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| Menu assez joli je dois dire ^^ | |
| Auteur | Message |
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DelinkoMolécule
Messages : 88 Age : 31 Date d'inscription : 15/02/2007
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Menu assez joli je dois dire ^^ Ven 13 Avr 2007 - 23:46 | |
| Non-Tester De: MOGHUNTER traduit par: makenshi source: RPGcreative Screen: Créez un script, au dessus de main et appellé le Mog_menu itigo - Code:
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#_________________________________________________ # MOG_SceneMenu Itigo V1.0 #_________________________________________________ # By Moghunter traduit par makenshi meme si c'est que tres peu... #_________________________________________________ #Le menu peu bugger sur votre version de RPG maker car les image utiliser # on des noms differents. Le script est ecrit de facon a ce que les #facesets soi nommez ainsi : "Hero name _fc" # Exemple -> Arshes_Fc.png # Ici dans cette version car la version de RPG maker utiliser pour le script # est anglaise. Le nom du fichier du hero 1 est "Aluxes_fc" # donc si votre hero principal se nomme Naruto renommer le fichier # "Aluxes_fc" en "Naruto_fc" # Ou bien remplacer la ligne ou on a ecrit : # face = RPG::Cache.picture(actor.name "_fc") # Par : # face = RPG::Cache.picture("Aluxes_fc") # je ne peut pas vous dire ou se troue la ligne car j'ecris ces phrase #maintenant et les ligne change donc ca devrai etre au environt de 50 # ensuite si vous faite cette modification vous devrez modifiez le contenu #de l'image... # idem pour les autres hero Basil,etc... Qui sont des heros de base donc #leur image se nome basi_fc etc.... a vous de jouer avec les images #_________________________________________________ module MOG #Temps de transition pour entrer dans le menu. MNTT = 30 #Type de transition pour entrer dans le menu. MNTP = "006-Stripe02" #Temps de transition pour quitter le menu. MNTT2 = 20 #type de transition pour quitter le menu. MNTP2 = "005-Stripe01" end ############## # Game_Actor # ############## 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 ############### # Window_Base # ############### class Window_Base < Window def drw_face(actor,x,y) #voici l'image avec le nom du heros principale face = RPG::Cache.picture(actor.name + "_fc") cw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, face, src_rect) end def draw_maphp3(actor, x, y) #voici une image pour une les jauges vide back = RPG::Cache.picture("BAR0") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) #voici l'image pour la jauge de HP meter = RPG::Cache.picture("HP_Bar") cw = meter.width * actor.hp / actor.maxhp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) #l'image avec le texte hp dedans... text = RPG::Cache.picture("HP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 35, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2) end def draw_mapsp3(actor, x, y) back = RPG::Cache.picture("BAR0") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("SP_Bar") cw = meter.width * actor.sp / actor.maxsp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) #l'image avec le texte SP... text = RPG::Cache.picture("SP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 35, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2) end def draw_mexp2(actor, x, y) # Voici l'image pour la jauge d'experience vide bitmap2 = RPG::Cache.picture("Exp_Back") cw = bitmap2.width ch = bitmap2.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect) rate = actor.now_exp.to_f / actor.next_exp # Voici l'image avec la jauge d'experience pleine bitmap = RPG::Cache.picture("Exp_Meter") if actor.level < 99 cw = bitmap.width * rate else cw = bitmap.width end ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect) #l'image avec le texte EXP donc experience exp_tx = RPG::Cache.picture("Exp_tx") cw = exp_tx.width ch = exp_tx.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect) # l'image avec le texte Lv donc level ou niveau lv_tx = RPG::Cache.picture("LV_tx") cw = lv_tx.width ch = lv_tx.