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 Un beau menu

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AuteurMessage
darkness03
Embryon
Embryon
darkness03


Masculin Messages : 640
Age : 30
Date d'inscription : 11/11/2006

Caractéristiques du membre
Evolution: Atome
Job:
XP:
Un beau menu Left_bar_bleue20/20Un beau menu Empty_bar_bleue  (20/20)

Un beau menu Empty
MessageSujet: Un beau menu   Un beau menu EmptyMer 21 Fév 2007 - 10:22

Salut^^
Aujourd'hui je suis tomber sur un beau menu,alors je vais vous en faire part!!
Créez un script au dessu de mainet nommez le Scene_Menu
Code:
#==============================================================================#
# ■ Scene_Menu #
#------------------------------------------------------------------------------#
#  Replaces the DMS. Made by Squall webmaster@loeher.zzn.com #
#==============================================================================#

class Scene_Menu
#----------------------------------------------------------------------------#
# ● initialize the Scene_Test #
#----------------------------------------------------------------------------#
def initialize(menu_index = 0, actor_index = 0, equip_index = 0)
@menu_index = menu_index
@actor_index = actor_index
@equip_index = equip_index
@from_skill = false
@from_item = false
@from_command = false
end
#----------------------------------------------------------------------------#
# ● setup all the windows #
#----------------------------------------------------------------------------#
def main
@actor = $game_party.actors[@actor_index]

s0 = $data_system.words.item
s1 = $data_system.words.skill
s2 = $data_system.words.equip
s3 = "Equipe"
s4 = "Sauvegarder"
s5 = "Quitter"
@command_window = Window_Command.new(160, [s0, s1, s2, s3, s4, s5])
@command_window.index = @menu_index
@command_window.x = 480

@status_window = Window_MenuStatusMenu.new(@actor)

@equip_window = Window_EquipRightMenu.new(@actor)
@equip_window.index = @equip_index

@skill_window = Window_SkillMenu.new(@actor)

@items_window = Window_ItemMenu.new

@item_window1 = Window_EquipItemMenu.new(@actor, 0)
@item_window2 = Window_EquipItemMenu.new(@actor, 1)
@item_window3 = Window_EquipItemMenu.new(@actor, 2)
@item_window4 = Window_EquipItemMenu.new(@actor, 3)
@item_window5 = Window_EquipItemMenu.new(@actor, 4)

@playtime_window = Window_PlayTime.new
@playtime_window.x = 480
@playtime_window.y = 224

@steps_window = Window_Steps.new
@steps_window.x = 480
@steps_window.y = 320

@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 416

@target_window = Window_TargetMenu.new

refresh
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@status_window.dispose
@equip_window.dispose
@skill_window.dispose
@items_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@target_window.dispose
end
#----------------------------------------------------------------------------#
# ● refresh windows when equipping items #
#----------------------------------------------------------------------------#
def refresh
@item_window1.visible = (@equip_window.index == 0)
@item_window2.visible = (@equip_window.index == 1)
@item_window3.visible = (@equip_window.index == 2)
@item_window4.visible = (@equip_window.index == 3)
@item_window5.visible = (@equip_window.index == 4)
item1 = @equip_window.item
case @equip_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 @equip_window.active
@status_window.set_new_parameters(nil, 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(@equip_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
new_eva = @actor.eva
@actor.equip(@equip_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
@status_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva)
else
unless @equip_window.active
@item_window.visible = false
end
end
end
#----------------------------------------------------------------------------#
# ● update Scene_Test #
#----------------------------------------------------------------------------#
def update
@command_window.update
@status_window.update
@equip_window.update
@skill_window.update
@items_window.update
@item_window1.update
@item_window2.update
@item_window3.update
@item_window4.update
@item_window5.update
@playtime_window.update
@steps_window.update
@gold_window.update
@target_window.update

refresh

if @command_window.active
@equip_window.index = -1
update_command
return
end
if @items_window.active
update_items
return
end
if @skill_window.active
update_skill
return
end
if @equip_window.active
update_equip
return
end
if @from_skill == true
if @target_window.active
update_target_skill
return
end
elsif @from_item == true
if @target_window.active
update_target_item
return
end
elsif @from_command == true
if @target_window.active
update_target_party
return
end
end
if @item_window != nil and @item_window.active
update_itemequip
return
end
end
#----------------------------------------------------------------------------#
# ● update the command window #
#----------------------------------------------------------------------------#
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::RIGHT)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Menu.new(0, @actor_index)
return
end

