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 Super beau menu [MogHunter]

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dinonico
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Messages : 128
Date d'inscription : 06/04/2008
Age : 25
Localisation : Saint-Quentin

MessageSujet: Super beau menu [MogHunter]   Lun 14 Avr - 1:10

Voici un super script euh... voici des scripts super qui permet de faire un menu super beau :sup:

Vous faite un nouveau script au dessus de Main et vous le nommé "Mog Scene_Equip Asuka" voici le code.

#_________________________________________________
# MOG_Scene Equip Asuka V1.0
#_________________________________________________
# By Moghunter
#_________________________________________________
module MOG
#Temps de transition
MSEQPT= 20
#Type de transition
MSEQPTT= "004-Blind04"
# Definissez le Maximum (Force, dexterite, agilite, intelligence)
MST_ST = 999
# Definissez le maximum (attaque, Defense physique,defence magique)
MST_STE = 999
end
###############
# Window_Base #
###############
class Window_Base < Window
def draw_heroface2(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc2")
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
def drw_eqpup(x,y,type)
case type
when 0
est = RPG::Cache.icon("ST_EQU")
when 1
est = RPG::Cache.icon("ST_UP")
when 2
est = RPG::Cache.icon("ST_DOWN")
end
cw = est.width
ch = est.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, est, src_rect)
end
def drw_equist(x,y)
equist = RPG::Cache.picture("Equip_St")
cw = equist.width
ch = equist.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, equist, src_rect)
end
def draw_actor_parameter2(actor, x, y, type)
back = RPG::Cache.picture("STBAR_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, back, src_rect)
meter = RPG::Cache.picture("STBAR.png")
case type
when 0
parameter_value = actor.atk
cw = meter.width * actor.atk / MOG::MST_STE
when 1
parameter_value = actor.pdef
cw = meter.width * actor.pdef / MOG::MST_STE
when 2
parameter_value = actor.mdef
cw = meter.width * actor.mdef / MOG::MST_STE
when 3
parameter_value = actor.str
cw = meter.width * actor.str / MOG::MST_ST
when 4
parameter_value = actor.dex
cw = meter.width * actor.dex / MOG::MST_ST
when 5
parameter_value = actor.agi
cw = meter.width * actor.agi / MOG::MST_ST
when 6
parameter_value = actor.int
cw = meter.width * actor.int / MOG::MST_ST
end
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, meter, src_rect)
end
def nada
face = RPG::Cache.picture("")
end
def draw_heroface3(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc3") 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
####################
# Window_EquipLeft #
####################
class Window_EquipLeft < Window_Base
def initialize(actor)
super(0, 64, 272, 446)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.contents.font.name = "Georgia"
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_heroface2(@actor, 20, 460)
drw_equist(0,390)
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 4, 32)
draw_actor_parameter2(@actor, 10, 164 , 0)
draw_actor_parameter2(@actor, 10, 196 , 1)
draw_actor_parameter2(@actor, 10, 228 , 2)
draw_actor_parameter2(@actor, 10, 260 , 3)
draw_actor_parameter2(@actor, 10, 292 , 4)
draw_actor_parameter2(@actor, 10, 324 , 5)
draw_actor_parameter2(@actor, 10, 356 , 6)
if @new_atk != nil
self.contents.font.color = system_color
if @new_atk < @actor.atk
drw_eqpup(170,190,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_atk > @actor.atk
drw_eqpup(170,190,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,190,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 162, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
if @new_pdef < @actor.pdef
drw_eqpup(170,226,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_pdef > @actor.pdef
drw_eqpup(170,226,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,226,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 194, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
if @new_mdef < @actor.mdef
drw_eqpup(170,258,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_mdef > @actor.mdef
drw_eqpup(170,258,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,258,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 226, 36, 32, @new_mdef.to_s, 2)
end
if @new_str != nil
if @new_str < @actor.str
drw_eqpup(170,290,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_str > @actor.str
drw_eqpup(170,290,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,290,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 258, 36, 32, @new_str.to_s, 2)
end
if @new_dex != nil
if @new_dex < @actor.dex
drw_eqpup(170,322,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_dex > @actor.dex
drw_eqpup(170,322,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,322,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 290, 36, 32, @new_dex.to_s, 2)
end
if @new_agi != nil
if @new_agi < @actor.agi
drw_eqpup(170,354,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_agi > @actor.agi
drw_eqpup(170,354,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,354,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 322, 36, 32, @new_agi.to_s, 2)
end
if @new_int != nil
if @new_int < @actor.int
drw_eqpup(170,386,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_int > @actor.int
drw_eqpup(170,386,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,386,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 354, 36, 32, @new_int.to_s, 2)
end
end
def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
new_agi, new_int)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or
@new_str != new_str or @new_dex != new_dex or @new_agl != new_agi or
@new_int != new_int
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
@new_str = new_str
@new_dex = new_dex
@new_agi = new_agi
@new_int = new_int
refresh
end
end
end
#####################
# Window_EquipRight #
#####################
class Window_EquipRight < Window_Selectable
def initialize(actor)
super(272, 64, 368, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.contents.font.name = "Georgia"
@actor = actor
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
####################
# Window_EquipItem #
####################
class Window_EquipItem < Window_Selectable
def initialize(actor, equip_type)
super(272, 256, 368, 224)
self.opacity = 0
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
if @equip_type != 0
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
@data.push(nil)
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max-1
draw_item(i)
end
end
def draw_item(index)
self.contents.font.name = "Georgia"
item = @data[index]
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
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dinonico
Posteur de Ressources
Posteur de Ressources
avatar

Messages : 128
Date d'inscription : 06/04/2008
Age : 25
Localisation : Saint-Quentin

MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 1:10

La suite

###############
# Scene_Equip #
###############
class Scene_Equip
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
def main
@mnback = Plane.new
@mnback.bitmap = RPG::Cache.picture("MN_BK")
@mnback.z = 1
@mnlay = Sprite.new
@mnlay.bitmap = RPG::Cache.picture("Equip_Lay")
@mnlay.z = 2
@actor = $game_party.actors[@actor_index]
@help_window = Window_Help.new
@help_window.opacity = 0
@help_window.x = -300
@help_window.contents_opacity = 0
@left_window = Window_EquipLeft.new(@actor)
@left_window.x = -300
@left_window.contents_opacity = 0
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
@right_window.index = @equip_index
refresh
Graphics.transition(MOG::MSEQPT, "Graphics/Transitions/" + MOG::MSEQPTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..20
@left_window.x -= 15
@left_window.contents_opacity -= 10
Graphics.update
end
Graphics.freeze
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@mnback.dispose
@mnlay.dispose
end
def refresh
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
item1 = @right_window.item
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
if @right_window.active
@left_window.set_new_parameters(nil, nil, nil,nil, nil, nil,nil)
end
if @item_window.active
item2 = @item_window.item
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
new_str = @actor.str
new_dex = @actor.dex
new_agi = @actor.agi
new_int = @actor.int
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
new_dex,new_agi,new_int)
end
end
def update
if @left_window.x < 0
@left_window.x += 15
@left_window.contents_opacity += 10
elsif @left_window.x >= 0
@left_window.x = 0
@left_window.contents_opacity = 255
end
if @help_window.x < 0
@help_window.x += 20
@help_window.contents_opacity += 10
elsif @help_window.x >= 0
@help_window.x = 0
@help_window.contents_opacity = 255
end
@mnback.ox += 1
@left_window.update
@right_window.update
@item_window.update
if Input.trigger?(Input::B) or Input.trigger?(Input::C) or
Input.trigger?(Input.dir4) or Input.trigger?(Input::L) or
Input.trigger?(Input::R)
@help_window.x = -300
@help_window.contents_opacity = 0
refresh
end
if @right_window.active
update_right
return
end
if @item_window.active
update_item
return
end
end
def update_right
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(2)
return
end
if Input.trigger?(Input::C)
if @actor.equip_fix?(@right_window.index)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@right_window.active = false
@item_window.active = true
@item_window.index = 0
refresh
return
end
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
if Input.trigger?(Input::L)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
refresh
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.equip_se)
item = @item_window.item
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
@right_window.refresh
@item_window.refresh
refresh
return
end
end
end
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dinonico
Posteur de Ressources
Posteur de Ressources
avatar

Messages : 128
Date d'inscription : 06/04/2008
Age : 25
Localisation : Saint-Quentin

MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 1:11

Maintenant faite encore un nouveau script et vous le nommé "MOG _Menu Skill" et coller se code:

#_________________________________________________
# MOG_Menu Skill Nami V1.0
#_________________________________________________
# By Moghunter
#_________________________________________________
module MOG
# TEMPS DE TRANSITION.
MSK_TT = 20
# TYPE DE TRANSITION.
MSK_TTT = "004-Blind04"
end
##############
# Game_Actor #
##############
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
###############
# Window_Base #
###############
class Window_Base < Window
def draw_lay(x,y)
lay = RPG::Cache.picture("MSK_Status")
cw = lay.width
ch = lay.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, lay, src_rect)
end
def draw_heroface3(actor,x,y)
face = RPG::Cache.picture("Aluxes_fc3")
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
def draw_maphp4(actor, x, y)
back = RPG::Cache.picture("BAR")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar2")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
end
def draw_mapsp4(actor, x, y)
back = RPG::Cache.picture("BAR")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65 , y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar2")
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65 , y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)
end
####
def draw_mexp4(actor, x, y)
actor = $game_party.actors[0]
bitmap2 = RPG::Cache.picture("Exp_Back")
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
rate = actor.now_exp.to_f / actor.next_exp
bitmap = RPG::Cache.picture("Exp_Meter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 54, y, 84, 32, "Exp",0)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 190, y - 125, 60, 32,"LV " + actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 191, y - 124, 60, 32,"LV " + actor.level.to_s, 1)
end
####
end
#######################
# Window_SkillStatus2 #
#######################
class Window_SkillStatus2 < Window_Base
def initialize(actor)
super(350, 75, 290, 340)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_lay(0,300)
draw_heroface3(@actor,50,140)
draw_actor_name(@actor, 15, 10)
draw_actor_state(@actor, 120, 140)
draw_maphp4(@actor, 5, 195)
draw_mapsp4(@actor, 5, 240)
draw_mexp4(@actor, -30, 135)
end
end
#################
# Window_Skill2 #
#################
class Window_Skill2 < Window_Selectable
def initialize(actor)
super(0, 95, 335, 290)
@actor = actor
@column_max = 1
refresh
self.index = 0
end
def skill
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
self.contents.font.name = "Georgia"
x = index % 1 * (288)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
self.contents.font.color = Color.new(200,200,0,255)
self.contents.draw_text(x + 170, y, 48, 32, "SP", 2)
end
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
###############
# Scene_Skill #
###############
class Scene_Skill
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
def main
@actor = $game_party.actors[@actor_index]
@msk_lay = Sprite.new
@msk_lay.bitmap = RPG::Cache.picture("MSK_Lay")
@msk_lay.z = 100
@msk_back1 = Plane.new
@msk_back1.bitmap = RPG::Cache.picture("MN_BK")
@msk_back1.z = 10
@help_window = Window_Help.new
@help_window.y = 500
@status_window = Window_SkillStatus2.new(@actor)
@status_window.z = 110
@status_window.x = 640
@skill_window = Window_Skill2.new(@actor)
@skill_window.help_window = @help_window
@skill_window.help_window.y = 500
@target_window = Window_Target.new
@target_window.x = 304
@target_window.visible = false
@target_window.active = false
@skill_window.opacity = 0
@help_window.opacity = 0
@target_window.opacity = 190
Graphics.transition(MOG::MSK_TT, "Graphics/Transitions/" + MOG::MSK_TTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
@status_window.x += 25
Graphics.update
end
Graphics.freeze
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
@msk_lay.dispose
@msk_back1.dispose
end
def update
@help_window.update
@status_window.update
@skill_window.update
@target_window.update
@msk_back1.ox += 1
@msk_back1.oy += 1
if @status_window.x > 350
@status_window.x -= 15
elsif @status_window.x <= 350
@status_window.x = 350
end
if @skill_window.help_window.y > 425
@skill_window.help_window.y -= 5
elsif @skill_window.help_window.y <= 425
@skill_window.help_window.y = 425
end
if @target_window.visible == true
@status_window.visible = false
else
@status_window.visible = true
end
if @skill_window.active
update_skill
return
end
if @target_window.active
update_target
return
end
end
def update_skill
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@help_window.y = 500
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(1)
return
end
if Input.trigger?(Input::C)
@skill = @skill_window.skill
if @skill == nil or not @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @skill.scope >= 3
@skill_window.active = false
@target_window.visible = true
@target_window.active = true
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
else
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
$scene = Scene_Map.new
return
end
end
return
end
if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Skill.new(@actor_index)
return
end
if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Skill.new(@actor_index)
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
unless @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
if @target_window.index <= -2
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
if used
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
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dinonico
Posteur de Ressources
Posteur de Ressources
avatar

Messages : 128
Date d'inscription : 06/04/2008
Age : 25
Localisation : Saint-Quentin

MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 1:12

Ensuite créé un nouveau script et nommé le "MOG_scene_item_Laura" puis coller se code:

