Douglanilo
Mestre
Postagens : 959 Data de inscrição : 02/04/2009
| Assunto: Brekamp Menu Dom Out 11, 2009 1:24 pm | |
| Brekamp Menu por Brekamp
Introdução"Criei um menu para disponibilizar aqui. Espero que gostem." -Brekamp Características1. O fundo é o mapa 2. Windows_Command é no centro da tela 3. Opção de carregar jogo salvo ScreenshotsComo usarCole acima do main DemoNão é necessário. script Plug-in. script - Código:
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#============================================================= #=======================Brekamp Menu========================== #======Criado por Brekamp===================================== #============================================================= #============================================================= #============================================================= class Window_MenuStatus alias menu_initialize initialize def initialize super(0, 0, 64, 480) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize refresh self.active = false self.index = -1 self.opacity = 60 end alias menu_refresh initialize def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 116 actor = $game_party.actors[i] draw_actor_graphic(actor, x - 45, y 80) end end end class Window_Gold alias menu_initialize2 initialize def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.opacity=0 refresh end end class Window_PlayTime alias menu_initialize3 initialize def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.opacity = 0 refresh end end class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main @map_spriteset = Spriteset_Map.new s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "Salvar" s6 = "Carregar jogo salvo" s7 = "Fim de Jogo" @command_window = Window_Command.new(400, [s1, s2, s3, s4, s5, s6, s7]) @command_window.index = @menu_index @command_window.back_opacity = 0 @command_window.x = 320 - @command_window.width / 2 @command_window.y = 120 if $game_system.save_disabled @command_window.disable_item(4) @map_spriteset.dispose end @gold_window = Window_Gold.new @gold_window.x = 450 @gold_window.y = 0 @status_window = Window_MenuStatus.new @status_window.x = 0 @status_window.y = 0 @playtime_window = Window_PlayTime.new @playtime_window.x = 320 @playtime_window.y = 0 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @gold_window.dispose @status_window.dispose @playtime_window.dispose end def update @command_window.update @gold_window.update @status_window.update @playtime_window.update if @command_window.active update_command return end if @status_window.active update_status return end end def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new when 5 $game_system.se_play($data_system.decision_se) $scene = Scene_Load.new when 6 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @status_window.active = false @status_window.index = -1 return end if Input.trigger?(Input::C) case @command_window.index when 1 if $game_party.actors[@status_window.index].restriction >= 2 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Skill.new(@status_window.index) when 2 $game_system.se_play($data_system.decision_se) # Alternar para a tela de Equipamento $scene = Scene_Equip.new(@status_window.index) when 3 # Status # Reproduzir SE de OK $game_system.se_play($data_system.decision_se) # Alternar para a tela de Status $scene = Scene_Status.new(@status_window.index) end return end end end
Créditos e AgradecimentosBrekamp - por criar o script Douglanilo - postagem na The World of Ever Grand |
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