Nouveau Menu !
Dim 24 Jan 2010 - 14:43
Auteur : Yanfly
Utilité :
_Menu avec divers option mais je n'est pas tout compris ... il est personalisable
Screens :
Script :
Utilité :
_Menu avec divers option mais je n'est pas tout compris ... il est personalisable
Screens :
Script :
- Spoiler:
- Code:
#===============================================================================
#
# Yanfly Engine RD - Scene Menu ReDux + KGC Custom Menu Command
# Last Date Updated: 2009.06.22
# Level: Normal, Hard, Lunatic
#
# This is more or less a revision of the menu scene. Included in the script are
# a couple of features. Note that I will NOT take credit for KGC's custom menu
# command script as all I did was merely import it into this script and finished
# up the excluded functions that he's left behind. Everything else I did add
# to the script.
#
# COMMAND CONTROL - by KGC
# Add, remove, and re-order commands akin to KGC's CustomMenuCommands. Akin to
# this feature will include what KGC's original script was missing and that was
# easy functionality to include custom menu commands without hassling the core
# script itself. Also added is the ability to launch common events from the
# main menu itself for those who wish to event unique commands.
#
# REDUX MENUS
# The redux menus are completely optional and are mostly nothing other than
# visual changes to the menu scene. You can add icons to the command window,
# display more than just gold on the main menu screen, and added experience
# bars to the party window.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.06.22 - Fixed time calculation.
# o 2009.06.10 - Added Time, Steps, and Map Name to MultiVariable Window.
# o 2009.06.06 - Finished script.
# o 2009.06.05 - Started script.
#===============================================================================
# Instructions
#===============================================================================
#
# Note that the placement of this script is extremely important.
#
# 1. Place all of the non-KGC and non-Yanfly scripts that have new scenes above
# this script. That way, they will not alter the menu.
# 2. Place all KGC and Yanfly scripts below this script to develop compatibility
# amongst all of the scripts.
#
# Note that the special rules other scripts may use to disable their respective
# commands will not follow those rules. You'll have to mimic them through usage
# of switches. Make sure you understand how and when those scripts disable their
# own commands before toggling your switches.
#
# Scroll down to MENU_COMMANDS to add/remove/reorder your own menu commands.
# Adjust any of the ReDux menu options if desired.
#
#===============================================================================
#
# Compatibility
# - Works With: KGC scripts, Yanfly scripts, etc.
# - Alias: Game_Temp, initialize
# - Overwrites: Scene_Menu: anything regarding command window
# - Overwrites: Scene_Equip, Scene_Skill, and Scene_Status's return_scene
#
#===============================================================================
# Credits:
# All credits will go to KGC as I did not write the majority of this code.
# KGC for Custom Menu Command base coding and pretty much everything.
#===============================================================================
$imported = {} if $imported == nil
$imported["SceneMenuReDux"] = true
module YE
module REDUX
module MENU
#-----------------------------------------------------------------------
# BASIC MENU FUNCTIONS
#-----------------------------------------------------------------------
# This adjusts the input button used to call the main menu. By default,
# the input command is Input::B.
MENU_BUTTON = Input::X
# The following determines which option the menu will place the cursor
# at whenever launched.
START_INDEX = 0
# This will place the command window on the right hand side and all the
# rest on the left hand side if set to true.
RIGHT_SIDE_COMMAND = false
#-----------------------------------------------------------------------
# Instructions on how to set up the MENU_COMMANDS order.
#------------------------------------------------------------------------
