Version 1.2 : -> Les Windows sot plus petites. -> Le Scene_End (Quitter) se fait dans le menu ! -> Affichage de fenêtres comportant plus d'infos sur les persos en appuyant sur Haut et Bas (lors de leur choix) -> Flèche pour indiquer si il y a plus de 3 persos !
Version 1.5 : - Affichage des 4 persos en même temps - Affichage d'une icone pour le heros de la classe - Centrage de la fenêtre "Quitter" - Affichage de "Map" à la place d' "Argent" . - Affichage des barres de HP/MP seule (sans texte)
Screens : Version 1.0 :
Version 1.2 :
Version 1.3 :
Version 1.5 :
Script : LIEN
Shop_Type:
Permet le classement des objets vendus en magasin, en 3 groupes : Objets, Armes et Armures.
Bon je recherche ce script pour VX depuis un petit moment mais il existe pas, donc je vais inaugurer ton topic en te demandant ceci, si tu y arrives bien-sûr.
#--------------------- #Choix Animations de Combat #---------------------
#Ces textes affiche le choix pour afficher les animations de combats ou pas... ANI_TITLE = "Animations" ANI_HELP = "Animations durant le combat" ANI_ON = "Montrer" ANI_OFF = "Cacher"
module Vocab def self.game_end return YE::SYSTEM::TITLE end end
module Cache def self.windows(filename) load_bitmap("Graphics/Windows/", filename) end end
module RPG
class BGM < AudioFile def play if @name.empty? Audio.bgm_stop @@last = BGM.new else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] end Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch) @@last = self end end #Play end # BGM
class ME < AudioFile def play if @name.empty? Audio.me_stop else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] end Audio.me_play("Audio/ME/" + @name, vol, @pitch) end end end # ME
class SE < AudioFile def play unless @name.empty? vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] end Audio.se_play("Audio/SE/" + @name, vol, @pitch) end end def self.stop Audio.se_stop end end # SE
class BGS < AudioFile def play if @name.empty? Audio.bgs_stop @@last = BGS.new else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] end Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch) @@last = self end end end # BGS
end # RPG
#=============================================================================== # Game Player #===============================================================================
class Game_Player < Game_Character
#-------------------------------------------------------------------------- # alias dash? #-------------------------------------------------------------------------- alias dash_mso dash? unless $@ def dash? if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] return false if @move_route_forcing return false if $game_map.disable_dash? return false if in_vehicle? return false if Input.press?(Input::A) return true else dash_mso end end
#-------------------------------------------------------------------------- # update windowskin #-------------------------------------------------------------------------- def update_windowskin if $game_variables != nil winvar = YE::SYSTEM::WINDOW_VARIABLE if $game_variables[winvar] == 0 $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW elsif !YE::SYSTEM::WINDOW_HASH.include?($game_variables[winvar]) $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW end mso_windowskin = YE::SYSTEM::WINDOW_HASH[$game_variables[winvar]] else mso_windowskin = YE::SYSTEM::WINDOW_HASH[YE::SYSTEM::DEFAULT_WINDOW] end self.windowskin = Cache.windows(mso_windowskin) end
end
#=============================================================================== # Window Base #===============================================================================
class Window_Base < Window
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_window_mso initialize unless $@ def initialize(x, y, width, height) initialize_window_mso(x, y, width, height) self.update_windowskin end
#-------------------------------------------------------------------------- # alias update show fast #-------------------------------------------------------------------------- alias update_show_fast_mso update_show_fast unless $@ def update_show_fast if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] if self.pause or self.openness < 255 @show_fast = false else @show_fast = true end if @show_fast and @wait_count > 0 @wait_count -= 1 end else update_show_fast_mso end end
if $worale != nil if $worale["NMS"] #-------------------------------------------------------------------------- # alias draw_name #-------------------------------------------------------------------------- alias draw_name_mso draw_name unless $@ def draw_name(name, x, y) draw_name_mso(name, x, y) @namebox.update_windowskin end end end
end
#=============================================================================== # Window System #===============================================================================
#=============================================================================== # Modern Algebra ATS Compatibility #===============================================================================
class Window_FaceBox < Window_Base unless method_defined?(:initialize)
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_fb_mso initialize unless $@ def initialize initialize_fb_mso self.update_windowskin end
end end
class Window_NameBox < Window_Base unless method_defined?(:initialize)
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_nb_mso initialize unless $@ def initialize(string = '') initialize_nb_mso(string) self.update_windowskin end
end end
class Window_ChoiceBox < Window_Command unless method_defined?(:initialize)
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_cb_mso initialize unless $@ def initialize initialize_cb_mso self.update_windowskin end
end end
class Window_Message < Window_Selectable unless method_defined?(:initialize)
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_wm_mso initialize unless $@ def initialize initialize_wm_mso self.update_windowskin end
#-------------------------------------------------------------------------- # Post-Start Processing #-------------------------------------------------------------------------- def post_start super end
#-------------------------------------------------------------------------- # Pre-termination Processing #-------------------------------------------------------------------------- def pre_terminate super end
#-------------------------------------------------------------------------- # Termination Processing #-------------------------------------------------------------------------- def terminate super @help_window.dispose @system_window.dispose @bgm_vol_window.dispose @sfx_vol_window.dispose @bgs_vol_window.dispose dispose_menu_background end
#-------------------------------------------------------------------------- # Update Help #-------------------------------------------------------------------------- def update_help @help_window.contents.clear case @system_window.index when 0; text = YE::SYSTEM::WINDOW_HELP when 1; text = YE::SYSTEM::BGM_HELP when 2; text = YE::SYSTEM::SFX_HELP when 3; text = YE::SYSTEM::BGS_HELP when 4; text = YE::SYSTEM::ANI_HELP when 5; text = YE::SYSTEM::AUTO_DASH_HELP when 6; text = YE::SYSTEM::INSTANT_TEXT_HELP when 7; text = YE::SYSTEM::RETURN_TITLE_HELP when 8; text = YE::SYSTEM::RETURN_MENU_HELP end @help_window.contents.draw_text(4, 0, 504, 24, text, 0) end
#-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @system_window.update
if @last_index != @system_window.index @last_index = @system_window.index update_help end
