Poulet trizo Lv.3
Age : 31 Inscrit le : 30/01/2010 Messages : 32
| Sujet: [VX] Menu System Options Dim 6 Mar 2011 - 16:42 | |
| Bonjour à tous! Je vous propose une traduction du menu options de Yanfly en jeu. Crédits: Yanfly (obligatoire) Je ne vous demande pas de me mettre dans vos crédits, vu le peu de travail que cela m'a demandé, même pas 5 minutes. Le script: - Spoiler:
- Code:
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#=============================================================================== # # Yanfly Engine Zealous - Menu System Options # Last Date Updated: 2010.01.09 # Level: Normal # # The "End Game" option is possibly the most useless function in RPG Maker VX # games. Not only does it have little functionality but its functions can be # reproduced by Alt+F4 and F12. This script replaces "End Game" with a new menu # altogether and giving the player some familiar options seen in many of # today's commercial RPG's such as changing window skins, adjust sound volume, # turning off animations during battle, and the like. # #=============================================================================== # Updates # ----------------------------------------------------------------------------- # o 2010.01.09 - Removed dashing properties from script and ported them to # YEZ Extended Movement instead. # o 2010.01.07 - Window Hash updated to include font settings. # o 2009.12.11 - Commands Update. Made easier to identify command items. # o 2009.12.07 - 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. Remember to save. # # 1. Scroll down, adjust the various Switches and Variable values to something # empty or predetermined. # 2. Make a "Windows" folder in your project's "Graphics" folder. Insert the # window skins you want to use there and adjust the WINDOW_HASH accordingly. # #=============================================================================== # Compatibility # ----------------------------------------------------------------------------- # - Works With: YEZ Battle Engine Zealous # - Overwrites: All of Scene_End, Game_Player: update_move # ----------------------------------------------------------------------------- # 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["MenuSystemOptions"] = true
module YEZ module SYSTEM #=========================================================================== # Menu System Commands # -------------------------------------------------------------------------- # The following adjusts the order at which you would like the menu system # commands to appear. Here is the reference table to their command ID's. # :blank # :volume_bgm - Adjusts BGM volume. # :volume_bgs - Adjusts BGS volume. # :volume_sfx - Adjusts SFX volume. # :animations - Turns on/off battle animations. # :autocursor - Requires BEZ. Memorized cursor position. # :skill_help - Requires BEZ. Display skill help. # :next_actor - Requires BEZ. Automatic Next Actor. # :auto_dash - Controls if need to hold down dash button to run. # :instant_text - Whether or not text appears instantly in messages. # :windowskin - Changes the windowskin. # :return_title - Return back to the title screen. # :return_menu - Return back to the menu screen. # #=========================================================================== COMMANDS = [ :windowskin, # Changes the windowskin. :skill_help, # Requires BEZ. Display skill help. :animations, # Turns on/off battle animations. :autocursor, # Requires BEZ. Memorized cursor position. :next_actor, # Requires BEZ. Automatic Next Actor. :volume_bgm, # Adjusts BGM volume. :volume_bgs, # Adjusts BGS volume. :volume_sfx, # Adjusts SFX volume. :auto_dash, # Controls if need to hold down dash button to run. :instant_text, # Whether or not text appears instantly in messages. :blank, # An empty space. :return_title, # Return back to the title screen. :return_menu, # Return back to the menu screen. ] # Do not remove this. # The following hash adjust the vocabulary used for parts of the script. # All instances of text will appear here. VOCAB ={ # Item => Text :title => "Options", :bgm_volume => "Volume des Musiques", :bgs_volume => "Volume des Sons", :sfx_volume => "Volume SFX", :percent => "Avec", :mute => "Sans", :sound_des => "Permet de garder ou de retirer le son. Q/W pour muter ou pas.", :animations => "Animations", :ani_hide => "Sans", :ani_show => "Avec", :ani_des => "Activer/Désactiver les animations de combat.", :auto_dash => "Courir", :dash_on => "Automatique", :dash_off => "Appuyer sur MAJ", :dash_des => "Activer/Désactiver Courir Automatiquement.", :instant_text => "Texte Instantané", :instant_on => "Instantané", :instant_off => "Par défault", :instant_des => "Messages apparaissent directement ou lettre par lettre.", :window_skin => "Fenêtre", :wskin_des => "Changer de fenêtre.", :return_title => "Quitter le Jeu", :rtitle_des => "Quitter", :return_menu => "Quitter le Menu", :rmenu_des => "Quitter le Menu", } # Do not remove this. # The following are the variable ID's used to adjust audio volume BGM_VOLUME_VARIABLE = 21 BGS_VOLUME_VARIABLE = 22 SFX_VOLUME_VARIABLE = 23 # The following are the switch ID's used to adjust various options in # regards to sound, animations, dashing, and instant text. MUTE_BGM_SWITCH = 21 MUTE_BGS_SWITCH = 22 MUTE_SFX_SWITCH = 23 DISABLE_ANI_SWITCH = 24 AUTO_DASH_SWITCH = 28 INSTANT_TEXT_SWITCH = 29 # This sets the default fonts used for your windows. Note that in this # array, if a player doesn't have the font in front, it'll use the next one # onward until the player does have that font installed. DEFAULT = ["UmePlus Gothic", "Verdana", "Arial", "Courier New"] WRITING = ["Comic Sans MS", "Lucida Handwriting", "Arial"] # The following adjusts the window skins used for your game. Match the # Window skins with the names accordingly. Within the windowskin hash, # the following settings are adjusted as such: # Name - File Name # Opac - Back Opacity # Bold - Bold font? # Italic - Italic font? # Shadow - Use shadows? # Size - Font Size # Font - Font Set WINDOWSKIN_VARIABLE = 25 DEFAULT_SKIN_VALUE = 16 WINDOW_HASH ={ # Window ID => [ Name, Opac, Bold, Italic, Shadow, Size, Font], 1 => [ "Rouge", 200, false, false, true, 20, DEFAULT], 2 => [ "Orange", 200, false, false, true, 20, DEFAULT], 3 => [ "Jaune", 200, false, false, true, 20, DEFAULT], 4 => [ "Vert", 200, false, false, true, 20, DEFAULT], 5 => [ "Cyan", 200, false, false, true, 20, DEFAULT], 6 => [ "Navy", 200, false, false, true, 20, DEFAULT], 7 => [ "Bleu", 200, false, false, true, 20, DEFAULT], 8 => [ "Bleu foncé", 200, false, false, true, 20, DEFAULT], 9 => [ "Violet", 200, false, false, true, 20, DEFAULT], 10 => [ "Rose", 200, false, false, true, 20, DEFAULT], 11 => [ "Gris", 200, false, false, true, 20, DEFAULT], 12 => [ "Noir", 200, false, false, true, 20, DEFAULT], 13 => [ "Blanc", 255, false, false, false, 20, DEFAULT], 14 => [ "Papyrus", 255, false, false, false, 24, WRITING], 15 => [ "Pokémon", 255, false, false, false, 24, WRITING], 16 => [ "Bois", 255, false, false, false, 24, WRITING], 17 => [ "XBox", 255, false, false, false, 24, WRITING], 18 => [ "Crépuscule", 255, false, false, false, 24, WRITING], 19 => [ "Marbre Noir", 255, false, false, false, 24, WRITING], 20 => [ "Cimetière", 255, false, false, false, 24, WRITING], 21 => [ "Cyber", 255, false, false, false, 24, WRITING], 22 => [ "Prairie", 255, false, false, false, 24, WRITING], 23 => [ "Zelda", 255, false, false, false, 24, WRITING], 24 => [ "Parchemin", 255, false, false, false, 24, WRITING], } # Do not remove this. end # SYSTEM 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. #===============================================================================
if $imported["BattleEngineZealous"] YEZ::SYSTEM::VOCAB[:bgm_volume] = YEZ::BATTLE::OPTIONS::VOCAB[:bgm_volume] YEZ::SYSTEM::VOCAB[:bgs_volume] = YEZ::BATTLE::OPTIONS::VOCAB[:bgs_volume] YEZ::SYSTEM::VOCAB[:sfx_volume] = YEZ::BATTLE::OPTIONS::VOCAB[:sfx_volume] YEZ::SYSTEM::VOCAB[:percent] = YEZ::BATTLE::OPTIONS::VOCAB[:percent] YEZ::SYSTEM::VOCAB[:mute] = YEZ::BATTLE::OPTIONS::VOCAB[:mute] YEZ::SYSTEM::VOCAB[:sound_des] = YEZ::BATTLE::OPTIONS::VOCAB[:sound_des] YEZ::SYSTEM::VOCAB[:animations] = YEZ::BATTLE::OPTIONS::VOCAB[:animations] YEZ::SYSTEM::VOCAB[:ani_hide] = YEZ::BATTLE::OPTIONS::VOCAB[:ani_hide] YEZ::SYSTEM::VOCAB[:ani_show] = YEZ::BATTLE::OPTIONS::VOCAB[:ani_show] YEZ::SYSTEM::VOCAB[:ani_des] = YEZ::BATTLE::OPTIONS::VOCAB[:ani_des] YEZ::SYSTEM::BGM_VOLUME_VARIABLE = YEZ::BATTLE::OPTIONS::BGM_VOLUME_VARIABLE YEZ::SYSTEM::BGS_VOLUME_VARIABLE = YEZ::BATTLE::OPTIONS::BGS_VOLUME_VARIABLE YEZ::SYSTEM::SFX_VOLUME_VARIABLE = YEZ::BATTLE::OPTIONS::SFX_VOLUME_VARIABLE YEZ::SYSTEM::MUTE_BGM_SWITCH = YEZ::BATTLE::OPTIONS::MUTE_BGM_SWITCH YEZ::SYSTEM::MUTE_BGS_SWITCH = YEZ::BATTLE::OPTIONS::MUTE_BGS_SWITCH YEZ::SYSTEM::MUTE_SFX_SWITCH = YEZ::BATTLE::OPTIONS::MUTE_SFX_SWITCH YEZ::SYSTEM::DISABLE_ANI_SWITCH = YEZ::BATTLE::OPTIONS::DISABLE_ANI_SWITCH end
module Vocab def self.game_end; return YEZ::SYSTEM::VOCAB[:title]; end end # Vocab module Cache def self.windows(filename); load_bitmap("Graphics/Windows/", filename); end end # Cache #=============================================================================== # RPG #===============================================================================
