocab::item, :item, main_commands_enabled)
add_command(Vocab::skill, :skill, main_commands_enabled)
add_command(Vocab::equip, :equip, main_commands_enabled)
end
#--------------------------------------------------------------------------
# * For Adding Original Commands
#--------------------------------------------------------------------------
def add_original_commands
end
#--------------------------------------------------------------------------
# * Add Save to Command List
#--------------------------------------------------------------------------
def add_save_command
add_command(Vocab::save, :save, save_enabled)
end
#--------------------------------------------------------------------------
# * Add Exit Game to Command List
#--------------------------------------------------------------------------
def add_game_end_command
add_command(Vocab::game_end, :game_end)
end
#--------------------------------------------------------------------------
# * Get Activation State of Main Commands
#--------------------------------------------------------------------------
def main_commands_enabled
$game_party.exists
end
#--------------------------------------------------------------------------
# * Get Activation State of Formation
#--------------------------------------------------------------------------
def formation_enabled
$game_party.members.size >= 2 && !$game_system.formation_disabled
end
#--------------------------------------------------------------------------
# * Get Activation State of Save
#--------------------------------------------------------------------------
def save_enabled
!$game_system.save_disabled
end
#--------------------------------------------------------------------------
# * Processing When OK Button Is Pressed
#--------------------------------------------------------------------------
def process_ok
@@last_command_symbol = current_symbol
super
end
#--------------------------------------------------------------------------
# * Restore Previous Selection Position
#--------------------------------------------------------------------------
def select_last
select_symbol(@@last_command_symbol)
end
end
#========================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays the characters status on the menu screen.
#==============================================================================
class Window_MenuInfo < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 395, 351)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@actor = $game_party.members[0]
draw_actor_face(@actor, 0, 0)
draw_actor_name(@actor, 110, 5)
draw_actor_level(@actor, 265, 5)
draw_actor_hp(@actor, 110 ,30, width = 244)
draw_actor_mp(@actor, 110 , 52, width = 244)
draw_actor_tp(@actor, 110 , 75, width = 244)
draw_actor_param(@actor, 0, 140, 0)
draw_actor_param(@actor, 0, 164, 1)
draw_actor_param(@actor, 0, 188, 2)
draw_actor_param(@actor, 0, 212, 3)
draw_actor_param(@actor, 0, 232, 4)
draw_actor_param(@actor, 0, 252, 5)
draw_actor_param(@actor, 0, 272, 6)
draw_actor_param(@actor, 0, 292, 7)
draw_exp_info(180, 231)
draw_actor_icons(@actor, 100, 110, width = 96)
draw_equipments(180, 100)
draw_actor_class(@actor, 5, 110, width = 112)
end
end
#--------------------------------------------------------------------------
# * Draw Experience Information
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
@actor = $game_party.members[0]
s1 = @actor.max_level? ? "-------" : @actor.exp
s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
s_next = sprintf(Vocab::ExpNext, Vocab::level)
change_color(system_color)
draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal)
draw_text(x, y + line_height * 2, 180, line_height, s_next)
change_color(normal_color)
draw_text(x, y + line_height * 1, 180, line_height, s1, 2)
draw_text(x, y + line_height * 3, 180, line_height, s2, 2)
end
#--------------------------------------------------------------------------
# * Draw Equipment
#--------------------------------------------------------------------------
def draw_equipments(x, y)
@actor = $game_party.members[0]
@actor.equips.each_with_index do |item, i|
draw_item_name(item, x, y + line_height * i)
end
end
#==============================================================================
# ? Scene_Menu
#==============================================================================
include DTOAFS
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# ? Start
#--------------------------------------------------------------------------
def start
super
create_command_window
create_gold_window
create_actor_window
create_status_window
end
#--------------------------------------------------------------------------
# ? Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_skill))
@command_window.set_handler(:equip, method(:command_equip))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.y = (DTOAFS::COMWINY)
@command_window.x = (DTOAFS::COMWINX)
@command_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# ? Gold Window
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.x = (DTOAFS::GWINX)
@gold_window.y = (DTOAFS::GWINY)
@gold_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# ? Actor Window
#--------------------------------------------------------------------------
def create_actor_window
@actor_window = Window_ActorSprite.new
@actor_window.x = (DTOAFS::AWINX)
@actor_window.y = (DTOAFS::AWINY)
@actor_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# ? Status Window
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_MenuInfo.new((DTOAFS::SWINX), (DTOAFS::SWINY))
@status_window.windowskin = Cache.system(DTOAFS::WS)
end
#--------------------------------------------------------------------------
# * [Item] Command
#--------------------------------------------------------------------------
def command_item
SceneManager.call(Scene_Item)
end
#--------------------------------------------------------------------------
# * [Equipment] Command
#--------------------------------------------------------------------------
def command_equip
@actor = $game_party.members[0]
SceneManager.call(Scene_Equip)
end
#--------------------------------------------------------------------------
# * [Save] Command
#--------------------------------------------------------------------------
def command_save
SceneManager.call(Scene_Save)
end
#--------------------------------------------------------------------------
# * [Exit Game] Command
#--------------------------------------------------------------------------
def command_game_end
SceneManager.call(Scene_End)
end
#--------------------------------------------------------------------------
# * [Skill] Command
#--------------------------------------------------------------------------
def command_skill
@actor = $game_party.members[0]
SceneManager.call(Scene_Skill)
end
end
#==============================================================================
# ** Window_ActorSprite
#------------------------------------------------------------------------------
# This window displays the players sprite.
#==============================================================================
class Window_ActorSprite < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 150, 80)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
@actor = $game_party.members[0]
draw_actor_graphic(@actor, 60, 50)
end
#--------------------------------------------------------------------------
# * Open Window
#--------------------------------------------------------------------------
def open
refresh
super
end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays the party's gold.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, window_width, fitting_height(1))
refresh
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 150
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)
end
#--------------------------------------------------------------------------
# * Get Party Gold
#--------------------------------------------------------------------------
def value
$game_party.gold
end
#--------------------------------------------------------------------------
# Get Currency Unit
#--------------------------------------------------------------------------
def currency_unit
Vocab::currency_unit
end
#--------------------------------------------------------------------------
# * Open Window
#--------------------------------------------------------------------------
def open
refresh
super
end
end
Compatibility
Doesn't work with any main menu edits.