#_______________________________________________________________________________
# MOG Scene Item Laura V1.0
#_______________________________________________________________________________
# By Moghunter
#_______________________________________________________________________________
if true # True = Enable / False = Disable (Script)
module MOG
#Transition Time.
MNIT = 20
#Transition Type(Name).
MNITT = "004-Blind04"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_laura"] = true
###############
# Window_Base #
###############
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
def draw_maphp3(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("HP_Tx")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
end
def draw_mapsp3(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar")
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("SP_Tx")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)
end
def draw_mexp_it(actor, x, y)
lv_tx = RPG::Cache.picture("LV_tx")
cw = lv_tx.width
ch = lv_tx.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 32, lv_tx, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 101, y + 5, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 100, y + 4, 24, 32, actor.level.to_s, 1)
end
def draw_actor_state_it(actor, x, y, width = 80)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text,1)
end
end
######################
# Window_Target_Item #
######################
class Window_Target_Item < Window_Selectable
def initialize
super(0, 130, 280, 300)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Georgia"
self.z += 10
@item_max = $game_party.actors.size
refresh
end
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 4
y = i * 65
actor = $game_party.actors[i]
drw_face(actor,x,y + 55)
draw_mexp_it(actor, x + 110, y + 25 )
draw_actor_state_it(actor, x + 165, y )
draw_maphp3(actor, x + 20, y + 0)
draw_mapsp3(actor, x + 20, y + 32)
end
end
def update_cursor_rect
if @index <= -2
self.cursor_rect.set(0, (@index + 10) * 65, self.width - 32, 60)
elsif @index == -1
self.cursor_rect.set(0, 0, self.width - 32, @item_max * 64 )
else
self.cursor_rect.set(0, @index * 65, self.width - 32, 60)
end
end
end
############
# Type_Sel #
############
class Type_Sel < Window_Base
attr_reader :index
attr_reader :help_window
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
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 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::RIGHT)) 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::LEFT)) or
@index >= @column_max
$game_system.se_play($data_system.cursor_se)
@index = (@index - @column_max + @item_max) % @item_max
end
end
end
end
end
###############
# Window_Type #
###############
class Window_Type < Type_Sel
def initialize
super(0, 0, 0, 0)
@item_max = 3
self.index = 0
end
end
##################
# Window_Item_Ex #
##################
class Window_Item_Ex < Window_Selectable
def initialize
super(250, 50, 295, 350)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.name = "Georgia"
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#################
# Window_Weapon #
#################
class Window_Weapon < Window_Selectable
def initialize
super(250, 50, 295, 350)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.name = "Georgia"
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
################
# Window_Armor #
################
class Window_Armor < Window_Selectable
def initialize
super(250, 50, 295, 350)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
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dinonico
Posteur de Ressources
Posteur de Ressources
avatar

Messages : 128
Date d'inscription : 06/04/2008
Age : 25
Localisation : Saint-Quentin

MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 1:12

La suite du script:

def draw_item(index)
item = @data[index]
case item
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.name = "Georgia"
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
##############
# Scene_Item #
##############
class Scene_Item
def main
@back = Plane.new
@back.bitmap = RPG::Cache.picture("MN_BK")
@back.z = 100
@item_lay = Sprite.new
@item_lay.bitmap = RPG::Cache.picture("Item_lay")
@item_lay.z = 100
@item_com = Sprite.new
@item_com.bitmap = RPG::Cache.picture("Item_com01")
@item_com.z = 100
@type = Window_Type.new
@type.opacity = 0
@type.visible = false
@help_window = Window_Help.new
@help_window.y = 405
@item_window = Window_Item_Ex.new
@item_window.help_window = @help_window
@item_window.visible = true
@item_window.active = true
@weapon_window = Window_Weapon.new
@weapon_window.help_window = @help_window
@weapon_window.visible = false
@weapon_window.active = true
@armor_window = Window_Armor.new
@armor_window.help_window = @help_window
@armor_window.visible = false
@armor_window.active = true
@target_window = Window_Target_Item.new
@target_window.visible = false
@target_window.active = false
@help_window.opacity = 0
@help_window.x = -200
@help_window.contents_opacity = 0
@item_window.opacity = 0
@weapon_window.opacity = 0
@armor_window.opacity = 0
@target_window.opacity = 0
@weapon_window.x = 640
@armor_window.x = 640
@item_window.x = 640
@weapon_window.contents_opacity = 0
@armor_window.contents_opacity = 0
@item_window.contents_opacity = 0
Graphics.transition(MOG::MNIT, "Graphics/Transitions/" + MOG::MNITT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
@weapon_window.x += 20
@armor_window.x += 20
@item_window.x += 20
@weapon_window.contents_opacity -= 15
@armor_window.contents_opacity -= 15
@item_window.contents_opacity -= 15
@item_lay.zoom_x += 0.2
@item_lay.opacity -= 15
@item_com.zoom_y += 0.2
@item_com.opacity -= 15
@help_window.contents_opacity -= 15
@back.ox += 1
Graphics.update
end
Graphics.freeze
@help_window.dispose
@item_window.dispose
@weapon_window.dispose
@armor_window.dispose
@target_window.dispose
@item_lay.dispose
@back.dispose
@item_com.dispose
@type.dispose
end
def update
if @target_window.x < 0
@target_window.x += 20
elsif @target_window.x >= 0
@target_window.x = 0
end
if @help_window.x < 0
@help_window.x += 10
@help_window.contents_opacity += 15
elsif @help_window.x >= 0
@help_window.x = 0
@help_window.contents_opacity = 255
end
if @item_window.x > 250
@weapon_window.x -= 20
@armor_window.x -= 20
@item_window.x -= 20
@weapon_window.contents_opacity += 15
@armor_window.contents_opacity += 15
@item_window.contents_opacity += 15
elsif @item_window.x <= 250
@weapon_window.x = 250
@armor_window.x = 250
@item_window.x = 250
@weapon_window.contents_opacity = 250
@armor_window.contents_opacity = 250
@item_window.contents_opacity = 250
end
if @target_window.active == false
if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::LEFT) or
Input.press?(Input::RIGHT) or Input.press?(Input::LEFT)
@weapon_window.x = 640
@armor_window.x = 640
@item_window.x = 640
@weapon_window.contents_opacity = 0
@armor_window.contents_opacity = 0
@item_window.contents_opacity = 0
end
if Input.trigger?(Input.dir4) or Input.trigger?(Input.dir4) or
Input.trigger?(Input::L) or Input.trigger?(Input::R)
@help_window.x = -200
@help_window.contents_opacity = 0
end
end
@back.ox += 1
@help_window.update
@item_window.update
@weapon_window.update
@armor_window.update
@target_window.update
@type.update
case @type.index
when 0
@item_com.bitmap = RPG::Cache.picture("Item_com01")
if @target_window.active == true
update_target
@item_window.active = false
@type.active = false
return
else
@item_window.active = true
@type.active = true
end
@weapon_window.active = false
@armor_window.active = false
@item_window.visible = true
@weapon_window.visible = false
@armor_window.visible = false
when 1
@item_com.bitmap = RPG::Cache.picture("Item_com02")
@item_window.active = false
@weapon_window.active = true
@armor_window.active = false
@item_window.visible = false
@weapon_window.visible = true
@armor_window.visible = false
when 2
@item_com.bitmap = RPG::Cache.picture("Item_com03")
@item_window.active = false
@weapon_window.active = false
@armor_window.active = true
@item_window.visible = false
@weapon_window.visible = false
@armor_window.visible = true
end
if @item_window.active
update_item
return
end
if @weapon_window.active
update_weapon
return
end
if @armor_window.active
update_armor
return
end
end
def update_weapon
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
end
def update_armor
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item_window.active = false
@target_window.x = (@item_window.index + 1) % 1 * 304
@target_window.visible = true
@target_window.active = true
@target_window.x = -350
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@item_window.refresh
end
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
end
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dinonico
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Posteur de Ressources
avatar

