Jump to content
Rpg²S Forum

GrandeShogunShien

Utenti
  • Posts

    8
  • Joined

  • Last visited

Posts posted by GrandeShogunShien

  1. Allora la decisione sta a te se postare un topic anche su progetti (magari per mostrarlo prima di finirlo anche se manca poco) o fare solo un topic su realease, là dove vanno appunto i giochi completi o le demo da provare.

    ^ ^

     

    Ricorda in entrambi i casi di seguire i template che trovi all'inizio della sezione e di presentare comunque per bene il tuo gioco con screen (solitamente utilizziamo l'host imageshack per questi) e descrizioni.

    ^ ^

     

    Per hostare il gioco qui va di moda mediafire con account così il gioco non viene cancellato dopo poco, comunque sei libero di hostarlo dove vuoi e mettere il link, meglio comunque siti che mantengono il file a lungo... lungo...

    ^ ^

    Grazie tra non molto lo pubblichero

  2. Scusate ma non riesco proprio a resistere e pubblico questo topic xD

    Dopo un sacco di tempo che sto facendo questo gioco, finalmente in queste ultime settimane ho deciso di finirlo.

    E' il mio primo gioco in assoluto e lo pubblicherò tra non molto

     

     

    Prologo:

     

    Come mai tutti gli Dei sia quelli del passato che odierni provengono dal cielo? Ci hanno creato a loro immagine...

    Per essere liberi o lavorare come schiavi? Basta pensare agli antichi Egizi, Aztechi o Maya e non solo, per vedere

    monumenti al di fuori di ogni possibilità per popoli di quei tempi, forse sono stati aiutati da coloro che chiamavano Dei...

    Brahma,Visnu,Siva,Indra,Nut,Ra,Osiride sono solo nomi degli Dei di fantasia o nomi di esseri di diverse razze...

    Se dalla comparsa dell'uomo sapiens sapiens il cervello umano non si è più evoluto, come mai solo nell'utlimo secolo ci sono stati dei progressi tecnologici cosi elevati?

    Perchè siamo gli unici esseri sulla terra a possedere dei linguaggi cosi complessi?

    I terroristi esistono veramente? Veramente quei quattro tipi, riescono ad evadere tutte le sicurezze dei paesi occidentali e a far esplodere e crollare palazzi interi, diffondendo il terrore tra la gente, che dopo quei fatti acconsente nella paura, l'agire dei governi...

    Con le tecnologie odierne perche utilizzare ancora i combustibili fossili, perche non possiamo vivere solo grazie all'energie alternative, le possibilità ci sono, ma forse a qualcuno non farebbero comodo.

    Veramente credi che i soldi che hai in tasca e per i quali ti massacri tutto il giorno hanno un valore reale?

    Credi veramente che le scelte che fai sono veramente libere e non manipolate?

     

    Dovrai scoprire la Verità, non so se riuscirai a cambiare qualcosa, magari ti faranno fuori prima che la raggiungi, magari ti corromperanno ... la Verità si trova in un luogo segreto, un luogo non raggiungibile a tutti, dovrai trovare quel luogo e capirai questo mondo folle e malato che ci circonda.

     

    ==================================================================================================

     

    Questo era il Prologo, se vi ha incuriosito, presto potrete scoprire la Verità.

     

    Scusate ma è iniziato prison break xD postero degli screen e la trama domani pomerigio.

    Intanto ditemi se vi attira il prologo, cio è se sembra interessante o è una mezza ca**ta

  3. Ma per postare un gioco devo prima aprire un topic nella sezione

    Progetti Vx e Vx Ace?

     

    Voi di solito su quale host caricate i giochi?

    Stavo pensando di caricarlo su Ubuntu one, voi che ne dite?

     

    Spiegatemi bene cosa devo fare per postare il gioco, in quanto l'ho quasi finito.

  4. Mi sono dimenticato un passaggio XD

    Allora, vai alla riga 74 e dove vuoi inserisci la parola

     :pratica, 
    
    .

    La sua posizione dipende da dove lo metti, ad esempio se lo metti sotto :item comparirà sotto gli oggetti. Ma non modificare quei termini! ^___^

     

    Dovevo mettere $pratica,

    funziona tutto , ma adesso sorge un problema con questo script mi compare un menu a destra che non mi piace prorpio vorrei che tornasse come

    quello di default perche non si abbina per niente con la windowskin che ho creato, che srtinghe devo eliminare o cambiare?

