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*Menu Mono-PG


Dilos
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Menu Mono-PG

Descrizione

Ecco un Custom Menu semplice e funzionale, di facile configurazione, non richiede competenze avanzate per utilizzarlo ed è ottimizzato per giochi che includono un unico Personaggio Giocante.


Autore

Rune, Modern Algebra


Allegati

Screenshot

http://img830.imageshack.us/img830/1282/immaginetej.png

Istruzioni per l'uso

Dovete inserire nella cartella Pictures tre immagini nominate "Barra_HP", "Barra_MP" e "Bordo_Barra" : nell' ordine sopra specificato, le prime due devono avere una dimensione compresa tra 100x4 e 100x10, mentre la terza deve avere 2 Pixel di lunghezza e altezza in più rispetto alle dimensioni scelte per le immagini precedenti (questa immagine rappresenta il bordo spesso 1 Pixel per lato delle barre HP/MP, il piano compreso tra i bordi deve invece essere riempito di nero).


Script

 

 

 

#=============================================================
#
# Menu Mono-PG
# Autore: Rune, Modern Algebra
#
#-------------------------------------------------------------------------------
#
# Configurazione:
#
# Dovete inserire nella cartella Pictures tre immagini nominate "Barra_HP",
# "Barra_MP" e "Bordo_Barra" : nell' ordine sopra specificato, le prime due
# devono avere una dimensione compresa tra 100x4 e 100x10, mentre la terza
# deve avere 2 Pixel di lunghezza e altezza in più rispetto alle dimensioni
# scelte per le immagini precedenti(questa immagine rappresenta il bordo
# spesso 1 Pixel per lato delle barre HP/MP, il piano compreso tra i bordi
# deve invece essere riempito di nero).
#
#-------------------------------------------------------------------------------
#
# Descrizione:
#
# Questo menu è ottimizzato per giochi che includono un unico PG
# Le Pictures che avete inserito precedentemente rappresentano rispettivamente
# le barre HP ed MP e i loro bordi all' interno del menu.
#
#-------------------------------------------------------------------------------
#
# Configurazione Barre
#
#-------------------------------------------------------------------------------

Barra_HP = RPG::Cache.picture("Barra_HP") # Nome della barra degli HP
Barra_MP = RPG::Cache.picture("Barra_MP") # Nome della barra degli MP
Bordo_Barra = RPG::Cache.picture("Bordo_Barra") # Nome del bordo delle barre HP/MP
Stile_Dissolvenza = 0 # 0 =Smussato; 1 = Squadrato;

#-------------------------------------------------------------------------------
#
# Configurazione Barra di Status del PG Selezionato
#
#-------------------------------------------------------------------------------

$ID = 1 # ID PG Attivo
# Il numero corrisponde all' ID del personaggio nel Database
# Esempio: Arshes = 1; Basil = 2; Cyrus = 3;
# Per cambiarlo durante il gioco fate un Call Script con il seguente codice:
# $ID = ID del personaggio da sostituire

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


#==============================================================================
# Window_Base Modificato
#==============================================================================

class Window_Base
#--------------------------------------------------------------------------
# Draw Battler
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# opacity : opacity
#--------------------------------------------------------------------------
def draw_actor_battler(actor, x, y, opacity)
char = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
self.contents.blt(x, y, char, char.rect, opacity)
end
end

#==============================================================================
# Window_Command Riscritto
#==============================================================================

class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(width, commands, column_max = 1, style = 0, inf_scroll = 1)
super(0, 0, width, (commands.size * 1.0 / column_max).ceil * 32 + 32)
@inf_scroll = inf_scroll
@item_max = commands.size
@commands = commands
@column_max = column_max
@style = style
self.contents = Bitmap.new(width - 32, (@item_max * 1.0 / @column_max).ceil * 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# * Draw_Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(index%@column_max * (self.width / @column_max) + 4, 32 * (index/@column_max), self.width / @column_max - 40, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], @style)
end
#--------------------------------------------------------------------------
# * Disable Item
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
# * Update Help
#--------------------------------------------------------------------------
def update_help
@help_window.set_actor($game_party.actors[$scene.actor_index])
end
end


