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CMS Menù per un solo PG

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Nome Script: Menù per un solo PG

Versione: 1.2

Autore/i: LilBrudder917's

 

Informazioni:

Questo script è adatto per chi usa un solo PG nel suo game.

Tutte le varie finestre possono essere attivate o disattivate ^^ (potete vedere la differenza dai due screen,una che ha attiva la locazione,e l'altro no)

Inoltre,potete inserire un vostro sfondo in basso a destra con un'immagine di 150x60.

 

Istruzioni:

Inserite lo script sopra Main.

 

Script:

#==============================================================================
# Project CMS by lilbrudder917
# Version 1.22
#------------------------------------------------------------------------------
# Overrides Scene_Menu and Window_MenuStatus. Rewrites the "Draw Level" parts of
# Window_Base to change settings. Window_PlayTime has been changed in Width.
# Rewrites Window_Steps.
#==============================================================================

#==============================================================================
# CONFIGURATION
#==============================================================================

ItemName    = "Inventory"   # Default is Item
SkillName   = "Cast Spell"  # Default is Skill
EquipName   = "Wear"        # Default is Equip
StatusName  = "Status"      # Default is Status
SaveName    = "Save Data"   # Default is Save
EndName     = "Quit Game"   # Default is End Game
CommandW    = 150           # Width of the Command Window
Custom_Map  = false         # If true, you can have a picture as a background.
Map_Picture = "mappic" # If Custom_Map = true, this will be the background.
Facesets    = true          # If true and the face file is missing, the actor's
                                                   #sprite will be used instead
FaceIMG     = "Face"        # Filename for the face image.
FFILETYPE   = ".png"        # Face File Type
CornerLogo  = true          # In the bottom right corner, want a 148x61 icon?
LogoIcon    = "logoicon"    # Name of icon
LogoFType   = ".png"        # Icon File Type


#=============================================================================
# Scene_Menu Window Add-ons
#=============================================================================

$MapBG    = true         # If true, the map will be your background
$UseNotes = true         # To use Window_Notes, have this true.
$UsePTime = true         # To use Window_PlayTime, have this true.
$UseRTime = true         # To use Window_RealTime, have this true.
RTHVar = 2               # Variable used for storing hours
RTMVar = 3               # Variable used for storing minutes
RTAPVar= 4               # Variable used for storing AM/PM
RTSVar = 5               # Variable used for storing seconds
$TwelClock = true        # 12-Hour Clock if true, false = 24-Hour Clock
$UseVar   = true         # To use Window_Variable, have this true.
$UseSteps = true         # To use Window_Steps, have this true.
$UseGold  = true         # To use Window_Gold, have this true.
$UseLoca  = true         # To use Window_Location, have this true.

###############################################################################
#                           Coordinate Controls                               #
#-----------------------------------------------------------------------------#
#    Unless you know what you are doing, I don't recommend touching these.    #
#           These are the display settings of Window_MenuStatus.              #
###############################################################################


ShowName  = true       # Show Actor's Name?
NameX     = 135        # Actor_Name X Position
NameY     = 0          # Actor_Name Y Position
ShowClass = true       # Show Actor's Class?
ClassX    = 128        # Actor_Class X Position
ClassY    = 30         # Actor_Class Y Position
ShowLevel = true       # Show Actor's Level?
LevelX    = 0          # Actor_Level X Position
LevelY    = 139        # Actor_Level Y Position
LevelT    = "Level"    # Custom Title for Level?
ShowState = true       # Show Actor_State?
StateX    = 123        # Actor_State X Position
StateY    = 50         # Actor_State Y Position
ShowHP    = true       # Show HP/MaxHP String?
UseBARS   = nil        # Coming Soon
HPX       = 0          # Hitpoints String X Position
HPY       = 100        # Hitpoints String Y Position
ShowSP    = true       # Show SP/MaxSP String?
SpecX     = 0          # Specpoints String X Position
SpecY     = 125        # Specpoints String Y Position
ShowEXP   = true       # Show Experience String?
ExperX    = 0          # Experience String X Position
ExperY    = 185        # Experience String Y Position
CommandX  = 488        # Window_Command X Position
WINNOTES_X= 2          # Window_Notes X Position
WINNOTES_Y= 242        # Window_Notes Y Position
RealTimeX = 488        # Window_RealTime X Position
RealTimeY = 320        # Window_RealTime Y Position
PlayTimeX = 488        # Window_PlayTime X Position
PlayTimeY = 224        # Window_PlayTime Y Position
VariableX = 243        # Window_Variable X Position
VariableY = 66         # Window_Variable Y Position
WStepX    = 243        # Window_Steps X Position
WStepY    = 163        # Window_Steps Y Position
WGoldX    = 243        # Window_Gold X Position
WGoldY    = 2          # Window_Gold Y Position
PLogoX    = 490        # Game_Logo X Position
PLogoY    = 418        # Game_Logo Y Position
WMStatusX = 2          # Window_MenuStatus X Position
WMStatusY = 2          # Window_MenuStatus Y Position
LOCATION_X= 2
LOCATION_Y= 430
VariTitle = "Bank"     # Text in Window_Variable
VariShoNum= 1          # Variable used in Window_Variable
GoldName  = "Gold"     # Currency Name
StepName  = "Steps"    # Text in Window_Steps
PlTiName  = "Play Time"# Text in Window_PlayTime
NoteVName = "Notes"    # Text in Window_Notes
CurTiName = "Time"     # Text in Window_RealTime
LocaName  = "Location:"# Text in Window_Location


if $MapBG && Custom_Map == true
  print "Both $MapBG and Custom_Map cannot be on at the same time! Turning off Custom_Map."
  Custom_Map = false
end


#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 240, 240)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 0
      y = 0
      actor = $game_party.actors[i]
      if Facesets == true #Facesets True?
      if FileTest.exist?("Graphics/Pictures/" + FaceIMG + FFILETYPE) #File Exist
      @face_file = FaceIMG + FFILETYPE
      self.contents.blt(x, y, RPG::Cache.picture(@face_file), Rect.new(x, y, 112, 112))
      else #File Not Exist
      draw_actor_graphic(actor, 24, 56)
      end #End File Check
      else #Facesets Else
      draw_actor_graphic(actor, 24, 56)
    end #Faceset End
     if ShowName == true
      draw_actor_name(actor, NameX, NameY)
      end
      if ShowLevel == true
      draw_actor_level(actor, 0, 0)
      end
      if ShowState == true
      draw_actor_state(actor, StateX, StateY)
      end
      draw_actor_exp(actor, ExperX, ExperY)
      if ShowClass == true
      draw_actor_class(actor, ClassX, ClassY)
      end
      if ShowHP == true
      draw_actor_hp(actor, HPX, HPY)
      end
      if ShowSP == true
      draw_actor_sp(actor, SpecX, SpecY)
      end
    end
  end