  5. Se utilizzi il VX, metti questo script sotto Materials e sopra Main.

     

     

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

    #

    # Yanfly Engine Melody - Main Menu Melody

    # Last Date Updated: 2011.12.09

    # Level: Normal, Hard, Lunatic

    #

    # This script allows for menu item reordering along with importing in custom

    # script scenes with ease so that there becomes little need to change the base

    # menu script in order to add in a few items. This is a YEM version of the

    # popular KGC Custom Menu Command. No credits will be taken on part of my own

    # behalf for the work KGC did. All I merely did was use it to extend the

    # capabilities of adding in common events, imported commands, and beefed up

    # engine efficiency.

    #

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

    # Updates

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

    # o 2010.06.13 - Bugfix regarding imported commands and common events.

    # o 2010.05.15 - Conversion to Yanfly Engine Melody.

    # o 2011.12.09 - Update Melody 1.01. (Resize Screen)

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

    # Instructions

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

    # To install this script, open up your script editor and copy/paste this script

    # to an open slot below ▼ Materials but above ▼ Main. Considering the special

    # nature of this script, it is highly recommended that you place this script

    # above all non-core scripts. Remember to save.

    #

    # Scroll down and edit the module as you see fitting for your game.

    #

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

    # Debug Shortcuts - Only during $TEST and $BTEST mode

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

    # During testplay mode, pressing F5 while the main menu is active will fill

    # all party members' HP and MP to full.

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

     

    $imported = {} if $imported == nil

    $imported["MainMenuMelody"] = true

     

    module YEM

    module MENU

     

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

    # Section I. Menu Commands

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

    # Adjust the following hash to modify which commands will appear where. Use

    # the following table to input in the commands as you see fit.

    #

    # :items ............Default Item Menu

    # :skill ............Default Skill Menu

    # :equip ............Default Equip menu

    # :status ...........Default Status Menu

    # :save .............Default Save Menu

    # :system ...........Default Game End Menu

    #

    # For those that have imported KGC scripts.

    #

    # :kgc_largeparty ...Requires KGC's Large Party

    # :kgc_apviewer .....Requires KGC's Equip Learn Skill

    # :kgc_skillcp ......Requires KGC's Skill CP System

    # :kgc_difficulty ...Requires KGC's Battle Difficulty

    # :kgc_distribute ...Requires KGC's Distribute Parameter

    # :kgc_enemyguide ...Requires KGC's Enemy Guide

    # :kgc_outline ......Requires KGC's Outline

    #

    # For those who are still attached to the YERD scripts.

    #

    # :yerd_classchange .Requires YERD Subclass Selection System

    # :yerd_learnskill ..Requires YERD Subclass Selection System

    # :yerd_equipslots ..Requires YERD Equip Skill Slots

    # :yerd_bestiary ....Requires YERD Bestiary + Scanned Enemy

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

    MENU_COMMANDS =[ # Follow the instructions above.

    :items, # Default Item Menu

    :status, # Default Status Menu

    :skill, # Default Skill Menu

    :equip, # Default Equip menu

    :event2, # Common Event

    :save, # Default Save Menu

    :system, # Default Game End Menu

    ] # Do not remove this.

     

    # This will determine whether or not your menu uses icons.

    USE_ICONS = false

     

    # If you're using icons, adjust the following hash to bind the right icons

    # to the right command.

    MENU_ICONS ={ # If an icon is not present, it will use the unused icon.

    :unused => 176,

    :items => 144,

    :skill => 159,

    :equip => 44,

    :status => 137,

    :save => 149,

    :system => 134,

    } # Do not remove this.

     

    # This is the maximum number of rows to be displayed before the command

    # box will be cut off.

    MAX_ROWS = 10

     

    # Set the alignment for the text in your menu. By default, alignment is 0.

    # 0..Left Align, 1..Center Align, 2..Right Align

    ALIGN = 0

     

    # Setting this to true will cause the menu to shift to the right side of

    # the screen while moving the party status window over to the left side.

    MENU_RIGHT_SIDE = true

     

    # If this is set to true, the menu will not obscure the map until actor

    # selection is required. Events on the map will be frozen in place.

    ON_SCREEN_MENU = true

     

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

    # Section II.A. Custom Menu Command - Lunatic Mode - Common Events

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

    # For those who would like to launch command events from the main menu,

    # modify this hash here to fit your liking. Then, add in the newly added

    # method to the MENU_COMMANDS array above.

    #

    # HideSw - This is the hide switch. Set to nil to not use a switch.

    # DisbSw - This is the disable switch. Set to nil to not use a switch.

    # Debug? - This item will only appear if it's $TEST mode.

    # CEvent - This is the common event that will launch.

    # Icon - This is the icon used if the option is given.

    # Title - This is the text that will appear.

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

    COMMON_EVENTS ={ # Follow the instructions above.

