Habitant Lv.6
Age : 28 Inscrit le : 05/04/2011 Messages : 110
| Sujet: [VXAce] Script menu bidouiller [Résolue] Jeu 25 Juil 2013 - 21:41 | |
| Finalement résolu, a déplacé! Bonjours! J'ai longuement hésité a poster, mais en fin de compte, le bidouillage sa vas un temps ^^' Voici ma demande : Demande prioritaire : - Faire fonctionner les variable (qui affiche 0 au lieu de la valeur ...) - Rajoute d'un moyen de gérer l'opacité de la fenêtre des commandes à gauches (gérable via une variable in game, comme pour les autres fenêtre, variable modifier par le joueur dans le menu 'option' de yanfly) - Ajustage de la "window_selectable" de la fenêtre de statue ( pour le moment elle ne fait que la moitier de la zone du héro :/) Secondaire (si possible) : - Ajout d'une fenêtre 'info' paramétrable au centre (dans le vide actuelle) - Ré ajustage du perso dans la window statue (limiter à 1 perso, centrer le perso, etc vraiment pour donner un style supplémentaire) - Ajout d'une ligne pour gérer le volume dans le menu, et la désactiver quand on quitte le menu. Gadget (si vraiment vous avez du temps à perdre XD): - Ajouter une case en bas à a droite : musique en cours, ainsi qu'un lecture aléatoire de musique (parmi une liste prédéfinis), et ajout d'une ligne pour gérer le niveau du son. Voila le screen de ce à quoi sa ressemble pour le moment : Une image montrant les 3/4s des problèmes actuelles Et voila le script totalement bidouiller : - Code:
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#============================================================================== # # ▼ Yanfly Engine Ace - Ace Menu Engine v1.07 # ▼ Blodangan - Temps, or, argent # #==============================================================================
$imported = {} if $imported.nil? $imported["YEA-AceMenuEngine"] = true
module YEA module MENU #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Menu Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This changes the way menus appear in your game. You can change their # alignment, and the location of the help window, Note that any non-Yanfly # Engine Ace scripts may not conform to these menu styles. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELP_WINDOW_LOCATION = 0 # 0-Top, 1-Middle, 2-Bottom. COMMAND_WINDOW_ALIGN = 0 # 0-Left, 1-Middle, 2-Right. # These settings below adjust the visual appearance of the main menu. # Change the settings as you see fit. MAIN_MENU_ALIGN = 0 # 0-Left, 1-Middle, 2-Right. MAIN_MENU_RIGHT = false # false-Left, true-Right. MAIN_MENU_ROWS = 10 # Maximum number of rows for main menu. DRAW_TP_GAUGE = false # If true, draws TP in the main menu. COMMANDS =[ :item, # Opens up the item menu. Default menu item. :equip, # Opens up the equip menu. Default menu item. :class, # Requires YEA - Class System. :status, # Opens up the status menu. Default menu item. :event_1, # Launches Common Event 1. Common Event Command. :event_3, :save, # Opens up the save menu. Default menu item. :game_end, # Opens up the shutdown menu. Default menu item. :event_2, # Launches Common Event 2. Common Event Command. ] # Do not remove this. #-------------------------------------------------------------------------- # - Common Event Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # If you insert one of the following commands into the COMMANDS array, the # player can trigger a common event to launch. You can disable certain # commands in the menu by binding them to a switch. If you don't want to # disable them, set the switch to 0 and it will always be enabled. The # ShowSwitch will prevent a command from appear if that switch is false. # Set it to 0 for it to have no impact. #-------------------------------------------------------------------------- COMMON_EVENT_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID], :event_1 => [ "Crédit", 0, 0, 8], :event_2 => [ "Quitter", 0, 0, 9], :event_3 => [ "Aide", 0, 0, 10] } # Do not remove this. CUSTOM_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :debug => [ "Debug", 0, 0, :command_debug], :shop => [ "Shop", 12, 0, :command_shop], :gogototori => ["Synthesis", 0, 0, :command_totori], :grathnode => [ "Grathnode", 0, 0, :command_install], } # Do not remove this. end # MENU end # YEA
module Blodangan module Menu_1 # Nom du premier fond dans le dossier ...\Graphics\Titles1 FOND1 = "Night" # Nom du deuxième fond dans le dossier ...\Graphics\Titles1 pour ne pas # avoir de deuxième fond ne rien mettre. FOND2 = "Mountains" # Mettre une musique ? true = oui, false = non MUSIQUE = true # Volume de la musique 0..100 MUSIC_VOLUME = 100 # Si oui, nom de la musique dans le dossier ...\Audio\BGM MUSICS = ["Theme1", "Theme2", "Theme3", "Theme4"] # Variable d'opacité du menu sur la gauche WINDOW_MENU_COMMAND_OPACITY_VAR = 50 # Variable d'opacité de la fenetre d'info WINDOW_INFO_OPACITY_VAR = 51 # Texte d'information INFO = {:item => "Menu d'inventaire", # Opens up the item menu. Default menu item. :equip => "Equipement du personnage", # Opens up the equip menu. Default menu item. :class => "Gestion de la classe", # Requires YEA - Class System. :status => "Etat du héros" , # Opens up the status menu. Default menu item. :event_1 => "Crédits du jeu", # Launches Common Event 1. Common Event Command. :event_3 => "Aide du jeu, à feuilleter d'urgence", :save => "Sauvegarder la partie", # Opens up the save menu. Default menu item. :game_end => "Quitter la partie en cours", # Opens up the shutdown menu. Default menu item. :event_2 => "Quitter la partie en cours"} # Launches Common Event 2. Common Event Command. end end
