dodoop Iniciante
Número de Mensagens : 12 Data de inscrição : 28/03/2009 Idade : 28
| Assunto: Dod Simple Menu VX Sáb Abr 04, 2009 6:19 pm | |
| Esse é o meu primeiro script criado pro RMVX.Espero que voces gostem! Dod simple menu VXDescrição:O menu padrão do RMVX modificado. Instruções:1.Não é obrigatório mas eu recomendo substituiro Scene_Menu por este script para evitar conflitos com outros scripts. 2.Se voce não queser que seja desenhado o gráfico do personagem no menu apague a linha 171. ScreenShot:- Spoiler:
Script:- Spoiler:
- Código:
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######################### #Nome:Dod simple menu VX# #########################
######################### #Autor:dodoop############ #########################
############ #Versão:1.0# ############
############ #Descrisão:######################## #O menu padrão do RMVX modificado.# ###################################
############## #Instrunções:################################################################ #1.Não é obrigatório mas eu recomendo substituiro Scene_Menu por este script# #para evitar conflitos com outros scripts.###################################### #2.Se voce não queser que seja desenhado o gráfico do personagem no menu apague# #a linha 171################################################################### ############
############# # Scene_Menu# #############
class Scene_Menu < Scene_Base def initialize(menu_index = 0) @menu_index = menu_index end def start super create_menu_background create_command_window @gold_window = Window_Gold.new(0, 360) @status_window = Window_MenuStatus.new(160, 0) @gold_window.opacity = 0 @status_window.opacity = 0 end def terminate super dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose end def update super update_menu_background @command_window.update @gold_window.update @status_window.update if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end end def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.opacity = 0 @command_window.index = @menu_index if $game_party.members.size == 0 # Se não houver membros na equipe @command_window.draw_item(0, false) # Desabilita "Items" @command_window.draw_item(1, false) # Desabilita "Habilidades" @command_window.draw_item(2, false) # Desabilita "Equipamentos" @command_window.draw_item(3, false) # Desabilita "Status" end if $game_system.save_disabled # Se salvar for proibido @command_window.draw_item(4, false) # Desabilita "Salvar" end end def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Habilidades, equipamento, status start_actor_selection when 4 # Salvar $scene = Scene_File.new(true, false, false) when 5 # Fim de jogo $scene = Scene_End.new end end end def start_actor_selection @command_window.active = false @status_window.active = true if $game_party.last_actor_index < @status_window.item_max @status_window.index = $game_party.last_actor_index else @status_window.index = 0 end end def end_actor_selection @command_window.active = true @status_window.active = false @status_window.index = -1 end def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when 1 # Habilidades $scene = Scene_Skill.new(@status_window.index) when 2 # Equipamento $scene = Scene_Equip.new(@status_window.index) when 3 # Status $scene = Scene_Status.new(@status_window.index) end end end end
################### #Window_MenuStatus# ###################
class Window_MenuStatus < Window_Selectable def initialize(x, y) super(x, y, 384, 416) refresh self.active = false self.index = -1 end def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members x = 104 y = actor.index * 96 + WLH / 2 draw_actor_face(actor, 2, actor.index * 96 + 2, 92) draw_actor_graphic(actor, x - 90, y + 80) draw_actor_name(actor, x-30, y) draw_actor_class(actor, x-20, y+20) #draw_actor_class(actor, x-20 + 120, y) draw_actor_level(actor, x-60, y+30 + WLH * 1) draw_actor_state(actor, x, y + WLH * 2) draw_actor_hp(actor, x + 80, y + WLH * 1) draw_actor_mp(actor, x + 60, y + WLH * 2) #draw_actor_hp(actor, x + 120, y + WLH * 1) #draw_actor_mp(actor, x + 120, y + WLH * 2) end end def update_cursor if @index < 0 self.cursor_rect.empty elsif @index < @item_max self.cursor_rect.set(0, @index * 96, contents.width, 96) elsif @index >= 100 self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96) else self.cursor_rect.set(0, 0, contents.width, @item_max * 96) end end end
# Snake Death: Erros de Português Arrumados. | |
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Alessandro_Trigger Administrador
Número de Mensagens : 207 Data de inscrição : 15/03/2009 Idade : 30
Mochila -: Mensagem do Membro: RPG lab! RPG não é hobbie...é um estilo de vida!
| Assunto: Re: Dod Simple Menu VX Dom Abr 05, 2009 6:21 am | |
| Cara, muito bom ^^ Menu sem fundo, muito legal.... Valeu por disponibilizá-lo aqui cara ^^ e ajudado o forum... Até! | |
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felipehenrique Administrador
Número de Mensagens : 51 Data de inscrição : 10/04/2009
| Assunto: Re: Dod Simple Menu VX Seg Abr 13, 2009 5:41 pm | |
| Cara parabens pelo script, bem simples pórem ficou muito legal. Valeu por disponibilizar conosco.^^ | |
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| Assunto: Re: Dod Simple Menu VX | |
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