if Input.trigger?(Input::B) Sound.play_cancel return_scene else #--- if Input.repeat?(Input::LEFT) and @system_window.index == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] -= 1 if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] = 1 else Sound.play_cursor end @system_window.refresh @system_window.update_windowskin @help_window.update_windowskin elsif Input.repeat?(Input::RIGHT) and @system_window.index == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] += 1 if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] > YE::SYSTEM::WINDOW_HASH.size $game_variables[YE::SYSTEM::WINDOW_VARIABLE] = YE::SYSTEM::WINDOW_HASH.size else Sound.play_cursor end @system_window.refresh @system_window.update_windowskin @help_window.update_windowskin #--- elsif Input.repeat?(Input::LEFT) and @system_window.index == 1 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 100 end Sound.play_cursor @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::RIGHT) and @system_window.index == 1 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 0 end Sound.play_cursor @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::L) and @system_window.index == 1 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true end Sound.play_decision @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::R) and @system_window.index == 1 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true end Sound.play_decision @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::LEFT) and @system_window.index == 2 if Input.press?(Input::A) $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 100 end Sound.play_cursor @sfx_vol_window.refresh elsif Input.repeat?(Input::RIGHT) and @system_window.index == 2 if Input.press?(Input::A) $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 0 end Sound.play_cursor @sfx_vol_window.refresh elsif Input.trigger?(Input::L) and @system_window.index == 2 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true end Sound.play_decision @sfx_vol_window.refresh elsif Input.trigger?(Input::R) and @system_window.index == 2 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true end Sound.play_decision @sfx_vol_window.refresh elsif Input.repeat?(Input::LEFT) and @system_window.index == 3 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 100 end Sound.play_cursor @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::RIGHT) and @system_window.index == 3 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 0 end Sound.play_cursor @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::L) and @system_window.index == 3 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true end Sound.play_decision @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::R) and @system_window.index == 3 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true end Sound.play_decision @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::LEFT) and @system_window.index == 4 $game_switches[YE::SYSTEM::ANI_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 4 $game_switches[YE::SYSTEM::ANI_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::LEFT) and @system_window.index == 5 $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 5 $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::LEFT) and @system_window.index == 6 $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 6 $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::C) and @system_window.index == 7 Sound.play_decision RPG::BGM.fade(800) RPG::BGS.fade(800) RPG::ME.fade(800) $scene = Scene_Title.new Graphics.fadeout(60) elsif Input.trigger?(Input::C) and @system_window.index == 8 Sound.play_cancel return_scene end #--- end end
end
#=============================================================================== # # Fin du script # #==============================================================================
# - Alias: Window_Base: Afficher les Fenêtres et les messages
# - Alias: Scene_Battle : Reçois les infos des animations
# - Remplace : Scene_End: Tout cela
# - Remplace : Vocab: game_end#
=end
$imported = {} if $imported == nil $imported["MenuSystemOptions"] = true
module YE module SYSTEM
#Nom qui va apparaître dans le menu de votre jeu. #Mettez par exemple : "Options" TITLE = "Options" #--------------------- #Configuration de la Fenêtre #---------------------
#--------------------- #Choix Animations de Combat #---------------------
#Ces textes affiche le choix pour afficher les animations de combats ou pas... ANI_TITLE = "Animations" ANI_HELP = "Animations durant le combat" ANI_ON = "Montrer" ANI_OFF = "Cacher"
module Vocab def self.game_end return YE::SYSTEM::TITLE end end
module Cache def self.windows(filename) load_bitmap("Graphics/Windows/", filename) end end
module RPG
class BGM < AudioFile def play if @name.empty? Audio.bgm_stop @@last = BGM.new else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] end Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch) @@last = self end end #Play end # BGM
class ME < AudioFile def play if @name.empty? Audio.me_stop else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] end Audio.me_play("Audio/ME/" + @name, vol, @pitch) end end end # ME
class SE < AudioFile def play unless @name.empty? vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] end Audio.se_play("Audio/SE/" + @name, vol, @pitch) end end def self.stop Audio.se_stop end end # SE
class BGS < AudioFile def play if @name.empty? Audio.bgs_stop @@last = BGS.new else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] end Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch) @@last = self end end end # BGS
end # RPG
#=============================================================================== # Game Player #===============================================================================
class Game_Player < Game_Character
#-------------------------------------------------------------------------- # alias dash? #-------------------------------------------------------------------------- alias dash_mso dash? unless $@ def dash? if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] return false if @move_route_forcing return false if $game_map.disable_dash? return false if in_vehicle? return false if Input.press?(Input::A) return true else dash_mso end end
#-------------------------------------------------------------------------- # update windowskin #-------------------------------------------------------------------------- def update_windowskin if $game_variables != nil winvar = YE::SYSTEM::WINDOW_VARIABLE if $game_variables[winvar] == 0 $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW elsif !YE::SYSTEM::WINDOW_HASH.include?($game_variables[winvar]) $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW end mso_windowskin = YE::SYSTEM::WINDOW_HASH[$game_variables[winvar]] else mso_windowskin = YE::SYSTEM::WINDOW_HASH[YE::SYSTEM::DEFAULT_WINDOW] end self.windowskin = Cache.windows(mso_windowskin) end
end
#=============================================================================== # Window Base #===============================================================================
class Window_Base < Window
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_window_mso initialize unless $@ def initialize(x, y, width, height) initialize_window_mso(x, y, width, height) self.update_windowskin end
#-------------------------------------------------------------------------- # alias update show fast #-------------------------------------------------------------------------- alias update_show_fast_mso update_show_fast unless $@ def update_show_fast if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] if self.pause or self.openness < 255 @show_fast = false else @show_fast = true end if @show_fast and @wait_count > 0 @wait_count -= 1 end else update_show_fast_mso end end
if $worale != nil if $worale["NMS"] #-------------------------------------------------------------------------- # alias draw_name #-------------------------------------------------------------------------- alias draw_name_mso draw_name unless $@ def draw_name(name, x, y) draw_name_mso(name, x, y) @namebox.update_windowskin end end end
end
#=============================================================================== # Window System #===============================================================================
#=============================================================================== # Modern Algebra ATS Compatibility #===============================================================================
class Window_FaceBox < Window_Base unless method_defined?(:initialize)
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_fb_mso initialize unless $@ def initialize initialize_fb_mso self.update_windowskin end
end end
class Window_NameBox < Window_Base unless method_defined?(:initialize)
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_nb_mso initialize unless $@ def initialize(string = '') initialize_nb_mso(string) self.update_windowskin end
end end
class Window_ChoiceBox < Window_Command unless method_defined?(:initialize)
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_cb_mso initialize unless $@ def initialize initialize_cb_mso self.update_windowskin end
end end
class Window_Message < Window_Selectable unless method_defined?(:initialize)
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_wm_mso initialize unless $@ def initialize initialize_wm_mso self.update_windowskin end
#-------------------------------------------------------------------------- # Post-Start Processing #-------------------------------------------------------------------------- def post_start super end