  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
    end
  end
  end
#==============================================================================
# End Window_MenuStatus
#==============================================================================

#==============================================================================
# Window Base Level Edit
#==============================================================================
class Window_Base
  def draw_actor_level(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(LevelX, 160, 32, 32, LevelT, 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(LevelX + 32, 160, 24, 32, actor.level.to_s, 2)
  end
end
#==============================================================================
# End Window_Base
#==============================================================================





class Window_Steps < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 245, 78)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, -5, 120, 32, StepName)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 16, 200, 32, $game_party.steps.to_s, 2)
  end
end





#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
#  This window displays amount of gold.
#==============================================================================

class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 245, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    cx = contents.text_size(GoldName).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 180-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(184-cx, 0, cx, 32, GoldName, 2)
  end
end


#==============================================================================
# ** Window_PlayTime
#------------------------------------------------------------------------------
#  This window displays play time on the menu screen.
#==============================================================================

class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 150, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 100, 32, PlTiName)
    @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, 100, 32, text, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end



#=============================================================================
# End Window_Steps
#==============================================================================


#==============================================================================
# ** Window_Notes by lilbrudder917
#------------------------------------------------------------------------------
#  This window displays custom-made notes made for the menu screen, but
#  can be called anywhere. Requires Project CMS to work. I think.
#==============================================================================

$MESSAGE1_L1 = "Welcome to the Menu! This Window is called" # First line for the first message
$MESSAGE1_L2 = "the Notes Window! Text automatically aligns" # Second line for the first message
$MESSAGE1_L3 = "to the right side of the Window, and the" # Third line for the first message
$MESSAGE1_L4 = "Window stores up to 5 lines per message!"
$MESSAGE1_L5 = " "
$MESSAGE2_L1 = "Since you talked to the Shady Noter,"
$MESSAGE2_L2 = "you have unlocked this new message to be"
$MESSAGE2_L3 = "placed in your notes!"
$MESSAGE2_L4 = " "
$MESSAGE2_L5 = "Butterscotch."
$MESSAGE3_L1 = "If you want, you can define these to say"
$MESSAGE3_L2 = "what you want them to and then Script Call"
$MESSAGE3_L3 = "'$DEFMESSAGE = (MessageNumber)' without "
$MESSAGE3_L4 = "quotations or parentheses."
$MESSAGE3_L5 = " "
$MESSAGE4_L1 = "Oh, if you want a blank line, just put a"
$MESSAGE4_L2 = "space where the message would go."
$MESSAGE4_L3 = " "
$MESSAGE4_L4 = " "
$MESSAGE4_L5 = "See?"
$DEFMESSAGE = 1 # Can be changed in game.



class Window_Notes < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(240, 20, 485, 190)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, NoteVName)

    if $DEFMESSAGE == 1
      text_L1 = $MESSAGE1_L1
      text_L2 = $MESSAGE1_L2
      text_L3 = $MESSAGE1_L3
      text_L4 = $MESSAGE1_L4
      text_L5 = $MESSAGE1_L5
    elsif $DEFMESSAGE == 2
      text_L1 = $MESSAGE2_L1
      text_L2 = $MESSAGE2_L2
      text_L3 = $MESSAGE2_L3
      text_L4 = $MESSAGE2_L4
      text_L5 = $MESSAGE2_L5
    elsif $DEFMESSAGE == 3
      text_L1 = $MESSAGE3_L1
      text_L2 = $MESSAGE3_L2
      text_L3 = $MESSAGE3_L3
      text_L4 = $MESSAGE3_L4
      text_L5 = $MESSAGE3_L5
    elsif $DEFMESSAGE == 4
      text_L1 = $MESSAGE4_L1
      text_L2 = $MESSAGE4_L2
      text_L3 = $MESSAGE4_L3
      text_L4 = $MESSAGE4_L4
      text_L5 = $MESSAGE4_L5
    else
      text_L1 = " "
      text_L2 = " "
      text_L3 = "You have nothing stored in your notes."
      text_L4 = " "
      text_L5 = " "
      end
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 350, 32, text_L1, 2)
    self.contents.draw_text(4, 64, 350, 32, text_L2, 2)
    self.contents.draw_text(4, 96, 350, 32, text_L3, 2)
    self.contents.draw_text(4, 128, 350, 32, text_L4, 2)
    self.contents.draw_text(4, 160, 350, 32, text_L5, 2)
  end


  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
      refresh
    end
  end



#==============================================================================
# ** Window_Location by lilbrudder917
#------------------------------------------------------------------------------
#  This window displays the map's name.
#==============================================================================

class Window_Location < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 485, 48)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end

  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, -10, 120, 32, LocaName)
    self.contents.font.color = normal_color
    cx = contents.text_size(LocaName).width

    self.contents.draw_text(cx+30, -10, 120, 32, $game_map.name)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
      refresh
    end
end


  #-------------------------------------------------------------------------
  # * Define Map Title
  #-------------------------------------------------------------------------
    class Scene_Title
      alias locationname main
      def main
        $map_infos = load_data('Data/MapInfos.rxdata')
        $map_infos.keys.each {|key| $map_infos[key] = $map_infos[key].name}
      locationname
    end
  end

    class Game_Map
      def name
        return $map_infos[@map_id]
      end
    end


#==============================================================================
# ** Window_Variable by lilbrudder917
#------------------------------------------------------------------------------
#  This window displays a variable made for the menu screen, but can be called
#  anywhere. Requires Project CMS to work. I think.
#==============================================================================

class Window_Variable < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 245, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, VariTitle)
    text = "#{$game_variables[VariShoNum]}"
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, text, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
      refresh
    end
end



