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Moghunter

 

Istruzioni

Create una nuova classe sopra main,e inserite il codice.

 

Ecco un menù diverso da quello di default:

 

 

##################################################
# Mog Menu Yui V 1.0 #
##################################################
# By Moghunter
# http://www.atelier-rgss.com
##################################################
# Menu com layout em pictures.
# É necessário criar uma pasta com o nome de
# Menus e colocar todas as imagens dentro dela, de resto
# é só criar o seu próprio estilo de menu através de um
#editor de imagem.
#-------------------------------------------------
###############
# module Cache #
###############
module Cache
def self.menu(filename)
load_bitmap("Graphics/Menus/", filename)
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def draw_actor_level_menu(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2)
end
def draw_currency_value_menu(value, x, y, width)
cx = contents.text_size(Vocab::gold).width
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width-cx-2, WLH, value, 1)
end
def draw_actor_hp_menu(actor, x, y)
back = Cache.menu("Meter_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = Cache.menu("HP_Meter")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = Cache.menu("HP_Text")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
end
def draw_actor_mp_menu(actor, x, y)
back = Cache.menu("Meter_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = Cache.menu("MP_Meter")
cw = meter.width * actor.mp / actor.maxmp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = Cache.menu("MP_Text")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.mp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.mp.to_s, 2)
end
def draw_actor_name_menu(actor, x, y)
self.contents.font.color = text_color(23)
self.contents.draw_text(x, y, 108, WLH, actor.name,1)
end
def draw_actor_level_menu(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, " L")
self.contents.font.color = text_color(10)
self.contents.draw_text(x + 18, y, 24, WLH, actor.level, 1)
end
end
############
# Game_Map #
############
class Game_Map
attr_reader :map_id
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end
########################
# Window_Selectable_Menu #
########################
class Window_Selectable_Menu < Window_Base
attr_reader :item_max
attr_reader :column_max
attr_reader :index
def initialize(x, y, width, height, spacing = 32)
@item_max = 1
@column_max = 1
@index = -1
@spacing = spacing
super(x, y, width, height)
end
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32, [height - 32, row_max * WLH].max)
end
def index=(index)
@index = index
end
def row_max
return (@item_max + @column_max - 1) / @column_max
end
def top_row
return self.oy / WLH
end
def top_row=(row)
row = 0 if row < 0
row = row_max - 1 if row > row_max - 1
self.oy = row * WLH
end
def page_row_max
return (self.height - 32) / WLH
end
def page_item_max
return page_row_max * @column_max
end
def bottom_row
return top_row + page_row_max - 1
end
def bottom_row=(row)
self.top_row = row - (page_row_max - 1)
end
def cursor_movable?
return false if (not visible or not active)
return false if (index < 0 or index > @item_max or @item_max == 0)
return false if (@opening or @closing)
return true
end
def cursor_down(wrap = false)
if (@index < @item_max - @column_max) or (wrap and @column_max == 1)
@index = (@index + @column_max) % @item_max
end
end
def cursor_up(wrap = false)
if (@index >= @column_max) or (wrap and @column_max == 1)
@index = (@index - @column_max + @item_max) % @item_max
end
end
def cursor_right(wrap = false)
if (@column_max >= 2) and
(@index < @item_max - 1 or (wrap and page_row_max == 1))
@index = (@index + 1) % @item_max
end
end
def cursor_left(wrap = false)
if (@column_max >= 2) and
(@index > 0 or (wrap and page_row_max == 1))
@index = (@index - 1 + @item_max) % @item_max
end
end
def update
super
if cursor_movable?
last_index = @index
if Input.repeat?(Input::DOWN)
cursor_down(Input.trigger?(Input::DOWN))
end
if Input.repeat?(Input::UP)
cursor_up(Input.trigger?(Input::UP))
end
if Input.repeat?(Input::RIGHT)
cursor_down(Input.trigger?(Input::DOWN))
end
if Input.repeat?(Input::LEFT)
cursor_up(Input.trigger?(Input::UP))
end

