Sujet: Script pour modifier le menu[Resolu] Sam 25 Juin 2011 - 13:44
Bonjour je voudrais un script pour changer le menu de départ pour qu'il y aie rien que les objet et les équipement et le statu merci d'avance Screen: C'est moche mais ce n'est qu'une image
Dernière édition par Brandobscure001 le Sam 25 Juin 2011 - 15:32, édité 1 fois
roro_25
Habitant Lv.6
Age : 28 Inscrit le : 20/06/2010 Messages : 146
Sujet: Re: Script pour modifier le menu[Resolu] Sam 25 Juin 2011 - 14:53
Salut, je sais pas si c'est se que tu voulais mais j'ai fais ça :
Spoiler:
et voici le code :
Code:
#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #==============================================================================
class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background create_command_window @gold_window = Window_Gold.new(0, 360) @status_window = Window_MenuStatus.new(160, 0) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::item s2 = Vocab::equip s3 = Vocab::status @command_window = Window_Command.new(160, [s1, s2, s3]) @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4, false) # Disable save 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 # Item $scene = Scene_Item.new when 1,2 # Equipment, status start_actor_selection 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 # skill $scene = Scene_Skill.new(@status_window.index) when 2 # equipment $scene = Scene_Equip.new(@status_window.index) when 3 # status $scene = Scene_Status.new(@status_window.index) end end end end
Tiroflan
Illusionniste Lv.12
Age : 34 Inscrit le : 14/02/2010 Messages : 796
Sujet: Re: Script pour modifier le menu[Resolu] Sam 25 Juin 2011 - 15:03
Excuse moi, mais ton script ne marche pas, essaie d'accéder au menu de statut, tu verras que ça amène au menu équipement, même chose pour ton onglet équipement qui va amener à la fenêtre des compétences. Y'a encore quelques petites modifs dans la scène de base pour arriver à un menu qui fonctionne.
Et puis je pense que son schéma est assez clair pour dire que c'est pas ce qu'il veut.
Brandobscure001
Seigneur Lv.18
Age : 28 Inscrit le : 26/12/2010 Messages : 2220
Sujet: Re: Script pour modifier le menu[Resolu] Sam 25 Juin 2011 - 15:09
C'est super roro_25 merci pour ton aide mes Tiroflan a réson mai bon merci quand mème si vous trouver autre chose j'ai trouvé un style de menu qu'il me faut: script:
Spoiler:
################################### #Créer par Mog. #modifier par emixam2 ############## # Game_Actor # ############## class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end 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 def draw_actor_level_menu(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x-199, y+50, 32, WLH, Vocab::level_a) self.contents.font.color = normal_color self.contents.draw_text(x-160, y+50, 24, WLH, actor.level, 2) end 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 def exp_gauge_color1 return text_color(10) end def exp_gauge_color2 return text_color(11) end 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 def initialize(x, y) super(x, y, 544, 270) 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 draw_actor_face(actor,0 , actor.index * 96, 92) x = 104 y = actor.index * 96 + WLH / 2 draw_actor_name(actor, x-10, y-15) draw_actor_class_menu(actor, x + 85, y-15) draw_actor_level_menu(actor, x + 300, y+2) draw_actor_state(actor, x, y + WLH * 2) draw_actor_hp(actor, x-10, y-20 + WLH * 1) draw_actor_mp(actor, x-10, y-20 + WLH * 2) draw_actor_exp_meter(actor, x-10 , y+25 + WLH * 1) 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 ############ # Game_Map # ############ class Game_Map attr_reader :map_id def mpname $mpname = load_data("Data/MapInfos.rvdata") $mpname[@map_id].name end end ############### # Window_map_name # ############### class Window_Mapname < Window_Base def initialize(x, y) super(x, y+32, 190, WLH + 50) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, -8, 120, 32, "Localisation") self.contents.font.color = normal_color self.contents.draw_text(4, 15, 120, 32, $game_map.mpname.to_s, 2) end end ############### # Window_Time # ############### class Window_Time < Window_Base def initialize(x, y) super(x, y+7, 190, WLH + 50) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, -8, 120, 32, "Temps de jeu") @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, 15, 120, 32, text, 2) end def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end ############## # Scene_Menu # ############## class Scene_Menu 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 def initialize(menu_index = 0) @menu_index = menu_index end 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 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 def dispose_menu_background @menuback_sprite.dispose end def update_menu_background end def perform_transition Graphics.transition(10) end def start create_menu_background create_command_window @gold_window = Window_Gold.new(0, 360) @status_window = Window_MenuStatus.new(0, 75) @playtime_window = Window_Time .new(160, 336) @mapname_window = Window_Mapname.new(350, 311) @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 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 def terminate dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose @playtime_window.dispose @mapname_window.dispose end 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 def create_command_window s1 = Vocab::item s5 = Vocab::skill s2 = Vocab::equip s3 = Vocab::status s6 = "Menu bestiaire" s4 = Vocab::save s7 = Vocab::game_end @command_window = Window_Command.new(544, [s1, s2, s3, s4, s5, s6, s7],4 ,2) @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 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 4,1,2 start_actor_selection when 5 $scene = Scene_Liste_Monstres.new when 3 $scene = Scene_File.new(true, false, false) when 6 $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 4 $scene = Scene_Skill.new(@status_window.index) when 1 $scene = Scene_Equip.new(@status_window.index) when 2 $scene = Scene_Status.new(@status_window.index) end end end end $mogscript = {} if $mogscript == nil $mogscript["basic_menu_plus"] = true
Il faudrai juste enlevé tous saufe le statu,objet,équipe
roro_25
Habitant Lv.6
Age : 28 Inscrit le : 20/06/2010 Messages : 146
Sujet: Re: Script pour modifier le menu[Resolu] Sam 25 Juin 2011 - 15:13
Pour il moi marche...comment l'as tu inséré dans ton jeu? Et pour le schéma perso j'ai rien compris alors je me suis basé sur ses explications.
EDIT : j'essaye avec le menu que t'as filé et je te redit ;)
Frozen'
Mage Lv.11
Age : 29 Inscrit le : 20/04/2011 Messages : 572
Sujet: Re: Script pour modifier le menu[Resolu] Sam 25 Juin 2011 - 15:18
Essaye ça (je suis sur de rien.)
Code:
################################### #Créer par Mog. #modifier par emixam2 ############## # Game_Actor # ############## class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end 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 def draw_actor_level_menu(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x-199, y+50, 32, WLH, Vocab::level_a) self.contents.font.color = normal_color self.contents.draw_text(x-160, y+50, 24, WLH, actor.level, 2) end 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 def exp_gauge_color1 return text_color(10) end def exp_gauge_color2 return text_color(11) end 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 def initialize(x, y) super(x, y, 544, 270) 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 draw_actor_face(actor,0 , actor.index * 96, 92) x = 104 y = actor.index * 96 + WLH / 2 draw_actor_name(actor, x-10, y-15) draw_actor_class_menu(actor, x + 85, y-15) draw_actor_level_menu(actor, x + 300, y+2) draw_actor_state(actor, x, y + WLH * 2) draw_actor_hp(actor, x-10, y-20 + WLH * 1) draw_actor_mp(actor, x-10, y-20 + WLH * 2) draw_actor_exp_meter(actor, x-10 , y+25 + WLH * 1) 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 ############ # Game_Map # ############ class Game_Map attr_reader :map_id def mpname $mpname = load_data("Data/MapInfos.rvdata") $mpname[@map_id].name end end ############### # Window_map_name # ############### class Window_Mapname < Window_Base def initialize(x, y) super(x, y+32, 190, WLH + 50) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, -8, 120, 32, "Localisation") self.contents.font.color = normal_color self.contents.draw_text(4, 15, 120, 32, $game_map.mpname.to_s, 2) end end ############### # Window_Time # ############### class Window_Time < Window_Base def initialize(x, y) super(x, y+7, 190, WLH + 50) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, -8, 120, 32, "Temps de jeu") @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, 15, 120, 32, text, 2) end def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end ############## # Scene_Menu # ############## class Scene_Menu 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 def initialize(menu_index = 0) @menu_index = menu_index end 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 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 def dispose_menu_background @menuback_sprite.dispose end def update_menu_background end def perform_transition Graphics.transition(10) end def start create_menu_background create_command_window @gold_window = Window_Gold.new(0, 360) @status_window = Window_MenuStatus.new(0, 75) @playtime_window = Window_Time .new(160, 336) @mapname_window = Window_Mapname.new(350, 311) @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 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 def terminate dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose @playtime_window.dispose @mapname_window.dispose end 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 def create_command_window s1 = Vocab::item s2 = Vocab::equip s3 = Vocab::status @command_window = Window_Command.new(544, [s1, s2, s3],4 ,2) @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 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 start_actor_selection 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 4 $scene = Scene_Skill.new(@status_window.index) when 1 $scene = Scene_Equip.new(@status_window.index) when 2 $scene = Scene_Status.new(@status_window.index) end end end end $mogscript = {} if $mogscript == nil $mogscript["basic_menu_plus"] = true