#-------------------------------------------------------------------------- # Pre-termination Processing #-------------------------------------------------------------------------- def pre_terminate super end
#-------------------------------------------------------------------------- # Termination Processing #-------------------------------------------------------------------------- def terminate super @help_window.dispose @system_window.dispose @bgm_vol_window.dispose @sfx_vol_window.dispose @bgs_vol_window.dispose dispose_menu_background end
#-------------------------------------------------------------------------- # Update Help #-------------------------------------------------------------------------- def update_help @help_window.contents.clear case @system_window.index when 0; text = YE::SYSTEM::WINDOW_HELP when 1; text = YE::SYSTEM::BGM_HELP when 2; text = YE::SYSTEM::SFX_HELP when 3; text = YE::SYSTEM::BGS_HELP when 4; text = YE::SYSTEM::ANI_HELP when 5; text = YE::SYSTEM::AUTO_DASH_HELP when 6; text = YE::SYSTEM::INSTANT_TEXT_HELP when 7; text = YE::SYSTEM::RETURN_TITLE_HELP when 8; text = YE::SYSTEM::RETURN_MENU_HELP end @help_window.contents.draw_text(4, 0, 504, 24, text, 0) end
#-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @system_window.update
if @last_index != @system_window.index @last_index = @system_window.index update_help end
if Input.trigger?(Input::B) Sound.play_cancel return_scene else #--- if Input.repeat?(Input::LEFT) and @system_window.index == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] -= 1 if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] = 1 else Sound.play_cursor end @system_window.refresh @system_window.update_windowskin @help_window.update_windowskin elsif Input.repeat?(Input::RIGHT) and @system_window.index == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] += 1 if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] > YE::SYSTEM::WINDOW_HASH.size $game_variables[YE::SYSTEM::WINDOW_VARIABLE] = YE::SYSTEM::WINDOW_HASH.size else Sound.play_cursor end @system_window.refresh @system_window.update_windowskin @help_window.update_windowskin #--- elsif Input.repeat?(Input::LEFT) and @system_window.index == 1 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 100 end Sound.play_cursor @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::RIGHT) and @system_window.index == 1 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 0 end Sound.play_cursor @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::L) and @system_window.index == 1 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true end Sound.play_decision @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::R) and @system_window.index == 1 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true end Sound.play_decision @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::LEFT) and @system_window.index == 2 if Input.press?(Input::A) $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 100 end Sound.play_cursor @sfx_vol_window.refresh elsif Input.repeat?(Input::RIGHT) and @system_window.index == 2 if Input.press?(Input::A) $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 0 end Sound.play_cursor @sfx_vol_window.refresh elsif Input.trigger?(Input::L) and @system_window.index == 2 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true end Sound.play_decision @sfx_vol_window.refresh elsif Input.trigger?(Input::R) and @system_window.index == 2 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true end Sound.play_decision @sfx_vol_window.refresh elsif Input.repeat?(Input::LEFT) and @system_window.index == 3 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 100 end Sound.play_cursor @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::RIGHT) and @system_window.index == 3 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 0 end Sound.play_cursor @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::L) and @system_window.index == 3 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true end Sound.play_decision @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::R) and @system_window.index == 3 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true end Sound.play_decision @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::LEFT) and @system_window.index == 4 $game_switches[YE::SYSTEM::ANI_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 4 $game_switches[YE::SYSTEM::ANI_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::LEFT) and @system_window.index == 5 $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 5 $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::LEFT) and @system_window.index == 6 $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 6 $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::C) and @system_window.index == 7 Sound.play_decision RPG::BGM.fade(800) RPG::BGS.fade(800) RPG::ME.fade(800) $scene = Scene_Title.new Graphics.fadeout(60) elsif Input.trigger?(Input::C) and @system_window.index == 8 Sound.play_cancel return_scene end #--- end end
end
#=============================================================================== # # Fin du script # #===========================================================================
# - Alias: Window_Base: Afficher les Fenêtres et les messages
# - Alias: Scene_Battle : Reçois les infos des animations
# - Remplace : Scene_End: Tout cela
# - Remplace : Vocab: game_end#
=end
$imported = {} if $imported == nil $imported["MenuSystemOptions"] = true
module YE module SYSTEM
#Nom qui va apparaître dans le menu de votre jeu. #Mettez par exemple : "Options" TITLE = "Options" #--------------------- #Configuration de la Fenêtre #---------------------
#--------------------- #Choix Animations de Combat #---------------------
#Ces textes affiche le choix pour afficher les animations de combats ou pas... ANI_TITLE = "Animations" ANI_HELP = "Animations durant le combat" ANI_ON = "Montrer" ANI_OFF = "Cacher"
module Vocab def self.game_end return YE::SYSTEM::TITLE end end
module Cache def self.windows(filename) load_bitmap("Graphics/Windows/", filename) end end
module RPG
class BGM < AudioFile def play if @name.empty? Audio.bgm_stop @@last = BGM.new else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] end Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch) @@last = self end end #Play end # BGM
class ME < AudioFile def play if @name.empty? Audio.me_stop else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] end Audio.me_play("Audio/ME/" + @name, vol, @pitch) end end end # ME
class SE < AudioFile def play unless @name.empty? vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] end Audio.se_play("Audio/SE/" + @name, vol, @pitch) end end def self.stop Audio.se_stop end end # SE
class BGS < AudioFile def play if @name.empty? Audio.bgs_stop @@last = BGS.new else vol = @volume if $game_variables != nil vol *= 100 - $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] end Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch) @@last = self end end end # BGS
end # RPG
#=============================================================================== # Game Player #===============================================================================
class Game_Player < Game_Character
#-------------------------------------------------------------------------- # alias dash? #-------------------------------------------------------------------------- alias dash_mso dash? unless $@ def dash? if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] return false if @move_route_forcing return false if $game_map.disable_dash? return false if in_vehicle? return false if Input.press?(Input::A) return true else dash_mso end end
#-------------------------------------------------------------------------- # update windowskin #-------------------------------------------------------------------------- def update_windowskin if $game_variables != nil winvar = YE::SYSTEM::WINDOW_VARIABLE if $game_variables[winvar] == 0 $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW elsif !YE::SYSTEM::WINDOW_HASH.include?($game_variables[winvar]) $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW end mso_windowskin = YE::SYSTEM::WINDOW_HASH[$game_variables[winvar]] else mso_windowskin = YE::SYSTEM::WINDOW_HASH[YE::SYSTEM::DEFAULT_WINDOW] end self.windowskin = Cache.windows(mso_windowskin) end
end
#=============================================================================== # Window Base #===============================================================================
class Window_Base < Window