#==============================================================================
# Window_PlayTime Modificato
#==============================================================================

class Window_PlayTime
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Tempo", 2)
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("d:d:d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, text, 2)
end
end


#==============================================================================
# Window_MenuStatus Riscritto
#==============================================================================

class Window_MenuStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(240, 32, 320, 416)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
actor = $game_actors[$ID]
draw_actor_battler(actor, 128, 160, 160)
self.contents.font.size = 32
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(4, 4, 288, 32, actor.name, 1)
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 288, 32, actor.name, 1)
self.contents.font.size = 22
draw_actor_class(actor, 16, 160)
draw_actor_level(actor, 16, 128)
draw_actor_state(actor, 16, 192)
draw_actor_exp(actor, 0, 96)
border = Bordo_Barra
src_rect = Rect.new(0, 0, 102, 12)
self.contents.blt(39, 71, border, src_rect)
self.contents.blt(183, 71, border, src_rect)
hp = Barra_HP
sp = Barra_MP
case Stile_Dissolvenza
when 0
hp_percent = ((actor.hp.to_f / actor.maxhp.to_f) * 100).to_i
dest_rect = Rect.new (40, 72, hp_percent, 10)
self.contents.stretch_blt (dest_rect, hp, hp.rect)
sp_percent = ((actor.sp.to_f / actor.maxsp.to_f) * 100).to_i
dest_rect = Rect.new (184, 72, sp_percent, 10)
self.contents.stretch_blt (dest_rect, sp, sp.rect)
when 1
hp_percent = ((actor.hp.to_f / actor.maxhp.to_f) * 100).to_i
src_rect = Rect.new (0, 0, hp_percent, 10)
self.contents.blt (40, 72, hp, src_rect)
sp_percent = ((actor.sp.to_f / actor.maxsp.to_f) * 100).to_i
src_rect = Rect.new (0, 0, sp_percent, 10)
self.contents.blt (184, 72, sp, src_rect)
end
draw_actor_hp(actor, 0, 48)
draw_actor_sp(actor, 144, 48)
draw_item_name($data_weapons[actor.weapon_id], 0, 224)
draw_item_name($data_armors[actor.armor1_id], 0, 256)
draw_item_name($data_armors[actor.armor2_id], 0, 288)
draw_item_name($data_armors[actor.armor3_id], 0, 320)
draw_item_name($data_armors[actor.armor4_id], 0, 352)
end
#--------------------------------------------------------------------------
# Dummy
#--------------------------------------------------------------------------
def dummy
self.contents.font.color = system_color
self.contents.draw_text(0, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(0, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(0, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(0, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(0, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[actor.weapon_id], 0, 144)
draw_item_name($data_armors[actor.armor1_id], 0, 208)
draw_item_name($data_armors[actor.armor2_id], 0, 272)
draw_item_name($data_armors[actor.armor3_id], 0, 336)
draw_item_name($data_armors[actor.armor4_id], 0, 400)
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

#==============================================================================
# Scene_Menu
#==============================================================================

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
# Makes the Map appear in the background
@spriteset = Spriteset_Map.new
# Make command window
s1 = "Inventario"
s2 = "Abilità"
s3 = "Equip"
s4 = "Status"
s5 = "Salva"
s6 = "Esci"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6], 1, 2)
@command_window.index = @menu_index
@command_window.y = 240 - @command_window.height / 2
@command_window.x = 80
# 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 status window
@status_window = Window_MenuStatus.new
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 400
@playtime_window.y = 160
@playtime_window.opacity = 0
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 400
@gold_window.y = 224
@gold_window.opacity = 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
@spriteset.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@spriteset.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 (Quando la finestra di comando è attiva)
#--------------------------------------------------------------------------
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 # Oggetti
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # Abilità
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new
when 2 # Equip
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equip screen
$scene = Scene_Equip.new
when 3 # Status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new
when 4 # Salva
# 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 # Esci
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
end

 



Bugs e Conflitti Noti

 

N/A

Altri Dettagli

 

La lavorazione sulle script è ferma...per ora. Quindi lascio a voi il piacere di migliorarlo, se volete. Spero vi sia utile come base da modificare opportunamente, adattandola a un vostro progetto.

Edited by Dilos
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