ferroxMolécule
Messages : 74 Loisirs : JEUX VIDEO, DORMIR, FRITES, RPG Date d'inscription : 24/07/2010
Caractéristiques du membre Evolution: Atome Job: Making XP: (20/20)
| Sujet: Menu à la façon final fantasy VII, il est assez beau. Mer 28 Juil 2010 - 16:47 | |
| Auteur : AcedentProne Lien: http://rpgcreative.net/rpgmaker/scripts-48-menu-1-final-fantasy-vii.html Screnn: J'ai trouvé le script sur RPG créative et je dois dire que je l'aime bien. Allez dans l'éditeur de script ( F11 ) créez un script au dessus de " Main " et nommez ce script " Menu Final Fantasy VII "(ce menu semble t'il, ressemble au menu de Final Fantasy VII, en fait j'y ai jamais joué ) . - Code:
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#********************************************************* #Final Fantasy VII menu setup by AcedentProne #********************************************************* #To use: #Create a new folder in the Characters folder, and call it Faces #Adding faces: add a 80x80 picture with the same name as the characterset it #corrosponds with in the Faces folder #If text does not appear, right click and select Replace #Put $defaultfonttype in the Search String box #Put $fontface in the Replacement String box #Hit replace all. #Put $defaultfontsize in the Search String box #Put $fontsize in the Replacement String box #Hit replace all. # #If you do not want Faces, go to line 102 #and change delete the # of draw_actor_graphic #and put a # infront of draw_actor_face
#======================================== #■ Window_Base #-------------------------------------------------------------------------- # Setting functions for the "Base" #========================================
class Window_Base < Window
def draw_actor_face(actor, x, y) face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue) fw = face.width fh = face.height src_rect = Rect.new(0, 0, fw, fh) self.contents.blt(x - fw / 23, y - fh, face, src_rect) end end def draw_actor_battler_graphic(actor, x, y) bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end
#======================================== #■ Game_Map #-------------------------------------------------------------------------- # Setting functions for the Map #======================================== class Game_Map
def name $map_infos[@map_id] end end
#======================================== #■ Window_Title #-------------------------------------------------------------------------- # Setting functions for the Title #======================================== class Scene_Title $map_infos = load_data("Data/MapInfos.rxdata") for key in $map_infos.keys $map_infos[key] = $map_infos[key].name end end
#======================================================== # ■ Window_MenuStatus #------------------------------------------------------------------------ # Sets up the Choosing. #========================================================
class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # Set up #-------------------------------------------------------------------------- def initialize super(0, 0, 560, 454) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Arial" self.contents.font.size = 24 refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # Drawing Info on Screen #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 94 y = i * 110 actor = $game_party.actors[i] draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line #draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line draw_actor_name(actor, x, y) draw_actor_class(actor, x + 80, y) draw_actor_level(actor, x, y + 18) draw_actor_state(actor, x + 200, y) draw_actor_exp(actor, x+ 144, y + 38) draw_actor_hp(actor, x, y + 38) draw_actor_sp(actor, x, y + 58) end end #-------------------------------------------------------------------------- # Update of Cursor #-------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 116, self.width - 32, 96) end end end
#=======================================# # ■Window_GameStats # # written by AcedentProne # #-----------------------------------------------------------------------#
class Window_GameStats < Window_Base def initialize super(0, 0, 160, 80) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Arial" self.contents.font.size = 22 refresh end
def refresh self.contents.clear self.contents.font.color = system_color # Draw "Time" @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 6, 120, 32, text, 2) self.contents.font.color = system_color self.contents.draw_text(4, -10, 120, 32, "Temps") #Drawing Gold self.contents.font.color = normal_color self.contents.draw_text(4, 22, 120, 32,$game_party.gold.to_s + " " +$data_system.words.gold, 2) self.contents.font.color = system_color self.contents.draw_text(4, 22, 120, 32, $data_system.words.gold, 2) end #-------------------------------------------------------------------------- # Update of The count
#-------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
#======================================================== # ■ Window_Mapname #------------------------------------------------------------------------ # Draws the Map name #========================================================
class Window_Mapname < Window_Base #-------------------------------------------------------------------------- # Set up #-------------------------------------------------------------------------- def initialize super(0, 0, 320, 60) self.contents = Bitmap.new(width - 52, height - 32) self.contents.font.name = "Arial" self.contents.font.size = 24 refresh end #-------------------------------------------------------------------------- # Draws info on screen #-------------------------------------------------------------------------- def refresh self.contents.clear
# Map Name #map = $game_map.name self.contents.font.color = system_color self.contents.draw_text(4, 0, 220, 32, "Lieu") self.contents.font.color = normal_color self.contents.draw_text(175, 0, 80, 32, $game_map.name) end end
#======================================================== # ■ Scene_Menu #------------------------------------------------------------------------ # FF7 menu laytout as requested by AcedentProne. #========================================================
class Scene_Menu #--------------------------- edit------------------------------- attr_reader :status_window #/--------------------------- edit-------------------------------
def initialize(menu_index = 0) @menu_index = menu_index end
def main s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "Sauvegarder" s6 = "Quitter"
#--------------------------- edit------------------------------- # Command menu # Size = Screen height - border sizes - # GameStatus menu - Spacing from GameStatus @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.x = 640 - @command_window.width @command_window.y = 0 @command_window.z = 110 @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 if $game_system.save_disabled @command_window.disable_item(4) end @map = Window_Mapname.new @map.x = 640 - @map.width @map.y = 480 - @map.height - 1 @map.z = 110
# Lower right box @game_stats_window = Window_GameStats.new @game_stats_window.x = 640 - @game_stats_window.width @game_stats_window.y = 640 - @command_window.height - @game_stats_window.height + 3 @game_stats_window.z =110
# Status window @status_window = Window_MenuStatus.new @status_window.x = 0 @status_window.y = 8 @status_window.z = 100
Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @game_stats_window.dispose @status_window.dispose @map.dispose end #-------------------------------------------------------------------- # Updating #-------------------------------------------------------------------- def update @command_window.update @game_stats_window.update @status_window.update @map.update if @command_window.active update_command return end if @status_window.active update_status return end end #-------------------------------------------------------------------- # Updating the Command Selection #-------------------------------------------------------------------- def update_command # If B button is pused if Input.trigger?(Input::B) # Plays assigned SE $game_system.se_play($data_system.cancel_se) # Go to Map $scene = Scene_Map.new return end # If C button is pused if Input.trigger?(Input::C) # Checks actor size if $game_party.actors.size == 0 and @command_window.index < 4 # plays SE $game_system.se_play($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 #-------------------------------------------------------------------- # Updating Status Screen #--------------------------------------------------------------------
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
Pour l'utiliser: Une fois le script mis, il faut aller dans le dossier du projet, puis dans 'Characters' et là il faut créer un nouveau dossier nommé 'Faces', c'est là où on va placer les images des visages des héros. Ces images devront mesurer 80 par 80 pixels, et leur nom doit être EXACTEMENT le même que le celui du charset du héros. Exemple : si le héros a un charset qui s'apelle : 001-Fighter01, le fichier du visage devra aussi s'apeller 001-Fighter01. Le format du visage peut être bmp , jpg et png. Voilà c'est terminé et j'éspère que ce script aidera beauuuuuucouuuup de zarokien(ne)s. BYE, ferrox |
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