    # Method => [HideSw, DisbSw, Debug?, CEvent, Icon, Title Name]

    :event1 => [ nil, nil, true, 11, 101, "Debug"],

    :event2 => [ nil, nil, false, 12, 117, "Camp"],

    } # Do not remove this.

     

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

    # Section II.B. Custom Menu Command - Lunatic Mode - Imported Commands

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

    # The following is what KGC originally was going to have in his script but

    # was actually missing it in his publicized script. This will regain

    # functionality and also lift the "limit" of only 100 extra commands. The

    # following will explain how to set up the individual options.

    #

    # HideSw - Switch used to hide the command. Set to nil if not used.

    # DisbSw - Switch used to disable the command. Set to nil if not used.

    # Actor? - Does this select an actor. Set to true if it does.

    # Icon - Determines what icon will be used for this item.

    # Title - The title text that appears for the event.

    # Scene - The scene used to launch the respective scene.

    #

    # Note that this does not automatically detect what will and will not

    # disable the command ingame. You must understand and create a work

    # around with them (if they do disable the commands) with switches.

    # After binding your imported commands, go back to MENU_COMMANDS and

    # insert the proper command ID at the proper location.

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

    IMPORTED_COMMANDS ={ # Follow the instructions above.

    # Method => [HideSw, DisbSw, Actor?, Icon, Title Name, Scene Name.new]

    :quests => [ 8, 9, false, 99, "Quests", "Scene_Quest"],

    :faction => [ 10, 11, false, 100, "Factions", "Scene_Factions"],

    :row => [ nil, nil, false, 101, "Rows", "Scene_Row"],

    :record => [ nil, nil, false, 102, "Records", "Scene_Record"],

    :craft => [ nil, nil, false, 103, "Crafting", "Scene_Crafting"],

    } # Do not remove this.

     

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

    # Section III.A. Multi Variable Window

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

    # Imported straight from Scene Menu ReDux, this alters the gold window at

    # the bottom to display variables, time, steps, etc. This window appears

    # at the bottom of the screen.

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

    USE_MULTI_VARIABLE_WINDOW = true

     

    # Variables will be shown in this order. Use 0 to show gold. Adjust the

    # following information as seen necessary.

    VARIABLES_SHOWN = [-5, -1, -2, 0]

    VARIABLES_ICONS = true

    VARIABLES_HASH ={ # Note that value zero must exist.

    # VarID => [icon, Text]

    -5 => [ 153, "Map"],

    -2 => [ 48, "Steps"],

    -1 => [ 188, "Time"],

    0 => [ 205, "Gold"],

    1 => [ 200, "Jewels"],

    }# Do not remove this.

     

    end # MENU

    end # YEM

     

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

    # Editting anything past this point may potentially result in causing computer

    # damage, incontinence, explosion of user's head, coma, death, and/or halitosis.

    # Therefore, edit at your own risk.

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

     

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

    # Scene_Menu

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

     

    class Scene_Menu < Scene_Base

     

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

    # new method: create_command_list

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

    def create_command_list

    vocab = []

    commands = []

    icons = []

    index_list = {}

    YEM::MENU::MENU_COMMANDS.each_with_index { |c,i|

    case c

    when :items

    index_list[:items] = commands.size

    vocab.push(Vocab.item)

     

    when :skill # Skills

    index_list[:skill] = commands.size

    vocab.push(Vocab.skill)

     

    when :equip # Equip

    index_list[:equip] = commands.size

    vocab.push(Vocab.equip)

     

    when :status # Status

    index_list[:status] = commands.size

    vocab.push(Vocab.status)

     

    when :save # Save

    index_list[:save] = commands.size

    vocab.push(Vocab.save)

     

    when :system # System

    index_list[:system] = commands.size

    vocab.push(Vocab.game_end)

     

    #----- KGC Imported Scripts -----

     

    when :kgc_largeparty # KGC's Large Party

    next unless $imported["LargeParty"]

    index_list[:partyform] = commands.size

    @__command_partyform_index = commands.size

    vocab.push(Vocab.partyform)

