Mage Lv.11
Age : 30 Inscrit le : 20/05/2010 Messages : 542
| Sujet: [VX] Menu Tales of Dim 6 Juin 2010 - 8:38 | |
| Voilà un autre style de menu ! A placer au dessus de main Petite précsision : si vous voulez l'utiliser, il faudra l'accorder avec le menu de base, c'est à dire scene_menu Si vous voulez que je vous les accorde, n'hésitez pas à m'envoyer un MP ^^ Allez le script en lui même - Code:
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################################### #Créer par Mog. #modifier par emixam2 et TheLSSJ ############## # Game_Actor # ############## class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end ############### # Window_Base # ############### class Window_Base < Window def draw_actor_level_menu(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x-199, y+50, 32, WLH, Vocab::level_a) self.contents.font.color = normal_color self.contents.draw_text(x-160, y+50, 24, WLH, actor.level, 2) end def draw_actor_class_menu(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 85, WLH, actor.class.name) end def exp_gauge_color1 return text_color(31) end def exp_gauge_color2 return text_color(30) end def draw_actor_exp_meter(actor, x, y, width = 100) if actor.next_exp != 0 exp = actor.now_exp else exp = 1 end gw = width * exp / [actor.next_exp, 1].max gc1 = exp_gauge_color1 gc2 = exp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, "Exp") self.contents.font.color = normal_color xr = x + width self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_rest_exp_s, 2) end end ##################### # Window_MenuStatus # ##################### class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # ? ????????? # x : ?????? X ?? # y : ?????? Y ?? #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 544, 275) refresh self.active = false self.index = 0 end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members draw_actor_face(actor, actor.index * 130, 0, 96) x = actor.index * 130 y = 105 draw_actor_name(actor, x, y) draw_actor_class(actor, x, y + 20) draw_actor_level(actor, x, y + 40) draw_actor_state(actor, x, y + 60) draw_actor_hp(actor, x, y + 80) draw_actor_mp(actor, x, y + 100) draw_actor_exp_meter(actor, x , y+35 + WLH * 1) end end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def update_cursor if @index < 0 # ?????? self.cursor_rect.empty elsif @index < @item_max # ?? if Input.repeat?(Input::RIGHT) cursor_down(Input.trigger?(Input::RIGHT)) end if Input.repeat?(Input::LEFT) cursor_up(Input.trigger?(Input::LEFT)) end self.cursor_rect.set(@index * 130 - 2, 0, 125, 230) elsif @index >= 100 # ?? self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96) else # ?? self.cursor_rect.set(0, 0, contents.width, @item_max * 96) end end end
############ # Game_Map # ############ class Game_Map attr_reader :map_id def mpname $mpname = load_data("Data/MapInfos.rvdata") $mpname[@map_id].name end end ############### # Window_map_name # ############### class Window_Mapname < Window_Base def initialize(x, y) super(x, y+32, 190, WLH + 50) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, -8, 120, 32, "Lieux") self.contents.font.color = normal_color self.contents.draw_text(4, 15, 120, 32, $game_map.mpname.to_s, 2) end end ############### # Window_Time # ############### class Window_Time < Window_Base def initialize(x, y) super(x, y+7, 190, WLH + 50) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, -8, 120, 32, "Temps de jeu") @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 15, 120, 32, text, 2) end def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end ############## # Scene_Menu # ############## class Scene_Menu def main start perform_transition Input.update loop do Graphics.update Input.update update break if $scene != self end Graphics.update pre_terminate Graphics.freeze terminate end def initialize(menu_index = 0) @menu_index = menu_index end def create_menu_background @menuback_sprite = Sprite.new @menuback_sprite.bitmap = $game_temp.background_bitmap @menuback_sprite.color.set(16, 16, 16, 128) update_menu_background end def create_menu_background @menuback_sprite = Sprite.new @menuback_sprite.bitmap = $game_temp.background_bitmap @menuback_sprite.color.set(16, 16, 16, 128) update_menu_background end def dispose_menu_background @menuback_sprite.dispose end def update_menu_background end def perform_transition Graphics.transition(10) end def start create_menu_background create_command_window @gold_window = Window_Gold.new(0, 360) @status_window = Window_MenuStatus.new(0, 75) @playtime_window = Window_Time .new(160, 336) @mapname_window = Window_Mapname.new(350, 311) @status_window.openness = 0 @playtime_window.openness = 0 @mapname_window.openness = 0 @gold_window.openness = 0 @status_window.open @playtime_window.open @mapname_window.open @gold_window.open end def pre_terminate @status_window.close @playtime_window.close @mapname_window.close @gold_window.close @command_window.close begin @status_window.update @playtime_window.update @mapname_window.update @gold_window.update @command_window.update Graphics.update end until @status_window.openness == 0 end def terminate dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose @playtime_window.dispose @mapname_window.dispose end def update update_menu_background @command_window.update @gold_window.update @status_window.update @mapname_window.update @playtime_window.update if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end end def create_command_window s1 = Vocab::item s3 = Vocab::skill s2 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s7 = "Quêtes" s6 = Vocab::game_end @command_window = Window_Command.new(544, [s1, s2, s3, s4, s5, s6,s7],4 ,2) @command_window.index = @menu_index @command_window.openness = 0 @command_window.open if $game_party.members.size == 0 @command_window.draw_item(0, false) @command_window.draw_item(2, false) @command_window.draw_item(1, false) @command_window.draw_item(3, false) end if $game_system.save_disabled @command_window.draw_item(4, false) end end def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 $scene = Scene_Item.new when 2,1,3 start_actor_selection when 4 $scene = Scene_File.new(true, false, false) when 6 $scene = Scene_Quete.new when 5 $scene = Scene_End.new end end end def start_actor_selection @command_window.active = false @status_window.active = true if $game_party.last_actor_index < @status_window.item_max @status_window.index = $game_party.last_actor_index else @status_window.index = 0 end end def end_actor_selection @command_window.active = true @status_window.active = false @status_window.index = 0 end def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when 2 $scene = Scene_Skill.new(@status_window.index) when 1 $scene = Scene_Equip.new(@status_window.index) when 3 $scene = Scene_Status.new(@status_window.index) end end end end $mogscript = {} if $mogscript == nil $mogscript["basic_menu_plus"] = true
EDIT : je mets un screen das 1min Un screen du menu : |
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