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[YEZ::SYSTEM::BGM_VOLUME_VARIABLE] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YEZ::SYSTEM::MUTE_BGM_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[YEZ::SYSTEM::BGM_VOLUME_VARIABLE] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YEZ::SYSTEM::MUTE_BGM_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[YEZ::SYSTEM::SFX_VOLUME_VARIABLE] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YEZ::SYSTEM::MUTE_SFX_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[YEZ::SYSTEM::BGS_VOLUME_VARIABLE] vol /= 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[YEZ::SYSTEM::MUTE_BGS_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 method: dash? #-------------------------------------------------------------------------- alias dash_em dash? unless $@ def dash? if $game_switches[YEZ::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_em end end
end # Game_Player
#=============================================================================== # Scene_End #===============================================================================
class Scene_End < Scene_Base
#-------------------------------------------------------------------------- # overwrite method: start #-------------------------------------------------------------------------- def start super create_menu_background @options_window = Window_System.new @help_window = Window_Help.new @options_window.help_window = @help_window @skins_window = Window_Skins.new @last_index = @skins_window.index end #-------------------------------------------------------------------------- # overwrite method: post_start #-------------------------------------------------------------------------- def post_start super end #-------------------------------------------------------------------------- # overwrite method: pre_terminate #-------------------------------------------------------------------------- def pre_terminate super end #-------------------------------------------------------------------------- # overwrite method: terminate #-------------------------------------------------------------------------- def terminate super @help_window.dispose @options_window.dispose @skins_window.dispose dispose_menu_background end #-------------------------------------------------------------------------- # new method: update_system_window #-------------------------------------------------------------------------- def update_system_window @options_window.update @help_window.update if Input.trigger?(Input::C) options_input_c elsif Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.repeat?(Input::LEFT) options_input_left elsif Input.repeat?(Input::RIGHT) options_input_right elsif Input.repeat?(Input::L) options_input_l elsif Input.repeat?(Input::R) options_input_r end end #-------------------------------------------------------------------------- # new method: options_input_c #-------------------------------------------------------------------------- def options_input_c case @options_window.item when :windowskin # Windows Sound.play_decision @options_window.active = false @skins_window.open @skins_window.active = true when :return_title command_to_title when :return_menu Sound.play_decision return_scene end end #-------------------------------------------------------------------------- # new method: options_input_left #-------------------------------------------------------------------------- def options_input_left case @options_window.item when :volume_bgm # BGM Volume variable = YEZ::SYSTEM::BGM_VOLUME_VARIABLE Sound.play_cursor unless $game_variables[variable] >= 100 $game_variables[variable] += Input.press?(Input::SHIFT) ? 10 : 1 $game_variables[variable] = [[$game_variables[variable], 0].max, 100].min @options_window.draw_item(@options_window.index) RPG::BGM::last.play when :volume_bgs # BGS Volume variable = YEZ::SYSTEM::BGS_VOLUME_VARIABLE Sound.play_cursor unless $game_variables[variable] >= 100 $game_variables[variable] += Input.press?(Input::SHIFT) ? 10 : 1 $game_variables[variable] = [[$game_variables[variable], 0].max, 100].min @options_window.draw_item(@options_window.index) RPG::BGS::last.play when :volume_sfx # SFX Volume variable = YEZ::SYSTEM::SFX_VOLUME_VARIABLE Sound.play_cursor unless $game_variables[variable] >= 100 $game_variables[variable] += Input.press?(Input::SHIFT) ? 