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_window_mso initialize unless $@ def initialize(x, y, width, height) initialize_window_mso(x, y, width, height) self.update_windowskin end
#-------------------------------------------------------------------------- # alias update show fast #-------------------------------------------------------------------------- alias update_show_fast_mso update_show_fast unless $@ def update_show_fast if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] if self.pause or self.openness < 255 @show_fast = false else @show_fast = true end if @show_fast and @wait_count > 0 @wait_count -= 1 end else update_show_fast_mso end end
if $worale != nil if $worale["NMS"] #-------------------------------------------------------------------------- # alias draw_name #-------------------------------------------------------------------------- alias draw_name_mso draw_name unless $@ def draw_name(name, x, y) draw_name_mso(name, x, y) @namebox.update_windowskin end end end
end
#=============================================================================== # Window System #===============================================================================
#=============================================================================== # Modern Algebra ATS Compatibility #===============================================================================
class Window_FaceBox < Window_Base unless method_defined?(:initialize)
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_fb_mso initialize unless $@ def initialize initialize_fb_mso self.update_windowskin end
end end
class Window_NameBox < Window_Base unless method_defined?(:initialize)
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_nb_mso initialize unless $@ def initialize(string = '') initialize_nb_mso(string) self.update_windowskin end
end end
class Window_ChoiceBox < Window_Command unless method_defined?(:initialize)
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_cb_mso initialize unless $@ def initialize initialize_cb_mso self.update_windowskin end
end end
class Window_Message < Window_Selectable unless method_defined?(:initialize)
#-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_wm_mso initialize unless $@ def initialize initialize_wm_mso self.update_windowskin end
#-------------------------------------------------------------------------- # Post-Start Processing #-------------------------------------------------------------------------- def post_start super end
#-------------------------------------------------------------------------- # Pre-termination Processing #-------------------------------------------------------------------------- def pre_terminate super end
#-------------------------------------------------------------------------- # Termination Processing #-------------------------------------------------------------------------- def terminate super @help_window.dispose @system_window.dispose @bgm_vol_window.dispose @sfx_vol_window.dispose @bgs_vol_window.dispose dispose_menu_background end
#-------------------------------------------------------------------------- # Update Help #-------------------------------------------------------------------------- def update_help @help_window.contents.clear case @system_window.index when 0; text = YE::SYSTEM::WINDOW_HELP when 1; text = YE::SYSTEM::BGM_HELP when 2; text = YE::SYSTEM::SFX_HELP when 3; text = YE::SYSTEM::BGS_HELP when 4; text = YE::SYSTEM::ATB_TEXT_HELP when 5; text = YE::SYSTEM::ANI_HELP when 6; text = YE::SYSTEM::AUTO_DASH_HELP when 7; text = YE::SYSTEM::INSTANT_TEXT_HELP when 8; text = YE::SYSTEM::RETURN_TITLE_HELP when 9; text = YE::SYSTEM::RETURN_MENU_HELP end @help_window.contents.draw_text(4, 0, 504, 24, text, 0) end
#-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @system_window.update
if @last_index != @system_window.index @last_index = @system_window.index update_help end
if Input.trigger?(Input::B) Sound.play_cancel return_scene else #--- if Input.repeat?(Input::LEFT) and @system_window.index == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] -= 1 if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] = 1 else Sound.play_cursor end @system_window.refresh @system_window.update_windowskin @help_window.update_windowskin elsif Input.repeat?(Input::RIGHT) and @system_window.index == 0 $game_variables[YE::SYSTEM::WINDOW_VARIABLE] += 1 if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] > YE::SYSTEM::WINDOW_HASH.size $game_variables[YE::SYSTEM::WINDOW_VARIABLE] = YE::SYSTEM::WINDOW_HASH.size else Sound.play_cursor end @system_window.refresh @system_window.update_windowskin @help_window.update_windowskin #--- elsif Input.repeat?(Input::LEFT) and @system_window.index == 1 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 100 end Sound.play_cursor @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::RIGHT) and @system_window.index == 1 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 0 end Sound.play_cursor @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::L) and @system_window.index == 1 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true end Sound.play_decision @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::R) and @system_window.index == 1 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true end Sound.play_decision @bgm_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::LEFT) and @system_window.index == 2 if Input.press?(Input::A) $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 100 end Sound.play_cursor @sfx_vol_window.refresh elsif Input.repeat?(Input::RIGHT) and @system_window.index == 2 if Input.press?(Input::A) $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 0 end Sound.play_cursor @sfx_vol_window.refresh elsif Input.trigger?(Input::L) and @system_window.index == 2 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true end Sound.play_decision @sfx_vol_window.refresh elsif Input.trigger?(Input::R) and @system_window.index == 2 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true end Sound.play_decision @sfx_vol_window.refresh elsif Input.repeat?(Input::LEFT) and @system_window.index == 3 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 10 else $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 1 end if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] >= 100 $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 100 end Sound.play_cursor @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.repeat?(Input::RIGHT) and @system_window.index == 3 if Input.press?(Input::A) $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 10 else $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 1 end if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] <= 0 $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 0 end Sound.play_cursor @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::L) and @system_window.index == 3 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true end Sound.play_decision @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::R) and @system_window.index == 3 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false else $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true end Sound.play_decision @bgs_vol_window.refresh RPG::BGM.last.play RPG::BGS.last.play elsif Input.trigger?(Input::C) and @system_window.index == 4 Sound.play_decision @system_window.refresh $scene = Scene_ATB.new elsif Input.trigger?(Input::LEFT) and @system_window.index == 5 $game_switches[YE::SYSTEM::ANI_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 5 $game_switches[YE::SYSTEM::ANI_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::LEFT) and @system_window.index == 6 $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 6 $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::LEFT) and @system_window.index == 7 $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = true Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::RIGHT) and @system_window.index == 7 $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = false Sound.play_decision @system_window.refresh elsif Input.trigger?(Input::C) and @system_window.index == 8 Sound.play_decision RPG::BGM.fade(800) RPG::BGS.fade(800) RPG::ME.fade(800) $scene = Scene_Title.new Graphics.fadeout(60) elsif Input.trigger?(Input::C) and @system_window.index == 9 Sound.play_cancel return_scene end #--- end end
end
#=============================================================================== # # Fin du script # #===========================================================================
Pour ne pas afficher ATB Options dans le menu, mettez false à la ligne 189 du script ATB Configuration.
