Citadin Lv.7
Age : 28 Avertissements : 3 Inscrit le : 02/07/2009 Messages : 189
| Sujet: [VX] Menu Woratana Sam 4 Juil 2009 - 6:35 | |
| Voila un Script de Menu Auteur : Woratana Fonction : Tésté et opérationnel - Code:
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#============================================================================== # ¦ [RMVX] Lite Menu Version 1.01 #------------------------------------------------------------------------------ # by Woratana [woratana@hotmail.com] # released on 03/02/2008 # # Features Version 1.01 # - Fixed Bug in Gold_Text # Features Version 1.0 # - Allow user to config menu # - Add Gold/Location Window (user can turn on/off) #==============================================================================
module Wor_Litemenu #================ # SETUP Script Here! #================ MENU_WINDOW_Y = 50 CHARA_WINDOW_Y = 160 CHARA_WINDOW_WIDTH = 175 SHOW_LV = true SHOW_LOCATION_WINDOW = true VOCAB_LOCATION = "Lieu:" VOCAB_GOLD = "Or:" LOCATION_WINDOW_Y = 295 LOCATION_TEXT_X = 96 GOLD_TEXT_X = 84 end
class Scene_Menu < Scene_Base
def initialize(menu_index = 0) @menu_index = menu_index end
def start super create_menu_background create_command_window lite_create_location_window if Wor_Litemenu::SHOW_LOCATION_WINDOW == true lite_create_actor_window end # START LITE METHOD def lite_create_actor_window member = [] @item_max = $game_party.members.size for actor in $game_party.members member.push ((actor.name) + " Lv." + (actor.level.to_s)) if Wor_Litemenu::SHOW_LV == true member.push (actor.name) if Wor_Litemenu::SHOW_LV == false end @status_window = Window_Command.new(Wor_Litemenu::CHARA_WINDOW_WIDTH, member) @status_window.index = @menu_index @status_window.x = (554 /2) - (@status_window.width/2) @status_window.y = Wor_Litemenu::CHARA_WINDOW_Y @status_window.visible = false end
def lite_get_map_name mapdata = load_data("Data/MapInfos.rvdata") map_id = $game_map.map_id @map_name = mapdata[map_id].name end def lite_draw_currency_value(value, x, y, width) cx = @location_window.contents.text_size(Vocab::gold).width @location_window.contents.font.color = @location_window.normal_color @location_window.contents.draw_text(x+53, y, @location_window.width+cx, 24, value, 0) @location_window.contents.font.color = @location_window.system_color @location_window.contents.draw_text(x+(($game_party.gold).to_s.size * 8)+68, y, @location_window.width, 24, Vocab::gold, 0) end def lite_create_location_window width = 300 height = 90 x = (554 /2) - (width/2) y = Wor_Litemenu::LOCATION_WINDOW_Y @location_window = Window_Base.new(x, y, width, height) @location_window.create_contents lite_get_map_name @location_window.contents.font.color = @location_window.system_color @location_window.contents.draw_text(0, 0, 300, 24, Wor_Litemenu::VOCAB_GOLD) @location_window.contents.font.color = @location_window.normal_color lite_draw_currency_value($game_party.gold, 4, 0, Wor_Litemenu::GOLD_TEXT_X) @location_window.contents.font.color = @location_window.system_color @location_window.contents.draw_text(0, 32, 300, 24, Wor_Litemenu::VOCAB_LOCATION) @location_window.contents.font.color = @location_window.normal_color @location_window.contents.draw_text(Wor_Litemenu::LOCATION_TEXT_X, 32, 300, 24, @map_name) end
# END LITE METHOD
def terminate super dispose_menu_background @command_window.dispose @location_window.dispose if @location_window @status_window.dispose end def update super update_menu_background @command_window.update if @command_window.active update_command_selection elsif @status_window.active @status_window.update 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(200, [s1, s2, s3, s4, s5, s6],2,3) @command_window.index = @menu_index @command_window.x = (554 /2) - (@command_window.width/2) #167 @command_window.y = Wor_Litemenu::MENU_WINDOW_Y 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 start_actor_selection @command_window.active = false @status_window.visible = true @status_window.active = true @status_window.index = 0 end
def end_actor_selection @command_window.active = true @status_window.visible = false @status_window.active = false @status_window.index = -1 end end Edit Raito-san: Veuillez s'il vous plait mettre les balises Codes. |
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