if 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_Menu.new(0, @actor_index)
return
end

if Input.trigger?(Input::R)
@skill_window.page_up
@skill_window.index = -1
return
end

if Input.trigger?(Input::L)
@skill_window.page_down
@skill_window.index = -1
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
@items_window.visible = true
@items_window.active = true
@items_window.index = 0
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@skill_window.active = true
@skill_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@equip_window.active = true
@equip_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@target_window.active = true
@target_window.visible = true
@target_window.index = 0
@command_window.active = false
@from_command = true
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
#----------------------------------------------------------------------------#
# ● update the item window #
#----------------------------------------------------------------------------#
def update_items
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@items_window.visible = false
@items_window.active = false
@items_window.index = -1
return
end

if Input.trigger?(Input::C)
@item = @items_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
@items_window.active = false
@target_window.visible = true
@target_window.active = true
@from_item = 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)
@items_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
#----------------------------------------------------------------------------#
# ● update the skill window #
#----------------------------------------------------------------------------#
def update_skill
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@skill_window.active = false
@skill_window.index = -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
@from_skill = 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
end
#----------------------------------------------------------------------------#
# ● update the equip window #
#----------------------------------------------------------------------------#
def update_equip
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@item_window.visible = false
@equip_window.active = false
@equip_window.index = -1
return
end

if Input.trigger?(Input::C)
if @actor.equip_fix?(@equip_window.index)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@equip_window.active = false
@item_window.active = true
@item_window.index = 0
return
end
end
#----------------------------------------------------------------------------#
# ● update the skill target window #
#----------------------------------------------------------------------------#
def update_target_skill
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.active = true
@target_window.active = false
@target_window.visible = false
@from_skill = 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
#----------------------------------------------------------------------------#
# ● update the item target window #
#----------------------------------------------------------------------------#
def update_target_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@items_window.active = true
@target_window.active = false
@target_window.visible = false
@from_item = 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)
@items_window.draw_item(@items_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
#----------------------------------------------------------------------------#
# ● update the party target window #
#----------------------------------------------------------------------------#
def update_target_party
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@target_window.active = false
@target_window.visible = false
@from_command = false
return
end

if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new(3, @target_window.index)
return
end
end
#----------------------------------------------------------------------------#
# ● update the item equip window #
#----------------------------------------------------------------------------#
def update_itemequip
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@equip_window.active = true
@item_window.active = false
@item_window.visible = 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(@equip_window.index, item == nil ? 0 : item.id)
@equip_window.active = true
@item_window.active = false
@item_window.visible = false
@item_window.index = -1
@equip_window.refresh
@item_window.refresh
return
end
end
end


La suite dans le message suivant...
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http://rpgmaker.heavenforum.com
darkness03
Embryon
Embryon
darkness03


Masculin Messages : 640
Age : 30
Date d'inscription : 11/11/2006

Caractéristiques du membre
Evolution: Atome
Job:
XP:
Un beau menu Left_bar_bleue20/20Un beau menu Empty_bar_bleue  (20/20)

Un beau menu Empty
MessageSujet: Re: Un beau menu   Un beau menu EmptyMer 21 Fév 2007 - 10:29

créez un script au dessus de main et nommez le "Window_ItemMenu"
Code:
#==============================================================================
# Made or modified by Squall webmaster@loeher.zzn.com
#==============================================================================
# ■ Window_ItemMenu
#==============================================================================

