Jump to content
Rpg²S Forum

Lite Menu


Belxebu
 Share

Recommended Posts

Lite Menu

Descrizione

Un menu in stile Dragon Warrior

 

Autore

Woratana

 

 

Istruzioni per l'uso

Inserire 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

 

Screenshot

http://woratana.fileave.com/litemenu1.jpg

Link to comment
Share on other sites

  • 1 year later...

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...