#============================================================================== # Window_Or_Localisation_Temps_Jeu #============================================================================== class Window_Or_Localisation_Temps_Jeu < Window_Base #-------------------------------------------------------------------------- # Initialize #-------------------------------------------------------------------------- def initialize(x, y) super(x, (y-45), 543, 150) self.back_opacity = $game_variables[106] refresh end #-------------------------------------------------------------------------- # Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear aff_or aff_temps_de_jeu aff_localisation aff_nb_carte aff_nb_quete_annexe end #-------------------------------------------------------------------------- # Affiche une varibale #-------------------------------------------------------------------------- def aff_nb_carte draw_icon(3501, 10, 0) draw_text_ex(40, 0, "Nombre de carte trouvé : #{$game_variables[37]}") end #-------------------------------------------------------------------------- # Affiche une varibale #-------------------------------------------------------------------------- def aff_nb_quete_annexe draw_icon(1809, 10, 25) draw_text_ex(40, 25, "Nombre de quète annexe réussie : #{$game_variables[38]}") end
#-------------------------------------------------------------------------- # Affiche l'or #-------------------------------------------------------------------------- def aff_or draw_icon(3481, 10, 50) draw_text_ex(40, 50, "Points : ") draw_currency_value($game_party.gold, Vocab::currency_unit, 100, 50, 160) end #-------------------------------------------------------------------------- # Affiche le temps de jeu #-------------------------------------------------------------------------- def aff_temps_de_jeu draw_icon(188, 10, 75) draw_text_ex(40, 75, "Temps de jeu : #{$game_system.playtime_s}") end #-------------------------------------------------------------------------- # Affiche la localisation #-------------------------------------------------------------------------- def aff_localisation draw_icon(153, 10, 100) draw_text_ex(40, 100, "Localisation : #{$game_map.display_name}") end end
#============================================================================== # ■ Window_MenuCommand #------------------------------------------------------------------------------ # This class is kept towards the top of the script to provide easier access. #==============================================================================
class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # Aliased method: initialize #-------------------------------------------------------------------------- alias old_init initialize def initialize old_init self.back_opacity = $game_variables[Blodangan::Menu_1::WINDOW_MENU_COMMAND_OPACITY_VAR] end #-------------------------------------------------------------------------- # overwrite method: make_command_list #-------------------------------------------------------------------------- def make_command_list for command in YEA::MENU::COMMANDS case command #--- Default Commands --- when :item add_command(Vocab::item, :item, main_commands_enabled) when :skill add_command(Vocab::skill, :skill, main_commands_enabled) when :equip add_command(Vocab::equip, :equip, main_commands_enabled) when :status add_command(Vocab::status, :status, main_commands_enabled) when :formation add_formation_command when :save add_original_commands add_save_command when :game_end add_game_end_command #--- Yanfly Engine Ace Commands --- when :class next unless $imported["YEA-ClassSystem"] add_class_command #--- Imported Commands --- when :sslots next unless $imported["YSA-SlotBattle"] add_sslots_command when :grathnode next unless $imported["KRX-GrathnodeInstall"] process_custom_command(command) when :gogototori next unless $imported["KRX-AlchemicSynthesis"] process_custom_command(command) #--- Imported Commands --- else process_common_event_command(command) process_custom_command(command) end end end #-------------------------------------------------------------------------- # new method: process_common_event_command #-------------------------------------------------------------------------- def process_common_event_command(command) return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command) show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::MENU::COMMON_EVENT_COMMANDS[command][0] switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1] ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled, ext) end #-------------------------------------------------------------------------- # new method: process_custom_command #-------------------------------------------------------------------------- def process_custom_command(command) return unless YEA::MENU::CUSTOM_COMMANDS.include?(command) show = YEA::MENU::CUSTOM_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::MENU::CUSTOM_COMMANDS[command][0] switch = YEA::MENU::CUSTOM_COMMANDS[command][1] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled) end end # Window_MenuCommand