class Window_ItemMenu < Window_Selectable
#--------------------------------------------------------------------------
# ● object define
#--------------------------------------------------------------------------
def initialize
super(280, 0, 200, 480)
@column_max = 1
refresh
self.z = 200
self.active = false
self.visible = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● items define
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● refresh
#--------------------------------------------------------------------------
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 = 20
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# ● draw items
#--------------------------------------------------------------------------
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
y = index * 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, 100, 32, item.name, 0)
self.contents.draw_text(x + 128, y, 10, 32, ":", 1)
self.contents.draw_text(x + 138, y, 22, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# ● help window set text settings
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ■ Window_SkillMenu
#==============================================================================
class Window_SkillMenu < Window_Selectable
#--------------------------------------------------------------------------
# ● initialisation
#--------------------------------------------------------------------------
def initialize(actor)
super(280, 0, 200, 288)
@actor = actor
@column_max = 1
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● skill define
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● refresh
#--------------------------------------------------------------------------
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 = 20
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# ● draw skill list
#--------------------------------------------------------------------------
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
y = index * 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, 110, 32, skill.name, 0)
self.contents.draw_text(x + 138, y, 22, 32, skill.sp_cost.to_s, 2)
end
#--------------------------------------------------------------------------
# ● help_window text settings
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
#--------------------------------------------------------------------------
# ● set up the page_up function
#--------------------------------------------------------------------------
def page_up
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
#--------------------------------------------------------------------------
# ● set up the page_down function
#--------------------------------------------------------------------------
def page_down
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
#==============================================================================
# ■ Window_TargetMenu
#==============================================================================
class Window_TargetMenu < Window_Selectable
#--------------------------------------------------------------------------
# ● initialize the window
#--------------------------------------------------------------------------
def initialize
super(0, 0, 280, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 20
self.z = 200
self.visible = false
self.active = false
@item_max = $game_party.actors.size
refresh
end
#--------------------------------------------------------------------------
# ● refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 4
y = i * 116
actor = $game_party.actors[i]
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 114, y)
draw_actor_level(actor, x + 8, y + 32)
draw_actor_state(actor, x + 8, y + 64)
draw_actor_hp(actor, x + 114, y + 32)
draw_actor_sp(actor, x + 114, y + 64)
end
end
#--------------------------------------------------------------------------
# ● cursor update
#--------------------------------------------------------------------------
def update_cursor_rect
if @index <= -2
self.cursor_rect.set(0, (@index + 10) * 116, self.width - 32, 96)
elsif @index == -1
self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20)
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end
#==============================================================================
# ■ Window_MenuStatusMenu
#==============================================================================
class Window_MenuStatusMenu < Window_Base
#--------------------------------------------------------------------------
# ● object define
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 280, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 21
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● define colors
#--------------------------------------------------------------------------
def plus_color
return Color.new(63, 199, 154)
end
def minus_color
return Color.new(200, 79, 62)
end
#--------------------------------------------------------------------------
# ● define draw method for character's evasion
#--------------------------------------------------------------------------
def draw_actor_eva(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, "Evasion")
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, actor.eva.to_s, 2)
end
#--------------------------------------------------------------------------
# ● define draw method for character's hp
#--------------------------------------------------------------------------
def draw_actorhp(actor, x, y, width = 144)
if actor.maxhp <= 999
w = 12
else
w = 0
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(width + w - 50, y, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(width + w, y, 12, 32, "/", 2)
Le script est trop long alors je le met au prochain message
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darkness03
Embryon
Embryon
darkness03


Masculin Messages : 640
Age : 30
Date d'inscription : 11/11/2006

Caractéristiques du membre
Evolution: Atome
Job:
XP:
Un beau menu Left_bar_bleue20/20Un beau menu Empty_bar_bleue  (20/20)

Un beau menu Empty
MessageSujet: Re: Un beau menu   Un beau menu EmptyMer 21 Fév 2007 - 10:29