if @index != last_index
Sound.play_cursor
end
end
end
end
#######################
# Window_MenuStatus_Yui #
#######################
class Window_MenuStatus_Yui < Window_Selectable_Menu
def initialize(x, y)
super(x, y, 460, 300)
self.contents.font.bold = true
self.contents.font.shadow = true
self.contents.font.size = 16
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
if actor.index == 0
draw_actor_graphic(actor, 65, 110)
draw_actor_name_menu(actor, 15, 120)
draw_actor_level_menu(actor, -5, 55)
draw_actor_state(actor, 20, 100)
draw_actor_hp_menu(actor, -30, 25)
draw_actor_mp_menu(actor, 0, 45)
elsif actor.index == 1
draw_actor_graphic(actor, 170, 210)
draw_actor_name_menu(actor, 120, 220)
draw_actor_level_menu(actor, 100, 155)
draw_actor_state(actor, 125, 200)
draw_actor_hp_menu(actor, 75, 120)
draw_actor_mp_menu(actor, 105, 145)
elsif actor.index == 2
draw_actor_graphic(actor, 265, 110)
draw_actor_name_menu(actor, 215, 120)
draw_actor_level_menu(actor, 195, 55)
draw_actor_state(actor, 220, 100)
draw_actor_hp_menu(actor, 170, 20)
draw_actor_mp_menu(actor, 205, 45)
elsif actor.index == 3
draw_actor_graphic(actor, 370, 210)
draw_actor_name_menu(actor, 320, 220)
draw_actor_level_menu(actor, 370, 155)
draw_actor_state(actor, 325, 200)
draw_actor_hp_menu(actor, 275, 120)
draw_actor_mp_menu(actor, 245, 145)
end
end
end
def update_cursor
end
end
###############
# Window_Time #
###############
class Window_Mapname < Window_Base
def initialize(x, y)
super(x, y, 160, WLH + 32)
self.contents.font.bold = true
self.contents.font.size = 16
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, $game_map.mpname.to_s, 1)
end
end
###################
# Window_Gold_Menu #
###################
class Window_Gold_Menu < Window_Base
def initialize(x, y)
super(x, y, 160, WLH + 32)
self.contents.font.bold = true
self.contents.font.size = 16
self.contents.font.color = power_up_color
refresh
end
def refresh
self.contents.clear
draw_currency_value_menu($game_party.gold, 10, 0, 120)
end
end
###############
# Window_Time #
###############
class Window_Time < Window_Base
def initialize(x, y)
super(x, y, 160, WLH + 32)
self.contents.font.bold = true
self.contents.font.size = 16
self.contents.font.color = power_up_color
refresh
end
def refresh
self.contents.clear
@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.draw_text(4, 0, 120, 32, text, 2)
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
##############
# Scene_Menu #
##############
class Scene_Menu
def main
start
perform_transition
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def initialize(menu_index = 0)
@menu_index = menu_index
end
def perform_transition
Graphics.transition(10, "Graphics/System/BattleStart", 80)
end
def start
@menu_back = Plane.new
@menu_back.bitmap = Cache.menu("Background")
@menu_layout = Sprite.new
@menu_layout.bitmap = Cache.menu("Menu_Layout")
@menu_com = Sprite.new
@menu_com.bitmap = Cache.menu("Menu_Com01")
@menu_select = Sprite.new
@menu_select.bitmap = Cache.menu("Menu_Select00")
create_command_window
@gold_window = Window_Gold_Menu.new(195, 45)
@status_window = Window_MenuStatus_Yui.new(100, 60)
@playtime_window = Window_Time .new(165, 0)
@mapname_window = Window_Mapname.new(195,360)
@status_window.opacity = 0
@playtime_window.opacity = 0
@mapname_window.opacity = 0
@gold_window.opacity = 0
end
def pre_terminate
end
def terminate
@menu_back.dispose
@menu_layout.dispose
@menu_com.dispose
@menu_select.dispose
@command_window.dispose
@gold_window.dispose
@status_window.dispose
@playtime_window.dispose
@mapname_window.dispose
end
def update
@menu_back.ox += 1
@command_window.update
@gold_window.update
@status_window.update
@mapname_window.update
@playtime_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.index = @menu_index
@command_window.openness = 0
@command_window.open
@command_window.opacity = 0
@command_window.contents_opacity = 0
if $game_system.save_disabled
@command_window.draw_item(4, false)
end
end
def update_command_selection
case @command_window.index
when 0
@menu_com.bitmap = Cache.menu("Menu_Com01")
when 1
@menu_com.bitmap = Cache.menu("Menu_Com02")
when 2
@menu_com.bitmap = Cache.menu("Menu_Com03")
when 3
@menu_com.bitmap = Cache.menu("Menu_Com04")
when 4
@menu_com.bitmap = Cache.menu("Menu_Com05")
when 5
@menu_com.bitmap = Cache.menu("Menu_Com06")
end
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
@menu_select.bitmap = Cache.menu("Menu_Select00")
@status_window.index = -1
end
def update_actor_selection
case @status_window.index
when 0
@menu_select.bitmap = Cache.menu("Menu_Select01")
when 1
@menu_select.bitmap = Cache.menu("Menu_Select02")
when 2
@menu_select.bitmap = Cache.menu("Menu_Select03")
when 3
@menu_select.bitmap = Cache.menu("Menu_Select04")
end
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
$mogscript = {} if $mogscript == nil
$mogscript["menu_yui"] = true