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1) end def draw_actor_state2(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text,1) end end ###################### # Window_MenuStatus2 # ###################### class Window_MenuStatus2 < Window_Selectable def initialize super(0, 0, 415, 280) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.opacity = 0 self.index = -1 end def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 20 y = i * 62 actor = $game_party.actors[i] self.contents.font.name = "Georgia" drw_face(actor,x,y + 50) draw_maphp3(actor,x + 40, y - 5) draw_mapsp3(actor,x + 40, y + 20 ) draw_mexp2(actor,x + 140, y + 15 ) draw_actor_state2(actor ,x + 220, y - 5) end end def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(5, @index * 62, self.width - 32, 50) end end end ################ # Window_Gold2 # ################ class Window_Gold2 < Window_Base def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.name = "Arial" 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 #################### # Window_PlayTime2 # #################### class Window_PlayTime2 < Window_Base def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear @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.name = "Arial" 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 ################# # Window_Steps2 # ################# class Window_Steps2 < Window_Base def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.name = "Arial" self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2) end end ############## # Scene_Menu # ############## class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main s1 = "" s2 = "" s3 = "" s4 = "" s5 = "" s6 = "" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end @command_window.visible = false @command_window.x = -640 @mnlay = Sprite.new #Voici le style graphique du menu les bouton etc... @mnlay.bitmap = RPG::Cache.picture("Mn_lay") @mnlay.z = 10 @mnback = Plane.new # voici l'image d'arriere plan qui bouge @mnback.bitmap = RPG::Cache.picture("Mn_back") @mnback.blend_type = 0 @mnback.z = 5 @mnback2 = Plane.new @mnback2.bitmap = RPG::Cache.picture("Mn_back") @mnback2.blend_type = 0 @mnback2.z = 5 @mnback2.opacity = 60 @mnsel = Sprite.new #L'icone qui se deplace de bouton en bouton @mnsel.bitmap = RPG::Cache.picture("Mn_Sel") @mnsel.z = 20 @mnsel.x = 0 @mnsel.y = 110 @mnop = 150 if $game_system.save_disabled @command_window.disable_item(4) end @playtime_window = Window_PlayTime2.new @playtime_window.x = 30 @playtime_window.y = 375 @playtime_window.opacity = 0 @playtime_window.z = 15 @steps_window = Window_Steps2.new @steps_window.x = 230 @steps_window.y = 375 @steps_window.opacity = 0 @steps_window.z = 15 @gold_window = Window_Gold2.new @gold_window.x = 455 @gold_window.y = 405 @gold_window.opacity = 0 @gold_window.z = 15 @status_window = Window_MenuStatus2.new @status_window.x = 195 @status_window.y = 110 @status_window.opacity = 0 @status_window.z = 15 Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP) loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose @mnlay.dispose @mnback.dispose @mnback2.dispose @mnsel.dispose Graphics.transition(MOG::MNTT2, "Graphics/Transitions/" + MOG::MNTP2) Graphics.update end def update @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update @mnback.oy = 1 @mnback.ox = 1 @mnback2.oy = 1 @mnback2.ox -= 1 @mnop = 5 if @command_window.active == true @mnsel.bitmap = RPG::Cache.picture("Mn_Sel") else #voici l'image de l'icone qui boude bouton en bouton mais en version OFF @mnsel.bitmap = RPG::Cache.picture("Mn_Sel_off") @mnsel.zoom_x = 1 @mnsel.opacity = 255 end if @mnop >= 255 @mnop = 120 end if @command_window.active update_command return end if @status_window.active update_status return end end def update_command if @mnsel.zoom_x <= 1.6 @mnsel.zoom_x += 0.03 @mnsel.opacity -= 10 elsif @mnsel.zoom_x > 1.6 @mnsel.zoom_x = 1.0 @mnsel.opacity = 255 end case @command_window.index when 0 @mnsel.x = 0 @mnsel.y = 110 when 1 @mnsel.x = 25 @mnsel.y = 155 when 2 @mnsel.x = 40 @mnsel.y = 197 when 3 @mnsel.x = 45 @mnsel.y = 242 when 4 @mnsel.x = 25 @mnsel.y = 285 when 5 @mnsel.x = 0 @mnsel.y = 325 end 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_Item.new when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new when 5 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @status_window.active = false @status_window.index = -1 return end if Input.trigger?(Input::C) case @command_window.index when 1 if $game_party.actors[@status_window.index].restriction >= 2 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Skill.new(@status_window.index) when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_Equip.new(@status_window.index) when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_Status.new(@status_window.index) end return end end end Il a mit un max de commentaire pour retrouver les image et les modifiers a vous de les modifier pour personaliser un peu votre menu. Voici les image que vous devez telecharger et placer dans le dossier pictures de votre jeux... ICI Voila le merite revien surtout a MOGHUNTER Fond FR: De MOGHUNTER |
| | | Keldak
Messages : 2270 Age : 30 Loisirs : Un mouch... ATCHA! Date d'inscription : 27/12/2006
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Menu assez joli je dois dire ^^ Sam 14 Avr 2007 - 11:38 | |
| Bonjour,
Ce script a l'air bien mais le seul problème, comment on fait, j'ai juste 2 persos moi.. comment on fait pour en enlever des barres de persos..
