1 Advanced Menu VX 22/5/2012, 21:46
The Lucas Wugades
Membro Honorário III
Advanced Menu VX
Por AzorMachine
Por AzorMachine
- Código:
#==============================================================================
# ¦ RMVX Advanced Menu v.1
#------------------------------------------------------------------------------
# Novo Menu com :
#
# - Chars embaixo das faces.
# - Tempo de Jogo.
# - Passos
#------------------------------------------------------------------------------
#
# .: Por AzorMachine :..: [email=lucas.zip@hotmail.com]lucas.zip@hotmail.com[/email]
#
#
# Script exclusivo das seguintes comunidades :
#
# Universo Maker - [url=http://www.universomaker.comze.com/]www.universomaker.comze.com[/url]
# Reino RPG - [url=http://www.reinorpg.com/]www.reinorpg.com[/url]
# Mundo RPG Maker - [url=http://www.mundorpgmaker.com/]www.mundorpgmaker.com[/url]
#
#==============================================================================
module AzMa
MSTRCHAR = true
MSTRFACE = true
end
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# ? ?????????
# menu_index : ?????????????
#--------------------------------------------------------------------------
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)
@playtime_window = Window_PlayTime.new(0, 176)
@steps_window = Window_Steps.new(0, 274)
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
@playtime_window.dispose
@steps_window.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
@playtime_window.update
@steps_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.index = @menu_index
if $game_party.members.size == 0 # ??????? 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
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
@playtime_window.active = true
@steps_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
@playtime_window.active = true
@steps_window.active = true
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 # ???
$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
class Window_MenuStatus < Window_Selectable
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
if AzMa::MSTRFACE == true
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
end
if AzMa::MSTRCHAR == true
draw_actor_graphic(actor, 18, actor.index * 96 + 96)
end
x = 104
y = actor.index * 96 + WLH / 2
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 120, y)
draw_actor_level(actor, x, y + WLH * 1)
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)
end
end
end
class Window_Steps < Window_Base
#--------------------------------------------------------------------------
# - Inicialização dos Objetos
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, 86)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# - Atualização
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Passos")
self.contents.font.color = normal_color
self.contents.draw_text(4, 20, 120, 32, $game_party.steps.to_s, 2)
end
end
class Window_PlayTime < Window_Base
#--------------------------------------------------------------------------
# - Inicialização dos Objetos
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, 98)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# - Atualização
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 24, "Tempo de Jogo")
@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, 30, 120, 24, text, 2)
end
#--------------------------------------------------------------------------
# - Renovação do Frame
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end