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: Script Xp - Rukashi Menu Sáb maio 02, 2009 11:22 am | |
| Script Xp - Rukashi MenuEsse script permite que o menu tenha mais 4 opções, permite a criação de um menu transparente, permite a exibção do horario real no menu e remove a janela de numero de passos e diminui a do horario/tempo de jogo para deixar espaço para as 4 opções extras.
Aqui está o Script:- Spoiler:
- Código:
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# ------------------ Rukashi Menu ------------------ # 1. Permite que o menu tenha mais 4 opções. # 2. Permite a criação de um menu transparente. # 3. Permite a exibção do horario real no menu. # 4. Remove a janela de numero de passos e diminui # a do horario/tempo de jogo para deixar espaço # para as 4 opções extras. # -------------------------------------------------- # Para usar, apenas edite as seguintes linhas. # Aqui defina o quanto o menu será transparente. # Coloque 0 para deixa-lo completamente visivel.
$Rksh_Menu_Transp = 128
# Aqui coloque true para mostrar o horario real # e false para mostrar o tempo de jogo.
$Rksh_Menu_Horario = true
# Defina o nome das 4 opções extras:
$Rksh_Menu_Op1_Txt = "Opção 1" $Rksh_Menu_Op2_Txt = "Opção 2" $Rksh_Menu_Op3_Txt = "Opção 3" $Rksh_Menu_Op4_Txt = "Opção 4"
# Edite as linhas 126, 129, 132, 135 # e coloque o comando para trocar de tela. # Caso contrario o script não funcionará. # --------------------------------------------------
class Scene_Menu def main @spriteset = Spriteset_Map.new s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = $Rksh_Menu_Op1_Txt s5 = $Rksh_Menu_Op2_Txt s6 = $Rksh_Menu_Op3_Txt s7 = $Rksh_Menu_Op4_Txt s8 = "Status" s9 = "Salvar" s10 = "Fim de Jogo" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9, s10]) @command_window.index = @menu_index @command_window.opacity = 128 if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(7) end if $game_system.save_disabled @command_window.disable_item(8) end @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 352 @playtime_window.opacity = $Rksh_Menu_Transp @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416 @gold_window.opacity = $Rksh_Menu_Transp @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 @status_window.opacity = $Rksh_Menu_Transp Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @playtime_window.dispose @gold_window.dispose @status_window.dispose @spriteset.dispose end def update @command_window.update @playtime_window.update @gold_window.update @status_window.update if @command_window.active update_command return end if @status_window.active update_status return end end def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 8 $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 $game_system.se_play($data_system.decision_se) $scene = #Edite Aqui when 4 $game_system.se_play($data_system.decision_se) $scene = #Edite Aqui when 5 $game_system.se_play($data_system.decision_se) $scene = #Edite Aqui when 6 $game_system.se_play($data_system.decision_se) $scene = #Edite Aqui when 7 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 8 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new when 9 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @status_window.active = false @status_window.index = -1 return end if Input.trigger?(Input::C) case @command_window.index when 1 if $game_party.actors[@status_window.index].restriction >= 2 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Skill.new(@status_window.index) when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_Equip.new(@status_window.index) when 7 $game_system.se_play($data_system.decision_se) $scene = Scene_Status.new(@status_window.index) end return end end end class Window_PlayTime < Window_Base def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize refresh end def refresh self.contents.clear @total_sec = Graphics.frame_count / Graphics.frame_rate if $Rksh_Menu_Horario = true hour = Time.now.hour min = Time.now.min sec = Time.now.sec else hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 end text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120, 24, text, 1) end end class Scene_Item def main @spriteset = Spriteset_Map.new @help_window = Window_Help.new @help_window.opacity = $Rksh_Menu_Transp @item_window = Window_Item.new @item_window.help_window = @help_window @item_window.opacity = $Rksh_Menu_Transp @target_window = Window_Target.new @target_window.visible = false @target_window.active = false @target_window.opacity = $Rksh_Menu_Transp Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose @item_window.dispose @target_window.dispose end end class Scene_Skill def main @spriteset = Spriteset_Map.new @actor = $game_party.actors[@actor_index] @help_window = Window_Help.new @help_window.opacity = $Rksh_Menu_Transp @status_window = Window_SkillStatus.new(@actor) @status_window.opacity = $Rksh_Menu_Transp @skill_window = Window_Skill.new(@actor) @skill_window.help_window = @help_window @skill_window.opacity = $Rksh_Menu_Transp @target_window = Window_Target.new @target_window.visible = false @target_window.active = false @target_window.opacity = $Rksh_Menu_Transp Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose @status_window.dispose @skill_window.dispose @target_window.dispose end end class Scene_Equip def main @spriteset = Spriteset_Map.new @actor = $game_party.actors[@actor_index] @help_window = Window_Help.new @left_window = Window_EquipLeft.new(@actor) @right_window = Window_EquipRight.new(@actor) @item_window1 = Window_EquipItem.new(@actor, 0) @item_window2 = Window_EquipItem.new(@actor, 1) @item_window3 = Window_EquipItem.new(@actor, 2) @item_window4 = Window_EquipItem.new(@actor, 3) @item_window5 = Window_EquipItem.new(@actor, 4) @right_window.help_window = @help_window @item_window1.help_window = @help_window @item_window2.help_window = @help_window @item_window3.help_window = @help_window @item_window4.help_window = @help_window @item_window5.help_window = @help_window @right_window.index = @equip_index @left_window.opacity = $Rksh_Menu_Transp @right_window.opacity = $Rksh_Menu_Transp @item_window1.opacity = $Rksh_Menu_Transp @item_window2.opacity = $Rksh_Menu_Transp @item_window3.opacity = $Rksh_Menu_Transp @item_window4.opacity = $Rksh_Menu_Transp @item_window5.opacity = $Rksh_Menu_Transp refresh Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose @left_window.dispose @right_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose end end class Scene_Status def main @spriteset = Spriteset_Map.new @actor = $game_party.actors[@actor_index] @status_window = Window_Status.new(@actor) @status_window.opacity = $Rksh_Menu_Transp Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @status_window.dispose end end Veja nas primeiras linhas do script para edita-lo.
Nota: para definir que janelas as opções extras abriram, edite as linhas 126, 129, 132 e 135.
Uma Screen:- Spoiler:
Script modificado do Menu original por RUKASHI. Créditos total a ele. - Reino RPG.
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