Cordailement, Keldak |
| | | Hell´s Sin
Messages : 2013 Age : 31 Loisirs : Karaté, Graphisme, Guitare Date d'inscription : 15/02/2007
Caractéristiques du membre Evolution: Atome Job: Graphisme XP: (20/20)
| Sujet: Re: Menu assez joli je dois dire ^^ Jeu 19 Avr 2007 - 1:15 | |
| C'est vrai qu'il est bien mais je ne trouve pas ça joli le fait que ça retourne au vieux menu lorsque on prend une catégorie. Exemple : Je prend Items et le skin que j'ai pris est utilisé. Ce n'est pas super car il ne va pas avec le menu... |
| | | Little ToadAtome
Messages : 43 Age : 32 Loisirs : les jeu rpg Date d'inscription : 22/03/2007
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Menu assez joli je dois dire ^^ Jeu 19 Avr 2007 - 11:06 | |
| Moi j'en ai trouver 1 attendez que je le retouve
Dernière édition par le Jeu 19 Avr 2007 - 11:08, édité 1 fois |
| | | Little ToadAtome
Messages : 43 Age : 32 Loisirs : les jeu rpg Date d'inscription : 22/03/2007
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Menu assez joli je dois dire ^^ Jeu 19 Avr 2007 - 11:06 | |
| je l'aie mais attendez pour les ressource qui vont avec
Dernière édition par le Jeu 19 Avr 2007 - 11:09, édité 1 fois |
| | | Little ToadAtome
Messages : 43 Age : 32 Loisirs : les jeu rpg Date d'inscription : 22/03/2007
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Menu assez joli je dois dire ^^ Jeu 19 Avr 2007 - 11:07 | |
| Voila la premiere partie de script ( desoler pour le fouilli que j'i coser mais je bug )
voila: au dessu de main et a appeler menu_backex
module NARAMURA_RGSS2 # MENU_BACKEX # “±“ü‚µ‚½ƒƒjƒ…[”wŒi‰æ‘œ–¼ # WIN_BACKPATTERN # ƒƒjƒ…[“àƒTƒuƒEƒBƒ“ƒhƒE‚⃃jƒ…[ˆÈŠO‚̃EƒBƒ“ƒhƒE”wŒi‚̈— # “±“ü‚µ‚½ƒEƒBƒ“ƒhƒEƒXƒLƒ“‚É‚ ‚킹‚½Ý’è‚ð‚µ‚Ä‚‚¾‚³‚¢B # falseFƒ^ƒCƒŠƒ“ƒO‚·‚é trueFˆø‚«L‚΂· # WIN_BOPACITY # ƒƒjƒ…[“àƒTƒuƒEƒBƒ“ƒhƒE‚⃃jƒ…[ˆÈŠO‚̃EƒBƒ“ƒhƒE”wŒi‚Ì•s“§–¾“x # TEXT_NORMAL,TEXT_NOUSE,TEXT_SYSTEM,TEXT_PINCH,TEXT_DEATH # ’Êí,–³Œø,ƒVƒXƒeƒ€,ƒsƒ“ƒ`,퓬•s”\•¶ŽšF # šÝ’è—pƒf[ƒ^@«‚±‚±‚©‚ç«š MENU_BACKEX = "menu_system01" WIN_BACKPATTERN = false WIN_BOPACITY = 255 TEXT_NORMAL = Color.new(255, 255, 255, 255) TEXT_NOUSE = Color.new(255, 255, 255, 128) TEXT_SYSTEM = Color.new(192, 224, 255, 255) TEXT_PINCH = Color.new(255, 255, 64, 255) TEXT_DEATH = Color.new(255, 64, 0, 255) # šÝ’è—pƒf[ƒ^@ª‚±‚±‚܂Ūš end
# ¡ ”wŒi‚̃^ƒCƒŠƒ“ƒOAWindow_Base‚Ì•¶ŽšFÝ’è•ÏX class Window_Base < Window #-------------------------------------------------------------------------- # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» #-------------------------------------------------------------------------- alias initialize_naramura_rgss2 initialize def initialize(x, y, width, height) initialize_naramura_rgss2(x, y, width, height) self.stretch = NARAMURA_RGSS2::WIN_BACKPATTERN end #-------------------------------------------------------------------------- # œ ’Ê핶ŽšF‚̎擾 #-------------------------------------------------------------------------- def normal_color return NARAMURA_RGSS2::TEXT_NORMAL end #-------------------------------------------------------------------------- # œ –³Œø•¶ŽšF‚̎擾 #-------------------------------------------------------------------------- def disabled_color return NARAMURA_RGSS2::TEXT_NOUSE end #-------------------------------------------------------------------------- # œ ƒVƒXƒeƒ€•¶ŽšF‚̎擾 #-------------------------------------------------------------------------- def system_color return NARAMURA_RGSS2::TEXT_SYSTEM end #-------------------------------------------------------------------------- # œ ƒsƒ“ƒ`•¶ŽšF‚̎擾 #-------------------------------------------------------------------------- def crisis_color return NARAMURA_RGSS2::TEXT_PINCH end #-------------------------------------------------------------------------- # œ 퓬•s”\•¶ŽšF‚̎擾 #-------------------------------------------------------------------------- def knockout_color return NARAMURA_RGSS2::TEXT_DEATH end end
# ¡ •¶ŽšFݒ肪”½‰f‚³‚ê‚È‚¢ƒEƒBƒ“ƒhƒE‚ÌC³ class Window_ShopCommand < Window_Selectable alias naramura_rgss2_ref refresh def refresh self.contents.font.color = normal_color naramura_rgss2_ref end end
class Window_NameEdit < Window_Base alias naramura_rgss2_ref refresh def refresh self.contents.font.color = normal_color naramura_rgss2_ref end end
