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 Un très beau, permet de changer des menus habituels de rpg maker

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AuteurMessage
ferrox
Molécule
Molécule
ferrox


Messages : 74
Loisirs : JEUX VIDEO, DORMIR, FRITES, RPG
Date d'inscription : 24/07/2010

Caractéristiques du membre
Evolution: Atome
Job: Making
XP:
Un très beau, permet de changer des menus habituels de rpg maker Left_bar_bleue20/20Un très beau, permet de changer des menus habituels de rpg maker Empty_bar_bleue  (20/20)

Un très beau, permet de changer des menus habituels de rpg maker Empty
MessageSujet: Un très beau, permet de changer des menus habituels de rpg maker   Un très beau, permet de changer des menus habituels de rpg maker EmptyJeu 29 Juil 2010 - 10:31

Bonjour,
Voici encore un autre script de menu que j'ai trouvé sur RPG créative: l'auteur est Xk8
Lien:http://rpgcreative.net/rpgmaker/scripts-54-menu-7.html
DESCRIPTION:
Fonction : Permet de faire un autre style de menu ( voir screen ci-dessous )
Image(s) : Un très beau, permet de changer des menus habituels de rpg maker New%20menu_7
Ressource(s) : Aucune
Démo : Aucune
Remarque : Testé et fonctionnel.
Bug d'affichage corrigé par cortez - 22/07/08
Nombre de scripts : 1
Installation : Allez dans l'éditeur de script ( F11 ), créer un nouveau script au dessus de "Main" et nommez le "New menu"
Utilisation : Aucune
Code :

Code:
#==========================================================================#
#2nd CMS 'X Menu' by Xk8===================================================#     
#extra credits: Darkzero for location plugin, Squall for real time plugin==#
#some unknown japanese person for the gradient bars========================#                     
#==========================================================================#
#notes: the gradient bars were defaulted to also work during battles, but==#
#I disabled that feature, since this is just a cms. Note2: If you are======#
#going to use this, please give credit...==================================#
#==========================================================================#
#This script is designed for use with non-animated battlers...=============#
#Installation notes: Just replace Scene_Menu with this script==============#
#==========================================================================#

class Scene_Menu
 
def initialize(menu_index = 0)
@menu_index = menu_index
end
 
def main
@spriteset = Spriteset_Map.new
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Statut"
s5 = "Sauvegarder"
s6 = "Quitter"
@command_window = Xcommand.new(640, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.x = -640
@command_window.opacity = 220 
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
   
@playtime_window = XPlayTime.new
@playtime_window.x = 640
@playtime_window.y = 64
@playtime_window.opacity = 220
   
@gold_window = XGold.new
@gold_window.x = 640
@gold_window.y = 320
@gold_window.opacity = 220

@location_window = Xlocation.new
@location_window.x = 640
@location_window.y = 160
@location_window.opacity = 220

@status_window = Xstatus.new
@status_window.x = -400
@status_window.y = 64
@status_window.opacity = 220

@realtime_window = Xtime.new
@realtime_window.x = 640
@realtime_window.y = 224
@realtime_window.opacity = 220

@title_window = Xtitle.new
@title_window.x = 640
@title_window.y = 384
@title_window.opacity = 220

Graphics.transition
   
loop do
Graphics.update
Input.update
update
     
if $scene != self
break
end
end
   
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
@location_window.dispose
@realtime_window.dispose
@spriteset.dispose
@title_window.dispose
end
 
def update
@command_window.update
if @command_window.x < 0
@command_window.x += 40
end
@playtime_window.update
if @playtime_window.x > 400
@playtime_window.x -= 40
end
@gold_window.update
if @realtime_window.x == 400
if @gold_window.x > 400
@gold_window.x -= 40
end
end
@status_window.update
if @status_window.x < 0
@status_window.x += 20
end
@location_window.update
if @playtime_window.x == 400
if @location_window.x > 400
@location_window.x -= 40
end
end
@realtime_window.update
if @location_window.x == 400
if @realtime_window.x > 400
@realtime_window.x -= 40
end
end
@title_window.update
if @gold_window.x == 400
if @title_window.x > 400
@title_window.x -= 40
end
end
if @title_window.x == 400
if @command_window.opacity > 180
@command_window.opacity -= 20
end
if @playtime_window.opacity > 180
@playtime_window.opacity -= 20
end
if @location_window.opacity > 180
@location_window.opacity -= 20
end
if @realtime_window.opacity > 180
@realtime_window.opacity -= 20
end
if @gold_window.opacity > 180
@gold_window.opacity -= 20
end
if @title_window.opacity > 180
@title_window.opacity -= 20
end
if @status_window.opacity > 180
@status_window.opacity -= 20
end
end
if @command_window.active
update_command
return
end
   