Messages : 128
Date d'inscription : 06/04/2008
Age : 25
Localisation : Saint-Quentin

MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 1:13

Créé un autre script au dessus de main comme d'habitude (pareil pour les scripts précédente) et nommé le "MOG Scene_File Ayumi" puis mettez se code:

#_________________________________________________
# MOG_Scene File Ayumi V1.0
#_________________________________________________
# By Moghunter
#_________________________________________________
module MOG
#Temps de transition
MSVT = 30
#Type de transition
MSVTT = "006-Stripe02"
end
###############
# Window_Base #
###############
class Window_Base < Window
def drw_win_file(x,y)
dwf = RPG::Cache.picture("Win_File")
cw = dwf.width
ch = dwf.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, dwf, src_rect)
end
def nada
face = RPG::Cache.picture("")
end
def draw_heroface3(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc3") 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
def draw_actor_level6(actor, x, y)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 17, y + 1, 24, 32, actor.level.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 16, y, 24, 32, actor.level.to_s, 2)
end
def draw_actor_name6(actor, x, y)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 1, y + 1, 100, 32, actor.name,1)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 100, 32, actor.name,1)
end
end
############
# Game_Map #
############
class Game_Map
def map_name
@mapinfo = load_data("Data/MapInfos.rxdata") if @mapinfo == nil
return @mapinfo[@map_id].name
end
end
###################
# Window_SaveFile #
###################
class Window_SaveFile < Window_Base
attr_reader :filename
attr_reader :selected
def initialize(file_index, filename)
super(0, 64 + file_index * 138, 640, 240)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@file_index = file_index
@filename = "Save#{@file_index + 1}.rxdata"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@game_self_switches = Marshal.load(file)
@game_screen = Marshal.load(file)
@game_actors = Marshal.load(file)
@game_party = Marshal.load(file)
@game_troop = Marshal.load(file)
@game_map = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
@wiref = 0
refresh
@selected = false
end
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
drw_win_file(0,190)
name = "#{@file_index + 1}"
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(161, 41, 600, 32, name)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(160, 40, 600, 32, name)
@name_width = contents.text_size(name).width
if @file_exist
for i in 0...@characters.size
bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
cw = bitmap.rect.width / 4
ch = bitmap.rect.height / 4
src_rect = Rect.new(cw * @wiref + 1 , 0, cw, ch)
x = 300 - @characters.size + i * 64 - cw / 4
self.contents.blt(x - 10, 150 - ch, bitmap, src_rect)
x = 116
actors = @game_party.actors
for i in 0...[actors.size, 4].min
x = i * 60
actor = actors[i]
self.contents.font.size = 20
draw_actor_level6(actor, x + 280, 140)
actor = actors[0]
draw_heroface3(actor,160,180)
draw_actor_name6(actor, 160, 155)
self.contents.font.size = 22
end
end
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(5, 41, 450, 32, time_string, 2)
self.contents.draw_text(41 , 141, 120 , 32, @game_map.map_name.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(40 , 140, 120 , 32, @game_map.map_name.to_s)
self.contents.draw_text(4, 40, 450, 32, time_string, 2)
end
end
def selected=(selected)
@selected = selected
end
end
##############
# Scene_File #
##############
class Scene_File
def initialize(help_text)
@help_text = help_text
end
def main
@mnback = Plane.new
@mnback.bitmap = RPG::Cache.picture("MN_BK")
@mnback.z = 1
@mnlay = Sprite.new
@mnlay.bitmap = RPG::Cache.picture("Lay_File.PNG")
@mnlay.z = 2
@help_window = Window_Help.new
@help_window.set_text(@help_text)
@help_window.opacity = 0
@savefile_windows = []
for i in 0..2
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@savefile_windows[0]
@file_index = $game_temp.last_file_index
@savefile_windows[@file_index].selected = true
@savefile_windows[0].y = 40
@savefile_windows[1].y= 140
@savefile_windows[2].y= 240
@win_move_time = 0
@win_move = 0
@win_dire = 0
@win_opac = 255
@win1_y = 0
@win2_y = 0
@win3_y = 0
Graphics.transition(MOG::MSVT, "Graphics/Transitions/" + MOG::MSVTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..50
@mnback.ox += 1
@savefile_windows[0].x += 10
@savefile_windows[1].x -= 10
@savefile_windows[2].x += 10
for i in @savefile_windows
i.contents_opacity -= 5
end
Graphics.update
end
Graphics.freeze
@help_window.dispose
@mnback.dispose
@mnlay.dispose
for i in @savefile_windows
i.dispose
end
end
def update
@mnback.ox += 1
@win_opac += 3
@win_move_time += 1
if @win_opac > 254
@win_opac = 150
end
if @win_move_time > 60
@win_dire += 1
@win_move_time = 0
end
if @win_dire > 1
@win_dire = 0
end
if @win_dire == 0
@win_move += 1
else
@win_move -= 1
end
if @file_index == 0
@savefile_windows[0].z = 2
@savefile_windows[1].z = 1
@savefile_windows[2].z = 0
@savefile_windows[0].x = @win_move
@savefile_windows[1].x = 0
@savefile_windows[1].x= 0
@savefile_windows[2].x = 0
@savefile_windows[0].contents_opacity = @win_opac
@savefile_windows[1].contents_opacity = 130
@savefile_windows[2].contents_opacity = 130
elsif @file_index == 1
@savefile_windows[0].z = 1
@savefile_windows[1].z = 2
@savefile_windows[2].z = 1
@savefile_windows[0].x = 0
@savefile_windows[1].x = @win_move
@savefile_windows[2].x = 0
@savefile_windows[0].contents_opacity = 130
@savefile_windows[1].contents_opacity = @win_opac
@savefile_windows[2].contents_opacity = 130
else
@savefile_windows[0].z = 0
@savefile_windows[1].z = 1
@savefile_windows[2].z = 2
@savefile_windows[0].x = 0
@savefile_windows[1].x = 0
@savefile_windows[2].x = @win_move
@savefile_windows[0].contents_opacity = 130
@savefile_windows[1].contents_opacity = 130
@savefile_windows[2].contents_opacity = @win_opac
end
@help_window.update
for i in @savefile_windows
i.update
end
if Input.trigger?(Input::C)
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
return
end
if Input.trigger?(Input::B)
on_cancel
return
end
if Input.repeat?(Input::DOWN)
if Input.trigger?(Input::DOWN) or @file_index < 3
$game_system.se_play($data_system.cursor_se)
@savefile_windows[@file_index].selected = false
@file_index = (@file_index + 1) % 3
@savefile_windows[@file_index].selected = true
return
end
end
if Input.repeat?(Input::UP)
if Input.trigger?(Input::UP) or @file_index > 0
$game_system.se_play($data_system.cursor_se)
@savefile_windows[@file_index].selected = false
@file_index = (@file_index - 1) % 3
@savefile_windows[@file_index].selected = true
return
end
end
end
def make_filename(file_index)
return "Save#{file_index + 1}.rxdata"
end
end
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dinonico
Posteur de Ressources
Posteur de Ressources
avatar