class Window_NameInput < Window_Base alias naramura_rgss2_ref refresh def refresh self.contents.font.color = normal_color naramura_rgss2_ref end end
#============================================================================== # ¡ Window_Menu #------------------------------------------------------------------------------ # @ƒƒjƒ…[‚Ì”wŒiƒEƒBƒ“ƒhƒE•\Ž¦ #==============================================================================
class Window_MenuBase < Window_Base #-------------------------------------------------------------------------- # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» #-------------------------------------------------------------------------- def initialize(type) super(-16,-16,672,512) self.contents = Bitmap.new(width - 32, height - 32) bitmap = Bitmap.new("Graphics/Windowskins/"+NARAMURA_RGSS2::MENU_BACKEX) y = 0 case type when 0 # ƒƒCƒ“ƒƒjƒ…| rect = Rect.new(0,64,640,480) when 1 # ƒXƒe[ƒ^ƒXƒƒjƒ…[ rect = Rect.new(160,64,640,480) when 2 # ƒAƒCƒeƒ€ƒƒjƒ…[ rect = Rect.new(160,0,640,480) when 3 # ƒXƒLƒ‹ƒƒjƒ…[ rect = Rect.new(160,0,640,416) y = 64 self.contents.blt(0,0,bitmap,Rect.new(160,0,640,64)) end self.opacity = 0 self.z = 0 self.contents.blt(0,y,bitmap,rect) end end
# ˆÈ‰ºAŠeScene‚²‚Æ‚Ì”wŒi‰æ‘œÝ’u‚Ì‚½‚ß‚Ì•ÏX class Scene_Menu #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- def main # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬ s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "ƒXƒe[ƒ^ƒX" s5 = "ƒZ[ƒu" s6 = "ƒQ[ƒ€I—¹" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index # ƒp[ƒeƒBl”‚ª 0 l‚Ìê‡ if $game_party.actors.size == 0 # ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[ƒ^ƒX‚𖳌ø‰» @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # ƒZ[ƒu‹ÖŽ~‚Ìê‡ if $game_system.save_disabled # ƒZ[ƒu‚𖳌ø‚É‚·‚é @command_window.disable_item(4) end # ƒvƒŒƒCŽžŠÔƒEƒBƒ“ƒhƒE‚ðì¬ @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 224 # •à”ƒEƒBƒ“ƒhƒE‚ðì¬ @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320 # ƒS[ƒ‹ƒhƒEƒBƒ“ƒhƒE‚ðì¬ @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416 # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬ @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 # š’ljÁ•”•ª@«‚±‚±‚©‚ç @menubase_window = Window_MenuBase.new(0) @command_window.opacity = 0 @playtime_window.opacity = 0 @steps_window.opacity = 0 @gold_window.opacity = 0 @status_window.opacity = 0 # š’ljÁ•”•ª@ª‚±‚±‚Ü‚Å # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs Graphics.transition # ƒƒCƒ“ƒ‹[ƒv loop do # ƒQ[ƒ€‰æ–Ê‚ðXV Graphics.update # “ü—Íî•ñ‚ðXV Input.update # ƒtƒŒ[ƒ€XV update # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f if $scene != self break end end # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ Graphics.freeze # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose @menubase_window.dispose # ©‚±‚ê‚à’ljÁ end end
class Scene_Item #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- def main # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒEAƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚ðì¬ @help_window = Window_Help.new @item_window = Window_Item.new # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ðŠÖ˜A•t‚¯ @item_window.help_window = @help_window # ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE‚ðì¬ (•s‰ÂŽ‹E”ñƒAƒNƒeƒBƒu‚ÉÝ’è) @target_window = Window_Target.new @target_window.visible = false @target_window.active = false # š’ljÁ•”•ª@«‚±‚±‚©‚ç @menubase_window = Window_MenuBase.new(2) @help_window.opacity = 0 @item_window.opacity = 0 @target_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY # š’ljÁ•”•ª@ª‚±‚±‚Ü‚Å # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs Graphics.transition # ƒƒCƒ“ƒ‹[ƒv loop do # ƒQ[ƒ€‰æ–Ê‚ðXV Graphics.update # “ü—Íî•ñ‚ðXV Input.update # ƒtƒŒ[ƒ€XV update # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f if $scene != self break end end # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ Graphics.freeze # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú @help_window.dispose @item_window.dispose @target_window.dispose @menubase_window.dispose # ©‚±‚ê‚à’ljÁ end end