10 : 1 $game_variables[variable] = [[$game_variables[variable], 0].max, 100].min @options_window.draw_item(@options_window.index) when :animations # Disable Animations if $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] Sound.play_decision $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] = false @options_window.draw_item(@options_window.index) end when :autocursor # Disable Cursor Memory if $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] Sound.play_decision $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] = false @options_window.draw_item(@options_window.index) end when :skill_help # Skill Help if !$game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] Sound.play_decision $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] = true @options_window.draw_item(@options_window.index) end when :next_actor # Next Actor if $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] Sound.play_decision $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] = false @options_window.draw_item(@options_window.index) end when :auto_dash # Automatic Dash if !$game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] Sound.play_decision $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] = true @options_window.draw_item(@options_window.index) end when :instant_text # Instant Text if !$game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] Sound.play_decision $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] = true @options_window.draw_item(@options_window.index) end end end #-------------------------------------------------------------------------- # new method: options_input_right #-------------------------------------------------------------------------- def options_input_right case @options_window.item when :volume_bgm # BGM Volume variable = YEZ::SYSTEM::BGM_VOLUME_VARIABLE Sound.play_cursor unless $game_variables[variable] <= 0 $game_variables[variable] -= Input.press?(Input::SHIFT) ? 10 : 1 $game_variables[variable] = [[$game_variables[variable], 0].max, 100].min @options_window.draw_item(@options_window.index) RPG::BGM::last.play when :volume_bgs # BGS Volume variable = YEZ::SYSTEM::BGS_VOLUME_VARIABLE Sound.play_cursor unless $game_variables[variable] <= 0 $game_variables[variable] -= Input.press?(Input::SHIFT) ? 10 : 1 $game_variables[variable] = [[$game_variables[variable], 0].max, 100].min @options_window.draw_item(@options_window.index) RPG::BGS::last.play when :volume_sfx # SFX Volume variable = YEZ::SYSTEM::SFX_VOLUME_VARIABLE Sound.play_cursor unless $game_variables[variable] <= 0 $game_variables[variable] -= Input.press?(Input::SHIFT) ? 10 : 1 $game_variables[variable] = [[$game_variables[variable], 0].max, 100].min @options_window.draw_item(@options_window.index) when :animations # Disable Animations if !$game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] Sound.play_decision $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] = true @options_window.draw_item(@options_window.index) end when :autocursor # Disable Cursor Memory if !$game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] Sound.play_decision $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] = true @options_window.draw_item(@options_window.index) end when :skill_help # Skill Help if $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] Sound.play_decision $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] = false @options_window.draw_item(@options_window.index) end when :next_actor # Next Actor if !$game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] Sound.play_decision $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] = true @options_window.draw_item(@options_window.index) end when :auto_dash # Automatic Dash if $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] Sound.play_decision $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] = false @options_window.draw_item(@options_window.index) end when :instant_text # Instant Text if $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] Sound.play_decision $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] = false @options_window.draw_item(@options_window.index) end end end #-------------------------------------------------------------------------- # new method: options_input_l #-------------------------------------------------------------------------- def options_input_l case @options_window.item when :volume_bgm # BGM Volume Sound.play_decision switch = YEZ::SYSTEM::MUTE_BGM_SWITCH $game_switches[switch] = !$game_switches[switch] @options_window.draw_item(@options_window.index) RPG::BGM::last.play when :volume_bgs # BGS Volume Sound.play_decision switch = YEZ::SYSTEM::MUTE_BGS_SWITCH $game_switches[switch] = !$game_switches[switch] @options_window.draw_item(@options_window.index) RPG::BGS::last.play when :volume_sfx # SFX Volume Sound.play_decision switch = YEZ::SYSTEM::MUTE_SFX_SWITCH $game_switches[switch] = !