 

 

Screenshot

http://img172.imageshack.us/img172/6663/vxmenu03im01fn2.gif

 

 

Immagini

ecco la cartella delle immagini che dovrete mettere nella cartella del vostro game

Cartella immagini

 

Enjoy ^^

Edited by Eikichi

http://rpg2s.net/gif/SCContest3Oct.gif

 

1985.png

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Apperò, molto carino! :Ok:

Non dovrebbe essere necessario scaricare risorse per farlo con lo stesso layout?

"Dopo gli ultimi Final Fantasy, ho capito solamente una cosa: che il gioco è bello quando Nomura poco."

Making is not dead. You are dead.
RELEASE: La Bussola d'Oro | Download | Video di anteprima - La Partenza di Hanna

http://i.imgur.com/cFgc2lW.png

Prova Standrama!

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Cavolo, davvero un menù affascinante :Ok:

Targhette
http://www.rpg2s.net/awards/mostpolite2.jpghttp://www.rpg2s.net/awards/mostpresent1.jpghttp://i51.tinypic.com/2mfnpt2.png

 

 

http://www.rpg2s.net/dax_games/r2s_regali5.png

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Appena ho tempo lo trovo. comunque sì, c'è bisogno di risorse per farlo funzionare ^^

Finrod, GDR PBF

2PV e 1PAEquip: - faretra con 20 frecce- arco lungo- pugnale comune- Armatura di cuoio- Torcia- Cappuccio

Mi sa che è ora di vincere qualche premio per rinnovare questa firma! :3Posizioni raggiunte nei contest

http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/awards/bestresourCSist3.jpghttp://www.rpg2s.net/awards/mosthelpful2.jpghttp://www.rpg2s.net/awards/mostpresent2.jpg

 

 

 

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  • 5 months later...

Posso farti due domande?

Si potrebbe modificare il background in modo che non si "muova", e poi modificare sempre il background in modo da poter usare un'immagine più grande...grandezza finestra ecco.

 

EDIT:

 

Scusate sono riuscito a risolvere da solo! Basta usare l'immagine Menu_Layot!!!

Edited by Onor988ThEgReEnGoBlIn

ThE GrEeN gObLiN oN lInE G.D.O. - Bunny Show - Onor

Beck

I've never dreamed before

I'm gonna knock the door

Into the world of perfect free

(You ain't no lonely!)

You're gonna say I'm lying

I'm gonna get the chance

I thought a chance is far from me

(You ain't no lonely!) ...

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  • 2 weeks later...
  • 6 months later...

C'è qualche possibilità di avere il menu in italiano? In che riga dovrei lavorare?.

Ho provato a sostituire la parte seguente con termini italiani ma è saltato tutto XD

 

def create_command_window

s1 = Vocab::item

s2 = Vocab::skill

s3 = Vocab::equip

s4 = Vocab::status

s5 = Vocab::save

s6 = Vocab::game_end

 

E che fare per avere i personaggi in riga come nel menu originale?

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Il menù è fatto ad immagini, per averlo in italiano non devi lavorare sullo script, ma sulle immagini che hai scaricato. Aprile con qualche programma di grafica(paint, photoshop,....) e sostituisci la scritta inglese con quella in italiano (ricordati di salvarle con lo stesso nome poi) ^ ^ Stavolta spero di averti consigliato beneXD

(\_/)
(^ ^) <----coniglietto rosso, me!
(> <)


Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^

http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^

http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^

REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^

 

SUWOnzB.jpg 🖤
http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gif
http://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3
http://i.imgur.com/MpaUphY.jpg by Idriu E:3

Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44)

http://i.imgur.com/PgUqHPm.png
Ufficiale
"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"


http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3
Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^
http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^
http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.png
Grazie Testament XD Fan n°1 ufficiale di PQ! :D

Viva
il Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che non
avevo programmi di grafica per fare un banner su questo pc XD (ora ho di
nuovo il mio PC veramente :D)

Rosso Guardiano della
http://i.imgur.com/Os5rvhx.png

Rpg2s RPG BY FORUM:

Nome: Darth Reveal

 

PV totali 2
PA totali 16

Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.
Bozze vesti non definitive qui.