roro_25
Habitant Lv.6
Age : 28 Inscrit le : 20/06/2010 Messages : 146
Sujet: Re: Script pour modifier le menu[Resolu] Sam 25 Juin 2011 - 15:25
voilà voilà
Code:
################################### #Créer par Mog. #modifier par emixam2 ############## # Game_Actor # ############## class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end 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 def draw_actor_level_menu(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x-199, y+50, 32, WLH, Vocab::level_a) self.contents.font.color = normal_color self.contents.draw_text(x-160, y+50, 24, WLH, actor.level, 2) end 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 def exp_gauge_color1 return text_color(10) end def exp_gauge_color2 return text_color(11) end 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 def initialize(x, y) super(x, y, 544, 289) 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 draw_actor_face(actor,0 , actor.index * 96, 92) x = 104 y = actor.index * 96 + WLH / 2 draw_actor_name(actor, x-10, y-15) draw_actor_class_menu(actor, x + 85, y-15) draw_actor_level_menu(actor, x + 300, y+2) draw_actor_state(actor, x, y + WLH * 2) draw_actor_hp(actor, x-10, y-20 + WLH * 1) draw_actor_mp(actor, x-10, y-20 + WLH * 2) draw_actor_exp_meter(actor, x-10 , y+25 + WLH * 1) 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 ############ # Game_Map # ############ class Game_Map attr_reader :map_id def mpname $mpname = load_data("Data/MapInfos.rvdata") $mpname[@map_id].name end end ############### # Window_map_name # ############### class Window_Mapname < Window_Base def initialize(x, y) super(x, y+32, 194, WLH + 50) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, -8, 120, 32, "Localisation") self.contents.font.color = normal_color self.contents.draw_text(4, 15, 120, 32, $game_map.mpname.to_s, 2) end end ############### # Window_Time # ############### class Window_Time < Window_Base def initialize(x, y) super(x, y+7, 190, WLH + 50) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, -8, 120, 32, "Temps de jeu") @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, 15, 120, 32, text, 2) end def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end ############## # Scene_Menu # ############## class Scene_Menu 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 def initialize(menu_index = 0) @menu_index = menu_index end 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 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 def dispose_menu_background @menuback_sprite.dispose end def update_menu_background end def perform_transition Graphics.transition(10) end def start create_menu_background create_command_window @gold_window = Window_Gold.new(0, 360) @status_window = Window_MenuStatus.new(0, 55) @playtime_window = Window_Time .new(160, 336) @mapname_window = Window_Mapname.new(350, 311) @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 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 def terminate dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose @playtime_window.dispose @mapname_window.dispose end 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 def create_command_window s1 = Vocab::item s2 = Vocab::equip s3 = Vocab::status @command_window = Window_Command.new(544, [s1, s2, s3],3 ,1) @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 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 start_actor_selection 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 4 $scene = Scene_Skill.new(@status_window.index) when 1 $scene = Scene_Equip.new(@status_window.index) when 2 $scene = Scene_Status.new(@status_window.index) end end end end $mogscript = {} if $mogscript == nil $mogscript["basic_menu_plus"] = true class Scene_Status < Scene_Base def return_scene $scene = Scene_Menu.new(2) end end class Scene_Equip < Scene_Base def return_scene $scene = Scene_Menu.new(1) end end
J'en ai profiter pour régler un petit bug de rien du tout (la taille "x" du nom de la map)
PS : Frozen a juste enlever "Compétence, "Sauvegarder" et "Quitter" du Scene_Menu. Moi j'ai aussi redimenssionner le Scene_Menu ainsi que le MenuStatuts. (si tu comprend pas, essaye les deux et tu verra^^)
Dernière édition par roro_25 le Sam 25 Juin 2011 - 15:31, édité 2 fois
Tiroflan
Illusionniste Lv.12
Age : 34 Inscrit le : 14/02/2010 Messages : 796
Sujet: Re: Script pour modifier le menu[Resolu] Sam 25 Juin 2011 - 15:26
Frozen : t'as oublié de remettre les index à la bonne place lorsque tu sors des onglets équipement et statut ;D
Il faut rajouter ceci à la fin de ton code :
Code:
class Scene_Status < Scene_Base def return_scene $scene = Scene_Menu.new(2) end end
class Scene_Equip < Scene_Base def return_scene $scene = Scene_Menu.new(1) end end
Brandobscure001
Seigneur Lv.18
Age : 28 Inscrit le : 26/12/2010 Messages : 2220
Sujet: Re: Script pour modifier le menu[Resolu] Sam 25 Juin 2011 - 15:32