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| Auteur | Message |
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X-DeathMatière
Messages : 410 Age : 32 Loisirs : Jeux video powa Date d'inscription : 12/01/2007
| Sujet: Changement de menue Sam 13 Jan 2007 - 9:08 | |
| Auteur: Squall Titre: Menu type 1 Installation: Créez un nouveau script au dessus de "Main" appelé "Scene_Menu" et coller le script suivant dedans: description change l'inventaire Image: http://img242.imageshack.us/my.php?image=01rv1.jpg - Code:
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#============================================# # ■ 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 #--------------------------------------------#
Suite
Dernière édition par le Sam 13 Jan 2007 - 9:13, édité 3 fois |
| | | X-DeathMatière
Messages : 410 Age : 32 Loisirs : Jeux video powa Date d'inscription : 12/01/2007
| Sujet: Re: Changement de menue Sam 13 Jan 2007 - 9:09 | |
| - Code:
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# ● 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
#============================================ # ■ 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 = $game_party.armor_number(item.id) end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 100, 32, item.name, 0) self.contents.draw_text(x + 128, y, 10, 32, ":", 1) self.contents.draw_text(x + 138, y, 22, 32, number.to_s, 2) end #------------------------------------------ # ● help_window text settings #------------------------------------------ def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #============================================ # Made or modified by Squall webmaster@loeher.zzn.com #============================================ # ■ Window_ItemMenu #============================================
class Window_ItemMenu < Window_Selectable #------------------------------------------ # ● object define #------------------------------------------ def initialize super(280, 0, 200, 480) @column_max = 1 refresh self.z = 200 self.active = false self.visible = false self.index = -1 end #------------------------------------------ # ● items define #------------------------------------------ def item return @data[self.index] end #------------------------------------------ # ● refresh #------------------------------------------ def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$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
Suite |
| | | X-DeathMatière
Messages : 410 Age : 32 Loisirs : Jeux video powa Date d'inscription : 12/01/2007
| Sujet: Re: Changement de menue Sam 13 Jan 2007 - 9:10 | |
| - Code:
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#------------------------------------------ # ● 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) 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 Ensuite vous créer un autre script et vous le placer au dessus de main - 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 |
| | | FleuryanEmbryon
Messages : 529 Loisirs : Dormir, boire, manger, jouer... Vie de retraités quoi ! Date d'inscription : 10/01/2007
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Changement de menue Sam 13 Jan 2007 - 9:38 | |
| Merci ! |
| | | jimmysanAtome
Messages : 11 Date d'inscription : 19/05/2007
| Sujet: Re: Changement de menue Sam 19 Mai 2007 - 15:41 | |
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| Sujet: Re: Changement de menue | |
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