#=============================================================================== # # Yanfly Engine Zealous - Main Menu Zealous # Last Date Updated: 2010.02.01 # Level: Normal, Hard, Lunatic # # This script allows for menu item reordering along with importing in custom # script scenes with ease so that there becomes little need to change the base # menu script in order to add in a few items. This is a YEZ version of the # popular KGC Custom Menu Command. No credits will be taken on part of my own # behalf for the work KGC did. All I merely did was use it to extend the # capabilities of adding in common events, imported commands, and beefed up # engine efficiency. # #=============================================================================== # Updates # ----------------------------------------------------------------------------- # o 2010.02.01 - CG Gallery Compatibility. # o 2010.01.10 - Job System: Passives Compatibility. # o 2010.01.05 - Job System: Classes Compatibility. # o 2009.12.27 - Weapon Mastery Skills Compatibility. # o 2009.12.24 - Party Selection System Compatibility. # o 2009.12.21 - Started script and Finished. #=============================================================================== # Instructions # ----------------------------------------------------------------------------- # To install this script, open up your script editor and copy/paste this script # to an open slot below ? Materials but above ? Main. Considering the special # nature of this script, it is highly recommended that you place this script # above all non-core scripts. Remember to save. # # Scroll down and edit the module as you see fitting for your game. # # ----------------------------------------------------------------------------- # Debug Shortcuts - Only during $TEST and $BTEST mode # ----------------------------------------------------------------------------- # During testplay mode, pressing F5 while the main menu is active will fill # all party members' HP and MP to full. # #=============================================================================== # Compatibility # ----------------------------------------------------------------------------- # - Works With: Many KGC, YERD, and YEZ scripts. # ----------------------------------------------------------------------------- # Note: This script may not work with former Yanfly Engine ReDux scripts. # Use Yanfly Engine Zealous scripts to work with this if available. #===============================================================================
$imported = {} if $imported == nil $imported["MainMenuZealous"] = true
module YEZ module MENU
#=========================================================================== # Menu Commands # ------------------------------------------------------------------------- # Adjust the following hash to modify which commands will appear where. Use # the following table to input in the commands as you see fit. # # :items ..........Default Item Menu # :skill ..........Default Skill Menu # :equip ..........Default Equip menu # :status .........Default Status Menu # :save ...........Default Save Menu # :system .........Default Game End Menu # # For the YEZ imported scripts. # # :formations .....Requires YEZ Formation Macros # :party ..........Requires YEZ Party Selection System # :mastery ........Requires YEZ Weapon Mastery Skills # :class ..........Requires YEZ Job System: Classes # :passives .......Requires YEZ Job System: Passives # :cg_gallery .....Requires YEZ CG Gallery # # For those that have imported KGC scripts. # # :kgc_largeparty .Requires KGC's Large Party # :kgc_apviewer ...Requires KGC's Equip Learn Skill # :kgc_skillcp ....Requires KGC's Skill CP System # :kgc_difficulty .Requires KGC's Battle Difficulty # :kgc_distribute .Requires KGC's Distribute Parameter # :kgc_enemyguide .Requires KGC's Enemy Guide # :kgc_outline ....Requires KGC's Outline # # For those who are still attached to the YERD scripts. # # :yerd_classchange .Requires YERD Subclass Selection System # :yerd_learnskill ..Requires YERD Subclass Selection System # :yerd_equipslots ..Requires YERD Equip Skill Slots # :yerd_bestiary ....Requires YERD Bestiary + Scanned Enemy #=========================================================================== MENU_COMMANDS =[ # Follow the instructions above. :items, # Default Item Menu :status, # Default Status Menu :skill, # Default Skill Menu :equip, # Default Equip menu :save, # Default Save Menu :system, # Default Game End Menu ] # Do not remove this.
# This will determine whether or not your menu uses icons. USE_ICONS = true
# If you're using icons, adjust the following hash to bind the right icons # to the right command. MENU_ICONS ={ # If an icon is not present, it will use the unused icon. :unused => 176, :items => 144, :skill => 159, :equip => 44, :status => 137, :save => 149, :system => 134, } # Do not remove this.
# This is the maximum number of rows to be displayed before the command # box will be cut off. MAX_ROWS = 10
# Set the alignment for the text in your menu. By default, alignment is 0. # 0..Left Align, 1..Center Align, 2..Right Align ALIGN = 0
# Setting this to true will cause the menu to shift to the right side of # the screen while moving the party status window over to the left side. MENU_RIGHT_SIDE = true
# If this is set to true, the menu will not obscure the map until actor # selection is required. Events on the map will be frozen in place. ON_SCREEN_MENU = true
#=========================================================================== # Custom Menu Command - Lunatic Mode - Common Events # ------------------------------------------------------------------------- # For those who would like to launch command events from the main menu, # modify this hash here to fit your liking. Then, add in the newly added # method to the MENU_COMMANDS array above. # # HideSw - This is the hide switch. Set to nil to not use a switch. # DisbSw - This is the disable switch. Set to nil to not use a switch. # Debug? - This item will only appear if it's $TEST mode. # CEvent - This is the common event that will launch. # Icon - This is the icon used if the option is given. # Title - This is the text that will appear. #=========================================================================== COMMON_EVENTS ={ # Follow the instructions above. # Method => [HideSw, DisbSw, Debug?, CEvent, Icon, Title Name] :event1 => [ nil, nil, true, 9, 101, "Debug"], :event2 => [ nil, nil, false, 10, 117, "Camp"], } # Do not remove this.
#=========================================================================== # Custom Menu Command - Lunatic Mode - Imported Commands # ------------------------------------------------------------------------- # The following is what KGC originally was going to have in his script but # was actually missing it in his publicized script. This will regain # functionality and also lift the "limit" of only 100 extra commands. The # following will explain how to set up the individual options. # # HideSw - Switch used to hide the command. Set to nil if not used. # DisbSw - Switch used to disable the command. Set to nil if not used. # Actor? - Does this select an actor. Set to true if it does. # Icon - Determines what icon will be used for this item. # Title - The title text that appears for the event. # Scene - The scene used to launch the respective scene. # # Note that this does not automatically detect what will and will not # disable the command ingame. You must understand and create a work # around with them (if they do disable the commands) with switches. # After binding your imported commands, go back to MENU_COMMANDS and # insert the proper command ID at the proper location. #=========================================================================== IMPORTED_COMMANDS ={ # Follow the instructions above. # Method => [HideSw, DisbSw, Actor?, Icon, Title Name, Scene Name.new] :quests => [ 8, 9, false, 99, "Quests", "Scene_Quest"], :faction => [ 10, 11, false, 100, "Factions", "Scene_Factions"], :row => [ nil, nil, false, 101, "Rows", "Scene_Row"], :record => [ nil, nil, false, 102, "Records", "Scene_Record"], :craft => [ nil, nil, false, 103, "Crafting", "Scene_Crafting"], } # Do not remove this.