if @status_window.active
update_status
return
end
end
 
def update_command
   
if Input.trigger?(Input::B)
     
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
   
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
     
case @command_window.index
when 0 
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item2.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_End2.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 = XskillScene.new(@status_window.index)
when 2 
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip2.new(@status_window.index)
when 3 
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status2.new(@status_window.index)
end
return
end
end
end

class XPlayTime < Window_Base
 
def initialize
super(0, 0, 240, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end
 
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Temps")
@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, 32, 120, 32, text, 2)
end
 
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end


class XGold < Window_Base
 
def initialize
super(0, 0, 240, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end
 
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
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


class Xtitle < Window_Base
 
def initialize
super(0, 0, 240, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Times New Roman"
self.contents.font.size = 30
refresh
end

def refresh
self.contents.clear
self.contents.font.name = "Times New Roman"
self.contents.font.color = normal_color
self.contents.font.size = 30
self.contents.draw_text(4, 0, 120, 32, "Ton titre ici")
self.contents.font.name = $fontface
self.contents.font.color = system_color
self.contents.font.size = 14
self.contents.draw_text(4, 0, 120, 100, "Appuiez que [Echap]")
end

def update
super
refresh
end
end

class Xtime < Window_Base
 
def initialize
super(0, 0, 240, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end
 
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = $fontsize
self.contents.draw_text(4, 0, 120, 32, "Temps réel")
 
@time_string = Time.now

text = @time_string.strftime("%A %H:%M:%S")
self.contents.font.size = 18
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, text, 2)
end
def update
super
refresh
end
end

class Xlocation < Window_Base
 
def initialize
super(0, 0, 240, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
 
def refresh
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.contents.clear
self.contents.font.color = system_color
self.contents.font.color = normal_color
$maps = load_data("Data/MapInfos.rxdata")
@map_id = $game_map.map_id
@currmap = $maps[@map_id].name
self.contents.font.size = 16
self.contents.draw_text(4, 0, 64, 32, @currmap)
end
end

class Xcursor < 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
   
if self.active and @help_window != nil
update_help
end
   
update_cursor_rect
end
 
def help_window=(help_window)
@help_window = help_window
   
if self.active and @help_window != nil
update_help
end
end
 
def update_cursor_rect
   
row = @index / @column_max
cursor_width = 26
x = @index / @column_max * 90 - self.ox
y = 2
self.cursor_rect.set(x, y, cursor_width, 26)
end
 
def update
super
   
if self.active and @item_max > 0 and @index >= 0
     
if Input.repeat?(Input::RIGHT)
if (@row_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 (@row_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
if Input.repeat?(Input::DOWN)
if @column_max >= 2 and @index < @item_max - 1
$game_system.se_play($data_system.cursor_se)
@index += 1
end
end
     
if Input.repeat?(Input::UP)
if @column_max >= 2 and @index > 0
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end
     
if Input.repeat?(Input::R)
if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
$game_system.se_play($data_system.cursor_se)
@index = [@index + self.page_item_max, @item_max - 1].min
self.top_row += self.page_row_max
end
end
     
if Input.repeat?(Input::L)
if self.top_row > 0
$game_system.se_play($data_system.cursor_se)
@index = [@index - self.page_item_max, 0].max
self.top_row -= self.page_row_max
end
end
end
   
if self.active and @help_window != nil
update_help
end
   
update_cursor_rect
end
end

class Xcommand < Xcursor
 
def initialize(width, commands)
   
super(0, 0, width, 64)
@item_max = commands.size
@commands = commands
row_max = 1
column_max = 7
self.contents = Bitmap.new(width - 32, @item_max - 32)
self.contents.font.name = $fontface
self.contents.font.size = 12
refresh
self.index = 0
end
 
