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| Assunto: [RMVX] Compact Custom Menu System Dom Abr 18, 2010 9:12 am | |
| Compact Custom Menu SystemNão tem muito o que comentar, é um menu compacto InstruçõesCopie e cole o script acima do main. Screenshot Script- Spoiler:
- Código:
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#============================================================================== # Compact Custom Menu System # RMVX Version # v1.0 # by Rubymatt #==============================================================================
#============================================================================== # ** NEW Window_Gold #==============================================================================
class Window_Gold < Window_Base def initialize(x, y) super(x, y, 224, WLH + 32) refresh end def refresh self.contents.clear draw_currency_value($game_party.gold, 4, 0, 184) end end
#============================================================================== # ** NEW Window_MenuStatus #==============================================================================
class Window_NewMenuStatus < Window_Selectable def initialize(x, y) super(0, 0, 64, $game_party.members.size * 36 + 32) self.contents = Bitmap.new(width - 32, height - 32) 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 = 66 y = actor.index * 36 draw_actor_graphic(actor, x - 51, y + 32) end end def update_cursor if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(-2, @index * 36 - 2, 36, 36) end end end
#============================================================================== # ** NEW Scene_Menu #==============================================================================
class Scene_Menu < Scene_Base def initialize(menu_index = 0) @menu_index = menu_index end def start super create_menu_background create_command_window @gold_window = Window_Gold.new(160, 248) @status_window = Window_NewMenuStatus.new(160, 0) @status_window.x = 320 if $game_party.members.size == 4 @status_window.y = 72 elsif $game_party.members.size == 3 @status_window.y = 88 elsif $game_party.members.size == 2 @status_window.y = 104 elsif $game_party.members.size == 1 @status_window.y = 120 else @status_window.y = 72 end end def terminate super dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose end def update super update_menu_background @command_window.update @gold_window.update @status_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.x = 160 @command_window.y = 72 @command_window.height = 176 @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
Créditos Rubymatt, por criar o script |
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