Sansonic Auguste Polichinelle
Nombre de messages : 1116 Age : 31 Projet(s) en cours : ... Niveau Rpg Maker : jugez !... Date d'inscription : 28/07/2007
| Sujet: [RGSS2]Menu style FFVX Ven 18 Juil 2008, 23:10 | |
| Pour cette fois j'ai trouvé ce menu ma foi fort sympathoche, style FFVX parait il. Je ne suis pas expert en FF(Final Fantasy) donc . Fonction: Lisez la phrase juste en haut. Image:- Spoiler:
Script:Je pense qu'il faut le nommer Enix_FFGlass Window v1.0 - Code:
-
############################################################################ # Enix_FFGlass Window v1.0 # # by Speed@ # # A BIG Thanks to: Woratana and his [RMVX] Custom Menu Background # # Effects & Opacity Script # # Only for RPG Revolution # # Posting on other forum without my permission is forbidden. # ########################################################################### # class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background create_command_window @gold_window = Window_Gold.new(0, 360) @gold_window.opacity = 0 @gold_window.x = -70 @gold_window.y = 300 @status_window = Window_MenuStatus.new(160, 0) @status_window.opacity = 0 end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @command_window.update @gold_window.update @status_window.update if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index @command_window.opacity = 0 @command_window.y = 110 if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4, false) # Disable save end end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 # End Game $scene = Scene_End.new end end end #-------------------------------------------------------------------------- # * Start Actor Selection #-------------------------------------------------------------------------- def start_actor_selection @command_window.active = false @status_window.active = true if $game_party.last_actor_index < @status_window.item_max @status_window.index = $game_party.last_actor_index else @status_window.index = 0 end end #-------------------------------------------------------------------------- # * End Actor Selection #-------------------------------------------------------------------------- def end_actor_selection @command_window.active = true @status_window.active = false @status_window.index = -1 end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when 1 # skill $scene = Scene_Skill.new(@status_window.index) when 2 # equipment $scene = Scene_Equip.new(@status_window.index) when 3 # status $scene = Scene_Status.new(@status_window.index) end end end end
module WorBG #---------------------------------------- # SETUP MENU BACKGROUND & OPACITY HERE! #--------------------------------------- BG_MODE = 0, 2 # Mode of BG BG_BLUR = true # Turn on (true)/ off (false) to make background blur WINDOW_OPACITY = 200 # Opacity for Menu Screens THICK_WINDOW_OPACITY = 200 # Opacity for Windows in Title/Battle/End Screens BG_MOVE_X = 0 # Move Background in X-coordinate BG_MOVE_Y = 0 # Move Background in Y-coordinate BG_PICTURE = "Back" # Picture file name when you use custom BG (mode 2) end
class Scene_Base
def create_menu_background @menuback_sprite = Plane.new case WorBG::BG_MODE when 0 # Default BG @menuback_sprite.bitmap = $game_temp.background_bitmap @menuback_sprite.color.set(16, 16, 16, 128)
when 1 # Brighter Default BG @menuback_sprite.bitmap = $game_temp.background_bitmap
when 2 # Custom BG @menuback_sprite.bitmap = Cache.picture(WorBG::BG_PICTURE)
else @menuback_sprite.bitmap = $game_temp.background_bitmap @menuback_sprite.color.set(16, 16, 16, 128) end @menuback_sprite.bitmap.blur if WorBG::BG_BLUR == true update_menu_background end
alias wor_scebase_upd update def update @menuback_sprite.ox += WorBG::BG_MOVE_X if @menuback_sprite != nil and WorBG::BG_MOVE_X != 0 @menuback_sprite.oy += WorBG::BG_MOVE_Y if @menuback_sprite != nil and WorBG::BG_MOVE_Y != 0 end
def snapshot_for_background $game_temp.background_bitmap.dispose $game_temp.background_bitmap = Graphics.snap_to_bitmap end end # Class End
class Window_Base
alias wor_winbase_ini initialize def initialize(x, y, width, height) wor_winbase_ini(x, y, width, height) if $scene.is_a?(Scene_Title) or $scene.is_a?(Scene_Battle) or $scene.is_a?(Scene_End) self.back_opacity = WorBG::THICK_WINDOW_OPACITY else self.back_opacity = WorBG::WINDOW_OPACITY end end
end | |
|