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
 
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(90 * index + 29, -2, self.contents.width - 8, 30)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap1 = RPG::Cache.icon('034-Item03')
bitmap2 = RPG::Cache.icon('045-Skill02')
bitmap3 = RPG::Cache.icon('013-Body01')
bitmap4 = RPG::Cache.icon('040-Item09')
bitmap5 = RPG::Cache.icon('038-Item07')
bitmap6 = RPG::Cache.icon('048-Skill05')
self.contents.blt(0, 2, bitmap1, Rect.new(0, 0, 24, 24), opacity)
self.contents.blt(90, 2, bitmap2, Rect.new(0, 0, 24, 24), opacity)
self.contents.blt(180, 2, bitmap3, Rect.new(0, 0, 24, 24), opacity)
self.contents.blt(270, 2, bitmap4, Rect.new(0, 0, 24, 24), opacity)
self.contents.blt(360, 2, bitmap5, Rect.new(0, 0, 24, 24), opacity)
self.contents.blt(450, 2, bitmap6, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(rect, @commands[index])
end
 
def disable_item(index)
draw_item(index, disabled_color)
end
end

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

class Window_BaseX < Window_Base
 
alias :draw_actor_hp_original :draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
if actor.maxhp != 0
rate = actor.hp.to_f / actor.maxhp
else
rate = 0
end
 
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
 
if actor.maxhp != 0
hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
else
hp = 0
end
 
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, hp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
draw_actor_hp_original(actor, x, y, width)
end
 
alias :draw_actor_sp_original :draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
 
if actor.maxsp != 0
rate = actor.sp.to_f / actor.maxsp
else
rate = 1
end
 
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 64, 0, 192)
color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
 
if actor.maxsp != 0
sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
else
sp = (width + plus_width) * rate_width / 100
end
 
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, sp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
draw_actor_sp_original(actor, x, y, width)
end
 
alias :draw_actor_exp_original :draw_actor_exp
def draw_actor_exp(actor, x, y, width = 204)
 
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
 
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
 
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
 
if actor.next_exp != 0
exp = (width + plus_width) * actor.now_exp * rate_width /
100 / actor.next_exp
else
exp = (width + plus_width) * rate_width / 100
end
 
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, exp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
draw_actor_exp_original(actor, x, y)
end
 
def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
              color1, color2, color3, color4, color5, color6, grade1, grade2)
case align1
when 1
x += (rect_width - width) / 2
when 2
x += rect_width - width
end
case align2
when 1
y -= height / 2
when 2
y -= height
end
 
self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end
 
self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
                                color3, color4, grade1)
if align3 == 1
x += width - gauge
end
 
self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
                                color5, color6, grade2)
end
end

class Bitmap
 
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red  = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
        (color2.green - color1.green) * (i - x) / (width - 1)
blue  = color1.blue +
        (color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
        (color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red  = color1.red +
        (color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
        (color2.green - color1.green) * (i - y) / (height - 1)
blue  = color1.blue +
        (color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
        (color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end

elsif align == 2
for i in x...x + width
for j in y...y + height
red  = color1.red + (color2.red - color1.red) *
        ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
        ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue  = color1.blue + (color2.blue - color1.blue) *
        ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
        ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
 
elsif align == 3
for i in x...x + width
for j in y...y + height
red  = color1.red + (color2.red - color1.red) *
        ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
        ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue  = color1.blue + (color2.blue - color1.blue) *
        ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
        ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end

module RPG
class Sprite < ::Sprite
def damage(value, critical)
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end

bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)

if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, "CRITIQUE", 1)
bitmap.draw_text(+1, -1, 160, 20, "CRITIQUE", 1)
bitmap.draw_text(-1, +1, 160, 20, "CRITIQUE", 1)
bitmap.draw_text(+1, +1, 160, 20, "CRITIQUE", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "CRITIQUE", 1)
end
@_damage_sprite = ::Sprite.new
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80 + self.viewport.ox
@_damage_sprite.oy = 20 + self.viewport.oy
@_damage_sprite.x = self.x + self.viewport.rect.x
@_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
@_damage_sprite.z = 3000
@_damage_duration = 40
end
def animation(animation, hit)
dispose_animation
@_animation = animation
return if @_animation == nil
@_animation_hit = hit
@_animation_duration = @_animation.frame_max
animation_name = @_animation.animation_name
animation_hue = @_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_animation_sprites = []
if @_animation.position != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation_sprites.push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation
end
def loop_animation(animation)
return if animation == @_loop_animation
dispose_loop_animation
@_loop_animation = animation
return if @_loop_animation == nil
@_loop_animation_index = 0
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end

sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
sprite.y = self.viewport.rect.height - 160
else
sprite.x = 320
sprite.y = 240
end
else
       
sprite.x = self.x + self.viewport.rect.x -
          self.ox + self.src_rect.width / 2
sprite.y = self.y + self.viewport.rect.y -
          self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end

sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
end

class Xstatusselect < Window_BaseX
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
   
if self.active and @help_window != nil
update_help
end
update_cursor_rect
end
 
def row_max
return (@item_max + @column_max - 1) / @column_max
end
 
def top_row
   
return self.oy / 32
end
 
def top_row=(row)
   
if row < 0
row = 0
end
   
if row > row_max - 1
row = row_max - 1
end
   
self.oy = row * 32
end
 
def page_row_max
   
return (self.height - 32) / 32
end
 
def page_item_max
   
return page_row_max * @column_max
end
 
def help_window=(help_window)
@help_window = help_window
   
if self.active and @help_window != nil
update_help
end
end
 
def update_cursor_rect
   
if @index < 0
self.cursor_rect.empty
return
end
   
row = @index / @column_max
   
if row < self.top_row
self.top_row = row
end
   
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
   
cursor_width = 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy
self.cursor_rect.set(x, y, cursor_width, 32)
end
 
def update
super
   
if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::DOWN)
if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
@index < @item_max - @column_max
$game_system.se_play($data_system.cursor_se)
@index = (@index + @column_max) % @item_max
end
end
     
if Input.repeat?(Input::UP)
       
if (@column_max == 1 and Input.trigger?(Input::UP)) or
@index >= @column_max
$game_system.se_play($data_system.cursor_se)
@index = (@index - @column_max + @item_max) % @item_max
end
end
     
if Input.repeat?(Input::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
   
if Input.repeat?(Input::R)
if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
$game_system.se_play($data_system.cursor_se)
@index = [@index + self.page_item_max, @item_max - 1].min
self.top_row += self.page_row_max
end
end
     
if Input.repeat?(Input::L)
if self.top_row > 0
$game_system.se_play($data_system.cursor_se)
@index = [@index - self.page_item_max, 0].max
self.top_row -= self.page_row_max
end
end
end
   
if self.active and @help_window != nil
update_help
end
   
update_cursor_rect
end
end

class Xstatus < Xstatusselect

def initialize
super(0, 0, 400, 416)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.active = false
self.index = -1
end
 
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 90
actor = $game_party.actors[i]
draw_actor_face(actor, x + 200, y + 79)
draw_actor_graphic(actor, x - 50, y + 80)
self.contents.font.size = 18
draw_actor_name(actor, x - 60, y + 4)
self.contents.font.color = system_color
self.contents.draw_text(x - 5, y + 2, 120, 32, '-')
self.contents.font.color = normal_color
draw_actor_class(actor, x + 75, y + 4)
draw_actor_level(actor, x + 5, y + 4)
draw_actor_state(actor, x + 135, y + 4)
draw_actor_exp(actor, x - 35, y + 54)
draw_actor_hp(actor, x - 35, y + 32)
draw_actor_sp(actor, x + 115, y + 32)
end
end
 
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(1, @index * 90 + 33, 26, 48)
end
end
 
def draw_actor_face(actor, x, y)
face = RPG::Cache.battler(actor.character_name, actor.character_hue)
fw = face.width
fh = 90
src_rect = Rect.new(3, -1, fw, fh)
opacity = 180
self.contents.blt(x - fw / 23, y - fh, face, src_rect, opacity)
end
end

class Window_HelpItemSkill < Window_Base
 
def initialize
super(0, 0, 320, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
end
 
def set_text(text, align = 0)
   
if text != @text or align != @align
     
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = 18
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
 
def set_actor(actor)
if actor != @actor
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
draw_actor_hp(actor, 284, 0)
draw_actor_sp(actor, 460, 0)
@actor = actor
@text = nil
self.visible = true
end
end
 
def set_enemy(enemy)
text = enemy.name
state_text = make_battler_state_text(enemy, 112, false)
if state_text != ""
text += "  " + state_text
end
set_text(text, 1)
end
end

class Xskill < Window_Selectable
 
def initialize(actor)
super(0, 128, 320, 352)
@actor = actor
@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 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)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
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
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(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)
end
 