#==============================================================================
# ** Window_RealTime by lilbrudder917
#------------------------------------------------------------------------------
#  This window displays the time stored on your computer's internal clock,
#  made for the menu screen, but can be called anywhere. Requires Project CMS
#  to work. I think.
#==============================================================================


class Window_RealTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @time_stamp = Time.new
    if $TwelClock == true
    $game_variables[RTHVar] = @time_stamp.strftime("%I") # Hour, 12-Hour Format
    $game_variables[RTMVar] = @time_stamp.strftime("%M") # Minutes
    $game_variables[RTAPVar] = @time_stamp.strftime("%p")# AM/PM
    $game_variables[RTSVar] = @time_stamp.strftime("%S") # Seconds
    else
    $game_variables[RTHVar] = @time_stamp.strftime("%H") # Hour, 24-Hour Format
    $game_variables[RTMVar] = @time_stamp.strftime("%M") # Minutes
    $game_variables[RTSVar] = @time_stamp.strftime("%S") # Seconds
    end
    super(0, 0, 150, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 100, 32, CurTiName)
    if $TwelClock == true
    text = "#{$game_variables[RTHVar]}: #{$game_variables[RTMVar]}: #{$game_variables[RTSVar]} #{$game_variables[RTAPVar]}"
   else
    text = "#{$game_variables[RTHVar]}: #{$game_variables[RTMVar]}: #{$game_variables[RTSVar]}"
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 100, 32, text, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
      refresh
    end
end



class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end

  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
  #--------------------------------------------------------------------------
  # * Menu Background
  #--------------------------------------------------------------------------
    if $MapBG == true
    @map = Spriteset_Map.new
    end
    if Custom_Map == true
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.picture(Map_Picture)
    end

    # Make command window
    s1 = ItemName
    s2 = SkillName
    s3 = EquipName
    s4 = StatusName
    s5 = SaveName
    s6 = EndName
    @command_window = Window_Command.new(CommandW, [s1, s2, s3, s4, s5, s6])
    @command_window.x = CommandX
    @command_window.index = 0
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    if $UseNotes == true
     @mnotes_window   = Window_Notes.new
     @mnotes_window.x = WINNOTES_X
     @mnotes_window.y = WINNOTES_Y
    end
    if $UseLoca == true
    @location_window = Window_Location.new
    @location_window.x = LOCATION_X
    @location_window.y = LOCATION_Y
    end
    # Make play time window
    if $UsePTime == true
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = PlayTimeX
    @playtime_window.y = PlayTimeY
    end
    if $UseRTime  == true
    @realtime_window = Window_RealTime.new
    @realtime_window.x = RealTimeX
    @realtime_window.y = RealTimeY
    end
    if $UseVar  == true
    @vartime_window = Window_Variable.new
    @vartime_window.x = VariableX
    @vartime_window.y = VariableY
    end
    #Make steps window
    if $UseSteps ==true
    @steps_window = Window_Steps.new
    @steps_window.x = WStepX
    @steps_window.y = WStepY
    end
    # Make gold window
    if $UseGold == true
    @gold_window = Window_Gold.new
    @gold_window.x = WGoldX
    @gold_window.y = WGoldY
    end
    if CornerLogo == true

    @image = Sprite.new
    @image.bitmap = RPG::Cache.picture(LogoIcon)
    @image.x = PLogoX
    @image.y = PLogoY

    end
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = WMStatusX
    @status_window.y = WMStatusY
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @command_window.dispose
    if $MapBG == true
    @map.dispose
    end
    if $UseLoca == true
    @location_window.dispose
    end
    if $UseNotes == true
    @mnotes_window.dispose
    end
    if $UsePTime == true
    @playtime_window.dispose
    end
    if $UseRTime == true
    @realtime_window.dispose
    end
    if $UseVar == true
    @vartime_window.dispose
    end
    if $UseSteps ==true
    @steps_window.dispose
    end
    if $UseGold == true
    @gold_window.dispose
    end
    if CornerLogo == true
      @image.dispose
    end    
    @status_window.dispose

  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    if $UseNotes == true
    @mnotes_window.update
    end
    if $UseLoca == true
    @location_window.update
    end
    if $UsePTime == true
    @playtime_window.update
    end
    if $UseRTime == true
    @realtime_window.update
    end
    if $UseVar == true
    @vartime_window.update
    end
    if $UseSteps ==true
    @steps_window.update
    end
    if $UseGold == true
    @gold_window.update
    end
    if CornerLogo == true
      @image.update
    end
    @status_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 5  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      end
      return

    end

      end
    end
  end
Demo:

Menù per un solo PG

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  • Similar Content

    • By kaine
      Questo plugin va usato insieme alla patch Better AEP che trovate qui. http://www.makerando.com/index.php?/topic/243-better-aep/
       
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      esempio
       
       
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      esempio:
       
       
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      ****************************
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      ****************************
       
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    • By Ally
      Nome Script: Ring Menù (Pseudo) 3D
      Versione: 2.1
      Autore/i: Gab!
       
      Informazioni:
      Non fatevi ingannare dal titolo ^^
      Questo script, è una modifica all'originale Ring Menù, ma modificato per renderlo con un effetto visivo simile al 3D...
       
      Screenshots:
       
       
      Istruzioni:
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      Script:
       
       
       