Messages : 128
Date d'inscription : 06/04/2008
Age : 25
Localisation : Saint-Quentin

MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 1:15

Ensuite créé un autre script au dessus de main et nommé le "MOG_Scene_shop" puis coller y se code:

#_______________________________________________________________________________
# MOG Scene Shop V1.0
#_______________________________________________________________________________
# By Moghunter
#_______________________________________________________________________________
if true
module MOG
#Temps de transition.
MNSHPT= 30
#Type de transition
MNSHPTT= "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def draw_item_name_ex(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 150, 32, item.name)
end
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
################
# Win_Shop_Sel #
################
class Win_Shop_Sel < Window_Base
attr_reader :index
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
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 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 * 80
y = @index / @column_max * 32 - self.oy
self.cursor_rect.set(x, y, 32, 32)
end
def update
super
if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::RIGHT)
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::LEFT)
if @column_max >= 2 and @index > 0
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end
end
update_cursor_rect
end
end
######################
# Window_ShopCommand #
######################
class Window_ShopCommand < Win_Shop_Sel
def initialize
super(58, 68, 230, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 3
@column_max = 3
@commands = ["", "", ""]
self.index = 0
end
end
##################
# Window_ShopBuy #
##################
class Window_ShopBuy < Window_Selectable
def initialize(shop_goods)
super(-10, 180, 310, 225)
@shop_goods = shop_goods
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for goods_item in @shop_goods
case goods_item[0]
when 0
item = $data_items[goods_item[1]]
when 1
item = $data_weapons[goods_item[1]]
when 2
item = $data_armors[goods_item[1]]
end
if item != nil
@data.push(item)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
self.contents.font.name = "Georgia"
self.contents.font.bold = false
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
x = 4
y = index * 32
if item.price <= $game_party.gold and number < 99
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
rect = Rect.new(x, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 150, 32, item.name, 0)
self.contents.font.color = Color.new(50,250,150,255)
self.contents.draw_text(x + 150, y, 88, 32, "G", 1)
if item.price <= $game_party.gold
if number < 99
self.contents.font.color = Color.new(200,200,50,255)
else
self.contents.font.color = disabled_color
end
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(x + 180, y, 88, 32, item.price.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
###################
# Window_ShopSell #
###################
class Window_ShopSell < Window_Selectable
def initialize
super(-10, 180, 305, 225)
@column_max = 1
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.price > 0
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
self.contents.font.name = "Georgia"
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 150, 32, item.name, 0)

self.contents.draw_text(x + 230, y, 16, 32, ":", 1)
self.contents.draw_text(x + 240, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#####################
# Window_ShopNumber #
#####################
class Window_ShopNumber < Window_Base
def initialize
super(-10, 180, 310, 225)
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
@max = 1
@price = 0
@number = 1
end
def set(item, max, price)
@item = item
@max = max
@price = price
@number = 1
refresh
end
def number
return @number
end
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
self.contents.font.bold = true
draw_item_name_ex(@item, 4, 66)
self.contents.font.color = Color.new(50,150,250,255)
self.contents.draw_text(185, 66, 32, 32, "x")
self.contents.font.color = normal_color
self.contents.draw_text(208, 66, 24, 32, @number.to_s, 2)
self.cursor_rect.set(304, 66, 32, 32)
total_price = @price * @number
cx = contents.text_size("G").width
self.contents.font.color = Color.new(200,200,50,255)
self.contents.draw_text(4, 160, 228-2, 32, total_price.to_s, 2)
self.contents.font.color = Color.new(50,250,150,255)
self.contents.draw_text(90, 160, 88, 32, "G", 1)
end
def update
super
if self.active
if Input.repeat?(Input::RIGHT) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number += 1
refresh
end
if Input.repeat?(Input::LEFT) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number -= 1
refresh
end
if Input.repeat?(Input::UP) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number = [@number + 10, @max].min
refresh
end
if Input.repeat?(Input::DOWN) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number = [@number - 10, 1].max
refresh
end
end
end
end
#####################
# Window_ShopStatus #
#####################
class Window_ShopStatus < Window_Base
def initialize
super(300, 128, 350, 300)
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
refresh
end
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
if @item == nil
return
end
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
self.contents.font.color = system_color
self.contents.draw_text(210, 0, 200, 32, "Stock")
self.contents.font.color = normal_color
self.contents.draw_text(245, 0, 32, 32, number.to_s, 2)
if @item.is_a?(RPG::Item)
return
end
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
self.contents.draw_text(65, 0, 100, 32, "Equipped", 2)
drw_face(actor,0 ,80 + 64 * i)
if @item.is_a?(RPG::Weapon)
item1 = $data_weapons[actor.weapon_id]
elsif @item.kind == 0
item1 = $data_armors[actor.armor1_id]
elsif @item.kind == 1
item1 = $data_armors[actor.armor2_id]
elsif @item.kind == 2
item1 = $data_armors[actor.armor3_id]
else
item1 = $data_armors[actor.armor4_id]
end
if actor.equippable?(@item)
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
self.contents.draw_text(-20, 50 + 64 * i, 112, 32,"Atk", 2)
self.contents.draw_text(70, 50 + 64 * i, 112, 32,"Pdef", 2)
self.contents.draw_text(160, 50 + 64 * i, 112, 32,"Mdef", 2)
change = atk2 - atk1
change2 = pdef2 - pdef1
change3 = mdef2 - mdef1
if atk2 > atk1
self.contents.font.color = Color.new(50,250,150,255)
elsif atk2 == atk1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(20, 50 + 64 * i, 112, 32,sprintf("%d", change), 2)
if pdef2 > pdef1
self.contents.font.color = Color.new(50,250,150,255)
elsif pdef2 == pdef1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(110, 50 + 64 * i, 112, 32,sprintf("%d", change2), 2)
if mdef2 > mdef1
self.contents.font.color = Color.new(50,250,150,255)
elsif mdef2 == mdef1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(200, 50 + 64 * i, 112, 32,sprintf("%d", change3), 2)
end
if @item.is_a?(RPG::Armor)
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
eva1 = item1 != nil ? item1.eva : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
eva2 = @item != nil ? @item.eva : 0
change = pdef2 - pdef1
change2 = mdef2 - mdef1
change3 = eva2 - eva1
self.contents.draw_text(-20, 50 + 64 * i, 112, 32,"Pdef", 2)
self.contents.draw_text(70, 50 + 64 * i, 112, 32,"Mdef", 2)
self.contents.draw_text(160, 50 + 64 * i, 112, 32,"Eva", 2)
if pdef2 > pdef1
self.contents.font.color = Color.new(50,250,150,255)
elsif pdef2 == pdef1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(20, 50 + 64 * i, 112, 32,sprintf("%d", change), 2)