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end

class Window_SkillStatus2 < Window_Base
 
def initialize(actor)
super(0, 64, 320, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 18
@actor = actor
refresh
end
 
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_state(@actor, 60, 0)
draw_actor_sp(@actor, 130, 0)
end
end

class Window_Item2 < Window_Selectable
 
def initialize
super(0, 64, 320, 416)
@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
   
unless $game_temp.in_battle
for i in 1...$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
end
   
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
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.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))
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, 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

class XskillScene
 
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
 
def main
@spriteset = Spriteset_Map.new

@actor = $game_party.actors[@actor_index]
@help_window = Window_HelpItemSkill.new
@help_window.back_opacity = 160
@help_window.x = -320
@status_window = Window_SkillStatus2.new(@actor)
@status_window.back_opacity = 160
@status_window.x = -320
@skill_window = Xskill.new(@actor)
@skill_window.back_opacity = 160
@skill_window.help_window = @help_window
@skill_window.x = -320
@target_window = Window_Target2.new
@target_window.visible = false
@target_window.active = false
@target_window.back_opacity = 160
@target_window.y = 480
   
Graphics.transition
   
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
   
Graphics.freeze
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
@spriteset.dispose
end
 
def update
@help_window.update
if @help_window.x < 0
@help_window.x += 10
end
@status_window.update
if @status_window.x < 0
@status_window.x += 10
end
@skill_window.update
if @skill_window.x < 0
@skill_window.x += 10
end
@target_window.update
if @target_window.y > 0
@target_window.y -= 15
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::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.x = 320
@target_window.y = 480
@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)
$game_system.se_play($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)
$game_system.se_play($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
if @skill_window.active = true
@target_window.y = 480
end
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

class Window_Target2 < Window_Selectable
 
def initialize
super(0, 0, 320, 400)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 18
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 *  90
actor = $game_party.actors[i]
draw_actor_face(actor, x, y + 70)
draw_actor_face2(actor, x + 200, y + 95)
draw_actor_name(actor, x + 40, y)
draw_actor_class(actor, x + 200, y + 32)
draw_actor_level(actor, x + 200, y + 64)
draw_actor_state(actor, x + 100, y)
draw_actor_hp(actor, x + 40, y + 32)
draw_actor_sp(actor, x + 40, y + 64)
end
end

def draw_actor_face(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.rect.width / 4
ch = bitmap.rect.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 23, y - ch, bitmap, src_rect)
end

def draw_actor_face2(actor, x, y)
face = RPG::Cache.battler(actor.character_name, actor.character_hue)
fw = face.width
fh = 90
src_rect = Rect.new(3, -1, fw, fh)
opacity = 160
self.contents.blt(x - fw / 23, y - fh, face, src_rect, opacity)
end

def update_cursor_rect
   
if @index <= -2
self.cursor_rect.set(0, (@index + 10) * 90, self.width - 32, 96)
elsif @index == -1
self.cursor_rect.set(0, 0, self.width - 32, @item_max * 90 - 20)
else
self.cursor_rect.set(0, @index * 90 + 5, self.width - 32, 90)
end
end
end

class Scene_Item2
 
def main
@spriteset = Spriteset_Map.new
@help_window = Window_HelpItemSkill.new
@help_window.back_opacity = 160
@help_window.x = -320
@item_window = Window_Item2.new
@item_window.back_opacity = 160
@item_window.help_window = @help_window
@item_window.x = -320
@target_window = Window_Target2.new
@target_window.visible = false
@target_window.active = false
@target_window.back_opacity = 160
@target_window.y = 480

Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
   
Graphics.freeze
@help_window.dispose
@item_window.dispose
@target_window.dispose
@spriteset.dispose
end
 
def update
@help_window.update
if @help_window.x < 0
@help_window.x +=10
end
@item_window.update
if @item_window.x < 0
@item_window.x +=10
end
@target_window.update
if @target_window.y > 0
@target_window.y -= 15
end 
if @item_window.active
update_item
return
end
   
if @target_window.active
update_target
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 = 320
@target_window.y = 480
@target_window.visible = true
@target_window.active = true
       
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
@target_window.y = 480
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

class Window_Status2 < Window_Base
 
def initialize(actor)
super(0, 0, 430, 370)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = actor
refresh
end
 
def refresh
self.contents.clear
draw_actor_graphic(@actor, 20, 45)
draw_actor_face(@actor, 270, 250)
draw_actor_name(@actor, 4 + 40, 10)
draw_actor_class(@actor, 4 + 160 + 40, 10)
draw_actor_level(@actor, 96 + 40, 10)
draw_actor_state(@actor, 244+ 40, 10)
self.contents.font.size = 18
draw_actor_hp(@actor, 0, 100, 172)
draw_actor_sp(@actor, 0, 116, 172)
draw_actor_parameter(@actor, 0, 160, 0)
draw_actor_parameter(@actor, 0, 224 - 32, 1)
draw_actor_parameter(@actor, 0, 256 - 32, 2)
draw_actor_parameter(@actor, 0, 304 - 32, 3)
draw_actor_parameter(@actor, 0, 336 - 32, 4)
draw_actor_parameter(@actor, 0 + 200, 304 - 32, 5)
draw_actor_parameter(@actor, 0 + 200, 336 - 32, 6)
   
self.contents.font.color = system_color
self.contents.draw_text(0, 48, 80, 32, "EXP")
self.contents.draw_text(0, 64, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(0 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(0 + 80, 64, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(200, 48, 96, 32, "Equipment")
draw_item_name($data_weapons[@actor.weapon_id], 200 + 4, 80)
draw_item_name($data_armors[@actor.armor1_id], 200 + 4, 128)
draw_item_name($data_armors[@actor.armor2_id], 200 + 4, 304 - 128)
draw_item_name($data_armors[@actor.armor3_id], 200 + 4, 352 - 128)
draw_item_name($data_armors[@actor.armor4_id], 200 + 4, 400 - 128)
end

def draw_actor_face(actor, x, y)
face = RPG::Cache.battler(actor.character_name, actor.character_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(3, -1, fw, fh)
opacity = 120
self.contents.blt(x - fw / 23, y - fh, face, src_rect, opacity)
end 
end

class Scene_Status2
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
 
def main
@spriteset = Spriteset_Map.new
@actor = $game_party.actors[@actor_index]
@status_window = Window_Status2.new(@actor)
@status_window.back_opacity = 160
@status_window.x = -430
Graphics.transition
loop do
Graphics.update
Input.update
update
   
if $scene != self
break
end
end
   
Graphics.freeze
@status_window.dispose
@spriteset.dispose
end
 
def update
if @status_window.x < 0
@status_window.x +=10
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)
$game_system.se_play($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)
$game_system.se_play($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

class Scene_End2
 
def main
@spriteset = Spriteset_Map.new
s1 = "To Title"
s2 = "Shutdown"
s3 = "Cancel"
@command_window2 = Window_Command.new(192, [s1, s2, s3])
@command_window2.x = -192
@command_window2.y = 240 - @command_window2.height / 2
@command_window2.back_opacity = 160
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window2.dispose
@spriteset.dispose
if $scene.is_a?(Scene_Title)
Graphics.transition
Graphics.freeze
end
end
 
def update
@command_window2.update

if@command_window2.x < 320 - @command_window2.width / 2
@command_window2.x += 10
end

if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(8)
return
end
if Input.trigger?(Input::C)
case @command_window2.index
when 0 
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = Scene_Title.new
when 1 
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
when 2 
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new(8)
end
return
end
end
end

class Window_EquipLeft2 < Window_Base
 
def initialize(actor)
super(0, 64, 272, 416)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = actor
refresh
end
 