class Scene_Skill #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- def main # ƒAƒNƒ^[‚ðŽæ“¾ @actor = $game_party.actors[@actor_index] # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒEAƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒEAƒXƒLƒ‹ƒEƒBƒ“ƒhƒE‚ðì¬ @help_window = Window_Help.new @status_window = Window_SkillStatus.new(@actor) @skill_window = Window_Skill.new(@actor) # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ðŠÖ˜A•t‚¯ @skill_window.help_window = @help_window # ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE‚ðì¬ (•s‰ÂŽ‹E”ñƒAƒNƒeƒBƒu‚ÉÝ’è) @target_window = Window_Target.new @target_window.visible = false @target_window.active = false # š’ljÁ•”•ª@«‚±‚±‚©‚ç @menubase_window = Window_MenuBase.new(3) @help_window.opacity = 0 @status_window.opacity = 0 @skill_window.opacity = 0 @target_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY # š’ljÁ•”•ª@ª‚±‚±‚Ü‚Å # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs Graphics.transition # ƒƒCƒ“ƒ‹[ƒv loop do # ƒQ[ƒ€‰æ–Ê‚ðXV Graphics.update # “ü—Íî•ñ‚ðXV Input.update # ƒtƒŒ[ƒ€XV update # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f if $scene != self break end end # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ Graphics.freeze # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú @help_window.dispose @status_window.dispose @skill_window.dispose @target_window.dispose @menubase_window.dispose # ©‚±‚ê‚à’ljÁ end end
class Scene_Equip #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- def main # ƒAƒNƒ^[‚ðŽæ“¾ @actor = $game_party.actors[@actor_index] # ƒEƒBƒ“ƒhƒE‚ðì¬ @help_window = Window_Help.new @left_window = Window_EquipLeft.new(@actor) @right_window = Window_EquipRight.new(@actor) @item_window1 = Window_EquipItem.new(@actor, 0) @item_window2 = Window_EquipItem.new(@actor, 1) @item_window3 = Window_EquipItem.new(@actor, 2) @item_window4 = Window_EquipItem.new(@actor, 3) @item_window5 = Window_EquipItem.new(@actor, 4) # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ðŠÖ˜A•t‚¯ @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 # ƒJ[ƒ\ƒ‹ˆÊ’u‚ðÝ’è @right_window.index = @equip_index refresh # š’ljÁ•”•ª@«‚±‚±‚©‚ç @menubase_window = Window_MenuBase.new(2) @help_window.opacity = 0 @item_window1.opacity = 0 @item_window2.opacity = 0 @item_window3.opacity = 0 @item_window4.opacity = 0 @item_window5.opacity = 0 @left_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY @right_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY # š’ljÁ•”•ª@ª‚±‚±‚Ü‚Å # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs Graphics.transition # ƒƒCƒ“ƒ‹[ƒv loop do # ƒQ[ƒ€‰æ–Ê‚ðXV Graphics.update # “ü—Íî•ñ‚ðXV Input.update # ƒtƒŒ[ƒ€XV update # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f if $scene != self break end end # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ Graphics.freeze # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú @help_window.dispose @left_window.dispose @right_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @menubase_window.dispose # ©‚±‚ê‚à’ljÁ end end