#============================================================================== # ■ Menu #==============================================================================
module Menu #-------------------------------------------------------------------------- # self.help_window_location #-------------------------------------------------------------------------- def self.help_window_location return YEA::MENU::HELP_WINDOW_LOCATION end #-------------------------------------------------------------------------- # self.command_window_align #-------------------------------------------------------------------------- def self.command_window_align return YEA::MENU::COMMAND_WINDOW_ALIGN end #-------------------------------------------------------------------------- # self.main_menu_align #-------------------------------------------------------------------------- def self.main_menu_align return YEA::MENU::MAIN_MENU_ALIGN end #-------------------------------------------------------------------------- # self.main_menu_right #-------------------------------------------------------------------------- def self.main_menu_right return YEA::MENU::MAIN_MENU_RIGHT end end # Menu
#============================================================================== # ■ Game_Actor #==============================================================================
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # new method: draw_mp? #-------------------------------------------------------------------------- def draw_mp? return true unless draw_tp? for skill in skills next unless added_skill_types.include?(skill.stype_id) return true if skill.mp_cost > 0 end return false end #-------------------------------------------------------------------------- # new method: draw_tp? #-------------------------------------------------------------------------- def draw_tp? return false unless $data_system.opt_display_tp for skill in skills next unless added_skill_types.include?(skill.stype_id) return true if skill.tp_cost > 0 end return false end end # Game_Actor
#============================================================================== # ■ Window_Base #==============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # overwrite method: draw_actor_simple_status #-------------------------------------------------------------------------- def draw_actor_simple_status(actor, dx, dy) dy -= line_height / 2 draw_actor_name(actor, dx, dy) draw_actor_level(actor, dx, dy + line_height * 1) draw_actor_icons(actor, dx, dy + line_height * 2) dw = contents.width - dx - 124 draw_actor_class(actor, dx + 120, dy, dw) draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw) if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp? draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw) elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp? if $imported["YEA-BattleEngine"] draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) else draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) end else draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw) end end end # Window_Base
#============================================================================== # ■ Window_Command #==============================================================================
class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # overwrite method: alignment #-------------------------------------------------------------------------- def alignment return Menu.command_window_align end end # Window_Command
#============================================================================== # ■ Window_MenuCommand #==============================================================================
class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # alias method: init_command_position #-------------------------------------------------------------------------- class <<self; alias init_command_position_ame init_command_position; end def self.init_command_position init_command_position_ame @@last_command_oy = nil end #-------------------------------------------------------------------------- # overwrite method: visible_line_number #-------------------------------------------------------------------------- def visible_line_number return [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].max end #-------------------------------------------------------------------------- # overwrite method: alignment #-------------------------------------------------------------------------- def alignment return Menu.main_menu_align end #-------------------------------------------------------------------------- # alias method: process_ok #-------------------------------------------------------------------------- alias window_menucommand_process_ok_ame process_ok def process_ok @@last_command_oy = self.oy window_menucommand_process_ok_ame end #-------------------------------------------------------------------------- # alias method: select_last #-------------------------------------------------------------------------- alias window_menucommand_select_last_ame select_last def select_last window_menucommand_select_last_ame self.oy = @@last_command_oy unless @@last_command_oy.nil? @@last_command_oy = nil end end # Window_MenuCommand
