예제 #1
0
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);
	}
}
예제 #2
0
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));
}
예제 #3
0
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();
}
예제 #4
0
void Scene_Battle_Rpg2k3::RefreshCommandWindow() {
	CreateBattleCommandWindow();
	command_window->SetActive(false);
}