class Scene_Status #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- def main # ƒAƒNƒ^[‚ðŽæ“¾ @actor = $game_party.actors[@actor_index] # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬ @status_window = Window_Status.new(@actor) # š’ljÁ•”•ª@«‚±‚±‚©‚ç @menubase_window = Window_MenuBase.new(1) @status_window.opacity = 0 # š’ljÁ•”•ª@ª‚±‚±‚Ü‚Å # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs Graphics.transition # ƒƒCƒ“ƒ‹[ƒv loop do # ƒQ[ƒ€‰æ–Ê‚ðXV Graphics.update # “ü—Íî•ñ‚ðXV Input.update # ƒtƒŒ[ƒ€XV update # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f if $scene != self break end end # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ Graphics.freeze # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú @status_window.dispose @menubase_window.dispose # ©‚±‚ê‚à’ljÁ end end
Dernière édition par le Jeu 19 Avr 2007 - 11:13, édité 3 fois |
| | | Little ToadAtome
Messages : 43 Age : 32 Loisirs : les jeu rpg Date d'inscription : 22/03/2007
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Menu assez joli je dois dire ^^ Jeu 19 Avr 2007 - 11:09 | |
| La suite:
class Scene_File #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- def main # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ðì¬ @help_window = Window_Help.new @help_window.set_text(@help_text) # ƒZ[ƒuƒtƒ@ƒCƒ‹ƒEƒBƒ“ƒhƒE‚ðì¬ @savefile_windows = [] for i in 0..3 @savefile_windows.push(Window_SaveFile.new(i, make_filename(i))) end # ÅŒã‚É‘€ì‚µ‚½ƒtƒ@ƒCƒ‹‚ð‘I‘ð @file_index = $game_temp.last_file_index @savefile_windows[@file_index].selected = true
# š’ljÁ•”•ª@«‚±‚±‚©‚ç @menubase_window = Window_MenuBase.new(2) @help_window.opacity = 0 for i in 0..3 @savefile_windows[i].opacity = 0 end # š’ljÁ•”•ª@ª‚±‚±‚Ü‚Å
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs Graphics.transition # ƒƒCƒ“ƒ‹[ƒv loop do # ƒQ[ƒ€‰æ–Ê‚ðXV Graphics.update # “ü—Íî•ñ‚ðXV Input.update # ƒtƒŒ[ƒ€XV update # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f if $scene != self break end end # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ Graphics.freeze # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú @help_window.dispose @menubase_window.dispose # ©‚±‚ê‚à’ljÁ for i in @savefile_windows i.dispose end end end
class Scene_Shop #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- def main # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ðì¬ @help_window = Window_Help.new # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬ @command_window = Window_ShopCommand.new # ƒS[ƒ‹ƒhƒEƒBƒ“ƒhƒE‚ðì¬ @gold_window = Window_Gold.new @gold_window.x = 480 @gold_window.y = 64 # ƒ_ƒ~[ƒEƒBƒ“ƒhƒE‚ðì¬ @dummy_window = Window_Base.new(0, 128, 640, 352) # w“üƒEƒBƒ“ƒhƒE‚ðì¬ @buy_window = Window_ShopBuy.new($game_temp.shop_goods) @buy_window.active = false @buy_window.visible = false @buy_window.help_window = @help_window # ”„‹pƒEƒBƒ“ƒhƒE‚ðì¬ @sell_window = Window_ShopSell.new @sell_window.active = false @sell_window.visible = false @sell_window.help_window = @help_window # ŒÂ”“ü—̓EƒBƒ“ƒhƒE‚ðì¬ @number_window = Window_ShopNumber.new @number_window.active = false @number_window.visible = false # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬ @status_window = Window_ShopStatus.new @status_window.visible = false
# š’ljÁ•”•ª@«‚±‚±‚©‚ç @menubase_window = Window_MenuBase.new(3) @help_window.opacity = 0 @command_window.opacity = 0 @gold_window.opacity = 0 @dummy_window.opacity = 0 @buy_window.opacity = 0 @sell_window.opacity = 0 @number_window.opacity = 0 @status_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY # š’ljÁ•”•ª@ª‚±‚±‚Ü‚Å
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs Graphics.transition # ƒƒCƒ“ƒ‹[ƒv loop do # ƒQ[ƒ€‰æ–Ê‚ðXV Graphics.update # “ü—Íî•ñ‚ðXV Input.update # ƒtƒŒ[ƒ€XV update # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f if $scene != self break end end # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ Graphics.freeze # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú @help_window.dispose @command_window.dispose @gold_window.dispose @dummy_window.dispose @buy_window.dispose @sell_window.dispose @number_window.dispose @status_window.dispose @menubase_window.dispose # ©‚±‚ê‚à’ljÁ end end