Mettez se script APRES LE SCRIPT QUE J AI MIS AU DESSU
Code:
self.contents.draw_text(width, y, 48, 32, actor.maxhp.to_s, 2)
end
#--------------------------------------------------------------------------
# ● define draw method for character's sp
#--------------------------------------------------------------------------
def draw_actorsp(actor, x, y, width = 144)
if actor.maxsp <= 999
w = 12
else
w = 0
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(width + w - 50, y, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(width + w, y, 12, 32, "/", 2)
self.contents.draw_text(width, y, 48, 32, actor.maxsp.to_s, 2)
end
#--------------------------------------------------------------------------
# ● refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 124, 0)
draw_actor_graphic(@actor, 230, 50)
draw_actor_level(@actor, 4, 32)
draw_actor_state(@actor, 124, 32)
draw_actorhp(@actor, 4, 64, 114)
draw_actorsp(@actor, 4, 96, 114)
draw_actor_parameter(@actor, 4, 128, 0)
draw_actor_parameter(@actor, 4, 160, 1)
draw_actor_parameter(@actor, 4, 192, 2)
draw_actor_parameter(@actor, 4, 224, 3)
draw_actor_parameter(@actor, 4, 256, 4)
draw_actor_parameter(@actor, 4, 288, 5)
draw_actor_parameter(@actor, 4, 320, 6)
draw_actor_eva(@actor, 4, 352)
self.contents.font.color = system_color
self.contents.draw_text(4, 384, 70, 32, "EXP")
self.contents.draw_text(4, 416, 70, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(4 + 70, 384, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(4 + 70, 416, 84, 32, @actor.next_rest_exp_s, 2)
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "→", 1)
if @actor.atk < @new_atk
self.contents.font.color = plus_color
elsif @actor.atk > @new_atk
self.contents.font.color = minus_color
else
self.contents.font.color = normal_color
end
self.contents.draw_text(200, 128, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 160, 40, 32, "→", 1)
if @actor.pdef < @new_pdef
self.contents.font.color = plus_color
elsif @actor.pdef > @new_pdef
self.contents.font.color = minus_color
else
self.contents.font.color = normal_color
end
self.contents.draw_text(200, 160, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 192, 40, 32, "→", 1)
if @actor.mdef < @new_mdef
self.contents.font.color = plus_color
elsif @actor.mdef > @new_mdef
self.contents.font.color = minus_color
else
self.contents.font.color = normal_color
end
self.contents.draw_text(200, 192, 36, 32, @new_mdef.to_s, 2)
end
if @new_str != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 224, 40, 32, "→", 1)
if @actor.str < @new_str
self.contents.font.color = plus_color
elsif @actor.str > @new_str
self.contents.font.color = minus_color
else
self.contents.font.color = normal_color
end
self.contents.draw_text(200, 224, 36, 32, @new_str.to_s, 2)
end
if @new_dex != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 256, 40, 32, "→", 1)
if @actor.dex < @new_dex
self.contents.font.color = plus_color
elsif @actor.dex > @new_dex
self.contents.font.color = minus_color
else
self.contents.font.color = normal_color
end
self.contents.draw_text(200, 256, 36, 32, @new_dex.to_s, 2)
end
if @new_agi != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 288, 40, 32, "→", 1)
if @actor.agi < @new_agi
self.contents.font.color = plus_color
elsif @actor.agi > @new_agi
self.contents.font.color = minus_color
else
self.contents.font.color = normal_color
end
self.contents.draw_text(200, 288, 36, 32, @new_agi.to_s, 2)
end
if @new_int != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 320, 40, 32, "→", 1)
if @actor.int < @new_int
self.contents.font.color = plus_color
elsif @actor.int > @new_int
self.contents.font.color = minus_color
else
self.contents.font.color = normal_color
end
self.contents.draw_text(200, 320, 36, 32, @new_int.to_s, 2)
end
if @new_eva != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 352, 40, 32, "→", 1)
if @actor.eva < @new_eva
self.contents.font.color = plus_color
elsif @actor.eva > @new_eva
self.contents.font.color = minus_color
else
self.contents.font.color = normal_color
end
self.contents.draw_text(200, 352, 36, 32, @new_eva.to_s, 2)
end
end
#--------------------------------------------------------------------------
# ● set new parameters when equipping new items
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva)
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_agi != new_agi or @new_int != new_int or @new_eva != new_eva
@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
@new_eva = new_eva
refresh
end
end
end
#==============================================================================
# ■ Window_EquipRightMenu
#==============================================================================
class Window_EquipRightMenu < Window_Selectable
#--------------------------------------------------------------------------
# ● initialize the window
#--------------------------------------------------------------------------
def initialize(actor)
super(280, 288, 200, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 20
@actor = actor
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● define the items
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@data = []
@data.push($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], 4, 32 * 0)
draw_item_name(@data[1], 4, 32 * 1)
draw_item_name(@data[2], 4, 32 * 2)
draw_item_name(@data[3], 4, 32 * 3)
draw_item_name(@data[4], 4, 32 * 4)
end
#--------------------------------------------------------------------------
# ● help_window text settings
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
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darkness03
Embryon
Embryon
darkness03


Masculin Messages : 640
Age : 30
Date d'inscription : 11/11/2006

Caractéristiques du membre
Evolution: Atome
Job:
XP:
Un beau menu Left_bar_bleue20/20Un beau menu Empty_bar_bleue  (20/20)

Un beau menu Empty
MessageSujet: Re: Un beau menu   Un beau menu EmptyMer 21 Fév 2007 - 10:31