if mdef2 > mdef1
self.contents.font.color = Color.new(50,250,150,255)
elsif mdef2 == mdef1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(110, 50 + 64 * i, 112, 32,sprintf("%d", change2), 2)
if eva2 > eva1
self.contents.font.color = Color.new(50,250,150,255)
elsif eva2 == eva1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(200, 50 + 64 * i, 112, 32,sprintf("%d", change3), 2)
end
end
if item1 != nil
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = 64 + 64 * i
bitmap = RPG::Cache.icon(item1.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x + 50, y - 35, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 75, y - 40, 212, 32, item1.name)
end
end
end
def item=(item)
if @item != item
@item = item
refresh
end
end
end
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dinonico
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Posteur de Ressources
avatar

Messages : 128
Date d'inscription : 06/04/2008
Age : 25
Localisation : Saint-Quentin

MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 1:15

La suite du script:

##############
# Scene_Shop #
##############
class Scene_Shop
def main
@mshop_back = Plane.new
@mshop_back.bitmap = RPG::Cache.picture("MN_BK2")
@mshop_back.z = 10
@mshop_lay = Sprite.new
@mshop_lay.bitmap = RPG::Cache.picture("Shop_Lay")
@mshop_lay.z = 15
@mshop_com = Sprite.new
@mshop_com.bitmap = RPG::Cache.picture("Shop_Com01")
@mshop_com.z = 20
@help_window = Window_Help.new
@help_window.contents.font.name = "Georgia"
@help_window.y = 413
@command_window = Window_ShopCommand.new
@command_window.visible = false
@gold_window = Window_Gold.new
@gold_window.x = 460
@gold_window.y = -5
@dummy_window = Window_Base.new(0, 128, 640, 352)
@buy_window = Window_ShopBuy.new($game_temp.shop_goods)
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
@sell_window = Window_ShopSell.new
@sell_window.active = false
@sell_window.visible = false
@sell_window.help_window = @help_window
@number_window = Window_ShopNumber.new
@number_window.active = false
@number_window.visible = false
@status_window = Window_ShopStatus.new
@status_window.visible = false
@help_window.opacity = 0
@status_window.opacity = 0
@sell_window.opacity = 0
@buy_window.opacity = 0
@gold_window.opacity = 0
@command_window.opacity = 0
@number_window.opacity = 0
@dummy_window.opacity = 0
Graphics.transition(MOG::MNSHPT, "Graphics/Transitions/" + MOG::MNSHPTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
@mshop_back.ox += 1
@help_window.x -= 15
@gold_window.x += 15
@mshop_lay.zoom_x += 0.1
@mshop_lay.opacity -= 10
@command_window.x -= 15
@mshop_com.x -= 15
Graphics.update
end
Graphics.freeze
@help_window.dispose
@command_window.dispose
@gold_window.dispose
@dummy_window.dispose
@buy_window.dispose
@sell_window.dispose
@number_window.dispose
@status_window.dispose
@mshop_back.dispose
@mshop_lay.dispose
@mshop_com.dispose
end
def update
@mshop_back.ox += 1
if @help_window.x < 0
@help_window.x += 10
@help_window.contents_opacity += 10
elsif @help_window.x >= 0
@help_window.x = 0
@help_window.contents_opacity = 255
end
if @buy_window.x < -10
@buy_window.x += 15
@buy_window.contents_opacity += 6
elsif @buy_window.x >= -10
@buy_window.x = -10
@buy_window.contents_opacity = 255
end
if @buy_window.visible == false
@buy_window.x = -300
end
if @sell_window.x < -10
@sell_window.x += 15
@sell_window.contents_opacity += 6
elsif @buy_window.x >= -10
@sell_window.x = -10
@sell_window.contents_opacity = 255
end
if @sell_window.visible == false
@sell_window.x = -300
end
if @number_window.x < -10
@number_window.x += 15
@number_window.contents_opacity += 6
elsif @number_window.x >= -10
@number_window.x = -10
@number_window.contents_opacity = 255
end
if @number_window.visible == false
@number_window.x = -300
end
if @number_window.active == false
if Input.trigger?(Input.dir4) or Input.trigger?(Input::C) or
Input.trigger?(Input::L) or Input.trigger?(Input::R)
@help_window.x = -200
@help_window.contents_opacity = 0
end
end
@help_window.update
@command_window.update
@gold_window.update
@dummy_window.update
@buy_window.update
@sell_window.update
@number_window.update
@status_window.update
case @command_window.index
when 0
@mshop_com.bitmap = RPG::Cache.picture("Shop_Com01")
when 1
@mshop_com.bitmap = RPG::Cache.picture("Shop_Com02")
when 2
@mshop_com.bitmap = RPG::Cache.picture("Shop_Com03")
end



