Ally Posted January 26, 2008 Share Posted January 26, 2008 (edited) AutoreMoghunter IstruzioniCreate 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 Screenshothttp://img172.imageshack.us/img172/6663/vxmenu03im01fn2.gif Immaginiecco la cartella delle immagini che dovrete mettere nella cartella del vostro gameCartella immagini Enjoy ^^ Edited February 2, 2009 by Eikichi http://rpg2s.net/gif/SCContest3Oct.gif Link to comment Share on other sites More sharing options...
Tio Posted January 26, 2008 Share Posted January 26, 2008 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! Link to comment Share on other sites More sharing options...
Soul Eater Posted January 26, 2008 Share Posted January 26, 2008 Cavolo, davvero un menù affascinante :Ok: Targhettehttp://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 Link to comment Share on other sites More sharing options...
Eikichi Posted January 26, 2008 Share Posted January 26, 2008 Appena ho tempo lo trovo. comunque sì, c'è bisogno di risorse per farlo funzionare ^^ Finrod, GDR PBF2PV e 1PAEquip: - faretra con 20 frecce- arco lungo- pugnale comune- Armatura di cuoio- Torcia- CappuccioMi sa che è ora di vincere qualche premio per rinnovare questa firma! :3Posizioni raggiunte nei contesthttp://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/awards/bestresourCSist3.jpghttp://www.rpg2s.net/awards/mosthelpful2.jpghttp://www.rpg2s.net/awards/mostpresent2.jpg Link to comment Share on other sites More sharing options...
Ally Posted January 26, 2008 Author Share Posted January 26, 2008 Si ragazzi scusate ^^Aggiornato il primo post :) http://rpg2s.net/gif/SCContest3Oct.gif Link to comment Share on other sites More sharing options...
Onor988ThEgReEnGoBlIn Posted July 20, 2008 Share Posted July 20, 2008 (edited) 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 July 20, 2008 by Onor988ThEgReEnGoBlIn ThE GrEeN gObLiN oN lInE G.D.O. - Bunny Show - OnorBeck 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!) ... Link to comment Share on other sites More sharing options...
Cla Posted August 3, 2008 Share Posted August 3, 2008 cosa devo modificare per cambiare la disposizione dei personaggi?li vorrei in riga e non a cerchio. Link to comment Share on other sites More sharing options...
Cronos86 Posted February 14, 2009 Share Posted February 14, 2009 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_windows1 = Vocab::items2 = Vocab::skills3 = Vocab::equips4 = Vocab::statuss5 = Vocab::saves6 = Vocab::game_end E che fare per avere i personaggi in riga come nel menu originale? Link to comment Share on other sites More sharing options...
Guardian of Irael Posted February 14, 2009 Share Posted February 14, 2009 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) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"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:3Ricorda...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.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: 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 interneLevaitanSpada a due mani elsa lungaGuanti 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$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
Cronos86 Posted February 14, 2009 Share Posted February 14, 2009 Hai ragione come ho fatto a non pensarci :)In effetti le avevo pure viste le immagini in inglese. Ora provo a modificarle e date le mie doti di grafico le lascerò originali in inglese :D Link to comment Share on other sites More sharing options...
KingdomHearts_lover_96 Posted October 12, 2009 Share Posted October 12, 2009 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! Link to comment Share on other sites More sharing options...
old_medicine_man Posted October 14, 2009 Share Posted October 14, 2009 Lo trovi a questo link ^^ (insieme a tanti altri interessantissimi script!) http://www.atelier-rgss.com/RGSS/Menu/VX_Menu02.html Link to comment Share on other sites More sharing options...
KingdomHearts_lover_96 Posted October 14, 2009 Share Posted October 14, 2009 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! Link to comment Share on other sites More sharing options...
Marcoz Posted January 5, 2010 Share Posted January 5, 2010 Scusa puoi rimettere la cartella immagini? Mi dice k è invàlida Link to comment Share on other sites More sharing options...
vincent99 Posted August 17, 2010 Share Posted August 17, 2010 AutoreMoghunter IstruzioniCreate 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 Screenshothttp://img172.imageshack.us/img172/6663/vxmenu03im01fn2.gif Immaginiecco la cartella delle immagini che dovrete mettere nella cartella del vostro gameCartella immagini Enjoy ^^ Ciao, puoi rimettere la cartella immagini? dice ke è invalid ora. Grazie mille Link to comment Share on other sites More sharing options...
Guardian of Irael Posted August 17, 2010 Share Posted August 17, 2010 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) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"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:3Ricorda...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.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: 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 interneLevaitanSpada a due mani elsa lungaGuanti 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$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
vincent99 Posted August 17, 2010 Share Posted August 17, 2010 Se volete pochi messaggi più su (#12) c'è il link al sito ufficiale col download.^ ^ grazie mille!! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now