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Menu do VX v1.0

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AutorMensagem
Douglanilo
Douglanilo
Mestre
Mestre

Masculino Postagens : 959
Data de inscrição : 02/04/2009
Menu do VX v1.0 11101010

Menu do VX v1.0 Vide http://www.twevergrand.com
MensagemAssunto: Menu do VX v1.0 Menu do VX v1.0 EmptyDom Out 11, 2009 3:22 pm

Menu do VX v1.0

por NicholasRg


Introdução
Para os fãs do VX, eis aí uma boa réplica feita pelo grande Nicholas!

Características
- Menu customizado que adiciona barras de hp,sp e exp a qualquer menu que informe o hp.. e etc.
- Se o seu personagen não tiver uma face , o menu funcionará do mesmo geito.. não irá dar aquele lag de "Não encontrado"

Como Usar
Primeiramente insira o script acima do main, e o menu já estára funcionando.

Para que as faces apareçam vocês devem colocar elas com o nome do
personagem _fc .. Exemplo : "Ash_fc" então esse seria o nome da face
do ash , se não entenderam direito baixem a demo.

Screenshots
Menu do VX v1.0 MenudoVX

Demo
http://www.4shared.com/file/140126828/e1dddeb8/Menu_do_VX.html

script
Código:
# Menu do VX , por NicholasRg
# agradeço moghunter pois aprendi rgss com os menus dele
# e Cogwheel pelo script de barras de hp e sp
class Window_Base < Window
def nada
face = RPG::Cache.picture("")
end   
def drw_face(actor,x,y)
face = RPG::Cache.picture(actor.name  "_fc") rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)   
end
end
class Scene_Menu 
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end 
  def main
    # Criar janela de comando
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Salvar"
    s6 = "Fim de Jogo"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.opacity = 230
    @command_window.index = @menu_index
    # Se o número de membros do Grupo de Heróis for 0
    if $game_party.actors.size == 0
      # Desabilar as janelas de Item, Habilidades, Equipamento e Status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # Se Salvar for Proibido
    if $game_system.save_disabled
      # Desabilitar Salvar
      @command_window.disable_item(4)
    end
    @spriteset = Spriteset_Map.new
    # Criar janela de Tempo de Jogo
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224
    @playtime_window.visible = false
    # Criar janela de Número Passos
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    @steps_window.visible = false
    # Criar janela de Dinheiro
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    @gold_window.opacity = 230
    # Criar janela de Status
    @status_window = Window_MenuSt.new
    @status_window.x = 160
    @status_window.y = 0
    @status_window.opacity = 230
    # Executar transição
    Graphics.transition(20, "Graphics/Transitions/006-Stripe02")
    # Loop principal
    loop do
      # Atualizar a tela de jogo
      Graphics.update
      # Atualizar a entrada de informações
      Input.update
      # Atualizar Frame
      update
      # Abortar loop se a tela for alterada
      if $scene != self
        break
      end
    end
    # Preparar para transiçõa
    Graphics.freeze
    # Exibição das janelas
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
 
  #--------------------------------------------------------------------------
  # Atualização do Frame
  #--------------------------------------------------------------------------
 
  def update
    # Atualizar janelas
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    @status_window.update
    # Se a janela de comandos estiver ativo: chamar update_command
    if @command_window.active
      update_command
      return
    end
    # Se a janela de Status estiver ativa: call update_status
    if @status_window.active
      update_status
      return
    end
  end
 
  #--------------------------------------------------------------------------
  # Atualização do Frame (Quando a janela de Comandos estiver Ativa)
  #--------------------------------------------------------------------------
 