Equipaggiamento:
Indossa:
60$ e 59$ divisi in due tasche interne
Levaitan

Spada a due mani elsa lunga

Guanti del Defender (2PA)
Anello del linguaggio animale (diventato del Richiamo)

Scrinieri da lanciere (2 PA)

Elmo del Leone (5 PA)

Corazza del Leone in Ferro Corrazzato (7 PA)

ZAINO (20) contenente:
Portamonete in pelle di cinghiale contenente: 100$
Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)
Corda
Bottiglia di idromele
Forma di formaggio
Torcia (serve ad illuminare, dura tre settori)

Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)
Ampolla Bianca

Semi di Balissa

 

CAVALLO NORMALE + SELLA (30 +2 armi) contentente:
66$
Benda di pronto soccorso x3
Spada a due mani

Fagotto per Adara (fazzoletto ricamato)


 

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  • 7 months later...
potete Riuppare? il link nn funziona!

http://img248.imageshack.us/img248/5513/signaturen.jpg

[L'ho fatta da solo!XD]

________________________________________________________________________________

 

Cercasi grafico e muscista per VX

________________________________________________________________________________

 

Ri-programmazione gioco : Leggende

 

La riprogrammazione del gioco parte del gioco alla storia!

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Grazie!!!!!!!!!!!!!!!

http://img248.imageshack.us/img248/5513/signaturen.jpg

[L'ho fatta da solo!XD]

________________________________________________________________________________

 

Cercasi grafico e muscista per VX

________________________________________________________________________________

 

Ri-programmazione gioco : Leggende

 

La riprogrammazione del gioco parte del gioco alla storia!

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  • 2 months later...
  • 7 months later...
Autore

Moghunter

 

Istruzioni

Create una nuova classe sopra main,e inserite il codice.

 

Ecco un menù diverso da quello di default:

 

 

 

