Va-nu-pieds Lv.4
Inscrit le : 14/11/2008 Messages : 67
| Sujet: [VX] Menu pour deux personnages Mer 10 Déc 2008 - 15:00 | |
| NOM : Menu deux persos AUTEUR : berka Voila un script pour deux personnages dans l'équipe. Il n'y a pas l'option SAUVEGARDERUTILISATION : Nécessite les images : objets.png skill.png equip.png statut.png quitter.png Chacune de dimensions 96*96 A placer dans le dossier system de votre projet IMAGE : - Code:
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#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Scene_Menu par berka Rgss2 #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # a coller au dessus de main # les images ci dessous devront etre placées # dans le dossier system du dossier graphics du projet #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
#=============================================================== # # www.rpgmakervx-fr.com # #===============================================================
Objet = "objets.png" Skill = "skill.png" Equip = "equip.png" Statut = "statut.png" Quitter = "quitter.png"
class Scene_Menu < Scene_Base def initialize(menu_index = 0) menu_index = 0 if menu_index < 0 && menu_index > 4 @menu_index = menu_index end def main @spriteset = Spriteset_Map.new @index = [ Window_Obj.new, Window_Tec.new, Window_Equ.new, Window_Sta.new, Window_Qui.new, Window_Pie.new, Window_Tem.new, Window_Her1.new, Window_Her2.new] for i in @index; i.opacity = 200; i.active = false; end @index[@menu_index].active = true Graphics.transition loop do Input.update Graphics.update update break if $scene != self end Graphics.freeze for i in @index; i.dispose; end @spriteset.dispose end def update for i in @index if i.active; i.opacity = 100; else; i.opacity = 200; end i.update end if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new end if Input.trigger?(Input.dir4) case Input.dir4 when 4 if @index[0].active; @index[4].active = true; @index[0].active = false; return; end if @index[1].active; @index[0].active = true; @index[1].active = false; return; end if @index[2].active; @index[1].active = true; @index[2].active = false; return; end if @index[3].active; @index[2].active = true; @index[3].active = false; return; end if @index[4].active; @index[3].active = true; @index[4].active = false; return; end when 6 if @index[0].active; @index[1].active = true; @index[0].active = false; return; end if @index[1].active; @index[2].active = true; @index[1].active = false; return; end if @index[2].active; @index[3].active = true; @index[2].active = false; return; end if @index[3].active; @index[4].active = true; @index[3].active = false; return; end if @index[4].active; @index[0].active = true; @index[4].active = false; return; end end end if Input.trigger?(Input::C) Sound.play_decision $scene = Scene_Item.new if @index[0].active $scene = Scene_Skill.new if @index[1].active $scene = Scene_Equip.new if @index[2].active $scene = Scene_Status.new if @index[3].active $scene = Scene_End.new if @index[4].active end end end
class Window_Obj < Window_Base def initialize super(0,0,136, 208) refresh end def refresh self.contents.clear self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Objets") bitmap = Cache.system(Objet) self.contents.blt(4, 40, bitmap, Rect.new(0, 0, 96, 96), 255) end end
class Window_Tec < Window_Base def initialize super(136,0,136, 208) refresh end def refresh self.contents.clear self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Techniques") bitmap = Cache.system(Skill) self.contents.blt(4, 40, bitmap, Rect.new(0, 0, 96, 96), 255) end end
class Window_Equ < Window_Base def initialize super(136*2,0,136, 208) refresh end def refresh self.contents.clear self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Equiper") bitmap = Cache.system(Equip) self.contents.blt(4, 40, bitmap, Rect.new(0, 0, 96, 96), 255) end end
class Window_Sta < Window_Base def initialize super(0,208,136, 208) refresh end def refresh self.contents.clear self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Statut") bitmap = Cache.system(Statut) self.contents.blt(4, 40, bitmap, Rect.new(0, 0, 96, 96), 255) end end
class Window_Qui < Window_Base def initialize super(136,208,136, 208) refresh end def refresh self.contents.clear self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Quitter") bitmap = Cache.system(Quitter) self.contents.blt(4, 40, bitmap, Rect.new(0, 0, 96, 96), 255) end end
class Window_Pie < Window_Base def initialize super(136*2,208,136, 104) refresh end def refresh self.contents.clear self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Pieces") draw_currency_value($game_party.gold, 4, 32, 120) end end
class Window_Tem < Window_Base def initialize super(136*2,312,136, 104) refresh end def refresh self.contents.clear self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Temps") @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(24, 32, 120, 32, text, 0) end def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
class Window_Her1 < Window_Base def initialize super(136*3,0,136, 208) refresh end def refresh self.contents.clear actor = $game_party.members[0] self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, actor.name) draw_actor_level(actor, 50, 18) draw_actor_face(actor, 8, 40) draw_actor_hp(actor, 0, 100 + WLH * 1, 100) draw_actor_mp(actor, 0, 100 + WLH * 2, 100) end end class Window_Her2 < Window_Base def initialize super(136*3,208,136, 208) refresh end def refresh self.contents.clear actor = $game_party.members[1] self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, actor.name) draw_actor_level(actor, 50, 18) draw_actor_face(actor, 8, 40) draw_actor_hp(actor, 0, 100 + WLH * 1, 100) draw_actor_mp(actor, 0, 100 + WLH * 2, 100) end end
Dernière édition par Floriandu44 le Mer 10 Déc 2008 - 15:39, édité 1 fois |
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