$game_switches[switch] @options_window.draw_item(@options_window.index) when :animations # Disable Animations if $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] Sound.play_decision $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] = false @options_window.draw_item(@options_window.index) end when :autocursor # Disable Cursor Memory if $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] Sound.play_decision $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] = false @options_window.draw_item(@options_window.index) end when :skill_help # Skill Help if !$game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] Sound.play_decision $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] = true @options_window.draw_item(@options_window.index) end when :next_actor # Next Actor if $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] Sound.play_decision $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] = false @options_window.draw_item(@options_window.index) end when :auto_dash # Automatic Dash if !$game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] Sound.play_decision $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] = true @options_window.draw_item(@options_window.index) end when :instant_text # Instant Text if !$game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] Sound.play_decision $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] = true @options_window.draw_item(@options_window.index) end end end #-------------------------------------------------------------------------- # new method: options_input_r #-------------------------------------------------------------------------- def options_input_r case @options_window.item when :volume_bgm # BGM Volume Sound.play_decision switch = YEZ::SYSTEM::MUTE_BGM_SWITCH $game_switches[switch] = !$game_switches[switch] @options_window.draw_item(@options_window.index) RPG::BGM::last.play when :volume_bgs # BGS Volume Sound.play_decision switch = YEZ::SYSTEM::MUTE_BGS_SWITCH $game_switches[switch] = !$game_switches[switch] @options_window.draw_item(@options_window.index) RPG::BGS::last.play when :volume_sfx # SFX Volume Sound.play_decision switch = YEZ::SYSTEM::MUTE_SFX_SWITCH $game_switches[switch] = !$game_switches[switch] @options_window.draw_item(@options_window.index) when :animations # Disable Animations if !$game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] Sound.play_decision $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] = true @options_window.draw_item(@options_window.index) end when :autocursor # Disable Cursor Memory if !$game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] Sound.play_decision $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] = true @options_window.draw_item(@options_window.index) end when :skill_help # Skill Help if $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] Sound.play_decision $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] = false @options_window.draw_item(@options_window.index) end when :next_actor # Next Actor if !$game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] Sound.play_decision $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] = true @options_window.draw_item(@options_window.index) end when :auto_dash # Automatic Dash if $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] Sound.play_decision $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] = false @options_window.draw_item(@options_window.index) end when :instant_text # Instant Text if $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] Sound.play_decision $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] = false @options_window.draw_item(@options_window.index) end end end #-------------------------------------------------------------------------- # overwrite method: update #-------------------------------------------------------------------------- def update super @skins_window.update if @options_window.active update_system_window elsif @skins_window.active update_skins_window end end #-------------------------------------------------------------------------- # new method: update_skins_window #-------------------------------------------------------------------------- def update_skins_window if @last_index != @skins_window.index @last_index = @skins_window.index update_skins end if Input.trigger?(Input::B) Sound.play_cancel @skins_window.close @skins_window.active = false @options_window.active = true elsif Input.trigger?