      #=============================================================================# Gab Ring Menu 3D#-----------------------------------------------------------------------------# Autor: Gab!# Data: 28/11/12#-----------------------------------------------------------------------------# Deixa o menu com perspectiva 3D.#=============================================================================module Gab module RingMenu3D#=============================================================================# * CONFIGURAÇÃO#============================================================================= # ID dos ícones ICONS = [ 192, # Itens 112, # Habilidades 169, # Equipamentos 14, # Status 12, # Formação 117, # Salvar 121 # Sair ] # Fonte FNAME = "Trebuchet MS" # Nome FSIZE = 19 # Tamanho FCOLOR = [255, 255, 255, 200] # Cor (R,G,B,A) # Raios R1 = 90 # Para que o efeito ocorra, R2 = 20 # é necessário que R1 > R2. # Precisão de movimento dos ícones (Quanto maior, mais lento) # Valores sugeridos: # 1 = Instantâneo # 5 = Rápido # 10 = Mediano # 20 = Lento MV = 10 # Frequência do movimento dos characters (Quanto maior, mais lento) CFREQ = 15 # BGM (Deixar em branco para remover) BGM = "Battle3" # BGS (Deixar em branco para remover) BGS = "Clock" # Tempo de fade no audio para sair da cena (milissegundos) AudioFade = 1000 # Janelas adicionais Windows = { mapName: [ # Nome do mapa true, # Mostrar? 0, # Posição X 0, # Posição Y 400, # Largura 231, # Ícone 0, # Opacidade ], time: [ # Tempo de jogo true, # Mostrar? 0, # Posição X 34, # Posição Y 160, # Largura 280, # Ícone 0, # Opacidade ], gold: [ # Dinheiro true, # Mostrar? 0, # Posição X 68, # Posição Y 160, # Largura 361, # Ícone 0, # Opacidade ] } #=============================================================================# * FIM DA CONFIGURAÇÃO#============================================================================= endendObject.send(:remove_const, :Scene_Menu)class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # ** Base para as janelas do menu #-------------------------------------------------------------------------- class MenuWindow < Window_Base def initialize(x, y, width, icon, opacity) super(x, y, width, fitting_height(1)) @icon = icon self.opacity = opacity self.contents.font.name = Gab::RingMenu3D::FNAME self.contents.font.size = Gab::RingMenu3D::FSIZE self.contents.font.color = Color.new(*Gab::RingMenu3D::FCOLOR) self.contents.font.outline = false self.contents.font.shadow = true draw_icon(@icon, 0, 0) @clear_rect = Rect.new(30, 0, contents.width - 31, contents.height) refresh end def refresh self.contents.clear_rect(@clear_rect) text_size = self.contents.width - 32 self.contents.draw_text(30, 0, text_size, self.contents.height, text, align) end def align return 2 end def update super refresh if (Graphics.frame_count % Graphics.frame_rate) == 0 end def text return "" end end #-------------------------------------------------------------------------- # ** Nome do mapa #-------------------------------------------------------------------------- class MenuWindowMapName < MenuWindow def text $game_map.display_name end def align return 0 end end #-------------------------------------------------------------------------- # ** Tempo de jogo #-------------------------------------------------------------------------- class MenuWindowTime < MenuWindow def text total_sec = Graphics.frame_count / Graphics.frame_rate hour = total_sec / 60 / 60 min = total_sec / 60 % 60 sec = total_sec % 60 sprintf("%02d:%02d:%02d", hour, min, sec) end end #-------------------------------------------------------------------------- # ** Dinheiro #-------------------------------------------------------------------------- class MenuWindowGold < MenuWindow def text $game_party.gold.to_s end end #-------------------------------------------------------------------------- # * Inicialização do processo #-------------------------------------------------------------------------- def start super @vocabulary = [ Vocab::item, Vocab::skill, Vocab::equip, Vocab::status, Vocab::formation, Vocab::save, Vocab::game_end ] @actorsNames = $game_party.members.map{|actor| actor.name} create_background @[member=spriters2000] = Sprite_Character.new(@main_viewport, $game_player) @index = 0 @actorIndex = 0 @stage = 0 @pattern = 1 @actor1 = nil @actor2 = nil @bgm = RPG::BGM.new(Gab::RingMenu3D::BGM) @bgs = RPG::BGS.new(Gab::RingMenu3D::BGS) @bgm.play @bgs.play precalculus create_icons create_legend create_actor_selection create_windows end #-------------------------------------------------------------------------- # * Finalização do processo #-------------------------------------------------------------------------- def terminate super RPG::BGM.fade(Gab::RingMenu3D::AudioFade) RPG::BGS.fade(Gab::RingMenu3D::AudioFade) dispose_background @icons.each(&:dispose) @actors.each(&:dispose) @windows.each(&:dispose) @[member=spriters2000].dispose @legend.dispose Input.update $game_map.autoplay end #-------------------------------------------------------------------------- # * Disposição do plano de fundo #-------------------------------------------------------------------------- def dispose_background @background_sprite.dispose end #-------------------------------------------------------------------------- # * Criação do plano de fundo #-------------------------------------------------------------------------- def create_background @background_sprite = Sprite.new @background_sprite.bitmap = SceneManager.background_bitmap @background_sprite.color.set(16, 16, 16, 128) end #-------------------------------------------------------------------------- # * Pré-calculo #-------------------------------------------------------------------------- def precalculus @elIcons = 2 * Math::PI / Gab::RingMenu3D::ICONS.size @basePointIcons = @[member=spriters2000].y + Gab::RingMenu3D::R2 * (Math.sin([email protected]) - 0.5) @maxDifIcons = @[member=spriters2000].y + Gab::RingMenu3D::R2 * Math.sin(Math::PI - @elIcons) - @basePointIcons @moveTimesIcons = @elIcons / Gab::RingMenu3D::MV @addIcons = 0 @elActors = 2 * Math::PI / $game_party.members.size @basePointActors = @[member=spriters2000].y + (Gab::RingMenu3D::R2 + 24) * Math.sin([email protected]) @maxDifActors = @[member=spriters2000].y + (Gab::RingMenu3D::R2 + 24) * Math.sin(Math::PI - @elActors) - @basePointActors @moveTimesActors = @elActors / Gab::RingMenu3D::MV @addActors = 0 end #-------------------------------------------------------------------------- # * Criação dos ícones #-------------------------------------------------------------------------- def create_icons iconset = Cache.system("Iconset") @icons = [] Gab::RingMenu3D::ICONS.each_with_index{|icon_index, index| sprite = Sprite.new sprite.bitmap = iconset sprite.src_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) sprite.ox = sprite.width / 2 sprite.oy = sprite.height / 2 @icons << sprite } @icons[5].tone = Tone.new(0, 0, 0, 255) if $game_system.save_disabled adjust_icons end #-------------------------------------------------------------------------- # * Cria a legenda #-------------------------------------------------------------------------- def create_legend base, c = Bitmap.new(1, 1), nil base.font.name = Gab::RingMenu3D::FNAME base.font.size = Gab::RingMenu3D::FSIZE base.font.color = Color.new(*Gab::RingMenu3D::FCOLOR) maxLen = (@vocabulary + @actorsNames).inject(0){|a, b| c = base.text_size( c.width > a ? c.width : a } @legend = Sprite.new @legend.bitmap = Bitmap.new(maxLen + 5, c.height) @legend.bitmap.font.name = Gab::RingMenu3D::FNAME @legend.bitmap.font.size = Gab::RingMenu3D::FSIZE @legend.bitmap.font.color = Color.new(*Gab::RingMenu3D::FCOLOR) @legend.ox = @legend.width / 2 @legend.oy = @legend.height / 2 @legend.x = @icons.first.x @legend.y = @icons.first.y + @icons.first.height base.dispose legend_refresh end #-------------------------------------------------------------------------- # * Cria seleção de atores #-------------------------------------------------------------------------- def create_actor_selection @actors = $game_party.members.map{|char| actor = Sprite.new actor.bitmap = Cache.character(char.character_name) sign = char.character_name[/^[\!\$]./] if sign && sign.include?