     

    when :kgc_apviewer # KGC's AP Viewer

    next unless $imported["EquipLearnSkill"]

    index_list[:ap_viewer] = commands.size

    @__command_ap_viewer_index = commands.size

    vocab.push(Vocab.ap_viewer)

     

    when :kgc_skillcp # KGC's CP Skill System

    next unless $imported["SkillCPSystem"]

    index_list[:set_battle_skill] = commands.size

    @__command_set_battle_skill_index = commands.size

    vocab.push(Vocab.set_battle_skill)

     

    when :kgc_difficulty # KGC's Battle Difficulty

    next unless $imported["BattleDifficulty"]

    index_list[:set_difficulty] = commands.size

    @__command_set_difficulty_index = commands.size

    vocab.push(KGC::BattleDifficulty.get[:name])

     

    when :kgc_distribute # KGC's Distribute Parameter

    next unless $imported["DistributeParameter"]

    index_list[:distribute_parameter] = commands.size

    @__command_distribute_parameter_index = commands.size

    vocab.push(Vocab.distribute_parameter)

     

    when :kgc_enemyguide # KGC's Enemy Guide

    next unless $imported["EnemyGuide"]

    index_list[:enemy_guide] = commands.size

    @__command_enemy_guide_index = commands.size

    vocab.push(Vocab.enemy_guide)

     

    when :kgc_outline # KGC's Outline

    next unless $imported["Outline"]

    index_list[:outline] = commands.size

    @__command_outline_index = commands.size

    vocab.push(Vocab.outline)

     

    #----- YERD Imported Scripts -----

     

    when :yerd_classchange # Yanfly Subclass Class Change

    next unless $imported["SubclassSelectionSystem"]

    next unless YE::SUBCLASS::MENU_CLASS_CHANGE_OPTION

    next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH]

    index_list[:classchange] = commands.size

    @command_class_change = commands.size

    vocab.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE)

     

    when :yerd_learnskill # Yanfly Subclass Learn Skill

    next unless $imported["SubclassSelectionSystem"]

    next unless YE::SUBCLASS::USE_JP_SYSTEM and

    YE::SUBCLASS::LEARN_SKILL_OPTION

    next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH]

    index_list[:learnskill] = commands.size

    @command_learn_skill = commands.size

    vocab.push(YE::SUBCLASS::LEARN_SKILL_TITLE)

     

    when :yerd_equipslots # Yanfly Equip Skill System

    next unless $imported["EquipSkillSlots"]

    next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH]

    index_list[:equipskill] = commands.size

    @command_equip_skill = commands.size

    vocab.push(YE::EQUIPSKILL::MENU_TITLE)

     

    when :yerd_bestiary # Yanfly Bestiary

    next unless $imported["DisplayScannedEnemy"]

    next unless $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH]

    index_list[:bestiary] = commands.size

    @command_bestiary = commands.size

    vocab.push(YE::MENU::MONSTER::BESTIARY_TITLE)

     

    else # ---- Custom Commands ----

    if YEM::MENU::COMMON_EVENTS.include?©

    common_event = YEM::MENU::COMMON_EVENTS[c]

    next if !$TEST and common_event[2]

    next if common_event[0] != nil and $game_switches[common_event[0]]

    index_list[c] = commands.size

    vocab.push(common_event[5])

    elsif YEM::MENU::IMPORTED_COMMANDS.include?©

    command_array = YEM::MENU::IMPORTED_COMMANDS[c]

    next if command_array[0] != nil and $game_switches[command_array[0]]

    index_list[c] = commands.size

    vocab.push(command_array[4])

    else; next

    end

     

    end

    commands.push©

    icons.push(menu_icon©)

    } # YEM::MENU::MENU_COMMANDS.each_with_index

    $game_temp.menu_command_index = index_list

    @menu_array = [vocab, commands, icons]

    end

     

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

    # new method: menu_icon

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

    def menu_icon(command)

    if YEM::MENU::MENU_ICONS.include?(command)

    return YEM::MENU::MENU_ICONS[command]

    elsif YEM::MENU::COMMON_EVENTS.include?(command)

    return YEM::MENU::COMMON_EVENTS[command][4]

    elsif YEM::MENU::IMPORTED_COMMANDS.include?(command)

    return YEM::MENU::IMPORTED_COMMANDS[command][3]

    else

    return YEM::MENU::MENU_ICONS[:unused]

    end

    end

     

