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1GLMenu v1.0 Empty GLMenu v1.0 22/5/2012, 22:33

The Lucas Wugades

The Lucas Wugades
Membro Honorário III
Membro Honorário III
GLMenu v1.0


Introdução

Um menu diferente, para deixar seu jogo mais bonito.

Como usar

Basta copiar o Script e inserir acima de Main.





Código__________________________________________________________

Código:
#==============================================================================
# GLMenu v1.0
#------------------------------------------------------------------------------
# Script Base  : RMVX
# Criador      : Glucas
# Algumas idéias: lb_guilerme
#------------------------------------------------------------------------------
# Descrição:
#  Um Script de Menu diferente, para deixar seu jogo com uma aparência melhor.
#  Feito por Glucas, da JogosRPG
#------------------------------------------------------------------------------
# Data: 20/03/08
# Versão: 1.0.0
#------------------------------------------------------------------------------
# Log:
#  - 20/03/08: Script criado.
#==============================================================================



class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #    menu_index : コマンドのカーソル初期位置
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # ● 開始処理
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(0, 305)
    @status_window = Window_MenuStatus.new(67, 0)
    @window_playtime = Window_PlayTime.new(336,360)
    @window_steps = Window_Steps.new(370,306)
    @window_map = Window_Map.new(0, 360)
  end
  #--------------------------------------------------------------------------
  # ● 終了処理
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @window_playtime.dispose
    @window_steps.dispose
    @window_map.dispose
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update
    @window_playtime.update
    @window_steps.update
    @window_map.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      if Input.repeat?(Input::DOWN)
        @status_window.draw_actor
      end
      if Input.repeat?(Input::UP)
        @status_window.draw_actor
      end
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # ● コマンドウィンドウの作成
  #--------------------------------------------------------------------------
  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.x = 190
    @command_window.y = 145
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # パーティ人数が 0 人の場合
      @command_window.draw_item(0, false)    # アイテムを無効化
    end
    if $game_system.save_disabled            # セーブ禁止の場合
      @command_window.draw_item(4, false)    # セーブを無効化
    end
  end
  #--------------------------------------------------------------------------
  # ● コマンド選択の更新
  #--------------------------------------------------------------------------
  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      # アイテム
        $scene = Scene_Item.new
      when 1,2,3  # スキル、装備、ステータス
        start_actor_selection
      when 4      # セーブ
        $scene = Scene_File.new(true, false, false)
      when 5      # ゲーム終了
        $scene = Scene_End.new
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● アクター選択の開始
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # ● アクター選択の終了
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # ● アクター選択の更新
  #--------------------------------------------------------------------------
  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 = 0
      @status_window.index = 0
      Sound.play_decision
      case @command_window.index
      when 1  # スキル
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # 装備
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # ステータス
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end
  #--------------------------------------------------------------------------
  # ● PlayTime
  #--------------------------------------------------------------------------
class Window_PlayTime < Window_Base
  def initialize(x, y)
    super(x, y, 205, WLH + 32)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 22, "Tempo:")
    @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(50, 0, 120, 22, text, 2)
  end
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
  #--------------------------------------------------------------------------
  # ● Steps
  #--------------------------------------------------------------------------
class Window_Steps < Window_Base
  def initialize(x, y)
    super(x, y, 171, 53)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 22, "Passos: ")
    self.contents.font.color = normal_color
    self.contents.draw_text(18, 0, 120, 22, $game_party.steps.to_s, 2)
  end
end
#==============================================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------------
#  メニュー画面でパーティメンバーのステータスを表示するウィンドウです。
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #    x : ウィンドウの X 座標
  #    y : ウィンドウの Y 座標
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 412, 122)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    draw_actor
  end
  def draw_actor
    self.contents.clear
    if (self.index < 0)
      actor = 0
    else
      actor = self.index
    end
    actor = $game_party.members[actor]
    draw_actor_face(actor, 2, 2, 86)
    x = 115
    y = 5
    draw_actor_name(actor, x, y)
    draw_actor_class(actor, x + 138, y)
    draw_actor_level(actor, x, y + WLH * 1)
    draw_actor_state(actor, x, y + WLH * 2)
    draw_actor_hp(actor, x + 138, y + WLH * 1)
    draw_actor_mp(actor, x + 138, y + WLH * 2)
    draw_actor_graphic(actor, x - 30, y + WLH * 2 + 35)
    draw_actor_exp(actor, x, y + WLH * 2, 70)
  end
  #--------------------------------------------------------------------------
  # ● カーソルの更新
  #--------------------------------------------------------------------------
def update_cursor
    if @index < 0
      self.cursor_rect.empty
    elsif @index < @item_max
      self.cursor_rect.set(0, 0, contents.width, 90)
    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_Base
#------------------------------------------------------------------------------
#  メニュー画面でパーティメンバーのステータスを表示するウィンドウです。
#==============================================================================
class Window_Base < Window
  def draw_actor_exp(actor, x, y, t)
    s1 = actor.exp_s
    s2 = actor.next_rest_exp_s + s1
    text = s1.to_s + "/" + s2.to_s
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, WLH, "Exp")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 38, y, t, WLH, text, 2)
  end
end
#==============================================================================
# ■ Window_Gold
#------------------------------------------------------------------------------
#  ゴールドを表示するウィンドウです。
#==============================================================================

<p>class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #    x : ウィンドウの X 座標
  #    y : ウィンドウの Y 座標
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 171, WLH + 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_currency_value($game_party.gold, 4, 0, 131)
  end
end
#==============================================================================
# ■ Window_Map
#------------------------------------------------------------------------------
#  ゴールドを表示するウィンドウです。
#==============================================================================
class Game_Map
  def name
    $map_infos[@map_id]
  end
end
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rvdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end
class Window_Map < Window_Base
  def initialize(x, y)
    super(x, y, 205, WLH + 32)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 25, "Mapa: ")
    self.contents.font.color = normal_color
    self.contents.draw_text(70, 0, 286, 25, $game_map.name.to_s)
  end
end
_____________________________________________________________
Créditos

Script Base : RMVX
Criador : Glucas
Algumas idéias: lb_guilerme

https://templorpgmakerbr.forumeiros.com/forum

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