void Scene_Battle_Rpg2k::CreateUi() { Scene_Battle::CreateUi(); CreateBattleTargetWindow(); CreateBattleCommandWindow(); battle_message_window.reset(new Window_BattleMessage(0, (SCREEN_TARGET_HEIGHT - 80), SCREEN_TARGET_WIDTH, 80)); if (!Game_Battle::IsEscapeAllowed()) { options_window->DisableItem(2); } }
void Scene_Battle::CreateWindows() { CreateBattleOptionWindow(); CreateBattleTargetWindow(); CreateBattleCommandWindow(); CreateBattleMessageWindow(); help_window.reset(new Window_Help(0, 0, 320, 32)); help_window->SetVisible(false); item_window.reset(new Window_Item(0, 160, 320, 80)); item_window->SetHelpWindow(help_window.get()); item_window->Refresh(); item_window->SetIndex(0); skill_window.reset(new Window_Skill(0, 160, 320, 80)); skill_window->SetHelpWindow(help_window.get()); status_window.reset(new Window_BattleStatus(0, 160, 320 - 76, 80)); }
void Scene_Battle_Rpg2k3::CreateUi() { Scene_Battle::CreateUi(); CreateBattleTargetWindow(); CreateBattleCommandWindow(); // No escape. FIXME: Only enabled when party has initiative. options_window->DisableItem(2); enemy_status_window.reset(new Window_BattleStatus(0, 0, SCREEN_TARGET_WIDTH - 76, 80, true)); enemy_status_window->SetVisible(false); ally_cursor.reset(new Sprite()); enemy_cursor.reset(new Sprite()); if (Data::battlecommands.battle_type == RPG::BattleCommands::BattleType_gauge) { item_window->SetY(64); skill_window->SetY(64); // Default window too small for 4 actors status_window.reset(new Window_BattleStatus(0, SCREEN_TARGET_HEIGHT - 80, SCREEN_TARGET_WIDTH, 80)); } if (Data::battlecommands.battle_type != RPG::BattleCommands::BattleType_traditional) { int transp = Data::battlecommands.transparency == RPG::BattleCommands::Transparency_transparent ? 128 : 255; options_window->SetBackOpacity(transp); item_window->SetBackOpacity(transp); skill_window->SetBackOpacity(transp); help_window->SetBackOpacity(transp); status_window->SetBackOpacity(transp); enemy_status_window->SetBackOpacity(transp); } FileRequestAsync* request = AsyncHandler::RequestFile("System2", Data::system.system2_name); request->Bind(&Scene_Battle_Rpg2k3::OnSystem2Ready, this); request->Start(); }
void Scene_Battle_Rpg2k3::RefreshCommandWindow() { CreateBattleCommandWindow(); command_window->SetActive(false); }