class Scene_Name #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- def main # ƒAƒNƒ^[‚ðŽæ“¾ @actor = $game_actors[$game_temp.name_actor_id] # ƒEƒBƒ“ƒhƒE‚ðì¬ @edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char) @input_window = Window_NameInput.new
# š’ljÁ•”•ª@«‚±‚±‚©‚ç @menubase_window = Window_MenuBase.new(1) @edit_window.opacity = 0 @input_window.opacity = 0 # š’ljÁ•”•ª@ª‚±‚±‚Ü‚Å
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs Graphics.transition # ƒƒCƒ“ƒ‹[ƒv loop do # ƒQ[ƒ€‰æ–Ê‚ðXV Graphics.update # “ü—Íî•ñ‚ðXV Input.update # ƒtƒŒ[ƒ€XV update # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f if $scene != self break end end # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ Graphics.freeze # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú @edit_window.dispose @input_window.dispose @menubase_window.dispose # ©‚±‚ê‚à’ljÁ end end
Dernière édition par le Jeu 19 Avr 2007 - 11:14, édité 1 fois |
| | | Carasali360Embryon
Messages : 523 Age : 31 Date d'inscription : 15/04/2007
Caractéristiques du membre Evolution: Atome Job: Mapping, Evénements XP: (20/20)
| Sujet: Re: Menu assez joli je dois dire ^^ Jeu 19 Avr 2007 - 11:13 | |
| QUADRUPLE POSTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! La commande editer existe la prepare toi a l'averto! |
| | | Little ToadAtome
Messages : 43 Age : 32 Loisirs : les jeu rpg Date d'inscription : 22/03/2007
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Menu assez joli je dois dire ^^ Jeu 19 Avr 2007 - 11:21 | |
| Si tu lisait tu verrai que je bug ^^ et donc je dois mexcuser |
| | | Little ToadAtome
Messages : 43 Age : 32 Loisirs : les jeu rpg Date d'inscription : 22/03/2007
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Menu assez joli je dois dire ^^ Jeu 19 Avr 2007 - 12:04 | |
| Voila j'ai les ressources a mettre dans le dossier Windowskin et a faire quelque modification dans le script celons le menu que vous voulez: alor pour faire sa: =>image<= prenez le fond de menu =>ici<= puis le windowskin =>ici<=
Les modification: MENU_BACKEX = "menu_system01" WIN_BACKPATTERN = false WIN_BOPACITY = 255 TEXT_NORMAL = Color.new(255, 255, 255, 255) TEXT_NOUSE = Color.new(255, 255, 255,128) TEXT_SYSTEM = Color.new(100,130,140,255) TEXT_PINCH = Color.new(230,180,100,255) TEXT_DEATH = Color.new(170,170,55,255)
**************************************************
alor pour faire sa: =>image<= prenez le fond de menu =>ici<= puis le windowskin =>ici<=
Les modications: MENU_BACKEX = "menu_system02" WIN_BACKPATTERN = false WIN_BOPACITY = 255 TEXT_NORMAL = Color.new(90,90,90,255) TEXT_NOUSE = Color.new(90,90,90,128) TEXT_SYSTEM = Color.new(130,130,100,255) TEXT_PINCH = Color.new(200,150,90,255) TEXT_DEATH = Color.new(192,100,100,255)
*********************************************************
alor pour faire sa: =>image<= prenez le fond de menu =>ici<= puis le windowskin =>ici<=
Les modifications: MENU_BACKEX = "menu_system03" WIN_BACKPATTERN = true WIN_BOPACITY = 200 TEXT_NORMAL = Color.new(180,90,130, 255) TEXT_NOUSE = Color.new(180,90,130,128) TEXT_SYSTEM = Color.new(195,150,160,255) TEXT_PINCH = Color.new(95,190,200,255) TEXT_DEATH = Color.new(90,160,100,255)
********************************************************
alor pour faire sa: =>image<= prenez le fond de menu =>ici<= puis le windowskin =>ici<=
Les modifications: MENU_BACKEX = "menu_system04" WIN_BACKPATTERN = false WIN_BOPACITY = 255 TEXT_NORMAL = Color.new(230,230,230,255) TEXT_NOUSE = Color.new(230,230,230,128) TEXT_SYSTEM = Color.new(140,185,200,255) TEXT_PINCH = Color.new(230,135,50,255) TEXT_DEATH = Color.new(235,90,55,255)
******************************************************
alor pour faire sa: =>image<= prenez le fond de menu =>ici<= puis le windowskin =>ici<=
alor pour faire sa: =>[url]image[/url]<= prenez le fond de menu =>[url]ici[/url]<= puis le windowskin =>[url]ici[/url]<=