#=========================================================================== # Multi Variable Window # ------------------------------------------------------------------------- # Imported straight from Scene Menu ReDux, this alters the gold window at # the bottom to display variables, time, steps, etc. #=========================================================================== USE_MULTI_VARIABLE_WINDOW = true
# Variables will be shown in this order. Use 0 to show gold. Adjust the # following information as seen necessary. VARIABLES_SHOWN = [-5, -1, -2, 0] VARIABLES_ICONS = true VARIABLES_HASH ={ # Note that value zero must exist. # VarID => [Icon, Text] -5 => [ 153, "Map"], -2 => [ 48, "Pas"], -1 => [ 188, "Temps"], 0 => [ 205, "Gold"], 1 => [ 200, "Jewels"], }# Do not remove this.
end # MENU end # YEZ
#=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #===============================================================================
#-------------------------------------------------------------------------- # new method: create_command_list #-------------------------------------------------------------------------- def create_command_list vocab = [] commands = [] icons = [] index_list = {} YEZ::MENU::MENU_COMMANDS.each_with_index { |c,i| case c when :items index_list[:items] = commands.size vocab.push(Vocab.item)
when :skill # Skills index_list[:skill] = commands.size vocab.push(Vocab.skill)
when :equip # Equip index_list[:equip] = commands.size vocab.push(Vocab.equip)
when :status # Status index_list[:status] = commands.size vocab.push(Vocab.status)
when :save # Save index_list[:save] = commands.size vocab.push(Vocab.save)
when :system # System index_list[:system] = commands.size vocab.push(Vocab.game_end)
#----- YEZ Imported scripts -----
when :formations # BEZ Formation Macros next unless $imported["FormationMacros"] next unless $game_switches[YEZ::MACRO::ENABLE_SWITCH] $game_party.members.size > 1 index_list[:formations] = commands.size @command_formations = commands.size vocab.push(YEZ::MACRO::TITLE)
when :party # Party Selection System next unless $imported["PartySelectionSystem"] next unless $game_switches[YEZ::PARTY::ENABLE_SWITCH] next unless $game_party.members.size > 1 index_list[:party] = commands.size @command_party = commands.size vocab.push(YEZ::PARTY::TITLE)
when :mastery # Weapon Mastery Skills next unless $imported["WeaponMasterySkills"] index_list[:mastery] = commands.size @command_mastery = commands.size vocab.push(YEZ::WEAPON_MASTERY::TITLE)
when :class # Job System: Classes next unless $imported["JobSystemClasses"] next unless $game_switches[YEZ::JOB::ENABLE_1STCLASS_SWITCH] or $game_switches[YEZ::JOB::ENABLE_SUBCLASS_SWITCH] index_list[:class] = commands.size @command_class = commands.size vocab.push(YEZ::JOB::CLASS_TITLE)
when :passives # Job System: Passives next unless $imported["JobSystemPassives"] next unless $game_switches[YEZ::JOB::ENABLE_PASSIVE_SWITCH] index_list[:passives] = commands.size @command_passives = commands.size vocab.push(YEZ::JOB::PASSIVE_TITLE)
when :cg_gallery # CG Gallery next unless $imported["CGGallery"] next unless $game_switches[YEZ::GALLERY::CG_ENABLE_SWITCH] index_list[:cg_gallery] = commands.size @command_cg_gallery = commands.size vocab.push(YEZ::GALLERY::CG_TITLE)
#----- KGC Imported scripts -----
when :kgc_largeparty # KGC's Large Party next unless $imported["LargeParty"] index_list[:partyform] = commands.size @__command_partyform_index = commands.size vocab.push(Vocab.partyform)
when :kgc_apviewer # KGC's AP Viewer next unless $imported["EquipLearnSkill"] index_list[:ap_viewer] = commands.size @__command_ap_viewer_index = commands.size vocab.push(Vocab.ap_viewer)
when :kgc_skillcp # KGC's CP Skill System next unless $imported["SkillCPSystem"] index_list[:set_battle_skill] = commands.size @__command_set_battle_skill_index = commands.size vocab.push(Vocab.set_battle_skill)
when :kgc_difficulty # KGC's Battle Difficulty next unless $imported["BattleDifficulty"] index_list[:set_difficulty] = commands.size @__command_set_difficulty_index = commands.size vocab.push(KGC::BattleDifficulty.get[:name])
when :kgc_distribute # KGC's Distribute Parameter next unless $imported["DistributeParameter"] index_list[:distribute_parameter] = commands.size @__command_distribute_parameter_index = commands.size vocab.push(Vocab.distribute_parameter)
when :kgc_enemyguide # KGC's Enemy Guide next unless $imported["EnemyGuide"] index_list[:enemy_guide] = commands.size @__command_enemy_guide_index = commands.size vocab.push(Vocab.enemy_guide)
when :kgc_outline # KGC's Outline next unless $imported["Outline"] index_list[:outline] = commands.size @__command_outline_index = commands.size vocab.push(Vocab.outline)
#----- YERD Imported scripts -----
when :yerd_classchange # Yanfly Subclass Class Change next unless $imported["SubclassSelectionSystem"] next unless YE::SUBCLASS::MENU_CLASS_CHANGE_OPTION next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH] index_list[:classchange] = commands.size @command_class_change = commands.size vocab.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE)
when :yerd_learnskill # Yanfly Subclass Learn Skill next unless $imported["SubclassSelectionSystem"] next unless YE::SUBCLASS::USE_JP_SYSTEM and YE::SUBCLASS::LEARN_SKILL_OPTION next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH] index_list[:learnskill] = commands.size @command_learn_skill = commands.size vocab.push(YE::SUBCLASS::LEARN_SKILL_TITLE)
when :yerd_equipslots # Yanfly Equip Skill System next unless $imported["EquipSkillSlots"] next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH] index_list[:equipskill] = commands.size @command_equip_skill = commands.size vocab.push(YE::EQUIPSKILL::MENU_TITLE)
when :yerd_bestiary # Yanfly Bestiary next unless $imported["DisplayScannedEnemy"] next unless $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH] index_list[:bestiary] = commands.size @command_bestiary = commands.size vocab.push(YE::MENU::MONSTER::BESTIARY_TITLE)
else # ---- Custom Commands ---- if YEZ::MENU::COMMON_EVENTS.include?(c) common_event = YEZ::MENU::COMMON_EVENTS[c] next if !$TEST and common_event[2] next if common_event[0] != nil and $game_switches[common_event[0]] index_list[c] = commands.size vocab.push(common_event[5]) elsif YEZ::MENU::IMPORTED_COMMANDS.include?(c) command_array = YEZ::MENU::IMPORTED_COMMANDS[c] next if command_array[0] != nil and $game_switches[command_array[0]] index_list[c] = commands.size vocab.push(command_array[4]) else; next end
