30-04-2011, 08:03 PM
(Questo messaggio è stato modificato l'ultima volta il: 04-01-2012, 10:58 PM da Johnny 97.)
ecco nun nuovo interessantissimo menu:
[spoiler]
[/spoiler]
autore GUIrpg
[spoiler]
Codice:
#----------------------------------------------------------------
#----------------------------------------------------------------
# Menu GuiRPG 1.0
#----------------------------------------------------------------
# Criado por: GuiRPG - Guilherme Santiago
# Vers�o: 1.0
#
# Esse Script faz uma pequena modifica��o no Menu, deixando o
# Menu mais cl�ssico, cobrindo toda a tela e mostrando informa��es
# Adicionais como Mapa e Tempo de Jogo
#
# F�rum: rpgmakertotal.ipbfree.com
#
# MSN: guilhermesantiagosilva@hotmail.com
#
#----------------------------------------------------------------
class Scene_Menu < Scene_Base
def initialize(menu_index = 0)
@menu_index = menu_index
end
def start
super
create_menu_background
create_command_window
@status_window = Window_MenuStatus.new(0, 80)
@window_local = Window_Local.new(120,416)
@time = Window_Time.new(360,416)
@gold_window = Window_Gold2.new(0, 416)
end
def terminate
super
dispose_menu_background
@command_window.dispose
@status_window.dispose
@window_local.dispose
@time.dispose
@gold_window.dispose
end
def update
super
update_menu_background
@command_window.update
@status_window.update
@gold_window.update
@window_local.update
@time.update
@window_local.y -= 5
if @window_local.y <= 366
@window_local.y = 366
end
@time.y -= 5
if @time.y <= 366
@time.y = 366
end
@gold_window.y -= 5
if @gold_window.y <= 366
@gold_window.y = 366
end
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(544, [s1, s2, s3, s4, s5, s6],3)
@command_window.index = @menu_index
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
class Window_MenuStatus < Window_Selectable
def initialize(x, y)
super(x, y, 544, 288)
@column_max = 2
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 = actor.index % @column_max * self.width/2 + 96
y = actor.index / @column_max * 96 + WLH / 2
draw_actor_face(actor, x - 96, y, 92)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x + 80, y)
draw_actor_hp(actor, x , y + WLH * 1)
draw_actor_mp(actor, x , y + WLH * 2 - 6)
end
end
def update_cursor
case @index
when -1
self.cursor_rect.empty
when 0, 1, 2, 3
self.cursor_rect.set(@index % @column_max * self.width/2 - 4, index / @column_max * 96 + WLH / 2 - 4, self.width / 2 - 32 +4, 96+4)
else
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
class Game_Map
attr_reader :map_id
def namemap
$name_map = load_data("Data/MapInfos.rvdata")
$name_map[@map_id].name
end
end
class Window_Local < Window_Base
def initialize(x,y)
super(x, y, 240, WLH + 26)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, -8, 200, 32, "Local:")
self.contents.font.color = normal_color
self.contents.draw_text(59, -8, 210, 32, $game_map.namemap.to_s)
end
end
class Window_Gold2 < Window_Base
def initialize(x, y)
super(x, y, 120, WLH + 26)
refresh
end
def refresh
self.contents.clear
draw_currency_value($game_party.gold, 6, -4, 80)
end
end
class Window_Time < Window_Base
def initialize(x, y)
super(x, y, 184, WLH + 26)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, -8, 200, 32, "Tempo:")
@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(69, -8, 200, 32, text)
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
autore GUIrpg