(Input::C) Sound.play_decision @skins_window.close @skins_window.active = false @options_window.active = true end end #-------------------------------------------------------------------------- # new method: update_skins #-------------------------------------------------------------------------- def update_skins $game_variables[YEZ::SYSTEM::WINDOWSKIN_VARIABLE] = @skins_window.index + 1 @options_window.update_windowskin @options_window.refresh @help_window.update_windowskin @help_window.set_text("") @options_window.update_help @skins_window.update_windowskin @skins_window.refresh @skins_window.back_opacity = 255 @options_window.refresh @options_window.draw_item(@options_window.index) end #-------------------------------------------------------------------------- # overwrite method: command_to_title #-------------------------------------------------------------------------- def command_to_title Sound.play_decision RPG::BGM.fade(800) RPG::BGS.fade(800) RPG::ME.fade(800) $scene = Scene_Title.new Graphics.fadeout(60) end end # Scene_End
#=============================================================================== # Scene_Battle #===============================================================================
class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # alias method: display_normal_animation #-------------------------------------------------------------------------- alias display_normal_animation_mso display_normal_animation unless $@ def display_normal_animation(targets, animation_id, mirror = false) return if $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] display_normal_animation_mso(targets, animation_id, mirror) end end
#=============================================================================== # Window #===============================================================================
class Window #-------------------------------------------------------------------------- # update windowskin #-------------------------------------------------------------------------- def update_windowskin return if $game_variables == nil variable = YEZ::SYSTEM::WINDOWSKIN_VARIABLE if $game_variables[variable] == 0 $game_variables[variable] = YEZ::SYSTEM::DEFAULT_SKIN_VALUE elsif !YEZ::SYSTEM::WINDOW_HASH.include?($game_variables[variable]) $game_variables[variable] = YEZ::SYSTEM::DEFAULT_SKIN_VALUE end skin = YEZ::SYSTEM::WINDOW_HASH[$game_variables[variable]] change_settings(skin) end #-------------------------------------------------------------------------- # change_settings #-------------------------------------------------------------------------- def change_settings(skin) self.windowskin = Cache.windows(skin[0]) self.back_opacity = skin[1] self.contents.font.bold = Font.default_bold = skin[2] self.contents.font.italic = Font.default_italic = skin[3] self.contents.font.shadow = Font.default_shadow = skin[4] self.contents.font.size = Font.default_size = skin[5] self.contents.font.name = Font.default_name = skin[6] self.contents.font.color = normal_color end end # Window
#=============================================================================== # Window_Base #===============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # alias method: 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 method: create_contents #-------------------------------------------------------------------------- alias create_contents_base_mso create_contents unless $@ def create_contents create_contents_base_mso self.contents.font.color = normal_color end end # Window_Base
#=============================================================================== # Window_Selectable #===============================================================================
class Window_Selectable < Window_Base #-------------------------------------------------------------------------- # alias method: create_contents #-------------------------------------------------------------------------- alias create_contents_selectable_mso create_contents unless $@ def create_contents create_contents_selectable_mso self.contents.font.color = normal_color end end # Window_Selectable
#=============================================================================== # Window_SaveFile #===============================================================================
class Window_SaveFile < Window_Base #-------------------------------------------------------------------------- # alias method: refresh #-------------------------------------------------------------------------- alias refresh_savefile_mso refresh unless $@ def refresh if @file_exist n = @game_variables[YEZ::SYSTEM::WINDOWSKIN_VARIABLE] if n == 0 or !YEZ::SYSTEM::WINDOW_HASH.include?(n) n = YEZ::SYSTEM::DEFAULT_SKIN_VALUE end skin = YEZ::SYSTEM::WINDOW_HASH[n] change_settings(skin) end refresh_savefile_mso end end # Window_SaveFile