if @command_window.active
update_command
return
end
if @buy_window.active
update_buy
return
end
if @sell_window.active
update_sell
return
end
if @number_window.active
update_number
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)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@dummy_window.visible = false
@buy_window.active = true
@buy_window.visible = true
@buy_window.refresh
@status_window.visible = true
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@dummy_window.visible = false
@sell_window.active = true
@sell_window.visible = true
@sell_window.refresh
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
def update_buy
@status_window.item = @buy_window.item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return
end
if Input.trigger?(Input::C)
@item = @buy_window.item
if @item == nil or @item.price > $game_party.gold
$game_system.se_play($data_system.buzzer_se)
return
end
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
if number == 99
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
max = @item.price == 0 ? 99 : $game_party.gold / @item.price
max = [max, 99 - number].min
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
end
end
def update_sell
@status_window.item = @sell_window.item
@status_window.visible = true
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@dummy_window.visible = true
@sell_window.active = false
@sell_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return
end
if Input.trigger?(Input::C)
@item = @sell_window.item
@status_window.item = @item
if @item == nil or @item.price == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
max = number
@sell_window.active = false
@sell_window.visible = false
@number_window.set(@item, max, @item.price / 2)
@number_window.active = true
@number_window.visible = true
@status_window.visible = true
end
end
def update_number
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@number_window.active = false
@number_window.visible = false
case @command_window.index
when 0
@buy_window.active = true
@buy_window.visible = true
when 1
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.shop_se)
@number_window.active = false
@number_window.visible = false
case @command_window.index
when 0
$game_party.lose_gold(@number_window.number * @item.price)
case @item
when RPG::Item
$game_party.gain_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.gain_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.gain_armor(@item.id, @number_window.number)
end
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
@buy_window.active = true
@buy_window.visible = true
when 1
$game_party.gain_gold(@number_window.number * (@item.price / 2))
case @item
when RPG::Item
$game_party.lose_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.lose_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.lose_armor(@item.id, @number_window.number)
end
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
end
end
end
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dinonico
Posteur de Ressources
Posteur de Ressources
avatar

Messages : 128
Date d'inscription : 06/04/2008
Age : 25
Localisation : Saint-Quentin

MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 1:16

Voici l'avant dernier script à copier, créé au dessus de main et nommé le "Mog_menu itigo" puis coller se code:

#_________________________________________________
# MOG_SceneMenu Itigo V1.0
#_________________________________________________
# By Moghunter traduit par makenshi meme si c'est que tres peu...
#_________________________________________________
#Le menu peu bugger sur votre version de RPG maker car les image utiliser
# on des noms differents. Le script est ecrit de facon a ce que les #facesets soi nommez ainsi : "Hero name _fc"
# Exemple -> Arshes_Fc.png
# Ici dans cette version car la version de RPG maker utiliser pour le script
# est anglaise. Le nom du fichier du hero 1 est "Aluxes_fc"
# donc si votre hero principal se nomme Naruto renommer le fichier
# "Aluxes_fc" en "Naruto_fc"
# Ou bien remplacer la ligne ou on a ecrit :
# face = RPG::Cache.picture(actor.name "_fc")
# Par :
# face = RPG::Cache.picture("Aluxes_fc")
#
#maintenant et les ligne change donc ca devrai etre au environt de 50
# idem pour les autres hero Basil,etc... Qui sont des heros de base donc
#leur image se nome basi_fc etc.... a vous de jouer avec les images
#_________________________________________________
module MOG
#Temps de transition pour entrer dans le menu.
MNTT = 30
#Type de transition pour entrer dans le menu.
MNTP = "006-Stripe02"
#Temps de transition pour quitter le menu.
MNTT2 = 20
#type de transition pour quitter le menu.
MNTP2 = "005-Stripe01"
end
##############
# Game_Actor #
##############
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
###############
# Window_Base #
###############
class Window_Base < Window
def drw_face(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc")
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
def draw_maphp3(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("HP_Tx")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
end
def draw_mapsp3(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar")
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("SP_Tx")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)
end
def draw_mexp2(actor, x, y)
bitmap2 = RPG::Cache.picture("Exp_Back")
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
rate = actor.now_exp.to_f / actor.next_exp
bitmap = RPG::Cache.picture("Exp_Meter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
exp_tx = RPG::Cache.picture("Exp_tx")
cw = exp_tx.width
ch = exp_tx.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)
lv_tx = RPG::Cache.picture("LV_tx")
cw = lv_tx.width
ch = lv_tx.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)
end
def draw_actor_state2(actor, x, y, width = 120)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text,1)
end
end
######################
# Window_MenuStatus2 #
######################
class Window_MenuStatus2 < Window_Selectable
def initialize
super(0, 0, 415, 280)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.opacity = 0
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 20
y = i * 62
actor = $game_party.actors[i]
self.contents.font.name = "Georgia"
drw_face(actor,x,y + 50)
draw_maphp3(actor,x + 40, y - 5)
draw_mapsp3(actor,x + 40, y + 20 )
draw_mexp2(actor,x + 140, y + 15 )
draw_actor_state2(actor ,x + 220, y - 5)
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
end
end
end
################
# Window_Gold2 #
################
class Window_Gold2 < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.name = "Arial"
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end
####################
# Window_PlayTime2 #
####################
class Window_PlayTime2 < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
@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.name = "Arial"
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, text, 2)
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#################
# Window_Steps2 #
#################
class Window_Steps2 < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.name = "Arial"
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
end
end
##############
# Scene_Menu #
##############
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = ""
s2 = ""
s3 = ""
s4 = ""
s5 = ""
s6 = ""
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@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)
end
@command_window.visible = false
@command_window.x = -640
@mnlay = Sprite.new
#Voici le style graphique du menu les bouton etc...
@mnlay.bitmap = RPG::Cache.picture("Mn_lay")
@mnlay.z = 10
@mnback = Plane.new
@mnback.bitmap = RPG::Cache.picture("Mn_back")
@mnback.blend_type = 0
@mnback.z = 5
@mnback2 = Plane.new
@mnback2.bitmap = RPG::Cache.picture("Mn_back")
@mnback2.blend_type = 0
@mnback2.z = 5
@mnback2.opacity = 60
@mnsel = Sprite.new
@mnsel.bitmap = RPG::Cache.picture("Mn_Sel")
@mnsel.z = 20
@mnsel.x = 0
@mnsel.y = 110
@mnop = 150
if $game_system.save_disabled
@command_window.disable_item(4)
end
@playtime_window = Window_PlayTime2.new
@playtime_window.x = 30
@playtime_window.y = 375
@playtime_window.opacity = 0
@playtime_window.z = 15
@steps_window = Window_Steps2.new
@steps_window.x = 230
@steps_window.y = 375
@steps_window.opacity = 0
@steps_window.z = 15
@gold_window = Window_Gold2.new
@gold_window.x = 455
@gold_window.y = 405
@gold_window.opacity = 0
@gold_window.z = 15
@status_window = Window_MenuStatus2.new
@status_window.x = 195
@status_window.y = 110
@status_window.opacity = 0
@status_window.z = 15
Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@mnlay.dispose
@mnback.dispose
@mnback2.dispose
@mnsel.dispose
Graphics.transition(MOG::MNTT2, "Graphics/Transitions/" + MOG::MNTP2)
Graphics.update
end
def update
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
@mnback.oy = 1
@mnback.ox = 1
@mnback2.oy = 1
@mnback2.ox -= 1
@mnop = 5
if @command_window.active == true
@mnsel.bitmap = RPG::Cache.picture("Mn_Sel")
else
@mnsel.bitmap = RPG::Cache.picture("Mn_Sel_off")
@mnsel.zoom_x = 1
@mnsel.opacity = 255
end
if @mnop >= 255
@mnop = 120
end
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
def update_command
if @mnsel.zoom_x <= 1.6
@mnsel.zoom_x += 0.03
@mnsel.opacity -= 10
elsif @mnsel.zoom_x > 1.6
@mnsel.zoom_x = 1.0
@mnsel.opacity = 255
end
case @command_window.index
when 0
@mnsel.x = 0
@mnsel.y = 110
when 1
@mnsel.x = 25
@mnsel.y = 155
when 2
@mnsel.x = 40
@mnsel.y = 197
when 3
@mnsel.x = 45
@mnsel.y = 242
when 4
@mnsel.x = 25
@mnsel.y = 285
when 5
@mnsel.x = 0
@mnsel.y = 325
end
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_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)
$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
end
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dinonico
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MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 1:17

