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Taijo XMenu

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Taijo XMenu Empty Taijo XMenu

Mensagem por TaijovuNeji Dom 6 Set 2009 - 22:40

Taijo XMenu



Esse menu é na horizontal, é um pedido de um antigo membro da The maker
Xp




Screen:
Taijo XMenu Taijoxmenuyz7

Substitua seu Scene_Menu por isso:
Código:
#==============================================================================
# Taijo XMenu
#------------------------------------------------------------------------------
#  Menu padrão do Rtp com algumas modificações feitas pelo TaijovuNeji
#------------------------------------------------------------------------------
#==============================================================================

class Window_Selectable2 < Window_Base
 
 
  attr_reader  :index                    # Posição do Cursor
  attr_reader  :help_window              # Janela de Ajuda
 
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
  end
  def index=(index)
    @index = index
    if self.active and @help_window != nil
      update_help
    end
    update_cursor_rect
  end
 
  def row_max
    return (@item_max + @column_max - 1) / @column_max
  end
 
  def top_row
    return self.oy / 32
  end
  def top_row=(row)
    if row < 0
      row = 0
    end
    if row > row_max - 1
      row = row_max - 1
    end
    self.oy = row * 32
  end
  def page_row_max
    return (self.height - 32) / 32
  end
  def page_item_max
    return page_row_max * @column_max
  end
  def help_window=(help_window)
    @help_window = help_window
    if self.active and @help_window != nil
      update_help
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    if row < self.top_row
      self.top_row = row
    end
    if row > self.top_row + (self.page_row_max - 1)
      self.top_row = row - (self.page_row_max - 1)
    end
    cursor_width = self.width / @column_max - 32
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 32 - self.oy
    self.cursor_rect.set(x, y, cursor_width, 32)
  end
  def update
    super
    if self.active and @item_max > 0 and @index >= 0
      if Input.repeat?(Input::RIGHT)
        if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
          @index < @item_max - @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
      if Input.repeat?(Input::LEFT)
        if (@column_max == 1 and Input.trigger?(Input::UP)) or
          @index >= @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
      if Input.repeat?(Input::DOWN)
        if @column_max >= 2 and @index < @item_max - 1
          $game_system.se_play($data_system.cursor_se)
          @index += 1
        end
      end
      if Input.repeat?(Input::UP)
        if @column_max >= 2 and @index > 0
          $game_system.se_play($data_system.cursor_se)
          @index -= 1
        end
      end
      if Input.repeat?(Input::R)
        if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
          $game_system.se_play($data_system.cursor_se)
          @index = [@index + self.page_item_max, @item_max - 1].min
          self.top_row += self.page_row_max
        end
      end
      if Input.repeat?(Input::L)
        if self.top_row > 0
          $game_system.se_play($data_system.cursor_se)
          @index = [@index - self.page_item_max, 0].max
          self.top_row -= self.page_row_max
        end
      end
    end
    if self.active and @help_window != nil
      update_help
    end
    update_cursor_rect
  end
end


class Window_MenuBar < Window_Selectable
  def initialize(index = 0)
    super(0, 0, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.index = index
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.font.size = 22
    @item_max = 5
    @column_max = 5
    @commands = [" Item"," Skill","Equip","Status"," Salve"]
    for i in 0...@item_max
      draw_item(i)
    end
  end
  def draw_item(index, color = normal_color)
    self.contents.font.color = color
    x = 100 + index * 80 + 140
    self.contents.draw_text(x-122, 0, 144, 32, @commands[index])
  end
  def disable_item(index)
    draw_item(index, disabled_color)
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    if row < self.top_row
      self.top_row = row
    end
    if row > self.top_row + (self.page_row_max - 1)
      self.top_row = row - (self.page_row_max - 1)
    end
    cursor_width = 70
    x = @index % @column_max * 81 + 108
    y = @index / @column_max * 32 - self.oy
    self.cursor_rect.set(x, y, cursor_width, 32)
  end
end
#==============================================================================
# Window_Gold
#------------------------------------------------------------------------------
# Janela que exibe o dinheiro
#==============================================================================

class Window_Gold < Window_Base
 
  #--------------------------------------------------------------------------
  # - Inicialização dos Objetos
  #--------------------------------------------------------------------------
 
  def initialize
    super(0, 0, 190, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
        self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    refresh
  end
 