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

    # overwrite method: create_command_window

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

    def create_command_window

    create_command_list

    @command_window = Window_MenuCommand.new(@menu_array)

    @command_window.height = [@command_window.height,

    YEM::MENU::MAX_ROWS * 24 + 32].min

    @command_window.index = [@menu_index, @menu_array[0].size - 1].min

    end

     

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

    # overwrite method: update_command_selection

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

    def update_command_selection

    if Input.trigger?(Input::B)

    check_debug_enable

    Sound.play_cancel

    $scene = Scene_Map.new

    elsif $TEST and Input.trigger?(Input::F5) # Debug Refresh Party

    Sound.play_recovery

    for member in $game_party.members

    member.hp += member.maxhp

    member.mp += member.maxmp

    end

    @status_window.refresh

    elsif Input.trigger?(Input::C)

    command = @command_window.method

    case command

    when :items # Item Command

    Sound.play_decision

    $scene = Scene_Item.new

    when :skill, :equip, :status # Skill, Equip, and Status Commands

    Sound.play_decision

    start_actor_selection

    when :save # Save Command

    if $game_system.save_disabled

    Sound.play_buzzer

    else

    Sound.play_decision

    $game_temp.menu_command_index[:save]

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

    end

    when :system # System Command

    Sound.play_decision

    $scene = Scene_End.new

    else # Custom Commands

    if YEM::MENU::COMMON_EVENTS.include?(command)

    array = YEM::MENU::COMMON_EVENTS[command]

    if array[1] != nil and $game_switches[array[1]]

    Sound.play_buzzer

    else

    Sound.play_decision

    $game_temp.common_event_id = array[3]

    $scene = Scene_Map.new

    end

    elsif YEM::MENU::IMPORTED_COMMANDS.include?(command)

    array = YEM::MENU::IMPORTED_COMMANDS[command]

    if array[1] != nil and $game_switches[array[1]]

    Sound.play_buzzer

    else

    Sound.play_decision

    if array[2]

    start_actor_selection

    else

    $scene = eval(array[5] + ".new")

    end

    end

    end

     

    end # if case check

    end # end if

    end # end update_command_selection

     

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

    # overwrite method: update_actor_selection

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

    def update_actor_selection

    if Input.trigger?(Input::B)

    Sound.play_cancel

    end_actor_selection

    @status_window.close if YEM::MENU::ON_SCREEN_MENU

    elsif $TEST and Input.trigger?(Input::F5) # Debug Refresh Party

    Sound.play_recovery

    for member in $game_party.members

    member.hp += member.maxhp

    member.mp += member.maxmp

    end

    @status_window.refresh

    elsif Input.trigger?(Input::C)

    $game_party.last_actor_index = @status_window.index

    Sound.play_decision

    command = @command_window.method

    case command

    when :skill # Skill Command

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

    when :equip # Equip Command

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

    when :status # Status Command

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

    else # Custom Commands

    if YEM::MENU::IMPORTED_COMMANDS.include?(command)

    array = YEM::MENU::IMPORTED_COMMANDS[command]

    $scene = eval(array[5] + ".new(@status_window.index)")

    end

    end

     

    end

    end

     

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

    # overwrite method: start

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

    def start

    super

    create_menu_background

    create_command_window

    if YEM::MENU::USE_MULTI_VARIABLE_WINDOW

    @gold_window = Window_MultiVariableWindow.new

    else

    @gold_window = Window_Gold.new(0, 360)

    end

    @status_window = Window_MenuStatus.new(160, 0)

    @right_side = YEM::MENU::MENU_RIGHT_SIDE

    if YEM::MENU::ON_SCREEN_MENU

    @gold_window.y = @command_window.height

    @status_window.openness = 0

    @right_side = true if $game_player.screen_x <= 176

    @right_side = false if $game_player.screen_x >= 368

    $game_temp.on_screen_menu = false

    end

    if @right_side

    @status_window.x = 0

    @command_window.x = @status_window.width

    @gold_window.x = @status_window.width

    end

    end

     

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

    # alias method: start_actor_selection

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

    alias start_actor_selection_mmz start_actor_selection unless $@

    def start_actor_selection

    if YEM::MENU::ON_SCREEN_MENU

    @status_window.open

    end

    start_actor_selection_mmz

    end

     