('$') cw = actor.bitmap.width / 3 ch = actor.bitmap.height / 4 else cw = actor.bitmap.width / 12 ch = actor.bitmap.height / 8 end actor.ox = cw / 2 actor.oy = ch actor.x = @[member=spriters2000].x + 1.5 * Gab::RingMenu3D::R1 actor.instance_variable_set(:@charData, [char, cw, ch]) actor } adjust_actors update_actors_src end #-------------------------------------------------------------------------- # * Cria janelas #-------------------------------------------------------------------------- def create_windows windows = Gab::RingMenu3D::Windows @windows = [] @windows << MenuWindowMapName.new(*windows[:mapName][1,5]) if windows[:mapName][0] @windows << MenuWindowTime.new(*windows[:time][1,5]) if windows[:time][0] @windows << MenuWindowGold.new(*windows[:gold][1,5]) if windows[:gold][0] end #-------------------------------------------------------------------------- # * Posicionamento e ajuste de opacidade dos ícones #-------------------------------------------------------------------------- def adjust_icons el = 2 * Math::PI / @icons.size t = @addIcons - el @icons.each{|sprite| t += el sprite.x = @[member=spriters2000].x + Math.sin(t) * Gab::RingMenu3D::R1 sprite.y = @[member=spriters2000].y + Gab::RingMenu3D::R2 * (Math.cos(t) - 0.5) dif = (sprite.y - @basePointIcons) / @maxDifIcons sprite.opacity = @stage == 0 ? 127 + 255 * dif : 0 sprite.zoom_x = sprite.zoom_y = [0.5 + dif, 1].min } end #-------------------------------------------------------------------------- # * Posicionamento e ajuste de opacidade dos atores #-------------------------------------------------------------------------- def adjust_actors el = 2 * Math::PI / @actors.size t = @addActors - el @actors.each{|sprite| t += el sprite.x = @[member=spriters2000].x + Math.sin(t) * (Gab::RingMenu3D::R1 + 24) sprite.y = @[member=spriters2000].y + (Gab::RingMenu3D::R2 + 24) * Math.cos(t) dif = (sprite.y - @basePointActors) / @maxDifActors sprite.opacity = @stage != 0 ? 127 + 255 * dif : 0 sprite.zoom_x = sprite.zoom_y = [0.5 + dif, 1].min } end #-------------------------------------------------------------------------- # * Movimento dos ícones #-------------------------------------------------------------------------- def rotateIcons(dir) @moveTimesIcons *= -1 if dir == :right Sound.play_cursor Gab::RingMenu3D::MV.times{|sprite| @addIcons += @moveTimesIcons @addIcons %= Math::PI * 2 adjust_icons Graphics.update } if dir == :right @moveTimesIcons *= -1 @index += 1 else @index -= 1 end @index %= @icons.size legend_refresh end #-------------------------------------------------------------------------- # * Movimento dos atores #-------------------------------------------------------------------------- def rotateActors(dir) @moveTimesActors *= -1 if dir == :right Sound.play_cursor Gab::RingMenu3D::MV.times{|sprite| @addActors += @moveTimesActors @addActors %= Math::PI * 2 adjust_actors Graphics.update } if dir == :right @moveTimesActors *= -1 @actorIndex += 1 else @actorIndex -= 1 end @actorIndex %= @actors.size legend_refresh end #-------------------------------------------------------------------------- # * Atualiza legenda #-------------------------------------------------------------------------- def legend_refresh @legend.bitmap.clear text = @stage == 0 ? @vocabulary[@index] : @actorsNames[@actorIndex] @legend.bitmap.draw_text(@legend.bitmap.rect, text, 1) @legend.update end #-------------------------------------------------------------------------- # * Atualização Base #-------------------------------------------------------------------------- def update super @windows.each(&:update) case @stage when 0 update_main_input when 1, 2 @stage == 1 ? update_actors_input : update_formation_input if (Graphics.frame_count % Gab::RingMenu3D::CFREQ) == 0 @pattern = (@pattern + 1) % 3 end update_actors_src end end #-------------------------------------------------------------------------- # * Atualização de input padrão #-------------------------------------------------------------------------- def update_main_input if Input.repeat?(:LEFT) rotateIcons(:left) elsif Input.repeat?(:RIGHT) rotateIcons(:right) elsif Input.trigger?(: Sound.play_cancel process_return elsif Input.trigger?(:C) process_confirm end end #-------------------------------------------------------------------------- # * Atualização de entrada na seleção de ator #-------------------------------------------------------------------------- def update_actors_input if Input.repeat?(:LEFT) rotateActors(:left) elsif Input.repeat?(:RIGHT) rotateActors(:right) elsif Input.trigger?(: Sound.play_cancel process_return elsif Input.trigger?(:C) Sound.play_ok process_special_confirm end end #-------------------------------------------------------------------------- # * Atualização de entrada na seleção de ator #-------------------------------------------------------------------------- def update_actors_input if Input.repeat?(:LEFT) rotateActors(:left) elsif Input.repeat?(:RIGHT) rotateActors(:right) elsif Input.trigger?(: Sound.play_cancel process_return elsif Input.trigger?(:C) Sound.play_ok process_special_confirm end end #-------------------------------------------------------------------------- # * Atualização de troca de formação #-------------------------------------------------------------------------- def update_formation_input if Input.repeat?(:LEFT) rotateActors(:left) elsif Input.repeat?(:RIGHT) rotateActors(:right) elsif Input.trigger?(: Sound.play_cancel process_return elsif Input.trigger?(:C) process_formation_confirm end end #-------------------------------------------------------------------------- # * Processa confirmação #-------------------------------------------------------------------------- def process_confirm case @index when 0 # Item Sound.play_ok SceneManager.call(Scene_Item) when 1, 2, 3, 4 # Skill, Equip, Status, Formação Sound.play_ok @stage = @index == 4 ? 2 : 1 adjust_actors adjust_icons legend_refresh @legend.y -= 28 when 5 # Save if ($game_system.save_disabled) Sound.play_buzzer else SceneManager.call(Scene_Save) Sound.play_ok end when 6 # Sair Sound.play_ok SceneManager.call(Scene_End) end end #-------------------------------------------------------------------------- # * Processa confirmação das opções que requerem seleção de ator #-------------------------------------------------------------------------- def process_special_confirm $game_party.menu_actor = $game_party.members[@actorIndex] case @index when 1 # Skill SceneManager.call(Scene_Skill) when 2 # Equip SceneManager.call(Scene_Equip) when 3 # Status SceneManager.call(Scene_Status) end end #-------------------------------------------------------------------------- # * Processa confirmação de troca de formação #-------------------------------------------------------------------------- def process_formation_confirm if @actor1.nil? @actor1 = @actorIndex @actors[@actor1].tone = Tone.new(150, 150, 150, 0) Sound.play_ok else return Sound.play_buzzer if @actor1 == @actorIndex Sound.play_ok $game_party.swap_order(@actor1, @actorIndex) @actorsNames = $game_party.members.map{|actor| actor.name} @[member=spriters2000].dispose @[member=spriters2000] = Sprite_Character.new(@main_viewport, $game_player) @actors.each(&:dispose) create_actor_selection @actors[@actor1].tone = Tone.new(0, 0, 0, 0) @stage = 0 @actor1 = nil adjust_icons adjust_actors legend_refresh @legend.y += 28 end end #-------------------------------------------------------------------------- # * Processa retorno #-------------------------------------------------------------------------- def process_return case @stage when 0 return_scene when 1 case @index when 1, 2, 3 @stage = 0 adjust_actors adjust_icons legend_refresh @legend.y += 28 when 4 if [email protected]? @actors[@actor1].tone = Tone.new(0, 0, 0, 0) return @actor1 = nil end @stage = 0 adjust_actors adjust_icons legend_refresh @legend.y += 28 end end end #-------------------------------------------------------------------------- # * Atualiza characters #-------------------------------------------------------------------------- def update_actors_src @actors.each{|sprite| char, cw, ch = sprite.instance_variable_get(:@charData) index = char.character_index sx = (index % 4 * 3 + @pattern) * cw sy = (index / 4 * 4) * ch sprite.src_rect.set(sx, sy, cw, ch) } endend
    • By Ally
      Nome Script: Shanghai Simple Script - Final Fantasy 13 Menu (conversione non ufficiale)
      Versione: 1.2 VX Ace
      Autore/i: Shanghai, mikb89