  def update_command
    # Se o botão B for pressionado
    if Input.trigger?(Input::B)
      # Reproduzir SE de cancelamento
      $game_system.se_play($data_system.cancel_se)
      # Alternar para a tela do mapa
      $scene = Scene_Map.new
      return
    end
    # Se o botão C for pressionado
    if Input.trigger?(Input::C)
      # Se o comando for outro senão Salvar, Fim de Jogo e o número de Heróis no
      # Grupo for 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Reproduzir SE de erro
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Ramificação por posição do cursor na janela de comandos
      case @command_window.index
      when 0  # Itens
        # Reproduzir SE de OK
        $game_system.se_play($data_system.decision_se)
        # Alternar para a tela de Itens
        $scene = Scene_Item.new
      when 1  # Habilidades
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Ativar o status da janela
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # Equipamentos
        # Reproduzir SE de OK
        $game_system.se_play($data_system.decision_se)
        # Ativar o status da janela
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # Status
        # Reproduzir SE de OK
        $game_system.se_play($data_system.decision_se)
        # Ativar o status da janela
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # Salvar
        # Se Salvar for proibido
        if $game_system.save_disabled
          # Reproduzir SE de erro
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Reproduzir SE de OK
        $game_system.se_play($data_system.decision_se)
        # Alternar para a tela de save
        $scene = Scene_Save.new
      when 5  # Fim de Jogo
        # Reproduzir SE de OK
        $game_system.se_play($data_system.decision_se)
        # Alternar para a tela de Fim de Jogo
        $scene = Scene_End.new
      end
      return
    end
  end
 
  #--------------------------------------------------------------------------
  # Atualização do Frame (Quando o status da Janela estiver Ativo)
  #--------------------------------------------------------------------------
 
