Ryugo Administrador
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Mensagens : 285 Data de inscrição : 30/07/2011 Idade : 25 Localização : São José dos Campos
![Basic Menu Plus V 1.1 MogHunter Empty](https://2img.net/i/empty.gif) | Assunto: Basic Menu Plus V 1.1 MogHunter Sáb Ago 13, 2011 5:51 pm | |
| Basic Menu Plus V 1.1Introdução:Menu padrão VX com adição de alguns extras, neste script você poderá trabalhar em cima dele e adaptá-lo facilmente ao seu jogo. Instruções:Apenas copie o script . Imagens NecessáriasNão necessário. ScreenShot- ScreensShot:
Demo:Não necessário. Script:- Spoiler:
- Código:
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#============================================================================== # MOG VX- Menu Plus V1.1 #============================================================================== # By Moghunter # http://www.atelier-rgss.com/ #============================================================================== #Menu padrão VX com adição de alguns extras, neste #script você poderá trabalhar em cima dele e adaptá-lo #facilmente ao seu jogo. #==============================================================================
#============================================================================== # ■ Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● now_exp #-------------------------------------------------------------------------- def now_exp return @exp - @exp_list[@level] end #-------------------------------------------------------------------------- # ● next_exp #-------------------------------------------------------------------------- def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end
#============================================================================== # ■ Window_Base #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● draw_actor_level_menu #-------------------------------------------------------------------------- def draw_actor_level_menu(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, WLH, Vocab::level_a) self.contents.font.color = normal_color self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2) end #-------------------------------------------------------------------------- # ● draw_actor_class_menu #-------------------------------------------------------------------------- def draw_actor_class_menu(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 85, WLH, actor.class.name) end #-------------------------------------------------------------------------- # ● exp_gauge_color1 #-------------------------------------------------------------------------- def exp_gauge_color1 return text_color(30) end #-------------------------------------------------------------------------- # ● exp_gauge_color2 #-------------------------------------------------------------------------- def exp_gauge_color2 return text_color(31) end #-------------------------------------------------------------------------- # ● draw_actor_exp_meter #-------------------------------------------------------------------------- def draw_actor_exp_meter(actor, x, y, width = 100) if actor.next_exp != 0 exp = actor.now_exp else exp = 1 end gw = width * exp / [actor.next_exp, 1].max gc1 = exp_gauge_color1 gc2 = exp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, "Exp") self.contents.font.color = normal_color xr = x + width self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_rest_exp_s, 2) end end
#============================================================================== # ■ Window_MenuStatus #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # ● initialize #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 384, 416) refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # ● refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members draw_actor_face(actor, 2, actor.index * 96 + 2, 92) x = 104 y = actor.index * 96 + WLH / 2 draw_actor_name(actor, x, y) draw_actor_class_menu(actor, x + 120, y) draw_actor_level_menu(actor, x + 200, y) draw_actor_state(actor, x, y + WLH * 2) draw_actor_hp(actor, x + 120, y + WLH * 1) draw_actor_mp(actor, x + 120, y + WLH * 2) draw_actor_exp_meter(actor, x , y + WLH * 1) end end #-------------------------------------------------------------------------- # ● update_cursor #-------------------------------------------------------------------------- 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
#============================================================================== # ■ Window_MenuStatus #============================================================================== class Game_Map #-------------------------------------------------------------------------- # ● mpname #-------------------------------------------------------------------------- def mpname $mpname = load_data("Data/MapInfos.rvdata") $mpname[@map_id].name end end
#============================================================================== # ■ Window_Mapname #============================================================================== class Window_Mapname < Window_Base #-------------------------------------------------------------------------- # ● initialize #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 160, WLH + 64) refresh end #-------------------------------------------------------------------------- # ● refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Location") self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 2) end end
#============================================================================== # ■ Window_Time #============================================================================== class Window_Time < Window_Base #-------------------------------------------------------------------------- # ● initialize #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 160, WLH + 64) refresh end #-------------------------------------------------------------------------- # ● refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Play Time") @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, text, 2) end #-------------------------------------------------------------------------- # ● update #-------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
