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iconvx Icona e charset nel menù

Messaggio Da LusianL il Mer Mag 16, 2012 5:04 pm

Icona e charset nel menù

Autore
Moghunter

Descrizione
Un menù molto simile all'xp, con tempo,nome della mappa, anche l'icona e il charset del personaggio.

Screen
Icona e charset nel menù Screen-menu-20dce8a

Script
Spoiler:

Codice:
#################################################

# Mog Basic Menu Plus V 1.0 #

##################################################

# By Moghunter

# revu par Berka

##################################################

##############

# 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_item_icon(item, x, y)

if item != nil

draw_icon(item.icon_index, x, y)

end

end

def draw_actor_level_menu(actor, x, y)

self.contents.font.color = system_color

self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)

self.contents.font.color = normal_color

self.contents.draw_text(x + 16, y, 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(30)

end

def exp_gauge_color2

return text_color(31)

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

def initialize(x, y)

super(x, y, 384, 416)

refresh

self.active = false

self.index = -1

end

def refresh

self.contents.clear

@item_max = $game_party.members.size

for actor in $game_party.members

x = 104

y = actor.index * 96 + WLH / 2

draw_item_icon($data_weapons[actor.weapon_id], x -92, y + 20)

if actor.two_swords_style

draw_item_icon($data_weapons[actor.armor1_id], x -35, y + 20)

else

draw_item_icon($data_armors[actor.armor1_id], x -35, y + 20)

end

draw_actor_graphic(actor, x -50, y +46)

draw_actor_name(actor, x, y)

draw_actor_class_menu(actor, x + 120, y)

draw_actor_level_menu(actor, x + 200, y)

draw_actor_state(actor, x, y + WLH * 2)

draw_actor_hp(actor, x + 120, y + WLH * 1)

draw_actor_mp(actor, x + 120, y + WLH * 2)

draw_actor_exp_meter(actor, x , y + WLH * 1)

end

end

def update_cursor

if @index < 0

self.cursor_rect.empty

elsif @index < @item_max

self.cursor_rect.set(0, @index * 96, contents.width, 96)

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_Time #

###############

class Window_Mapname < Window_Base

def initialize(x, y)

super(x, y, 160, WLH + 70)

refresh

end

def refresh

self.contents.clear

self.contents.font.color = system_color

self.contents.draw_text(4, 0, 120, 32, "Lieu :")

self.contents.font.color = normal_color

self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 2)

end

end

###############

# Window_Time #

###############

class Window_Time < Window_Base

def initialize(x, y)

super(x, y, 160, WLH + 66)

refresh

end

def refresh

self.contents.clear

self.contents.font.color = system_color

self.contents.draw_text(4, 0, 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, 32, 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(160, 0)

@playtime_window = Window_Time .new(0, 270)

@mapname_window = Window_Mapname.new(0, 176)

@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

s2 = Vocab::skill

s3 = Vocab::equip

s4 = Vocab::status

s5 = Vocab::save

s6 = Vocab::game_end

@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])

@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(1, false)

@command_window.draw_item(2, false)

@command_window.draw_item(3, false)

end

if $game_system.save_disabled

@command_window.draw_item(4, false)

end

end

def 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 1,2,3

start_actor_selection

when 4

$scene = Scene_File.new(true, false, false)

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 = -1

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 1

$scene = Scene_Skill.new(@status_window.index)

when 2

$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

_________________________________________________
Premi RpgMaker
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LusianL
LusianL

Data d'iscrizione : 07.07.11
Età : 119
Località : Charsetlandia

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