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

    # new method: create_menu_background

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

    if YEM::MENU::ON_SCREEN_MENU

    def create_menu_background

    @menuback_sprite = Spriteset_Map.new

    end

    end

     

    end # Scene_Menu

     

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

    # Imported from KGC's Custom Menu Command

    # to improve compatibility amongst KGC scripts

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

    $imported["CustomMenuCommand"] = true

    class Game_Temp

    attr_accessor :menu_command_index

    attr_accessor :next_scene_actor_index

    attr_accessor :on_screen_menu

     

    alias initialize_KGC_CustomMenuCommand initialize unless $@

    def initialize

    initialize_KGC_CustomMenuCommand

    @menu_command_index = {}

    @next_scene_actor_index = 0

    end

    end

     

    module KGC

    module Commands

    module_function

    def call_item

    return if $game_temp.in_battle

    $game_temp.next_scene = :menu_item

    $game_temp.next_scene_actor_index = 0

    $game_temp.menu_command_index = {}

    end

    def call_skill(actor_index = 0)

    return if $game_temp.in_battle

    $game_temp.next_scene = :menu_skill

    $game_temp.next_scene_actor_index = actor_index

    $game_temp.menu_command_index = {}

    end

    def call_equip(actor_index = 0)

    return if $game_temp.in_battle

    $game_temp.next_scene = :menu_equip

    $game_temp.next_scene_actor_index = actor_index

    $game_temp.menu_command_index = {}

    end

    def call_status(actor_index = 0)

    return if $game_temp.in_battle

    $game_temp.next_scene = :menu_status

    $game_temp.next_scene_actor_index = actor_index

    $game_temp.menu_command_index = {}

    end

    end

    end

     

    class Game_Interpreter

    include KGC::Commands

    end

     

    class Scene_Map < Scene_Base

    alias update_scene_change_KGC_CustomMenuCommand update_scene_change unless $@

    def update_scene_change

    return if $game_player.moving?

    case $game_temp.next_scene

    when :menu_item

    call_menu_item

    when :menu_skill

    call_menu_skill

    when :menu_equip

    call_menu_equip

    when :menu_status

    call_menu_status

    else

    update_scene_change_KGC_CustomMenuCommand

    end

    end

    alias call_menu_mmz call_menu unless $@

    def call_menu

    $game_temp.on_screen_menu = true if YEM::MENU::ON_SCREEN_MENU

    call_menu_mmz

    end

    def call_menu_item

    $game_temp.next_scene = nil

    $scene = Scene_Item.new

    end

    def call_menu_skill

    $game_temp.next_scene = nil

    $scene = Scene_Skill.new($game_temp.next_scene_actor_index)

    $game_temp.next_scene_actor_index = 0

    end

    def call_menu_equip

    $game_temp.next_scene = nil

    $scene = Scene_Equip.new($game_temp.next_scene_actor_index)

    $game_temp.next_scene_actor_index = 0

    end

    def call_menu_status

    $game_temp.next_scene = nil

    $scene = Scene_Status.new($game_temp.next_scene_actor_index)

    $game_temp.next_scene_actor_index = 0

    end

    end

     

    class Scene_Menu < Scene_Base

    def check_debug_enable

    return unless Input.press?(Input::F5)

    return unless Input.press?(Input::F9)

    $TEST = true

    end

    end

     

    class Scene_Item < Scene_Base

    def return_scene

    if $game_temp.menu_command_index.has_key?(:items)

    $scene = Scene_Menu.new($game_temp.menu_command_index[:items])

    else

    $scene = Scene_Map.new

    end

    end

    end

     

    class Scene_Skill < Scene_Base

    def return_scene

    if $game_temp.menu_command_index.has_key?(:skill)

    $scene = Scene_Menu.new($game_temp.menu_command_index[:skill])

    else

    $scene = Scene_Map.new

    end

    end

    end

     

    class Scene_Equip < Scene_Base

    def return_scene

    if $game_temp.menu_command_index.has_key?(:equip)

    $scene = Scene_Menu.new($game_temp.menu_command_index[:equip])

    else

    $scene = Scene_Map.new

    end

    end

    end

     

    class Scene_Status < Scene_Base

    def return_scene

    if $game_temp.menu_command_index.has_key?(:status)

