Belxebu Posted April 19, 2008 Share Posted April 19, 2008 Lite MenuDescrizioneUn menu in stile Dragon Warrior AutoreWoratana Istruzioni per l'usoInserire sopra Main #============================================================================== # ¦ [RMVX] Lite Menu Version 1.01 #------------------------------------------------------------------------------ # by Woratana [woratana@hotmail.com] # released on 03/02/2008 # # Features Version 1.01 # - Fixed Bug in Gold_Text # Features Version 1.0 # - Allow user to config menu # - Add Gold/Location Window (user can turn on/off) #============================================================================== module Wor_Litemenu #================ # SETUP Script Here! #================ MENU_WINDOW_Y = 50 CHARA_WINDOW_Y = 160 CHARA_WINDOW_WIDTH = 175 SHOW_LV = true SHOW_LOCATION_WINDOW = true VOCAB_LOCATION = "Location:" VOCAB_GOLD = "Gold:" LOCATION_WINDOW_Y = 295 LOCATION_TEXT_X = 96 GOLD_TEXT_X = 84 end class Scene_Menu < Scene_Base def initialize(menu_index = 0) @menu_index = menu_index end def start super create_menu_background create_command_window lite_create_location_window if Wor_Litemenu::SHOW_LOCATION_WINDOW == true lite_create_actor_window end # START LITE METHOD def lite_create_actor_window member = [] @item_max = $game_party.members.size for actor in $game_party.members member.push ((actor.name) + " Lv." + (actor.level.to_s)) if Wor_Litemenu::SHOW_LV == true member.push (actor.name) if Wor_Litemenu::SHOW_LV == false end @status_window = Window_Command.new(Wor_Litemenu::CHARA_WINDOW_WIDTH, member) @status_window.index = @menu_index @status_window.x = (554 /2) - (@status_window.width/2) @status_window.y = Wor_Litemenu::CHARA_WINDOW_Y @status_window.visible = false end def lite_get_map_name mapdata = load_data("Data/MapInfos.rvdata") map_id = $game_map.map_id @map_name = mapdata[map_id].name end def lite_draw_currency_value(value, x, y, width) cx = @location_window.contents.text_size(Vocab::gold).width @location_window.contents.font.color = @location_window.normal_color @location_window.contents.draw_text(x+53, y, @location_window.width+cx, 24, value, 0) @location_window.contents.font.color = @location_window.system_color @location_window.contents.draw_text(x+(($game_party.gold).to_s.size * 8)+68, y, @location_window.width, 24, Vocab::gold, 0) end def lite_create_location_window width = 300 height = 90 x = (554 /2) - (width/2) y = Wor_Litemenu::LOCATION_WINDOW_Y @location_window = Window_Base.new(x, y, width, height) @location_window.create_contents lite_get_map_name @location_window.contents.font.color = @location_window.system_color @location_window.contents.draw_text(0, 0, 300, 24, Wor_Litemenu::VOCAB_GOLD) @location_window.contents.font.color = @location_window.normal_color lite_draw_currency_value($game_party.gold, 4, 0, Wor_Litemenu::GOLD_TEXT_X) @location_window.contents.font.color = @location_window.system_color @location_window.contents.draw_text(0, 32, 300, 24, Wor_Litemenu::VOCAB_LOCATION) @location_window.contents.font.color = @location_window.normal_color @location_window.contents.draw_text(Wor_Litemenu::LOCATION_TEXT_X, 32, 300, 24, @map_name) end # END LITE METHOD def terminate super dispose_menu_background @command_window.dispose @location_window.dispose if @location_window @status_window.dispose end def update super update_menu_background @command_window.update if @command_window.active update_command_selection elsif @status_window.active @status_window.update 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(200, [s1, s2, s3, s4, s5, s6],2,3) @command_window.index = @menu_index @command_window.x = (554 /2) - (@command_window.width/2) #167 @command_window.y = Wor_Litemenu::MENU_WINDOW_Y if $game_party.members.size == 0 @command_window.draw_item(0, false) @command_window.draw_item(1, false) @command_window.draw_item(2, false) @command_window.draw_item(3, false) end if $game_system.save_disabled @command_window.draw_item(4, false) end end def start_actor_selection @command_window.active = false @status_window.visible = true @status_window.active = true @status_window.index = 0 end def end_actor_selection @command_window.active = true @status_window.visible = false @status_window.active = false @status_window.index = -1 end end Screenshothttp://woratana.fileave.com/litemenu1.jpg Link to comment Share on other sites More sharing options...
lady ice Posted December 2, 2009 Share Posted December 2, 2009 bellissimo grazie!! Link to comment Share on other sites More sharing options...
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