      Informazioni:
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      I nomi possono comunque essere cambiati nello script, dove andrà configurata anche la grafica da usare per i vari eroi.

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      Per l'Equip Menu, è necessario usare lo script Equip Engine dello Yanfly Engine Ace.
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      Nome Script: Menù per 3 pg
      Versione: 1.3
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      Menu adatto per giochi con 3 pg.

      Screenshots:


      Istruzioni:
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      Tutto ciò che dovete fare è configurarlo, se volete, come più vi pare grazie al comodo modulo.
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Vi basta comunque dare un occhio #   alle voci del modulo di configurazione per vedere l mole di roba che si può #   personalizzare. # # Storia: # # 1.0:      Cambiata la composizione delle finestre per come si presentano ora. #           Aggiunta la Window_Tempo #            # 1.1:      Creato il modulo di configurazione per rendere estremamente facile la #           personalizzazione del menù. #            # 1.1.1:    Fixato un piccolo bug con Window_SkillStatus. #           Aggiunte le novità della Window_MenuStatus nel menu Status. #            # 1.2:      Possibilità di scegliere tra face o grafica del chara con correzioni #           automatiche alle posizioni in base alla scelta. #           Unione dei tre script iniziali in uno solo per un facile inserimento #           in un progetto. # # 1.3:      Terminato il modulo MAW. # # Note: # Cambiando il numero di status visibili nel menu cambiano anche quelli # visibili in Status. # Cambiando il colore delle barre cambierà anche nelle barre in bataglia e nei # menu dove sono presenti barre(vedrò di risolvere questo problema se a qualcuno # da fastidio). #============================================================================= #============================================================================== # ** Modulo di configurazione di Window_MenuStatus #============================================================================== module MMS #============================================================================== # ** Colori delle barre #------------------------------------------------------------------------------ # Per cambiare i colori delle barre avrete bisogno di vedere la windowskin del # vostro gioco. In baso a destra infatti trovate i colori che il gioco utilizzerà # per creare le barre. Gli indici dei colori partono da 0 che è il primo quadrato # in alto a sinistra e arrivano a 31 l'ultimo quadrato in baso a destra. # Ecco uno schema degli indici # #          | 0| 1| 2| 3| 4| 5| 6| 7| #          | 8| 9|10|11|12|13|14|15| #          |16|17|18|19|20|21|22|23| #          |24|25|26|27|28|29|30|31| # #==============================================================================     USAFACE = false #------------------------------------------------------------------------------ # ** Variabili generali #------------------------------------------------------------------------------ # Cambiandone il valore si stabilisce il valore di partenza di tutte le altre # variabili. # # Default # MSX = 0 # MSY = 0 #------------------------------------------------------------------------------   MSX = 0     # - verso sinistra, + verso destra   MSY = 0     # - verso l'alto, + verso il basso   #------------------------------------------------------------------------------ # ** Sposta la grafica del character #------------------------------------------------------------------------------   CHX = 25     # - verso sinistra, + verso destra   CHY = 5      # - verso l'alto, + verso il basso ##------------------------------------------------------------------------------ # ** Sposta la grafica del face #------------------------------------------------------------------------------   FACEX = 2   FACEY = 2   FACEGR = 80   #------------------------------------------------------------------------------ # ** Nome del personaggio #------------------------------------------------------------------------------   NOMEX = 5      # - verso sinistra, + verso destra   NOMEY = 35     # - verso l'alto, + verso il basso   #------------------------------------------------------------------------------ # ** Classe del personaggio #------------------------------------------------------------------------------   CLASSEX = 80      # - verso sinistra, + verso destra   CLASSEY = -10     # - verso l'alto, + verso il basso #------------------------------------------------------------------------------ # ** Status #------------------------------------------------------------------------------   STATUSX = 188     # - verso sinistra, + verso destra   STATUSY = 46      # - verso l'alto, + verso il basso   STATUSN = 8       # Numero di status da visualizzare   #------------------------------------------------------------------------------ # ** Scritta status #------------------------------------------------------------------------------   NSTATUS = "Status:"      # Termine che indica gli status   NSTATUSX = 80            # - verso sinistra, + verso destra   NSTATUSY = 46            # - verso l'alto, + verso il basso   ##------------------------------------------------------------------------------ # ** Livello del personaggio #------------------------------------------------------------------------------   LIVX = 80      # - verso sinistra, + verso destra   LIVY = -10     # - verso l'alto, + verso il basso   #------------------------------------------------------------------------------ # ** Barra PV #------------------------------------------------------------------------------   PVX = 205     # - verso sinistra, + verso destra   PVY = -12     # - verso l'alto, + verso il basso     PVBL = 150    # Lunghezza della barra   PVBC1 = 28    # Colore 1   PVBC2 = 29    # Colore 2   PVBCC = 0     # Colore del bordo   PVBCS = 15    # Colore sfondo barra   #------------------------------------------------------------------------------ # ** Barra PM #------------------------------------------------------------------------------   PMX = 205     # - verso sinistra, + verso destra   PMY = -12     # - verso l'alto, + verso il basso     PMBL = 150    # Lunghezza della barra   PMBC1 = 12    # Colore 1   PMBC2 = 4     # Colore 2   PMBCC = 0     # Colore del bordo   PMBCS = 15    # Colore sfondo barra   #------------------------------------------------------------------------------ # ** Scritta Esperienza e valori #------------------------------------------------------------------------------   NEXP = "Esperienza"       # Termine che indica l'esperienza   NEXPX = 400               # - verso sinistra, + verso destra   NEXPY = 0                 # - verso l'alto, + verso il basso   #------------------------------------------------------------------------------ # Barra esperienza #------------------------------------------------------------------------------   EXPBX = 400      # - verso sinistra, + verso destra   EXPBY = 17       # - verso l'alto, + verso il basso     EXPBL = 100      # Lunghezza della barra   EXPBC1 = 14      # Colore 1   EXPBC2 = 6       # Colore 2   EXPBCC = 0       # Colore del bordo   EXPBCS = 15      # Colore sfondo barra end #============================================================================== # ** Modulo di configurazione delle altre Window #============================================================================== module MAW   #------------------------------------------------------------------------------ # ** Window_Gold - Configurazione #------------------------------------------------------------------------------   WGX = 0   WGY = 360   WGSX = 4            # Coordinata x delle scritte   WGSY = 0            # Coordinata y delle scritte   WGSL = 220          # Lunghezza area di scrittura. Se il nome della moneta del                       # vostro gioco è lungo e non lo visualizzate tutto diminuite                       # il valore cosi entrerà tutto.                          WGFNT = 18          # Grandezza font.                                                                      #------------------------------------------------------------------------------ # Impostare, in base alle proprie necessità, una delle tre variabili,WGIS, WGSS # o WGISS, su true e le altre due su false #------------------------------------------------------------------------------                                                 WGIS = false        # true/false => SOLO l'icona   WGI = 147           # ID dell'icona     WGSS = false        # true/false => SOLO la scritta   WGSN = "Denaro"     # Termine     WGISS = true        # true/false => Icona + Scritta   WGIAG = 70          # muove a destra o sinistra l'icona. Da cambiare, se WGISS                       # è impostato su true, in base all'esigenza.   #------------------------------------------------------------------------------ # ** Window_Tempo - Configurazione #------------------------------------------------------------------------------   WTX = 272   WTY = 360   WTSX = 0                         # Coordinata x delle scritte.   WTSY = 0                         # Coordinata y delle scritte.   WTSL = 220                       # Lunghezza area di scrittura.   WTSN = "Tempo di gioco:"         # Termine che indica il tempo di gioco.   WTFNT = 18                       # Grandezza font. end #============================================================================== # ** Window_MenuStatus #============================================================================== class Window_MenuStatus < Window_Selectable include MMS       def initialize(x, y)     super(0, 56, 544, 305)     refresh     self.active = true     self.index = -1   end   def refresh     self.contents.clear     @item_max = 3     for actor in $game_party.members       x = MMS::MSX       y = actor.index * 92 + WLH / 2 + MMS::MSX     if MMS::USAFACE == true       @piux = 10       @piuy = 10       draw_actor_face(actor,      x + MMS::FACEX,          actor.index * 92 + MMS::FACEY,             MMS::FACEGR)     else       @piux = 0       @piuy = 0       draw_actor_graphic(actor,   x + MMS::CHX,                    y + (WLH + MMS::CHY))     end       draw_actor_name(actor,      x + MMS::NOMEX,                  y + @piuy = 10 +                   MMS::NOMEY)       draw_actor_class(actor,     x + MMS::CLASSEX + @piux,        y + (WLH * 0) +                    MMS::CLASSEY)       draw_actor_state(actor,     x + MMS::STATUSX + @piux,        y +                                MMS::STATUSY)       draw_actor_level(actor,     x + MMS::LIVX + @piux,           y + (WLH * 1) +                    MMS::LIVY)       draw_actor_hp(actor,        x + MMS::PVX + @piux,           (y +                                MMS::PVY) + WLH * 0, width =      MMS::PVBL)       draw_actor_mp(actor,        x + MMS::PMX + @piux,           (y +                                MMS::PMY) + WLH * 1, width =      MMS::PMBL)       draw_actor_exp_gauge(actor, x + MMS::EXPBX,                  actor.index * 92 +                 MMS::EXPBY)       draw_exp_info(actor ,       x + MMS::NEXPX,                  actor.index * 92 +                 MMS::NEXPY)       self.contents.draw_text(    x + MMS::NSTATUSX + @piux,       y +                                MMS::NSTATUSY, 100, 32,           MMS::NSTATUS, 2)     end   end   def update_cursor     if @index < 0       self.cursor_rect.empty     elsif @index < @item_max       self.cursor_rect.set(0, @index * 92, contents.width, 85)     elsif @index >= 100       self.cursor_rect.set(0, (@index - 100) * 92, contents.width, 85)     else       self.cursor_rect.set(0, 0, contents.width, @item_max * 85)     end   end     def draw_exp_info(actor, x, y)     s1 = actor.exp_s     s2 = actor.corr_exp     s3 = s1-s2     s4 = actor.pros_lvl_exp     exp = s3.to_s + " / " + s4.to_s     self.contents.draw_text(x, y + WLH * 0, 100, WLH, MMS::NEXP)     self.contents.draw_text(x, y + WLH * 1, 100, WLH, exp, 2)   end         def draw_actor_exp_gauge(actor, x, y, width = MMS::EXPBL)     s1 = actor.exp_s     s2 = actor.corr_exp     s3 = s1-s2     s4 = actor.pros_lvl_exp     gw = width * s3 / s4     gc1 = text_color(MMS::EXPBC1)     gc2 = text_color(MMS::EXPBC2)     gauge_back_color = text_color(MMS::EXPBCS)     gauge_cornice_color = text_color(MMS::EXPBCC)     self.contents.fill_rect(x, y + WLH, width + 2, 8, gauge_cornice_color)     self.contents.fill_rect(x + 1, y + WLH + 1, width, 6, gauge_back_color)     self.contents.gradient_fill_rect(x + 1, y + WLH + 1, gw, 6, gc1, gc2)   end   end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ #  * aggiunte #============================================================================== class Game_Actor < Game_Battler     def corr_exp     return @exp_list[@level]   end   def pros_lvl_exp     return @exp_list[@level+1][email protected]_list[@level]   end end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ #  * alias #============================================================================== class Window_Base < Window   include MMS     alias