Et enfin voici le dernier script, créé un nouveau script et nommé le "MOG_Menu Status" et coller se code:

#_________________________________________________
# MOG_Menu Status Eva V1.0
#_________________________________________________
# By Moghunter
#_________________________________________________
module MOG
#Transition Time.
MST_TT = 10
#Transition Type(Name).
MST_TTT = "004-Blind04"
# Set Maximum (STR,DEX,AGL,INT)
MST_ST = 999
# Set Maximum (ATK,PDEF,MDEF)
MST_STE = 999
end
##############
# Game_Actor #
##############
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
###############
# Window_Base #
###############
class Window_Base < Window
def draw_heroface2(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc2")
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
def draw_actor_parameter2(actor, x, y, type)
back = RPG::Cache.picture("STBAR_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, back, src_rect)
meter = RPG::Cache.picture("STBAR.png")
case type
when 0
parameter_value = actor.atk
cw = meter.width * actor.atk / MOG::MST_STE
when 1
parameter_value = actor.pdef
cw = meter.width * actor.pdef / MOG::MST_STE
when 2
parameter_value = actor.mdef
cw = meter.width * actor.mdef / MOG::MST_STE
when 3
parameter_value = actor.str
cw = meter.width * actor.str / MOG::MST_ST
when 4
parameter_value = actor.dex
cw = meter.width * actor.dex / MOG::MST_ST
when 5
parameter_value = actor.agi
cw = meter.width * actor.agi / MOG::MST_ST
when 6
parameter_value = actor.int
cw = meter.width * actor.int / MOG::MST_ST
end
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, meter, src_rect)
end
def draw_maphp5(actor, x, y)
back = RPG::Cache.picture("BAR")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar2")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
end
def draw_mapsp5(actor, x, y)
back = RPG::Cache.picture("BAR")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65 , y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar2")
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65 , y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)
end
def draw_mexp5(actor, x, y)
bitmap2 = RPG::Cache.picture("Exp_Back")
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
rate = actor.now_exp.to_f / actor.next_exp
bitmap = RPG::Cache.picture("Exp_Meter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 54, y, 84, 32, "Exp",0)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 20, y + 5, 30, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 21, y + 6, 30, 32, actor.level.to_s, 1)
end
end
##################
# Window_Status2 #
##################
class Window_Status2 < Window_Base
def initialize(actor)
super(0, 0, 660, 480)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
refresh
end
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 510, -5 )
draw_mexp5(@actor,310,130)
draw_actor_state(@actor, 450, 20)
draw_maphp5(@actor, 275, 165)
draw_mapsp5(@actor, 430, 165)
draw_actor_parameter2(@actor, 280, 108, 0)
draw_actor_parameter2(@actor, 460, 137, 1)
draw_actor_parameter2(@actor, 460, 108, 2)
draw_actor_parameter2(@actor, 280, 53, 3)
draw_actor_parameter2(@actor, 460, 53, 4)
draw_actor_parameter2(@actor, 280, 80, 5)
draw_actor_parameter2(@actor, 460, 80, 6)
self.contents.font.color = system_color
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 228)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 258)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 288)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 318)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 348)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
###############
# Window_Face #
###############
class Window_Face < Window_Base
def initialize(actor)
super(0, -20, 300, 520)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_heroface2(@actor,10,485)
end
end
################
# Scene_Status #
################
class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
def main
@actor = $game_party.actors[@actor_index]
@status_window = Window_Status2.new(@actor)
@status_face = Window_Face.new(@actor)
@status_face.z = 20
@status_face.x = -300
@status_face.contents_opacity = 0
@mst_lay = Sprite.new
@mst_lay.bitmap = RPG::Cache.picture("MST_Lay")
@mst_lay.z = 100
@mst_back1 = Plane.new
@mst_back1.bitmap = RPG::Cache.picture("MN_BK")
@mst_back1.z = 10
Graphics.transition(MOG::MST_TT, "Graphics/Transitions/" + MOG::MST_TTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
@status_face.x -= 20
@status_face.contents_opacity -= 15
Graphics.update
end
Graphics.freeze
@mst_lay.dispose
@mst_back1.dispose
@status_face.dispose
@status_window.dispose
end
def update
@mst_back1.ox += 1
@mst_back1.oy += 1
if @status_face.x < 0
@status_face.x += 20
@status_face.contents_opacity += 15
elsif @status_face.x >= 0
@status_face.x = 0
@status_face.contents_opacity = 255
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(3)
return
end
if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Status.new(@actor_index)
return
end
if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Status.new(@actor_index)
return
end
end
end
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dinonico
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MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 1:17

Voici tout les ressources qu'il faut pour le menu, vous les importé dans Pictures:































































































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MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 1:18

Et voici juste un screen du menu:

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MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 9:58

Le principal avantage du Mog Hunter , est que les graphismes sont entiérements personalisables même pour un débutant .^^ , sinon, sa fait un peu long comme script ^^.
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MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 19:52

Je le trouve super mais y a pas une démo ? car c'est long de copier les images une par une vu qu'il sont trop sinon quelqu'un peut le faire ?
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MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 19:54

Ouah, jolie en effet, dommage que le script soit aussi grand Sad
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MessageSujet: Re: Super beau menu [MogHunter]   Lun 14 Avr - 20:36

Tenez voici une démo pour avoir les scripts et copier les images:

http://www.megaupload.com/?d=2TTQXU0J
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MessageSujet: Re: Super beau menu [MogHunter]   Mar 15 Avr - 2:59

Génial merci dinonico Very Happy
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MessageSujet: Re: Super beau menu [MogHunter]   Jeu 24 Avr - 18:26

J'ai voulu préciser quand peux bien changer les ressources par des une de nos créations ^^...
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MessageSujet: Re: Super beau menu [MogHunter]   

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Super beau menu [MogHunter]
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