#============================================================================== # ■ Scene_Menu #==============================================================================
class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_menu_start_ame start def start scene_menu_start_ame create_or_localisation_temps_jeu_window relocate_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows return unless Menu.main_menu_right @command_window.x = Graphics.width - @command_window.width @status_window.x = 0 end #-------------------------------------------------------------------------- # ● Terminate #-------------------------------------------------------------------------- def terminate super dispose_fond end
#-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- def update super @or_localisation_temps_jeu_window.refresh @help_window.set_text(Blodangan::Menu_1::INFO[@command_window.current_symbol]) end #-------------------------------------------------------------------------- # ● Create Or Localisation Temps Jeu Window #-------------------------------------------------------------------------- def create_or_localisation_temps_jeu_window x = 0 y = 311 @or_localisation_temps_jeu_window = Window_Or_Localisation_Temps_Jeu.new(x,y) end end # Scene_Menu
#============================================================================== # ■ Scene_Item #==============================================================================
class Scene_Item < Scene_ItemBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_item_start_ame start def start scene_item_start_ame return if $imported["YEA-ItemMenu"] relocate_windows end end
#============================================================================== # ■ Scene_Skill #==============================================================================
class Scene_Skill < Scene_ItemBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_skill_start_ame start def start scene_skill_start_ame relocate_windows end end # Scene_Skill
#============================================================================== # ■ Scene_Equip #==============================================================================
class Scene_Equip < Scene_MenuBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_equip_start_ame start def start scene_equip_start_ame end end # Scene_Equip
#============================================================================== # ■ Scene_Menu #==============================================================================
class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # ● Create Status Window #-------------------------------------------------------------------------- def create_status_window @status_window = Window_MenuStatus_UniqHero.new(160, 0, @command_window.height) end #-------------------------------------------------------------------------- # alias method: create_command_window #-------------------------------------------------------------------------- alias scene_menu_create_command_window_ame create_command_window def create_command_window scene_menu_create_command_window_ame process_common_event_commands process_custom_commands end #-------------------------------------------------------------------------- # new method: process_common_event_commands #-------------------------------------------------------------------------- def process_common_event_commands for command in YEA::MENU::COMMANDS next unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command) @command_window.set_handler(command, method(:command_common_event)) end end #-------------------------------------------------------------------------- # new method: command_common_event #-------------------------------------------------------------------------- def command_common_event event_id = @command_window.current_ext return return_scene if event_id.nil? return return_scene if $data_common_events[event_id].nil? $game_temp.reserve_common_event(event_id) return_scene end #-------------------------------------------------------------------------- # new method: process_custom_commands #-------------------------------------------------------------------------- def process_custom_commands for command in YEA::MENU::COMMANDS next unless YEA::MENU::CUSTOM_COMMANDS.include?