  #--------------------------------------------------------------------------
  # - Atualização
  #--------------------------------------------------------------------------
 
  def refresh
    self.contents.clear
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(34, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(154-cx, 0, cx, 32, $data_system.words.gold, 2)
  end
end

#==============================================================================
# ** Window_PlayTime
#------------------------------------------------------------------------------
#  This window displays play time on the menu screen.
#==============================================================================

class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 210, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(2, 0, 135, 32, "Play Time")
    @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.font.color = normal_color
    self.contents.draw_text(43, 3, 135, 32, text, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end


class Window_MenuStatus < Window_Selectable2
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 167)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
   
    for i in 0...$game_party.actors.size
      x = (i * 210)+60
      y = 0
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 35, y + 70)
      draw_actor_name(actor, x-60, y-8)
      draw_actor_class(actor, x +35, y-8)
      draw_actor_level(actor, x-60, y + 78)
      draw_actor_state(actor, x +38, y+78)
      draw_actor_exp(actor, x-60, y + 110)
      draw_actor_hp(actor, x + 0, y + 22)
      draw_actor_sp(actor, x + 0, y + 54)
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set((@index * 212)-10, -10,self.width - 435, 156)
    end
  end
end
class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  def main
    @command_window = Window_MenuBar.new(@menu_index)
    @command_window.width = 640
    @command_window.height = 65
    @command_window.y = 0
    @command_window.z = 3
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
      @command_window.disable_item(4)
    end
    @spriteset = Spriteset_Map.new
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 240
    @playtime_window.y = 250
    @gold_window = Window_Gold.new
    @gold_window.x = 450
    @gold_window.y = 250
    @gold_window.contents.font.size = 15
    @status_window = Window_MenuStatus.new
    @status_window.x = 0
    @status_window.y = 313
    @local_window = Window_Local.new
    @local_window.x = 0
    @local_window.y = 250
    Graphics.transition(30, "Graphics/Transitions/" + "020-Flat01") 
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @local_window.dispose
 end
end
  def update
    @command_window.update
    @playtime_window.update
    @gold_window.update
    @status_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  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_Save.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)
        $scene = Scene_Equip.new(@status_window.index)
      when 3 
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
class Window_Local < Window_Base
def initialize
super(0, 0, 240, 64)
self.contents = Bitmap.new (width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 10
refresh
end
def refresh
self.contents.clear
$maps = load_data("Data/MapInfos.rxdata")
@map_id = $game_map.map_id
@currmap = $maps[@map_id].name
self.contents.font.size = 22
self.contents.font.color = normal_color
self.contents.draw_text(75, 0, 120, 32, @currmap)
self.contents.font.color = system_color
self.contents.draw_text(2, 0, 135, 32, "Mapa:")
end
end

Obs: Esse menu é para somente 3 personagens... se for colocado um 4 ele não vai aparecer no menu.. dah para selecionar ele mas ele fica pra fora do menu

Espero que gostem deste menu .. foi o que me deu mais trabalho pra fazer XD

TaijovuNeji
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Data de inscrição : 06/09/2009

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Taijo XMenu Empty Re: Taijo XMenu

Mensagem por Kiin Seg 7 Set 2009 - 11:43

Nossa, que legaal !
Só achei estranho estar escrito Salve, sendo que Skill está em Inglês ( Habilidades/Magias )
Mas modificando-o fica ótimo ! *---------*'

+ 10 Moedas
Kiin
Kiin
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Data de inscrição : 05/09/2009
Idade : 29
Localização : RS

https://planetmaker.forumeiros.com

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Taijo XMenu Empty Re: Taijo XMenu

Mensagem por TaijovuNeji Qui 10 Set 2009 - 0:29

Oxi eu nem tinha percebido que coloquei o save em portugues XD

Mas que bom que tu gostou ^^

Quando der eu posto o resto dos meus scripts aki ^.^

TaijovuNeji
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Taijo XMenu Empty Re: Taijo XMenu

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