Les modfications: MENU_BACKEX = "menu_system05" WIN_BACKPATTERN = false WIN_BOPACITY = 200 TEXT_NORMAL = Color.new(55,50,30,255) TEXT_NOUSE = Color.new(55,50,30,128) TEXT_SYSTEM = Color.new(110,75,60,255) TEXT_PINCH = Color.new(230,135,50,255) TEXT_DEATH = Color.new(160,20,20,255)
***************************************************************
alor pour faire sa: =>image<= prenez le fond de menu =>ici<= puis le windowskin =>ici<=
Les modifications: MENU_BACKEX = "menu_system07" WIN_BACKPATTERN = true WIN_BOPACITY = 180 TEXT_NORMAL = Color.new(255, 255, 255, 255) TEXT_NOUSE = Color.new(255, 255, 255, 128) TEXT_SYSTEM = Color.new(192, 224, 255, 255) TEXT_PINCH = Color.new(255, 255, 64, 255) TEXT_DEATH = Color.new(255, 64, 0, 255)
************************************************************
alor pour faire sa: =>image<= prenez le fond de menu =>ici<= puis le windowskin =>ici<=
Les modifications: MENU_BACKEX = "menu_system08" WIN_BACKPATTERN = false WIN_BOPACITY = 200 TEXT_NORMAL = Color.new(220,225,190,255) TEXT_NOUSE = Color.new(220,225,190, 128) TEXT_SYSTEM = Color.new(175,170,150,255) TEXT_PINCH = Color.new(230,135,50,255) TEXT_DEATH = Color.new(200,95,75,255)
***********************************************
alor pour faire sa: =>image<= prenez le fond de menu =>ici<= puis le windowskin =>ici<=
Les modifications: MENU_BACKEX = "menu_system09" WIN_BACKPATTERN = false WIN_BOPACITY = 200 TEXT_NORMAL = Color.new(220,225,190,255) TEXT_NOUSE = Color.new(220,225,190, 128) TEXT_SYSTEM = Color.new(175,170,150,255) TEXT_PINCH = Color.new(230,135,50,255) TEXT_DEATH = Color.new(235,90,55,255)
************************************************
alor pour faire sa: =>image<= prenez le fond de menu =>ici<= puis le windowskin =>ici<=
Les modifications: MENU_BACKEX = "menu_system10" WIN_BACKPATTERN = false WIN_BOPACITY = 200 TEXT_NORMAL = Color.new(220,225,190, 255) TEXT_NOUSE = Color.new(220,225,190, 128) TEXT_SYSTEM = Color.new(175,170,150,255) TEXT_PINCH = Color.new(230,135,50,255) TEXT_DEATH = Color.new(200,95,55,255)
******************************************************
alor pour faire sa: =>image<= prenez le fond de menu =>ici<= puis le windowskin =>ici<=
Les modifications: MENU_BACKEX = "menu_system11" WIN_BACKPATTERN = false WIN_BOPACITY = 200 TEXT_NORMAL = Color.new(230,230,230, 255) TEXT_NOUSE = Color.new(230,230,230, 128) TEXT_SYSTEM = Color.new(180,160,30,255) TEXT_PINCH = Color.new(230,135,50,255) TEXT_DEATH = Color.new(200,95,55,255)
***************************************************
alor pour faire sa: =>image<= prenez le fond de menu =>ici<= puis le windowskin =>ici<=
Les modifications: MENU_BACKEX = "menu_system12" WIN_BACKPATTERN = false WIN_BOPACITY = 200 TEXT_NORMAL = Color.new(230,230,230, 255) TEXT_NOUSE = Color.new(230,230,230, 128) TEXT_SYSTEM = Color.new(150,140,100,255) TEXT_PINCH = Color.new(230,135,50,255) TEXT_DEATH = Color.new(200,95,55,255)
Voila c'est fini ( ne copiez colez pas les ** a la fin des modification c'etai pour s'eparer ) |
| | | YhoAtome
Messages : 25 Loisirs : Le sport Date d'inscription : 11/03/2007
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Menu assez joli je dois dire ^^ Jeu 19 Avr 2007 - 12:14 | |
| Bonjour,
Tu sais en général les scripts on les mais entre les balises CODE pour que cela soit plus visible...mais bon tu n'auras qu'a voir les autre script pour voir comment ils sont présenter |
| | | Hell´s Sin
Messages : 2013 Age : 31 Loisirs : Karaté, Graphisme, Guitare Date d'inscription : 15/02/2007
Caractéristiques du membre Evolution: Atome Job: Graphisme XP: (20/20)
| Sujet: Re: Menu assez joli je dois dire ^^ Mar 24 Avr 2007 - 1:16 | |
| Little Toad...à chaque fois que tu as écrit "alor", tu as fait une faute, il y a un "S". Alors.
Pour le menu, c'est utile. |
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| Sujet: Re: Menu assez joli je dois dire ^^ | |
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| | | | Menu assez joli je dois dire ^^ | |
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