#=============================================================================== # Window_Message #===============================================================================
class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # alias update show fast #-------------------------------------------------------------------------- alias update_show_fast_mso update_show_fast unless $@ def update_show_fast if $game_switches[YEZ::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 #-------------------------------------------------------------------------- # alias method: new_page #-------------------------------------------------------------------------- alias new_page_mso new_page unless $@ def new_page self.update_windowskin new_page_mso end end
#=============================================================================== # Window_System #===============================================================================
class Window_System < Window_Selectable #-------------------------------------------------------------------------- # Initialize #-------------------------------------------------------------------------- def initialize super(0, 56, 544, 360) @column_max = 1 self.index = 0 self.active = true refresh end #-------------------------------------------------------------------------- # Refresh #-------------------------------------------------------------------------- def refresh @data = [] for i in YEZ::SYSTEM::COMMANDS next if i == :autocursor and !$imported["BattleEngineZealous"] next if i == :skill_help and !$imported["BattleEngineZealous"] next if i == :next_actor and !$imported["BattleEngineZealous"] @data.push(i) end @item_max = @data.size self.contents.clear create_contents for i in 0..@item_max self.contents.font.color.alpha = 255 draw_item(i) end end #-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color item = @data[index] sw = self.width - 32 dx = 4 dy = WLH * index dw = sw - 8 case item #--- when :blank # Blank when :volume_bgm # BGM Volume text = YEZ::SYSTEM::VOCAB[:bgm_volume] self.contents.draw_text(dx, dy, dw/2, WLH, text, 1) number = 100 - $game_variables[YEZ::SYSTEM::BGM_VOLUME_VARIABLE] text = sprintf(YEZ::SYSTEM::VOCAB[:percent], number) self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1) enabled = $game_switches[YEZ::SYSTEM::MUTE_BGM_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::SYSTEM::VOCAB[:mute] self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1) when :volume_bgs # BGS Volume text = YEZ::SYSTEM::VOCAB[:bgs_volume] self.contents.draw_text(dx, dy, dw/2, WLH, text, 1) number = 100 - $game_variables[YEZ::SYSTEM::BGS_VOLUME_VARIABLE] text = sprintf(YEZ::SYSTEM::VOCAB[:percent], number) self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1) enabled = $game_switches[YEZ::SYSTEM::MUTE_BGS_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::SYSTEM::VOCAB[:mute] self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1) when :volume_sfx # SFX Volume text = YEZ::SYSTEM::VOCAB[:sfx_volume] self.contents.draw_text(dx, dy, dw/2, WLH, text, 1) number = 100 - $game_variables[YEZ::SYSTEM::SFX_VOLUME_VARIABLE] text = sprintf(YEZ::SYSTEM::VOCAB[:percent], number) self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1) enabled = $game_switches[YEZ::SYSTEM::MUTE_SFX_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::SYSTEM::VOCAB[:mute] self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1) when :animations # Disable Animation text = YEZ::SYSTEM::VOCAB[:animations] self.contents.draw_text(dx, dy, dw/2, WLH, text, 1) enabled = !$game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::SYSTEM::VOCAB[:ani_show] self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1) enabled = $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::SYSTEM::VOCAB[:ani_hide] self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1) when :autocursor # Cursor Memory text = YEZ::BATTLE::OPTIONS::VOCAB[:cursor_mem] self.contents.draw_text(dx, dy, dw/2, WLH, text, 1) enabled = !$game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::BATTLE::OPTIONS::VOCAB[:curmem_on] self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1) enabled = $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::BATTLE::OPTIONS::VOCAB[:curmem_off] self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1) when :skill_help # Skill Help text = YEZ::BATTLE::OPTIONS::VOCAB[:skill_help] self.contents.draw_text(dx, dy, dw/2, WLH, text, 1) enabled = $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::BATTLE::OPTIONS::VOCAB[:skhelp_on] self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1) enabled = !