DEMO
Don't need I would think.
Installation Instructions
Plug n' Play?
FAQ
Q. How do I get the play time window like in your picture?
A. it is a modded version of FlipelyFlip's playtime window here. I Will tell yah how to mod his script to make it fit the 2nd and 3rd menus but I will not post the script without his permission.
http://www.rpgmakervxace.net/topic/768-playtime-window/
Terms and Conditions
Free for non-commercial and commercial games. You must credit Doctor Todd If you use this in a commercial game he expects a free copy.
Credits
Doctor Todd
Add ons
1. Animates sprite in window for version 3. Made by Mobychan credit must be given upon usage of this add on.
V3 Animation
CODE
#==============================================================================
# ** Window_ActorSprite
#------------------------------------------------------------------------------
# This window displays the players sprite.
#==============================================================================
class Window_ActorSprite < Window_Base
FRAME_DURATION = 10
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 150, 70)
create_sprite
@actor = $game_party.members[0]
refresh
end
#--------------------------------------------------------------------------
# * Create Sprite
#--------------------------------------------------------------------------
def create_sprite
@actor = $game_party.members[0]
@sprite = Sprite.new
@sprite_frame = 1
@frames = 0
bit = Cache.character(@actor.character_name)
if @actor.character_name.include?("$")
@sprite.bitmap = Bitmap.new(bit.width, bit.height / 4)
cw = bit.width
ch = bit.height / 4
else
cw = bit.width / 4
ch = bit.height / 8
end
n = @actor.character_index
src_rect = Rect.new((n%4)*cw, (n/4)*ch, cw, ch)
@sprite.bitmap = Bitmap.new(cw, ch)
@sprite.bitmap.blt(0, 0, bit, src_rect)
@sprite.src_rect = Rect.new(cw / 3, 0, cw / 3, ch)
end
#--------------------------------------------------------------------------
# * Set Sprite Location
#--------------------------------------------------------------------------
def set_sprite_location(x, y)
@sprite.x = x + DTOAFS::AWINX
@sprite.y = y + DTOAFS::AWINY
@sprite.z = self.z + 1
end
#--------------------------------------------------------------------------
# * Update Sprite
#--------------------------------------------------------------------------
def update_sprite
@frames = 0
@sprite_frame += 1
@sprite_frame = 0 if @sprite_frame > 3
if @sprite_frame != 3
@sprite.src_rect.x = @sprite_frame * @sprite.src_rect.width
else
@sprite.src_rect.x = @sprite.src_rect.width
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
set_sprite_location(60, 18)
end
def update
super
@frames += 1
update_sprite if @frames == FRAME_DURATION
end
alias dis dispose unless $@
def dispose
dis
@sprite.dispose
end
end
# ** Window_ActorSprite
#------------------------------------------------------------------------------
# This window displays the players sprite.
#==============================================================================
class Window_ActorSprite < Window_Base
FRAME_DURATION = 10
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 150, 70)
create_sprite
@actor = $game_party.members[0]
refresh
end
#--------------------------------------------------------------------------
# * Create Sprite
#--------------------------------------------------------------------------
def create_sprite
@actor = $game_party.members[0]
@sprite = Sprite.new
@sprite_frame = 1
@frames = 0
bit = Cache.character(@actor.character_name)
if @actor.character_name.include?("$")
@sprite.bitmap = Bitmap.new(bit.width, bit.height / 4)
cw = bit.width
ch = bit.height / 4
else
cw = bit.width / 4
ch = bit.height / 8
end
n = @actor.character_index
src_rect = Rect.new((n%4)*cw, (n/4)*ch, cw, ch)
@sprite.bitmap = Bitmap.new(cw, ch)
@sprite.bitmap.blt(0, 0, bit, src_rect)
@sprite.src_rect = Rect.new(cw / 3, 0, cw / 3, ch)
end
#--------------------------------------------------------------------------
# * Set Sprite Location
#--------------------------------------------------------------------------
def set_sprite_location(x, y)
@sprite.x = x + DTOAFS::AWINX
@sprite.y = y + DTOAFS::AWINY
@sprite.z = self.z + 1
end
#--------------------------------------------------------------------------
# * Update Sprite
#--------------------------------------------------------------------------
def update_sprite
@frames = 0
@sprite_frame += 1
@sprite_frame = 0 if @sprite_frame > 3
if @sprite_frame != 3
@sprite.src_rect.x = @sprite_frame * @sprite.src_rect.width
else
@sprite.src_rect.x = @sprite.src_rect.width
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
set_sprite_location(60, 18)
end
def update
super
@frames += 1
update_sprite if @frames == FRAME_DURATION
end
alias dis dispose unless $@
def dispose
dis
@sprite.dispose
end
end