end commands.push(c) icons.push(menu_icon(c)) } # YEZ::MENU::MENU_COMMANDS.each_with_index $game_temp.menu_command_index = index_list @menu_array = [vocab, commands, icons] end
#-------------------------------------------------------------------------- # new method: menu_icon #-------------------------------------------------------------------------- def menu_icon(command) if YEZ::MENU::MENU_ICONS.include?(command) return YEZ::MENU::MENU_ICONS[command] elsif YEZ::MENU::COMMON_EVENTS.include?(command) return YEZ::MENU::COMMON_EVENTS[command][4] elsif YEZ::MENU::IMPORTED_COMMANDS.include?(command) return YEZ::MENU::IMPORTED_COMMANDS[command][3] else return YEZ::MENU::MENU_ICONS[:unused] end end
#-------------------------------------------------------------------------- # overwrite method: update_command_selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) check_debug_enable Sound.play_cancel $scene = Scene_Map.new elsif $TEST and Input.trigger?(Input::F5) # Debug Refresh Party Sound.play_recovery for member in $game_party.members member.hp += member.maxhp member.mp += member.maxmp end @status_window.refresh elsif Input.trigger?(Input::C) command = @command_window.method case command when :items # Item Command Sound.play_decision $scene = Scene_Item.new when :skill, :equip, :status # Skill, Equip, and Status Commands Sound.play_decision start_actor_selection when :save # Save Command if $game_system.save_disabled Sound.play_buzzer else Sound.play_decision $game_temp.menu_command_index[:save] $scene = Scene_File.new(true, false, false) end when :system # System Command Sound.play_decision $scene = Scene_End.new else # Custom Commands if YEZ::MENU::COMMON_EVENTS.include?(command) array = YEZ::MENU::COMMON_EVENTS[command] if array[1] != nil and $game_switches[array[1]] Sound.play_buzzer else Sound.play_decision $game_temp.common_event_id = array[3] $scene = Scene_Map.new end elsif YEZ::MENU::IMPORTED_COMMANDS.include?(command) array = YEZ::MENU::IMPORTED_COMMANDS[command] if array[1] != nil and $game_switches[array[1]] Sound.play_buzzer else Sound.play_decision if array[2] start_actor_selection else $scene = eval(array[5] + ".new") end end end
end # if case check end # end if end # end update_command_selection
#-------------------------------------------------------------------------- # overwrite method: update_actor_selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection @status_window.close if YEZ::MENU::ON_SCREEN_MENU elsif $TEST and Input.trigger?(Input::F5) # Debug Refresh Party Sound.play_recovery for member in $game_party.members member.hp += member.maxhp member.mp += member.maxmp end @status_window.refresh elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision command = @command_window.method case command when :skill # Skill Command $scene = Scene_Skill.new(@status_window.index) when :equip # Equip Command $scene = Scene_Equip.new(@status_window.index) when :status # Status Command $scene = Scene_Status.new(@status_window.index) else # Custom Commands if YEZ::MENU::IMPORTED_COMMANDS.include?(command) array = YEZ::MENU::IMPORTED_COMMANDS[command] $scene = eval(array[5] + ".new(@status_window.index)") end end
end end
#-------------------------------------------------------------------------- # overwrite method: start #-------------------------------------------------------------------------- def start super create_menu_background create_command_window if YEZ::MENU::USE_MULTI_VARIABLE_WINDOW @gold_window = Window_MultiVariableWindow.new else @gold_window = Window_Gold.new(0, 360) end @status_window = Window_MenuStatus.new(160, 0) @right_side = YEZ::MENU::MENU_RIGHT_SIDE if YEZ::MENU::ON_SCREEN_MENU @gold_window.y = @command_window.height @status_window.openness = 0 @right_side = true if $game_player.screen_x <= 176 @right_side = false if $game_player.screen_x >= 368 $game_temp.on_screen_menu = false end if @right_side @status_window.x = 0 @command_window.x = 384 @gold_window.x = 384 end end
#-------------------------------------------------------------------------- # alias method: start_actor_selection #-------------------------------------------------------------------------- alias start_actor_selection_mmz start_actor_selection unless $@ def start_actor_selection if YEZ::MENU::ON_SCREEN_MENU @status_window.open end start_actor_selection_mmz end
#-------------------------------------------------------------------------- # new method: create_menu_background #-------------------------------------------------------------------------- if YEZ::MENU::ON_SCREEN_MENU def create_menu_background @menuback_sprite = Spriteset_Map.new end end
end # Scene_Menu
#============================================================================== # Imported from KGC's Custom Menu Command # to improve compatibility amongst KGC scripts #============================================================================== $imported["CustomMenuCommand"] = true class Game_Temp attr_accessor :menu_command_index attr_accessor :next_scene_actor_index attr_accessor :on_screen_menu
alias initialize_KGC_CustomMenuCommand initialize unless $@ def initialize initialize_KGC_CustomMenuCommand @menu_command_index = {} @next_scene_actor_index = 0 end end
module KGC module Commands module_function def call_item return if $game_temp.in_battle $game_temp.next_scene = :menu_item $game_temp.next_scene_actor_index = 0 $game_temp.menu_command_index = {} end def call_skill(actor_index = 0) return if $game_temp.in_battle $game_temp.next_scene = :menu_skill $game_temp.next_scene_actor_index = actor_index $game_temp.menu_command_index = {} end def call_equip(actor_index = 0) return if $game_temp.in_battle $game_temp.next_scene = :menu_equip $game_temp.next_scene_actor_index = actor_index $game_temp.menu_command_index = {} end def call_status(actor_index = 0) return if $game_temp.in_battle $game_temp.next_scene = :menu_status $game_temp.next_scene_actor_index = actor_index $game_temp.menu_command_index = {} end end end
class Game_Interpreter include KGC::Commands end