################################################### Mog Menu Yui V 1.0 #################################################### By Moghunter# [url="http://www.atelier-rgss.com"]http://www.atelier-rgss.com[/url]################################################### Menu com layout em pictures.# É necessário criar uma pasta com o nome de# Menus e colocar todas as imagens dentro dela, de resto# é só criar o seu próprio estilo de menu através de um#editor de imagem.#-------------------------------------------------################ module Cache ################module Cachedef self.menu(filename)load_bitmap("Graphics/Menus/", filename)endend################ Window_Base ################class Window_Base < Windowdef draw_actor_level_menu(actor, x, y)self.contents.font.color = system_colorself.contents.draw_text(x, y, 32, WLH, Vocab::level_a)self.contents.font.color = normal_colorself.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2)enddef draw_currency_value_menu(value, x, y, width)cx = contents.text_size(Vocab::gold).widthself.contents.font.color = normal_colorself.contents.draw_text(x, y, width-cx-2, WLH, value, 1)enddef draw_actor_hp_menu(actor, x, y)back = Cache.menu("Meter_Back")cw = back.widthch = back.heightsrc_rect = Rect.new(0, 0, cw, ch)self.contents.blt(x + 65, y - ch + 30, back, src_rect)meter = Cache.menu("HP_Meter")cw = meter.width * actor.hp / actor.maxhpch = meter.heightsrc_rect = Rect.new(0, 0, cw, ch)self.contents.blt(x + 65, y - ch + 30, meter, src_rect)text = Cache.menu("HP_Text")cw = text.widthch = text.heightsrc_rect = Rect.new(0, 0, cw, ch)self.contents.blt(x + 35, y - ch + 30, text, src_rect)self.contents.font.color = Color.new(255,255,255,255)self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)self.contents.font.color = Color.new(255,255,255,255)self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)enddef draw_actor_mp_menu(actor, x, y)back = Cache.menu("Meter_Back")cw = back.widthch = back.heightsrc_rect = Rect.new(0, 0, cw, ch)self.contents.blt(x + 65, y - ch + 30, back, src_rect)meter = Cache.menu("MP_Meter")cw = meter.width * actor.mp / actor.maxmpch = meter.heightsrc_rect = Rect.new(0, 0, cw, ch)self.contents.blt(x + 65, y - ch + 30, meter, src_rect)text = Cache.menu("MP_Text")cw = text.widthch = text.heightsrc_rect = Rect.new(0, 0, cw, ch)self.contents.blt(x + 35, y - ch + 30, text, src_rect)self.contents.font.color = Color.new(0,0,0,255)self.contents.draw_text(x + 81, y - 1, 48, 32, actor.mp.to_s, 2)self.contents.font.color = Color.new(255,255,255,255)self.contents.draw_text(x + 80, y - 2, 48, 32, actor.mp.to_s, 2)enddef draw_actor_name_menu(actor, x, y)self.contents.font.color = text_color(23)self.contents.draw_text(x, y, 108, WLH, actor.name,1)enddef draw_actor_level_menu(actor, x, y)self.contents.font.color = system_colorself.contents.draw_text(x, y, 32, WLH, " L")self.contents.font.color = text_color(10)self.contents.draw_text(x + 18, y, 24, WLH, actor.level, 1)endend############# Game_Map #############class Game_Mapattr_reader :map_iddef mpname$mpname = load_data("Data/MapInfos.rvdata")$mpname[@map_id].nameendend######################### Window_Selectable_Menu #########################class Window_Selectable_Menu < Window_Baseattr_reader :item_maxattr_reader :column_maxattr_reader :indexdef initialize(x, y, width, height, spacing = 32)@item_max = 1@column_max = 1@index = -1@spacing = spacingsuper(x, y, width, height)enddef create_contentsself.contents.disposeself.contents = Bitmap.new(width - 32, [height - 32, row_max * WLH].max)enddef index=(index)@index = indexenddef row_maxreturn (@item_max + @column_max - 1) / @column_maxenddef top_rowreturn self.oy / WLHenddef top_row=(row)row = 0 if row < 0row = row_max - 1 if row > row_max - 1self.oy = row * WLHenddef page_row_maxreturn (self.height - 32) / WLHenddef page_item_maxreturn page_row_max * @column_maxenddef bottom_rowreturn top_row + page_row_max - 1enddef bottom_row=(row)self.top_row = row - (page_row_max - 1)enddef cursor_movable?return false if (not visible or not active)return false if (index < 0 or index > @item_max or @item_max == 0)return false if (@opening or @closing)return trueenddef cursor_down(wrap = false)if (@index < @item_max - @column_max) or (wrap and @column_max == 1)@index = (@index + @column_max) % @item_maxendenddef cursor_up(wrap = false)if (@index >= @column_max) or (wrap and @column_max == 1)@index = (@index - @column_max + @item_max) % @item_maxendenddef cursor_right(wrap = false)if (@column_max >= 2) and(@index < @item_max - 1 or (wrap and page_row_max == 1))@index = (@index + 1) % @item_maxendenddef cursor_left(wrap = false)if (@column_max >= 2) and(@index > 0 or (wrap and page_row_max == 1))@index = (@index - 1 + @item_max) % @item_maxendenddef updatesuperif cursor_movable?last_index = @indexif Input.repeat?(Input::DOWN)cursor_down(Input.trigger?(Input::DOWN))endif Input.repeat?(Input::UP)cursor_up(Input.trigger?(Input::UP))endif Input.repeat?(Input::RIGHT)cursor_down(Input.trigger?(Input::DOWN))endif Input.repeat?(Input::LEFT)cursor_up(Input.trigger?