(command) called_method = YEA::MENU::CUSTOM_COMMANDS[command][3] @command_window.set_handler(command, method(called_method)) end end #-------------------------------------------------------------------------- # new method: command_debug #-------------------------------------------------------------------------- def command_debug SceneManager.call(Scene_Debug) end #-------------------------------------------------------------------------- # new method: command_shop #-------------------------------------------------------------------------- def command_shop goods = [] SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, false) end #-------------------------------------------------------------------------- # new method: command_totori #-------------------------------------------------------------------------- def command_totori return unless $imported['KRX-AlchemicSynthesis'] SceneManager.call(Scene_Alchemy) end #-------------------------------------------------------------------------- # ● Start #-------------------------------------------------------------------------- def start super create_fond create_command_window create_or_localisation_temps_jeu_window create_status_window @help_window = Window_Help.new(1) @help_window.y = @command_window.height @help_window.height += 2 @help_window.back_opacity = $game_variables[Blodangan::Menu_1::WINDOW_INFO_OPACITY_VAR] @music_window = Window_MenuMusic.new play_menu_musique end #-------------------------------------------------------------------------- # ● Terminate #-------------------------------------------------------------------------- def terminate super dispose_fond end #-------------------------------------------------------------------------- # ● Return scene #-------------------------------------------------------------------------- def return_scene super $game_map.autoplay end #-------------------------------------------------------------------------- # ● Create Fond #-------------------------------------------------------------------------- def create_fond @fond1 = Sprite.new @fond1.bitmap = Cache.title1(Blodangan::Menu_1::FOND1) @fond2 = Sprite.new @fond2.bitmap = Cache.title2(Blodangan::Menu_1::FOND2) end #-------------------------------------------------------------------------- # ● Dispose Fond #-------------------------------------------------------------------------- def dispose_fond @fond1.bitmap.dispose @fond1.dispose @fond2.bitmap.dispose @fond2.dispose end #-------------------------------------------------------------------------- # ● Play Menu Musique #-------------------------------------------------------------------------- def play_menu_musique if Blodangan::Menu_1::MUSIQUE RPG::BGS.stop RPG::ME.stop size = Blodangan::Menu_1::MUSICS.length chosen = Random.rand(size) Audio.bgm_play('Audio/BGM/' + Blodangan::Menu_1::MUSICS[chosen], Blodangan::Menu_1::MUSIC_VOLUME, 100, 0) @music_window.set_text("♫ "+Blodangan::Menu_1::MUSICS[chosen]) end end end #============================================================================== # ** Window_MenuStatus_UniqHero #------------------------------------------------------------------------------ # This window displays thze unique member's status on the menu screen. #==============================================================================
class Window_MenuStatus_UniqHero < Window_MenuStatus #-------------------------------------------------------------------------- # * Hack #-------------------------------------------------------------------------- def initialize(x, y, height) @true_height = height super(x,y) self.back_opacity = $game_variables[Blodangan::Menu_1::WINDOW_MENU_COMMAND_OPACITY_VAR] end #-------------------------------------------------------------------------- # * Hacks #-------------------------------------------------------------------------- def window_height; @true_height; end def item_max; 1; end def item_height; 96; end #-------------------------------------------------------------------------- # * Moar hack #-------------------------------------------------------------------------- def item_rect(index) rect = super rect.x = index * (item_width + spacing) rect.y = window_height / 2 - 76 rect.height += 2 rect end end
#============================================================================== # ** Window_MenuMusic #------------------------------------------------------------------------------ # Display a text #==============================================================================
class Window_MenuMusic < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(Graphics.width - 200, Graphics.height - fitting_height(1), 200, fitting_height(1)) self.back_opacity = 0 end #-------------------------------------------------------------------------- # * Set Text #-------------------------------------------------------------------------- def set_text(text) if text != @text @text = text refresh end end #-------------------------------------------------------------------------- # * Clear #-------------------------------------------------------------------------- def clear set_text("") end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh contents.clear draw_text_ex(4, 0, @text) end end
#============================================================================== # # ▼ End of File # #==============================================================================
Oui quand je dis bidouiller, c'est bidouiller! ^^ Voila le script réparer par Zangther, si vous voulez l'utiliser aussi (crédit obligatoire, écrit en haut du script) p.s les icônes sont gérer par un script indépendant sans aucun problème de compatibilité notable mais le voici quand même au cas ou... : - Code:
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#============================================================================== # # ▼ Yanfly Engine Ace - Command Window Icons v1.00 # -- Last Updated: 2011.12.11 # -- Level: Normal # -- Requires: n/a # #==============================================================================
$imported = {} if $imported.nil? $imported["YEA-CommandWindowIcons"] = true
#============================================================================== # ▼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2011.12.11 - Started Script and Finished. # #============================================================================== # ▼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Here's a script that allows you to allocate icons to each of your commands # provided that the text for the command matches the icon in the script. There # are, however, some scripts that this won't be compatible with and it's due # to them using unique way of drawing out their commands. This script does not # maintain compatibility for those specific scripts. # #============================================================================== # ▼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. # # Go to the module and match the text under ICON_HASH with a proper Icon ID. # You can find an icon's ID by opening up the icon select window in the RPG # Maker VX Ace database and look in the lower left corner. # #============================================================================== # ▼ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #==============================================================================
module YEA module COMMAND_WINDOW_ICONS #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Icon Hash - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This hash controls all of the icon data for what's used with each text # item. Any text items without icons won't display icons. The text has to # match with the hash (case sensitive) to display icons. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ICON_HASH ={ # Matching Text => Icon ID, "Nouveau" => 2199, # Title scene. "Charger" => 2176, # Title scene. "Quitter" => 2179, # Title scene. Game End scene. "Sauvegarder" => 2177, # Title scene. Game End scene. "Supprimer" => 2208, # Title scene. Game End scene. "Objets" => 2178, # Menu scene. Item scene. Battle scene. "Compétences" => 2197, # Menu scene. "Equipement" => 2180, # Menu scene. "Statut" => 2198, # Menu scene. "Crédit" => 2195, #crédit "Sauver" => 2177, # Menu scene. "Option" => 2194, # Menu scene. "Aide" => 2196, # Menu scene. "Tout" => 366, "Acheter" => 2212, "Vendre" => 2211, "Carte" => 3498, "Bas" => 2224, "Haut" => 2225, "Tête" => 2226, "Accessoire" => 2227, "Passe-muraille" => 2228, "Autre" => 2213, "Basique" => 2229, "Incarnation" => 2230,
"Armures" => 2180, # Item scene. "Bonus" => 204, # Item scene. "Général" => 137, # Item scene. "Biographie" => 133, # Item scene. "Objets clés" => 85, # Item scene. "Armure normale" => 41, # Item scene. "Armure magique" => 6231, # Item scene. "Armure ultime" => 220, # Item scene "Ecran Titre" => 103, # Game End scene. "Annuler" => 99, "Armure" => 1,
} # Do not remove this. end # COMMAND_WINDOW_ICONS end # YEA
#============================================================================== # ▼ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #==============================================================================
#============================================================================== # ■ Window_Command #==============================================================================
class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # new method: use_icon? #-------------------------------------------------------------------------- def use_icon?(text) return YEA::COMMAND_WINDOW_ICONS::ICON_HASH.include?(text) end #-------------------------------------------------------------------------- # new method: command_icon #-------------------------------------------------------------------------- def command_icon(text) return YEA::COMMAND_WINDOW_ICONS::ICON_HASH[text] end #-------------------------------------------------------------------------- # overwrite method: draw_item #-------------------------------------------------------------------------- def draw_item(index) enabled = command_enabled?(index) change_color(normal_color, enabled) rect = item_rect_for_text(index) text = command_name(index) if use_icon?(text) draw_icon_text(rect.clone, text, alignment, enabled) else draw_text(rect, text, alignment) end end #-------------------------------------------------------------------------- # new method: draw_icon_text #-------------------------------------------------------------------------- def draw_icon_text(rect, text, alignment, enabled) cw = text_size(text).width icon = command_icon(text) draw_icon(icon, rect.x, rect.y, enabled) rect.x += 24 rect.width -= 24 draw_text(rect, text, alignment) end end # Window_Command
#============================================================================== # # ▼ End of File # #==============================================================================
Dernière édition par Jodge65 le Dim 28 Juil 2013 - 14:03, édité 1 fois |
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