| Assunto: Brekamp Menu Seg Ago 13, 2012 8:18 pm | |
| Brekamp Menu Feito por: Brekamp Introdução É um menu que substitui a Scene_Menu padrão do RMXP, muito bonito (na minha opinião). Características - Opção de load - Menu no centro da tela - Totalmente transparente - Mapa como fundo Screenshots Como usar Cole o script acima do main. Script - Spoiler:
#============================================================= #=======================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 - Brekamp por fazer - Android756 por disponibilizar Fonte: - Spoiler:
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| Assunto: Re: Brekamp Menu Ter Ago 14, 2012 10:29 am | |
| Interessante, eu não conhecia esse ainda, obrigado por disponibilizar ^^ |
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| Assunto: Re: Brekamp Menu Qua Ago 15, 2012 2:02 am | |
| - SameKage escreveu:
- Interessante, eu não conhecia esse ainda, obrigado por disponibilizar ^^
De nada, em breve vou disponibilizar alguns para o VXa Vlw |
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| Assunto: Re: Brekamp Menu | |
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