#============================================================================== # ■ Scene_Menu #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # ● main #-------------------------------------------------------------------------- def main start perform_transition Input.update loop do Graphics.update Input.update update break if $scene != self end Graphics.update pre_terminate Graphics.freeze terminate end #-------------------------------------------------------------------------- # ● initialize #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # ● create_menu_background #-------------------------------------------------------------------------- def create_menu_background @menuback_sprite = Sprite.new @menuback_sprite.bitmap = $game_temp.background_bitmap @menuback_sprite.color.set(16, 16, 16, 128) update_menu_background end #-------------------------------------------------------------------------- # ● create_menu_background #-------------------------------------------------------------------------- def create_menu_background @menuback_sprite = Sprite.new @menuback_sprite.bitmap = $game_temp.background_bitmap @menuback_sprite.color.set(16, 16, 16, 128) update_menu_background end #-------------------------------------------------------------------------- # ● dispose_menu_background #-------------------------------------------------------------------------- def dispose_menu_background @menuback_sprite.dispose end #-------------------------------------------------------------------------- # ● update_menu_background #-------------------------------------------------------------------------- def update_menu_background end #-------------------------------------------------------------------------- # ● perform_transition #-------------------------------------------------------------------------- def perform_transition Graphics.transition(10) end #-------------------------------------------------------------------------- # ● start #-------------------------------------------------------------------------- def start create_menu_background create_command_window @gold_window = Window_Gold.new(0, 360) @status_window = Window_MenuStatus.new(160, 0) @playtime_window = Window_Time .new(0, 270) @mapname_window = Window_Mapname.new(0, 178) @status_window.openness = 0 @playtime_window.openness = 0 @mapname_window.openness = 0 @gold_window.openness = 0 @status_window.open @playtime_window.open @mapname_window.open @gold_window.open end #-------------------------------------------------------------------------- # ● pre_terminate #-------------------------------------------------------------------------- def pre_terminate @status_window.close @playtime_window.close @mapname_window.close @gold_window.close @command_window.close begin @status_window.update @playtime_window.update @mapname_window.update @gold_window.update @command_window.update Graphics.update end until @status_window.openness == 0 end #-------------------------------------------------------------------------- # ● terminate #-------------------------------------------------------------------------- def terminate dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose @playtime_window.dispose @mapname_window.dispose end #-------------------------------------------------------------------------- # ● update #-------------------------------------------------------------------------- def update update_menu_background @command_window.update @gold_window.update @status_window.update @mapname_window.update @playtime_window.update if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end end #-------------------------------------------------------------------------- # ● create_command_window #-------------------------------------------------------------------------- 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.index = @menu_index @command_window.openness = 0 @command_window.open if $game_party.members.size == 0 @command_window.draw_item(0, false) @command_window.draw_item(1, false) @command_window.draw_item(2, false) @command_window.draw_item(3, false) end if $game_system.save_disabled @command_window.draw_item(4, false) end end #-------------------------------------------------------------------------- # ● update_command_selection #-------------------------------------------------------------------------- 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 $scene = Scene_Item.new when 1,2,3 start_actor_selection when 4 $scene = Scene_File.new(true, false, false) when 5 $scene = Scene_End.new end end end #-------------------------------------------------------------------------- # ● start_actor_selection #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● end_actor_selection #-------------------------------------------------------------------------- def end_actor_selection @command_window.active = true @status_window.active = false @status_window.index = -1 end #-------------------------------------------------------------------------- # ● update_actor_selection #-------------------------------------------------------------------------- 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 $scene = Scene_Skill.new(@status_window.index) when 2 $scene = Scene_Equip.new(@status_window.index) when 3 $scene = Scene_Status.new(@status_window.index) end end end end
$mog_rgssvx_basic_menu_plus = true Créditos:MogHunter por criar o script. Eu: por disponibilizar aqui. | |
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Zendion Cordenador
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Mensagens : 372 Data de inscrição : 31/07/2011 Idade : 27 Localização : Leme
![Basic Menu Plus V 1.1 MogHunter Empty](https://2img.net/i/empty.gif) | Assunto: bom Sáb Ago 13, 2011 9:13 pm | |
| Bem legal soh q o ruim é q é em japones umas coisinhas lah To inu FUI | |
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