$game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::BATTLE::OPTIONS::VOCAB[:skhelp_off] self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1) when :next_actor # Next Actor text = YEZ::BATTLE::OPTIONS::VOCAB[:auto_next] self.contents.draw_text(dx, dy, dw/2, WLH, text, 1) enabled = !$game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::BATTLE::OPTIONS::VOCAB[:next_on] self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1) enabled = $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::BATTLE::OPTIONS::VOCAB[:next_off] self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1) when :auto_dash # Automatic Dash text = YEZ::SYSTEM::VOCAB[:auto_dash] self.contents.draw_text(dx, dy, dw/2, WLH, text, 1) enabled = $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::SYSTEM::VOCAB[:dash_on] self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1) enabled = !$game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::SYSTEM::VOCAB[:dash_off] self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1) when :instant_text # Instant Text text = YEZ::SYSTEM::VOCAB[:instant_text] self.contents.draw_text(dx, dy, dw/2, WLH, text, 1) enabled = $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::SYSTEM::VOCAB[:instant_on] self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1) enabled = !$game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] self.contents.font.color.alpha = enabled ? 255 : 128 text = YEZ::SYSTEM::VOCAB[:instant_off] self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1) when :windowskin # Window Skin text = YEZ::SYSTEM::VOCAB[:window_skin] self.contents.draw_text(dx, dy, dw/2, WLH, text, 1) variable = YEZ::SYSTEM::WINDOWSKIN_VARIABLE if $game_variables[variable] == 0 $game_variables[variable] = YEZ::SYSTEM::DEFAULT_SKIN_VALUE end text = YEZ::SYSTEM::WINDOW_HASH[$game_variables[variable]][0] self.contents.draw_text(dw/2, dy, dw/2, WLH, text, 1) #--- when :return_title # Return to Title text = YEZ::SYSTEM::VOCAB[:return_title] self.contents.draw_text(dx, dy, dw, WLH, text, 1) when :return_menu # Return to Title text = YEZ::SYSTEM::VOCAB[:return_menu] self.contents.draw_text(dx, dy, dw, WLH, text, 1)
#--- end end #-------------------------------------------------------------------------- # item #-------------------------------------------------------------------------- def item; return @data[@index]; end #-------------------------------------------------------------------------- # update_help #-------------------------------------------------------------------------- def update_help case item when :volume_bgm; @help_window.set_text(YEZ::SYSTEM::VOCAB[:sound_des],1) when :volume_bgs; @help_window.set_text(YEZ::SYSTEM::VOCAB[:sound_des],1) when :volume_sfx; @help_window.set_text(YEZ::SYSTEM::VOCAB[:sound_des],1) when :animations; @help_window.set_text(YEZ::SYSTEM::VOCAB[:ani_des],1) when :autocursor; @help_window.set_text(YEZ::BATTLE::OPTIONS::VOCAB[:cur_des],1) when :skill_help; @help_window.set_text(YEZ::BATTLE::OPTIONS::VOCAB[:skhelp_des],1) when :next_actor; @help_window.set_text(YEZ::BATTLE::OPTIONS::VOCAB[:next_des],1) when :auto_dash; @help_window.set_text(YEZ::SYSTEM::VOCAB[:dash_des],1) when :instant_text; @help_window.set_text(YEZ::SYSTEM::VOCAB[:instant_des],1) when :windowskin; @help_window.set_text(YEZ::SYSTEM::VOCAB[:wskin_des],1) when :return_title; @help_window.set_text(YEZ::SYSTEM::VOCAB[:rtitle_des],1) when :return_menu; @help_window.set_text(YEZ::SYSTEM::VOCAB[:rmenu_des],1) else; @help_window.set_text("") end end end # Window_System
#=============================================================================== # Window_Skins #===============================================================================
class Window_Skins < Window_Selectable #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize super(136, 56, 272, 304) @column_max = 1 self.index = 0 self.back_opacity = 255 self.openness = 0 self.active = false refresh end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh @data = [] variable = YEZ::SYSTEM::WINDOWSKIN_VARIABLE hash = YEZ::SYSTEM::WINDOW_HASH.sort{ |a,b| a[0] <=> b[0] } for key in hash @data.push(key[0]) self.index = key[0] - 1 if key[0] == $game_variables[variable] 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) self.contents.clear_rect(rect) rect.width -= 4 text = YEZ::SYSTEM::WINDOW_HASH[@data[index]][0] self.contents.draw_text(rect, text, 1) end end # Window_Skins
#=============================================================================== # # END OF FILE # #===============================================================================
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Dernière édition par madara761 le Mer 9 Mar 2011 - 12:59, édité 1 fois |
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