    $scene = Scene_Menu.new($game_temp.menu_command_index[:status])

    else

    $scene = Scene_Map.new

    end

    end

    end

     

    class Scene_File < Scene_Base

    alias return_scene_KGC_CustomMenuCommand return_scene unless $@

    def return_scene

    if @from_title || @from_event

    return_scene_KGC_CustomMenuCommand

    elsif $game_temp.menu_command_index.has_key?(:save)

    $scene = Scene_Menu.new($game_temp.menu_command_index[:save])

    else

    $scene = Scene_Map.new

    end

    end

    end

     

    class Scene_End < Scene_Base

    def return_scene

    if $game_temp.menu_command_index.has_key?(:system)

    $scene = Scene_Menu.new($game_temp.menu_command_index[:system])

    else

    $scene = Scene_Map.new

    end

    end

    end

     

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

    # Game_Map

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

     

    class Game_Map

     

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

    # map name

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

    unless method_defined?(:map_name)

    def map_name

    data = load_data("Data/MapInfos.rvdata")

    text = data[@map_id].name.gsub(/\[.*\]/) { "" }

    return text

    end

    end

     

    end # Game_Map

     

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

    # Game_Actor

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

     

    class Game_Actor < Game_Battler

     

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

    # new method: now_exp

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

    def now_exp

    return @exp - @exp_list[@level]

    end

     

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

    # new method: next_exp

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

    def next_exp

    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0

    end

     

    end # Game_Actor

     

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

    # Window_MultiVariableWindow

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

     

    class Window_MultiVariableWindow < Window_Selectable

     

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

    # initialize

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

    def initialize

    dh = 32 + 24 * YEM::MENU::VARIABLES_SHOWN.size

    dy = Graphics.height - dh

    super(0, dy, 160, dh)

    refresh

    end

     

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

    # refresh

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

    def refresh

    @data = []

    for i in YEM::MENU::VARIABLES_SHOWN

    next unless YEM::MENU::VARIABLES_HASH.include?(i)

    @time_index = @data.size if i == -1

    @data.push(i)

    end

    @item_max = @data.size

    create_contents

    for i in 0...@item_max

    draw_item(i)

    end

    end

     

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

    # draw_item

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

    def draw_item(index)

    rect = item_rect(index)

    sw = self.width - 32

    dy = WLH * index

    self.contents.clear_rect(rect)

    i = @data[index]

    case i

    when -5 # Draw Map Name

    self.contents.draw_text(0, dy, sw, WLH, $game_map.map_name, 1)

     

    when -2 # Draw Steps

    if YEM::MENU::VARIABLES_ICONS

    text = $game_party.steps

    self.contents.draw_text(0, dy, sw-24, WLH, text, 2)

    draw_icon(YEM::MENU::VARIABLES_HASH[-2][0], sw-24, dy)

    else

    text = YEM::MENU::VARIABLES_HASH[-2][1]

    value = $game_party.steps

    cx = contents.text_size(text).width

    self.contents.font.color = normal_color

    self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)

    self.contents.font.color = system_color

    self.contents.draw_text(0, dy, sw, WLH, text, 2)

    end

     

    when -1 # Draw Time

    if YEM::MENU::VARIABLES_ICONS

    text = game_time

    self.contents.draw_text(0, dy, sw-24, WLH, text, 2)

    draw_icon(YEM::MENU::VARIABLES_HASH[-1][0], sw-24, dy)

    else

    self.contents.font.color = normal_color

    text = game_time

    self.contents.draw_text(0, dy, sw, WLH, text, 1)

    end

     

    when 0 # Draw Gold

    if YEM::MENU::VARIABLES_ICONS

    text = $game_party.gold

    self.contents.draw_text(0, dy, sw-24, WLH, text, 2)

    draw_icon(YEM::MENU::VARIABLES_HASH[0][0], sw-24, dy)

    else

    draw_currency_value($game_party.gold, 4, dy, 120)

    end

     

    else # Draw Variables

    if YEM::MENU::VARIABLES_ICONS

    text = $game_variables

    self.contents.draw_text(0, dy, sw-24, WLH, text, 2)

    draw_icon(YEM::MENU::VARIABLES_HASH[0], sw-24, dy)

    else

    text = YEM::MENU::VARIABLES_HASH[1]

    value = $game_variables

    cx = contents.text_size(text).width

    self.contents.font.color = normal_color

    self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)

    self.contents.font.color = system_color

    self.contents.draw_text(0, dy, sw, WLH, text, 2)

    end

    end

    end

     