def refresh
self.contents.clear
draw_actor_graphic(@actor, 20, 58)
draw_actor_face(@actor, 136, 360)
draw_actor_name(@actor, 52, 0)
draw_actor_level(@actor, 52, 32)
draw_actor_parameter(@actor, 4, 64, 0)
draw_actor_parameter(@actor, 4, 96, 1)
draw_actor_parameter(@actor, 4, 128, 2)
if @new_atk != nil
self.contents.font.name = "Arial"
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "»", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end

if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 96, 40, 32, "»", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "»", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
end
end
 
def set_new_parameters(new_atk, new_pdef, new_mdef)
self.contents.font.name = $fontface
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
refresh
end
end

def draw_actor_face(actor, x, y)
face = RPG::Cache.battler(actor.character_name, actor.character_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(3, -1, fw, fh)
self.contents.blt(x - fw / 23, y - fh, face, src_rect)
end 
end

class Window_EquipRight2 < Window_Selectable
 
def initialize(actor)
super(272, 64, 368, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@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
self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
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

class Window_EquipItem2 < Window_Selectable
 
def initialize(actor, equip_type)
super(272, 256, 368, 224)
@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)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
for i in 0...@item_max-1
draw_item(i)
end
end
 
def draw_item(index)
item = @data[index]
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 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

class Scene_Equip2
 
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
 
def main
@spriteset = Spriteset_Map.new
@actor = $game_party.actors[@actor_index]
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.y = -100
@left_window = Window_EquipLeft2.new(@actor)
@left_window.back_opacity = 160
@left_window.x = -280
@right_window = Window_EquipRight2.new(@actor)
@right_window.back_opacity = 160
@right_window.x = 642
@item_window1 = Window_EquipItem2.new(@actor, 0)
@item_window1.back_opacity = 160
@item_window1.y = 486
@item_window2 = Window_EquipItem2.new(@actor, 1)
@item_window2.back_opacity = 160
@item_window2.y = 486
@item_window3 = Window_EquipItem2.new(@actor, 2)
@item_window3.back_opacity = 160
@item_window3.y = 486
@item_window4 = Window_EquipItem2.new(@actor, 3)
@item_window4.back_opacity = 160
@item_window4.y = 486
@item_window5 = Window_EquipItem2.new(@actor, 4)
@item_window5.back_opacity = 160
@item_window5.y = 486
@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
loop do
Graphics.update
Input.update
     
update
if $scene != self
break
end
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
@spriteset.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)
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
@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)
end
end
 
def update
if @help_window.y < 0
@help_window.y += 10
end
@left_window.update
if @left_window.x < 0
@left_window.x += 10
end
@right_window.update
if @right_window.x > 272
@right_window.x -= 10
end
@item_window.update
if @item_window1.y > 256
@item_window1.y -= 10
end
if @item_window2.y > 256
@item_window2.y -= 10
end
if @item_window3.y > 256
@item_window3.y -= 10
end
if @item_window4.y > 256
@item_window4.y -= 10
end
if @item_window5.y > 256
@item_window5.y -= 10
end
refresh
   
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
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
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
return
end
end
end

Voilà c'est terminé!
ferrox


Dernière édition par ferrox le Mer 4 Aoû 2010 - 6:32, édité 1 fois
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ferrox
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ferrox


Messages : 74
Loisirs : JEUX VIDEO, DORMIR, FRITES, RPG
Date d'inscription : 24/07/2010

Caractéristiques du membre
Evolution: Atome
Job: Making
XP:
Un très beau, permet de changer des menus habituels de rpg maker Left_bar_bleue20/20Un très beau, permet de changer des menus habituels de rpg maker Empty_bar_bleue  (20/20)

Un très beau, permet de changer des menus habituels de rpg maker Empty
MessageSujet: Re: Un très beau, permet de changer des menus habituels de rpg maker   Un très beau, permet de changer des menus habituels de rpg maker EmptyJeu 29 Juil 2010 - 10:36

Rebonjour,
Pour modifiez Ton titre ici, se reporter au screen, allez à la ligne 315

Code:
self.contents.draw_text(4, 0, 120, 32, "Ton titre ici")

Et remplacer Ton titre ici par le texte que vous voulez!
Revenir en haut Aller en bas
 

Un très beau, permet de changer des menus habituels de rpg maker

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