  def update_status
    # Se o botão B for pressionado
    if Input.trigger?(Input::B)
      # Reproduzir SE de cancelamento
      $game_system.se_play($data_system.cancel_se)
      # Torna a janela de comandos ativa
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # Se o botão C for pressionado
    if Input.trigger?(Input::C)
      # Ramificação por posição do cursor na janela de comandos
      case @command_window.index
      when 1  # Habilidades
        # Se o limite de ação deste Herói for de 2 ou mais
        if $game_party.actors[@status_window.index].restriction >= 2
          # Reproduzir SE de erro
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Reproduzir SE de OK
        $game_system.se_play($data_system.decision_se)
        # Alternar para a tela de Habilidades
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # Equipamento
        # Reproduzir SE de OK
        $game_system.se_play($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
class Window_MenuSt < Window_Selectable 
  def initialize
    super(0, 0, 480, 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
  end 
  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]
      drw_face(actor, x - 60, y  80)
      draw_actor_name(actor, x, y)
      draw_actor_level(actor, x  144, y)
      draw_actor_state(actor, x  90, y  32)
      draw_actor_exp(actor, x, y  64)
      draw_actor_hp(actor, x  236, y  32)
      draw_actor_sp(actor, x  236, y  64)
    end
  end 
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
    end
  end
end
#========================================================================#
#== Adicionar barras de hp e sp =========================================#
#= Cogwheel =============================================================#
#========================================================================#
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level 1] > 0 ? @exp_list[@level 1] - @exp_list[@level] : 0
end
end
class Window_Base < Window
alias :draw_actor_hp_original :draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
if actor.maxhp != 0
rate = actor.hp.to_f / actor.maxhp
else
rate = 0
end
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 50
height = 7
align1 = 0
align2 = 1
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
if actor.maxhp != 0
hp = (width  plus_width) * actor.hp * rate_width / 100 / actor.maxhp
else
hp = 0
end
gauge_rect(x  plus_x  width * rate_x / 100, y  plus_y,
width, plus_width  width * rate_width / 100,
height, hp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
draw_actor_hp_original(actor, x, y, width)
end
alias :draw_actor_sp_original :draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
if actor.maxsp != 0
rate = actor.sp.to_f / actor.maxsp
else
rate = 1
end
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 50
height = 7
align1 = 0
align2 = 1
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 64, 0, 192)
color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
if actor.maxsp != 0
sp = (width  plus_width) * actor.sp * rate_width / 100 / actor.maxsp
else
sp = (width  plus_width) * rate_width / 100
end
gauge_rect(x  plus_x  width * rate_x / 100, y  plus_y,
width, plus_width  width * rate_width / 100,
height, sp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
draw_actor_sp_original(actor, x, y, width)
end
alias :draw_actor_exp_original :draw_actor_exp
def draw_actor_exp(actor, x, y, width = 204)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 50
height = 7
align1 = 0
align2 = 1
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 * rate, 80 - 80 * rate * 2, 80 - 80 * rate, 192)
color6 = Color.new(240 * rate, 240 - 240 * rate * 2, 240 - 240 * rate, 192)
if actor.next_exp != 0
exp = (width  plus_width) * actor.now_exp * rate_width /
100 / actor.next_exp
else
exp = (width  plus_width) * rate_width / 100
end
gauge_rect(x  plus_x  width * rate_x / 100, y  plus_y,
width, plus_width  width * rate_width / 100,
height, exp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
draw_actor_exp_original(actor, x, y)
end
def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
case align1
when 1
x  = (rect_width - width) / 2
when 2
x  = rect_width - width
end
case align2
when 1
y -= height / 2
when 2
y -= height
end
self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x  1, y  1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end
self.contents.gradation_rect(x  2, y  2, width - 4, height - 4,
color3, color4, grade1)
if align3 == 1
x  = width - gauge
end
self.contents.gradation_rect(x  2, y  2, gauge - 4, height - 4,
color5, color6, grade2)
end
end
class Bitmap
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x  width
red = color1.red  (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green 
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue 
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha 
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y  height
red = color1.red 
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green 
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue 
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha 
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end
elsif align == 2
for i in x...x  width
for j in y...y  height
red = color1.red  (color2.red - color1.red) *
((i - x) / (width - 1.0)  (j - y) / (height - 1.0)) / 2
green = color1.green  (color2.green - color1.green) *
((i - x) / (width - 1.0)  (j - y) / (height - 1.0)) / 2
blue = color1.blue  (color2.blue - color1.blue) *
((i - x) / (width - 1.0)  (j - y) / (height - 1.0)) / 2
alpha = color1.alpha  (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0)  (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
elsif align == 3
for i in x...x  width
for j in y...y  height
red = color1.red  (color2.red - color1.red) *
((x  width - i) / (width - 1.0)  (j - y) / (height - 1.0)) / 2
green = color1.green  (color2.green - color1.green) *
((x  width - i) / (width - 1.0)  (j - y) / (height - 1.0)) / 2
blue = color1.blue  (color2.blue - color1.blue) *
((x  width - i) / (width - 1.0)  (j - y) / (height - 1.0)) / 2
alpha = color1.alpha  (color2.alpha - color1.alpha) *
((x  width - i) / (width - 1.0)  (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end
module RPG
class Sprite < ::Sprite
def damage(value, critical)
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text( 1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12 1, 160, 36, damage_string, 1)
bitmap.draw_text( 1, 12 1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text( 1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(-1,  1, 160, 20, "CRITICAL", 1)
bitmap.draw_text( 1,  1, 160, 20, "CRITICAL", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
end
@_damage_sprite = ::Sprite.new
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80  self.viewport.ox
@_damage_sprite.oy = 20  self.viewport.oy
@_damage_sprite.x = self.x  self.viewport.rect.x
@_damage_sprite.y = self.y - self.oy / 2  self.viewport.rect.y
@_damage_sprite.z = 3000
@_damage_duration = 40
end
def animation(animation, hit)
dispose_animation
@_animation = animation
return if @_animation == nil
@_animation_hit = hit
@_animation_duration = @_animation.frame_max
animation_name = @_animation.animation_name
animation_hue = @_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap]  = 1
else
@@_reference_count[bitmap] = 1
end
@_animation_sprites = []
if @_animation.position != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation_sprites.push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation
end
def loop_animation(animation)
return if animation == @_loop_animation
dispose_loop_animation
@_loop_animation = animation
return if @_loop_animation == nil
@_loop_animation_index = 0
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap]  = 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
sprite.y = self.viewport.rect.height - 160
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x  self.viewport.rect.x -
self.ox  self.src_rect.width / 2
sprite.y = self.y  self.viewport.rect.y -
self.oy  self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y  = self.src_rect.height / 4 if position == 2
end
sprite.x  = cell_data[i, 1]
sprite.y  = cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
end

Perguntas frequentes
P: Funciona no vx ?
R:haha muito engraçado

Creditos e agradecimentos
"Agradeço moghunter, pois aprendi rgss com os menus dele.
Agradeço cogwheel, por criar um script de barras de hp e sp." - NicholasRg
NicholasRg por criar este outro grande script.
Douglanilo adaptação e postagem na The World of Ever Grand
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Menu do VX v1.0

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The World of EverGrand :: Programação em Linguagens :: Ruby Game Scripting System :: Scripts :: RPG Maker XP-