melosx_draw_actor_state draw_actor_state   alias melosx_draw_actor_hp_gauge draw_actor_hp_gauge   alias melosx_draw_actor_mp_gauge draw_actor_mp_gauge     def draw_actor_state(actor, x, y, width = 24 * MMS::STATUSN)     count = 0     for state in actor.states       draw_icon(state.icon_index, x + 24 * count, y)       count += 1       break if (24 * count > width - 24)     end   end     def draw_actor_hp_gauge(actor, x, y, width = 120)     gw = width * actor.hp / actor.maxhp     gc1 = text_color(MMS::PVBC1)     gc2 = text_color(MMS::PVBC2)     gauge_cornice_color = text_color(MMS::PVBCC)     self.contents.fill_rect(x, y + WLH - 8, width + 2, 8, gauge_cornice_color)     self.contents.fill_rect(x + 1, y + WLH - 8 + 1, width, 6, text_color(MMS::PVBCS))     self.contents.gradient_fill_rect(x + 1, y + WLH - 8 + 1, gw, 6, gc1, gc2)   end   def draw_actor_mp_gauge(actor, x, y, width = 120)     gw = width * actor.mp / [actor.maxmp, 1].max     gc1 = text_color(MMS::PMBC1)     gc2 = text_color(MMS::PMBC2)     gauge_cornice_color = text_color(MMS::PMBCC)     self.contents.fill_rect(x, y + WLH - 8, width + 2, 8, gauge_cornice_color)     self.contents.fill_rect(x + 1, y + WLH - 8 + 1, width, 6, text_color(MMS::PMBCS))     self.contents.gradient_fill_rect(x + 1, y + WLH - 8 + 1, gw, 6, gc1, gc2)   end     end #============================================================================== # ** Window_SkillStatus #------------------------------------------------------------------------------ #  * alias #============================================================================== class Window_SkillStatus < Window_Base  alias melosx_refresh refresh     def refresh     self.contents.clear     draw_actor_name(@actor, 4, 0)     draw_actor_level(@actor, 140, 0)     draw_actor_hp(@actor, 240, 0)     draw_actor_mp(@actor, 390, 0)   end end #============================================================================== # ** Window_Status #------------------------------------------------------------------------------ #  * alias + aggiunte #============================================================================== class Window_Status < Window_Base   include MMS     alias melosx_refresh refresh   alias melosx_draw_exp_info draw_exp_info     def refresh     self.contents.clear     draw_actor_name(@actor, 4, 0)     draw_actor_class(@actor, 128, 0)     draw_actor_face(@actor, 8, 32)     draw_basic_info(128, 32)     draw_parameters(32, 160)     draw_actor_exp_gauge(308, 87, (MMS::EXPBL + 50))     draw_exp_info(288, 70)     draw_equipments(288, 160)   end   def draw_basic_info(x, y)     draw_actor_level(@actor, x, y + WLH * 0)     draw_actor_state(@actor, 308, 12 + WLH * 1)     self.contents.draw_text(288, 5, 100, 32, MMS::NSTATUS, 0)     draw_actor_hp(@actor, x, y + WLH * 2)     draw_actor_mp(@actor, x, y + WLH * 3)   end     def draw_exp_info(x, y)     s1 = @actor.exp_s     s2 = @actor.next_exp_s     exp = s1.to_s + " / " + s2.to_s     self.contents.draw_text(x, y + WLH * 0, 100, WLH, MMS::NEXP)     self.contents.draw_text(x + 110, y + WLH * 1, 100, WLH, exp, 0)   end         def draw_actor_exp_gauge(x, y, width = MMS::EXPBL)     s1 = @actor.exp_s     s2 = @actor.next_exp_s     gw = width * s1 / s2     gc1 = text_color(MMS::EXPBC1)     gc2 = text_color(MMS::EXPBC2)     gauge_back_color = text_color(MMS::EXPBCS)     gauge_cornice_color = text_color(MMS::EXPBCC)     self.contents.fill_rect(x, y + WLH, width + 2, 8, gauge_cornice_color)     self.contents.fill_rect(x + 1, y + WLH + 1, width, 6, gauge_back_color)     self.contents.gradient_fill_rect(x + 1, y + WLH + 1, gw, 6, gc1, gc2)   end end #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ #  * alias #============================================================================== class Scene_Menu < Scene_Base   alias melosx_start start   alias melosx_terminate terminate   alias melosx_update update   alias melosx_create_command_window create_command_window  def start     super     create_menu_background     create_command_window     @gold_window = Window_GoldM.new(MAW::WGX, MAW::WGY)     @status_window = Window_MenuStatus.new(160, 0)     @tempo_gioco = Window_Tempo.new(MAW::WTX, MAW::WTY)   end   def terminate     super     dispose_menu_background     @command_window.dispose     @gold_window.dispose     @status_window.dispose     @tempo_gioco.dispose   end   def update     super     update_menu_background     @command_window.update     @gold_window.update     @status_window.update     @tempo_gioco.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(544, [s1, s2, s3, s4, s5, s6 ] , 6, 0, 16)     @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 $game_system.save_disabled       @command_window.draw_item(4, false)     end   end end       #============================================================================== # ** Window_Tempo #============================================================================== class Window_Tempo < Window_Base def initialize(x, y)     super(x, y, 272, WLH + 32)     refresh   end   def update     super     sec = (Graphics.frame_count / Graphics.frame_rate) % 60     if sec > @total_sec % 60 or sec == 0       refresh     end       end      def refresh     self.contents.clear         @total_sec = Graphics.frame_count / Graphics.frame_rate          ora = @total_sec / 60 / 60     min = @total_sec / 60 % 60     sec = @total_sec % 60     tempo = sprintf("%02d:%02d:%02d", ora, min, sec)     self.contents.font.color = normal_color     self.contents.font.size = MAW::WTFNT     self.contents.draw_text(MAW::WTSX, MAW::WTSY, MAW::WTSL, WLH, tempo, 2)     self.contents.draw_text(MAW::WTSX, MAW::WTSY, MAW::WTSL, WLH, MAW::WTSN, 0)             end end #============================================================================== # ** Window_Gold #============================================================================== class Window_GoldM < Window_Base include MAW     def initialize(x, y)     super(x, y, 272, WLH + 32)     refresh   end   def refresh     self.contents.clear     self.contents.font.color = normal_color     self.contents.font.size = MAW::WTFNT     draw_currency_value($game_party.gold, MAW::WGSX, MAW::WGSY, MAW::WGSL)     if MAW::WGIS == true       draw_icon(MAW::WGI, 0, 0)     elsif MAW::WGISS == true       draw_icon(MAW::WGI, MAW::WGIAG, 0)       self.contents.draw_text(MAW::WGSX, MAW::WGSY, MAW::WGSL, WLH, MAW::WGSN, 0)     elsif MAW::WGSS == true       self.contents.draw_text(MAW::WGSX, MAW::WGSY, MAW::WGSL, WLH, MAW::WGSN, 0)     end               end end Demo:
      N/D
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