class Scene_Map < Scene_Base alias update_scene_change_KGC_CustomMenuCommand update_scene_change unless $@ def update_scene_change return if $game_player.moving? case $game_temp.next_scene when :menu_item call_menu_item when :menu_skill call_menu_skill when :menu_equip call_menu_equip when :menu_status call_menu_status else update_scene_change_KGC_CustomMenuCommand end end alias call_menu_mmz call_menu unless $@ def call_menu $game_temp.on_screen_menu = true if YEZ::MENU::ON_SCREEN_MENU call_menu_mmz end def call_menu_item $game_temp.next_scene = nil $scene = Scene_Item.new end def call_menu_skill $game_temp.next_scene = nil $scene = Scene_Skill.new($game_temp.next_scene_actor_index) $game_temp.next_scene_actor_index = 0 end def call_menu_equip $game_temp.next_scene = nil $scene = Scene_Equip.new($game_temp.next_scene_actor_index) $game_temp.next_scene_actor_index = 0 end def call_menu_status $game_temp.next_scene = nil $scene = Scene_Status.new($game_temp.next_scene_actor_index) $game_temp.next_scene_actor_index = 0 end end
class Scene_Menu < Scene_Base def check_debug_enable return unless Input.press?(Input::F5) return unless Input.press?(Input::F9) $TEST = true end end
class Scene_Item < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?(:items) $scene = Scene_Menu.new($game_temp.menu_command_index[:items]) else $scene = Scene_Map.new end end end
class Scene_Skill < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?(:skill) $scene = Scene_Menu.new($game_temp.menu_command_index[:skill]) else $scene = Scene_Map.new end end end
class Scene_Equip < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?(:equip) $scene = Scene_Menu.new($game_temp.menu_command_index[:equip]) else $scene = Scene_Map.new end end end
class Scene_Status < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?(:status) $scene = Scene_Menu.new($game_temp.menu_command_index[:status]) else $scene = Scene_Map.new end end end
class Scene_File < Scene_Base alias return_scene_KGC_CustomMenuCommand return_scene unless $@ def return_scene if @from_title || @from_event return_scene_KGC_CustomMenuCommand elsif $game_temp.menu_command_index.has_key?(:save) $scene = Scene_Menu.new($game_temp.menu_command_index[:save]) else $scene = Scene_Map.new end end end
class Scene_End < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?(:system) $scene = Scene_Menu.new($game_temp.menu_command_index[:system]) else $scene = Scene_Map.new end end end
#-------------------------------------------------------------------------- # map name #-------------------------------------------------------------------------- unless method_defined?(:map_name) def map_name data = load_data("Data/MapInfos.rvdata") text = data[@map_id].name.gsub(/\[.*\]/) { "" } return text end end
#-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh @data = [] for i in YEZ::MENU::VARIABLES_SHOWN next unless YEZ::MENU::VARIABLES_HASH.include?(i) @time_index = @data.size if i == -1 @data.push(i) end @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end
#-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) sw = self.width - 32 dy = WLH * index self.contents.clear_rect(rect) i = @data[index] case i when -5 # Draw Map Name self.contents.draw_text(0, dy, sw, WLH, $game_map.map_name, 1)
when -2 # Draw Steps if YEZ::MENU::VARIABLES_ICONS text = $game_party.steps self.contents.draw_text(0, dy, sw-24, WLH, text, 2) draw_icon(YEZ::MENU::VARIABLES_HASH[-2][0], sw-24, dy) else text = YEZ::MENU::VARIABLES_HASH[-2][1] value = $game_party.steps cx = contents.text_size(text).width self.contents.font.color = normal_color self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2) self.contents.font.color = system_color self.contents.draw_text(0, dy, sw, WLH, text, 2) end
when -1 # Draw Time if YEZ::MENU::VARIABLES_ICONS text = game_time self.contents.draw_text(0, dy, sw-24, WLH, text, 2) draw_icon(YEZ::MENU::VARIABLES_HASH[-1][0], sw-24, dy) else self.contents.font.color = normal_color text = game_time self.contents.draw_text(0, dy, sw, WLH, text, 1) end
when 0 # Draw Gold if YEZ::MENU::VARIABLES_ICONS text = $game_party.gold self.contents.draw_text(0, dy, sw-24, WLH, text, 2) draw_icon(YEZ::MENU::VARIABLES_HASH[0][0], sw-24, dy) else draw_currency_value($game_party.gold, 4, dy, 120) end
else # Draw Variables if YEZ::MENU::VARIABLES_ICONS text = $game_variables[i] self.contents.draw_text(0, dy, sw-24, WLH, text, 2) draw_icon(YEZ::MENU::VARIABLES_HASH[i][0], sw-24, dy) else text = YEZ::MENU::VARIABLES_HASH[i][1] value = $game_variables[i] cx = contents.text_size(text).width self.contents.font.color = normal_color self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2) self.contents.font.color = system_color self.contents.draw_text(0, dy, sw, WLH, text, 2) end end end
#-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- if YEZ::MENU::VARIABLES_SHOWN.include?(-1) def update if game_time != (Graphics.frame_count / Graphics.frame_rate) draw_item(@time_index) end super end end
#-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh create_contents for i in 0...@item_max draw_item(i) end end
#-------------------------------------------------------------------------- # method #-------------------------------------------------------------------------- def method; return @data[self.index]; end
#-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color #--- text = @commands[index] icon = @icons[index] case @data[index] when :items, :skill, :equip, :status, :kgc_apviewer, :kgc_skillcp, :kgc_distribute, :yerd_classchange, :yerd_learnskill, :yerd_equipslots enabled = ($game_party.members.size == 0 ? false : true) when :save enabled = !$game_system.save_disabled when :formations; icon = YEZ::MACRO::ICON when :party; icon = YEZ::PARTY::ICON when :mastery; icon = YEZ::WEAPON_MASTERY::ICON when :class; icon = YEZ::JOB::CLASS_ICON when :passives; icon = YEZ::JOB::PASSIVE_ICON when :cg_gallery; icon = YEZ::GALLERY::CG_ICON when :kgc_largeparty enabled = ($game_party.members.size == 0 ? false : true) enabled = false if !$game_party.partyform_enable? else if YEZ::MENU::COMMON_EVENTS.include?(@data[index]) if YEZ::MENU::COMMON_EVENTS[@data[index]][1] != nil enabled = !YEZ::MENU::COMMON_EVENTS[@data[index]][1] end elsif YEZ::MENU::IMPORTED_COMMANDS.include?(@data[index]) if YEZ::MENU::IMPORTED_COMMANDS[@data[index]][1] != nil enabled = !YEZ::MENU::IMPORTED_COMMANDS[@data[index]][1] end end end #--- self.contents.font.color.alpha = enabled ? 255 : 128 dx = rect.x; dy = rect.y; dw = rect.width if YEZ::MENU::USE_ICONS and icon.is_a?(Integer) draw_icon(icon, 0, dy, enabled) dx += 20; dw -= 20 end self.contents.draw_text(dx, dy, dw, WLH, text, YEZ::MENU::ALIGN) end
end # Window_MenuCommand
#=============================================================================== # # END OF FILE # #===============================================================================
Il faudra modifier ce script pour avoir le Menu Option !