(Input::UP))end if @index != last_indexSound.play_cursorendendendend######################## Window_MenuStatus_Yui ########################class Window_MenuStatus_Yui < Window_Selectable_Menudef initialize(x, y)super(x, y, 460, 300)self.contents.font.bold = trueself.contents.font.shadow = trueself.contents.font.size = 16refreshself.active = falseself.index = -1enddef refreshself.contents.clear@item_max = $game_party.members.sizefor actor in $game_party.membersif actor.index == 0draw_actor_graphic(actor, 65, 110)draw_actor_name_menu(actor, 15, 120)draw_actor_level_menu(actor, -5, 55)draw_actor_state(actor, 20, 100)draw_actor_hp_menu(actor, -30, 25)draw_actor_mp_menu(actor, 0, 45)elsif actor.index == 1draw_actor_graphic(actor, 170, 210)draw_actor_name_menu(actor, 120, 220)draw_actor_level_menu(actor, 100, 155)draw_actor_state(actor, 125, 200)draw_actor_hp_menu(actor, 75, 120)draw_actor_mp_menu(actor, 105, 145)elsif actor.index == 2draw_actor_graphic(actor, 265, 110)draw_actor_name_menu(actor, 215, 120)draw_actor_level_menu(actor, 195, 55)draw_actor_state(actor, 220, 100)draw_actor_hp_menu(actor, 170, 20)draw_actor_mp_menu(actor, 205, 45)elsif actor.index == 3draw_actor_graphic(actor, 370, 210)draw_actor_name_menu(actor, 320, 220)draw_actor_level_menu(actor, 370, 155)draw_actor_state(actor, 325, 200)draw_actor_hp_menu(actor, 275, 120)draw_actor_mp_menu(actor, 245, 145)endendenddef update_cursorendend################ Window_Time ################class Window_Mapname < Window_Basedef initialize(x, y)super(x, y, 160, WLH + 32)self.contents.font.bold = trueself.contents.font.size = 16refreshenddef refreshself.contents.clearself.contents.font.color = normal_colorself.contents.draw_text(4, 0, 120, 32, $game_map.mpname.to_s, 1)endend#################### Window_Gold_Menu ####################class Window_Gold_Menu < Window_Basedef initialize(x, y)super(x, y, 160, WLH + 32)self.contents.font.bold = trueself.contents.font.size = 16self.contents.font.color = power_up_colorrefreshenddef refreshself.contents.cleardraw_currency_value_menu($game_party.gold, 10, 0, 120)endend################ Window_Time ################class Window_Time < Window_Basedef initialize(x, y)super(x, y, 160, WLH + 32)self.contents.font.bold = trueself.contents.font.size = 16self.contents.font.color = power_up_colorrefreshenddef refreshself.contents.clear@total_sec = Graphics.frame_count / Graphics.frame_ratehour = @total_sec / 60 / 60min = @total_sec / 60 % 60sec = @total_sec % 60text = sprintf("%02d:%02d:%02d", hour, min, sec)self.contents.draw_text(4, 0, 120, 32, text, 2)enddef updatesuperif Graphics.frame_count / Graphics.frame_rate != @total_secrefreshendendend############### Scene_Menu ###############class Scene_Menudef mainstartperform_transitionInput.updateloop doGraphics.updateInput.updateupdatebreak if $scene != selfendGraphics.updatepre_terminateGraphics.freezeterminateenddef initialize(menu_index = 0)@menu_index = menu_indexenddef perform_transitionGraphics.transition(10, "Graphics/System/BattleStart", 80)enddef start@menu_back = Plane.new@menu_back.bitmap = Cache.menu("Background")@menu_layout = Sprite.new@menu_layout.bitmap = Cache.menu("Menu_Layout")@menu_com = Sprite.new@menu_com.bitmap = Cache.menu("Menu_Com01")@menu_select = Sprite.new@menu_select.bitmap = Cache.menu("Menu_Select00")create_command_window@gold_window = Window_Gold_Menu.new(195, 45)@status_window = Window_MenuStatus_Yui.new(100, 60)@playtime_window = Window_Time .new(165, 0)@mapname_window = Window_Mapname.new(195,360)@status_window.opacity = 0@playtime_window.opacity = 0@mapname_window.opacity = 0@gold_window.opacity = 0enddef pre_terminateenddef terminate@menu_back.dispose@menu_layout.dispose@menu_com.dispose@menu_select.dispose@command_window.dispose@gold_window.dispose@status_window.dispose@playtime_window.dispose@mapname_window.disposeenddef update@menu_back.ox += 1@command_window.update@gold_window.update@status_window.update@mapname_window.update@playtime_window.updateif @command_window.activeupdate_command_selectionelsif @status_window.activeupdate_actor_selectionendenddef create_command_windows1 = Vocab::items2 = Vocab::skills3 = Vocab::equips4 = Vocab::statuss5 = Vocab::saves6 = Vocab::game_end@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])@command_window.index = @menu_index@command_window.openness = 0@command_window.open@command_window.opacity = 0@command_window.contents_opacity = 0if $game_system.save_disabled@command_window.draw_item(4, false)endenddef update_command_selectioncase @command_window.indexwhen 0@menu_com.bitmap = Cache.menu("Menu_Com01")when 1@menu_com.bitmap = Cache.menu("Menu_Com02")when 2@menu_com.bitmap = Cache.menu("Menu_Com03")when 3@menu_com.bitmap = Cache.menu("Menu_Com04")when 4@menu_com.bitmap = Cache.menu("Menu_Com05")when 5@menu_com.bitmap = Cache.menu("Menu_Com06")endif Input.trigger?(Input::B)Sound.play_cancel$scene = Scene_Map.newelsif Input.trigger?(Input::C)if $game_party.members.size == 0 and @command_window.index < 4Sound.play_buzzerreturnelsif $game_system.save_disabled and @command_window.index == 4Sound.play_buzzerreturnendSound.play_decisioncase @command_window.indexwhen 0$scene = Scene_Item.newwhen 1,2,3start_actor_selectionwhen 4$scene = Scene_File.new(true, false, false)when 5$scene = Scene_End.newendendenddef start_actor_selection@command_window.active = false@status_window.active = trueif $game_party.last_actor_index < @status_window.item_max@status_window.index = $game_party.last_actor_indexelse@status_window.index = 0endenddef end_actor_selection@command_window.active = true@status_window.active = false@menu_select.bitmap = Cache.menu("Menu_Select00")@status_window.index = -1enddef update_actor_selectioncase @status_window.indexwhen 0@menu_select.bitmap = Cache.menu("Menu_Select01")when 1@menu_select.bitmap = Cache.menu("Menu_Select02")when 2@menu_select.bitmap = Cache.menu("Menu_Select03")when 3@menu_select.bitmap = Cache.menu("Menu_Select04")endif Input.trigger?(Input::B)Sound.play_cancelend_actor_selectionelsif Input.trigger?(Input::C)$game_party.last_actor_index = @status_window.indexSound.play_decisioncase @command_window.indexwhen 1$scene = Scene_Skill.new(@status_window.index)when 2$scene = Scene_Equip.new(@status_window.index)when 3$scene = Scene_Status.new(@status_window.index)endendendend$mogscript = {} if $mogscript == nil$mogscript["menu_yui"] = true