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

    # game_time

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

    def game_time

    gametime = Graphics.frame_count / Graphics.frame_rate

    hours = gametime / 3600

    minutes = gametime / 60 % 60

    seconds = gametime % 60

    result = sprintf("%d:%02d:%02d", hours, minutes, seconds)

    return result

    end

     

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

    # update

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

    if YEM::MENU::VARIABLES_SHOWN.include?(-1)

    def update

    if game_time != (Graphics.frame_count / Graphics.frame_rate)

    draw_item(@time_index)

    end

    super

    end

    end

     

    end # Window_MultiVariableWindow

     

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

    # Window_MenuCommand

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

     

    class Window_MenuCommand < Window_Command

     

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

    # initialize

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

    def initialize(array)

    @data = array[1]

    @icons = array[2]

    super(160, array[0])

    end

     

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

    # refresh

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

    def refresh

    create_contents

    for i in 0...@item_max

    draw_item(i)

    end

    end

     

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

    # method

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

    def method; return @data[self.index]; end

     

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

    # draw_item

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

    def draw_item(index, enabled = true)

    rect = item_rect(index)

    rect.x += 4

    rect.width -= 8

    self.contents.clear_rect(rect)

    self.contents.font.color = normal_color

    #---

    text = @commands[index]

    icon = @icons[index]

    case @data[index]

    when :items, :skill, :equip, :status, :kgc_apviewer, :kgc_skillcp,

    :kgc_distribute, :yerd_classchange, :yerd_learnskill, :yerd_equipslots

    enabled = ($game_party.members.size == 0 ? false : true)

    when :save

    enabled = !$game_system.save_disabled

    when :kgc_largeparty

    enabled = ($game_party.members.size == 0 ? false : true)

    enabled = false if !$game_party.partyform_enable?

    else

    if YEM::MENU::COMMON_EVENTS.include?(@data[index])

    if YEM::MENU::COMMON_EVENTS[@data[index]][1] != nil

    switch_id = YEM::MENU::COMMON_EVENTS[@data[index]][1]

    enabled = !$game_switches[switch_id]

    end

    elsif YEM::MENU::IMPORTED_COMMANDS.include?(@data[index])

    if YEM::MENU::IMPORTED_COMMANDS[@data[index]][1] != nil

    switch_id = YEM::MENU::IMPORTED_COMMANDS[@data[index]][1]

    enabled = !$game_switches[switch_id]

    end

    end

    end

    #---

    self.contents.font.color.alpha = enabled ? 255 : 128

    dx = rect.x; dy = rect.y; dw = rect.width

    if YEM::MENU::USE_ICONS and icon.is_a?(Integer)

    draw_icon(icon, 0, dy, enabled)

    dx += 20; dw -= 20

    end

    self.contents.draw_text(dx, dy, dw, WLH, text, YEM::MENU::ALIGN)

    end

     

    end # Window_MenuCommand

     

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

    #

    # END OF FILE

    #

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

     

     

    Allora, vai alla sezione Section II.A. Custom Menu Command - Lunatic Mode - Common Events e inserisci questa riga:

    :pratica => [ nil, nil, false, 11, 101, "Pratica"],

    Al posto del primo nil metti il numero della switch che se è on viene nascosto il comando (lascia nil per disabilitare questa funzione), al posto del secondo nil il numero della switch che se è on disabiliterà il comando, poi al posto dell'11 il numero dell'evento comune che teletrasporta alla mappa Pratica e al posto di pratica metti il nome che deve uscire.

    Allora, questo script è lo YEM Main Menu, che aggiunge alcune chicche tipo il numero di passi e permette di aggiungere comandi che eseguono eventi comuni quando vengono premuti. Penso che rilascerò un tutorial pure su questo :cool:

     

    Provato mille volte, ma non mi viene la voce pratica nel menu, sei stato gia bravissimo a darmi queste informazioni, ma potresti cortesemente essere piu dettagliato nei passaggi che devo fare. Poi ho anche vx in inglese

  6. Ciao a tutti,

    sto creandò un gioco e l'ho quasi completato tra non molto lo pubblicherò, però vorrei cambiare il menu.

     

    Per pima cosa:

    Voglio aggiungere una voce "Pratica", che dovrebbe aprire solo una mappa dove ho fatto una specie di addestramento

     

    E vorrei cambiare il tema non lo sfondo, ma proprio il tema del menu predefinito di VX.

     

    Potete aiutarmi in questa impresa, ve ne sarei infinitamente grato

×
×
  • Create New...