Jump to content
Rpg²S Forum

Onibaku

Utenti
  • Posts

    7
  • Joined

  • Last visited

Posts posted by Onibaku

  1. OK aggiungo soltanto ke se lo volete direttamente nel menu, senza creare l'evento, sostituite scene_menu con:

     

     

    #======================================================================

    ========

    # ** Scene_Menu

    #------------------------------------------------------------------------------

    # This class performs menu screen processing.

    #==============================================================================

     

    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

    # Make command window

    s1 = $data_system.words.item

    s2 = $data_system.words.skill

    s3 = $data_system.words.equip

    s4 = "Status"

    s5 = "Save"

    s6 = "End Game"

    s7 = "Bestiario"

    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])

    @command_window.index = @menu_index

    # 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

    # Make play time window

    @playtime_window = Window_PlayTime.new

    @playtime_window.x = 0

    @playtime_window.y = 224

    # Make steps window

    @steps_window = Window_Steps.new

    @steps_window.x = 0

    @steps_window.y = 320

    # Make gold window

    @gold_window = Window_Gold.new

    @gold_window.x = 0

    @gold_window.y = 416

    # Make status window

    @status_window = Window_MenuStatus.new

    @status_window.x = 160

    @status_window.y = 0

    # 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

    @playtime_window.dispose

    @steps_window.dispose

    @gold_window.dispose

    @status_window.dispose

    end

    #--------------------------------------------------------------------------

    # * Frame Update

    #--------------------------------------------------------------------------

    def update

    # Update windows

    @command_window.update

    @playtime_window.update

    @steps_window.update

    @gold_window.update

    @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::B)

    # 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

    when 6 # Bestiatio

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Switch to save screen

    $scene = Scene_MonsterBook.new

    end

    return

    end

    end

    #--------------------------------------------------------------------------

    # * Frame Update (when status window is active)

    #--------------------------------------------------------------------------

    def update_status

    # If B button was pressed

    if Input.trigger?(Input::B)

    # 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

     

     

     

    Naturalmente dovrete cambiare le impostazioni di visualizzazione del menu, dato ke avete aggiunto una voce...

     

    spero sia utile...anke se molti lo sapranno già fare hihihi

  2. Oki assie 1000!!

     

    altra domanda ke mi è sorta ade (nn c'entra cn la scrittura)

     

    hai presente:

     

    def main

    # Make command window

    s1 = $data_system.words.item

    s2 = $data_system.words.skill

    s3 = $data_system.words.equip

    s4 = "Status"

    s5 = "Salva"

    s6 = "Esci"

     

    ecco, se io ne voglio aggiungere altri come faccio ad assegnare la finesra al comando??

     

    es io ho aggiunto s6 = "prova". come faccio a mostrare una finestra quando clicco su prova??

  3. Ziaoooo

     

    forse è già stata fatta questa domanda ma nn ho trovato nex topic a riguardo, cmq...

     

    avrei bisogno di sapere come fare per cambiare il font utilizzato per scrivere il testo.

    specifico:

     

    self.contents.font.color = system_color (colore)

     

    self.contents.font.bold = true (grassetto)

     

    self.contents.font.size = 14 (grandezza testo)

     

    mentre quello per cambiare il font non lo conosco...

    so ke RPGMX utilizza i font di windows ma per rikiamarli come faccio???

    HELP!

     

     

    (spero di aver azzeccato sezione)

×
×
  • Create New...