 

 

 

Screenshot

http://img172.imageshack.us/img172/6663/vxmenu03im01fn2.gif

 

 

Immagini

ecco la cartella delle immagini che dovrete mettere nella cartella del vostro game

Cartella immagini

 

Enjoy ^^

 

Ciao, puoi rimettere la cartella immagini? dice ke è invalid ora. Grazie mille

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Se volete pochi messaggi più su (#12) c'è il link al sito ufficiale col download.

^ ^

(\_/)
(^ ^) <----coniglietto rosso, me!
(> <)


Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^

http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^

http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^

REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^

 

SUWOnzB.jpg 🖤
http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gif
http://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3
http://i.imgur.com/MpaUphY.jpg by Idriu E:3

Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44)

http://i.imgur.com/PgUqHPm.png
Ufficiale
"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"


http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3
Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^
http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^
http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.png
Grazie Testament XD Fan n°1 ufficiale di PQ! :D

Viva
il Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che non
avevo programmi di grafica per fare un banner su questo pc XD (ora ho di
nuovo il mio PC veramente :D)

Rosso Guardiano della
http://i.imgur.com/Os5rvhx.png

Rpg2s RPG BY FORUM:

Nome: Darth Reveal

 

PV totali 2
PA totali 16

Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.
Bozze vesti non definitive qui.

Equipaggiamento:
Indossa:
60$ e 59$ divisi in due tasche interne
Levaitan

Spada a due mani elsa lunga

Guanti del Defender (2PA)
Anello del linguaggio animale (diventato del Richiamo)

Scrinieri da lanciere (2 PA)

Elmo del Leone (5 PA)

Corazza del Leone in Ferro Corrazzato (7 PA)

ZAINO (20) contenente:
Portamonete in pelle di cinghiale contenente: 100$
Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)
Corda
Bottiglia di idromele
Forma di formaggio
Torcia (serve ad illuminare, dura tre settori)

Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)
Ampolla Bianca

Semi di Balissa

 

CAVALLO NORMALE + SELLA (30 +2 armi) contentente:
66$
Benda di pronto soccorso x3
Spada a due mani

Fagotto per Adara (fazzoletto ricamato)


 

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