Et pour finir...
créez un script au dessus de main et nommez le "Widow_EquipItem"
Code:
#==============================================================================
# ■ Window_EquipItem
#==============================================================================

class Window_EquipItemMenu < Window_Selectable
#--------------------------------------------------------------------------
# ● initialize the window
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
super(280, 0, 200, 288)
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.z = 200
self.active = false
self.visible = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● item define
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● refresh
#--------------------------------------------------------------------------
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, (@item_max + 1) * 32)
self.contents.font.name = $fontface
self.contents.font.size = 20
for i in 0...@item_max-1
draw_item(i)
end
self.contents.draw_text(4, (@item_max - 1) * 32, 168, 32, "Enlever")
end
#--------------------------------------------------------------------------
# ● draw the items
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
x = 4
y = index * 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, 100, 32, item.name, 0)
self.contents.draw_text(x + 128, y, 10, 32, ":", 1)
self.contents.draw_text(x + 138, y, 22, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# ● help_window text settings
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end



Et le screen:
Un beau menu Menu3
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NightShade
Embryon
Embryon
NightShade


Masculin Messages : 593
Age : 34
Date d'inscription : 21/12/2006

Caractéristiques du membre
Evolution: Atome
Job:
XP:
Un beau menu Left_bar_bleue20/20Un beau menu Empty_bar_bleue  (20/20)

Un beau menu Empty
MessageSujet: Re: Un beau menu   Un beau menu EmptyJeu 22 Fév 2007 - 1:33

j'ai se meme menu modifier pour qu'il aille avec Bestiaire, menu de Sauvegarde Avancée et menu de quete.. bientot une demo disponible! si quelqun me le demande par msn bien sure.. sinon je le ferai pas
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darkness03
Embryon
Embryon
darkness03


Masculin Messages : 640
Age : 30
Date d'inscription : 11/11/2006

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XP:
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Un beau menu Empty
MessageSujet: Re: Un beau menu   Un beau menu EmptyJeu 22 Fév 2007 - 9:15

Et c'est toi qui lafait??sa al'air cool !
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Embryon
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Masculin Messages : 593
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XP:
Un beau menu Left_bar_bleue20/20Un beau menu Empty_bar_bleue  (20/20)

Un beau menu Empty
MessageSujet: Re: Un beau menu   Un beau menu EmptyJeu 22 Fév 2007 - 10:00

j'ai pris se menu, j'ai rajouter un menu de bstiaire dedans et j'ai ajoute un menu de Quete aussi mais j'ai supprimer Sauvegarde
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Dragoon
Matière
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Dragoon


Masculin Messages : 209
Age : 32
Loisirs : La musique, maker et dormir
Date d'inscription : 18/03/2007

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Evolution: Atome
Job:
XP:
Un beau menu Left_bar_bleue20/20Un beau menu Empty_bar_bleue  (20/20)

Un beau menu Empty
MessageSujet: Re: Un beau menu   Un beau menu EmptyDim 18 Mar 2007 - 18:36

Y'a un tout petit problème dans le menu on ne voit qu'un seul personnage on ne voit pas les autres...mais sinon c'est vraiment un beau menu ^^
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Date d'inscription : 06/05/2008

Un beau menu Empty
MessageSujet: Si si tu peux voir les autres personnages   Un beau menu EmptyMer 7 Mai 2008 - 15:22

Il te sufit de cliquer su les touche directionel DROITE et GAUCHE


geek
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Loisirs : Je commence à apprendre le ruby
Date d'inscription : 23/03/2008

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Un beau menu Empty
MessageSujet: Re: Un beau menu   Un beau menu EmptyMer 7 Mai 2008 - 15:24

Tu viens de faire un nécropost fais attention la prochaine fois car un modo risque de te mettre un averto Wink
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Masculin Messages : 2524
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Date d'inscription : 02/10/2006

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XP:
Un beau menu Left_bar_bleue-42/20Un beau menu Empty_bar_bleue  (-42/20)

Un beau menu Empty
MessageSujet: Re: Un beau menu   Un beau menu EmptyMer 7 Mai 2008 - 15:51

Moi, je n'aurais pas mis de clin d'oeil.

Si tu veux être dans les règles, tu nous demandes avant de faire un nécropost...

Bon, évidemment, c'est bien d'aider. Mais quand même...
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Un beau menu Empty
MessageSujet: Re: Un beau menu   Un beau menu Empty

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Un beau menu

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