# This array will let you determine how you want your menu command list
# to be ordered. Each command is assigned a number and these are the
# following numbers. The following are the default menu commands:
#
# 0..Items 1..Skills 2..Equipment 3..Status 4..Save 5..System
#
# The following are imports from KGC's original CustomMenuCommand.
#
# 10: Party .............. KGC_LargeParty
# 11: View AP ............ KGC_EquipLearnSkill
# 12: Skill Slots ........ KGC_SkillCPSystem
# 13: Difficulty ......... KGC_BattleDifficulty
# 14: Level Up ........... KGC_DistributeParameter
# 15: Bestiary ........... KGC_MonsterGuide
# 16: Outline ............ KGC_Outline
#
# The following are menu items for Yanfly Engine ReDux scripts.
#
# 51: Change Class ....... Yanfly's Subclass Selection System
# 52: Learn Skill ........ Yanfly's Subclass Selection System
# 53: Skill Slots ........ Yanfly's Equip Skill Slots
# 54: Bestiary ........... Yanfly's Bestiary + Display Scanned Enemy
#
# For commands 101 to 200, common events can be bound. Make sure you
# set up the COMMON_EVENTS hash to get the right common events you want.
#
# From command 201 and onward, custom scripted scenes can be launched.
# Already imported are a few rather popular scripts found throughout the
# RPG Maker VX community.
#
# 201: Quest Journal ..... Modern Algebra's Quest Journal
# 202: Factions .......... SojaBird's Factions
# 203: Rows .............. originalwij's Row Changer
# 204: Record Window ..... Stilleas' Record Window
# 205: Crafting .......... Cmpsr2000's Crafting Scene
#
# If you wish to add your own commands, you'll need to register them
# under the lunatic mode portion of the script.
#-----------------------------------------------------------------------
MENU_COMMANDS =[ # Make sure you've read the instructions above.
0, # Items
1, # Skills
2, # Equipment
3, # Status
54, # Bestiary
101, # Common-Event 9
102, # Common-Event 10
4, # Save
5, # System
] # Do not remove this
# The following determines the maximum number of displayed rows for the
# customized command window.
MAX_ROWS = 10
#-----------------------------------------------------------------------
# How to Use: Lunatic Mode - Menu Command - Common Events
#-----------------------------------------------------------------------
# The following allows you to bind common events to the menu commands.
# When a common event is selected, it will exit the menu, go back to the
# map screen, and launch the common event there. Bind these ID's from
# 101 to 200. Here is what each of the categories mean:
#
# HideSw - Switch used to hide the command. Set to nil if not used.
# DisbSw - Switch used to disable the command. Set to nil if not used.
# Debug? - Only appears in test mode. Does not appear in normal play.
# CEvent - The ID of the common event that will be launched.
# Title - The title text that appears for the event.
#
# After binding your common events to ID's, go back to MENU_COMMANDS
# and insert the proper command ID at the proper location.
#-----------------------------------------------------------------------
COMMON_EVENTS ={ # These can only be from 101 to 199.
# -ID => [HideSw, DisbSw, Debug?, CEvent, Title Name]
101 => [ nil, nil, true, 9, "Debug"],
102 => [ nil, nil, false, 10, "Camp"],
} # Do not remove this.
#-----------------------------------------------------------------------
# How to Use: Lunatic Mode - Menu Command - Imported Scripts
#-----------------------------------------------------------------------
# The following is what KGC originally was going to have in his script
# but was actually missing it in his publicized script. This will regain
# functionality and also lift the "limit" of only 100 extra commands.
# The following will explain how to set up the individual options.
#
# HideSw - Switch used to hide the command. Set to nil if not used.
# DisbSw - Switch used to disable the command. Set to nil if not used.
# Actor? - Does this select an actor. Set to true if it does.
# Title - The title text that appears for the event.
# Scene - The scene used to launch the respective scene.
#
# Note that this does not automatically detect what will and will not
# disable the command ingame. You must understand and create a work
# around with them (if they do disable the commands) with switches.
# After binding your imported commands, go back to MENU_COMMANDS and
# insert the proper command ID at the proper location.
#-----------------------------------------------------------------------
IMPORTED_COMMANDS ={ # These can only be from 201 onward.
# -ID => [HideSw, DisbSw, Actor?, Title Name, Scene Name.new]
201 => [ 8, 9, false, "Quests", "Scene_Quest"],
202 => [ 10, 11, false, "Factions", "Scene_Factions"],
203 => [ nil, nil, false, "Rows", "Scene_Row"],
204 => [ nil, nil, false, "Records", "Scene_Record"],
205 => [ nil, nil, false, "Crafting", "Scene_Crafting"],
} # Do not remove this.
#-----------------------------------------------------------------------
# REDUX MENU FUNCTIONS
#-----------------------------------------------------------------------
# For those who would like to add icons to their commands, set this to
# true, then go to ICON_SETS and bind text to the icon desired.
COMMAND_ICONS = true
# Match the ingame command names with the icons. The reason this isn't
# implemented together with the index numbers is because this can allow
# for varying icons dependent on the command name (such as difficulty).
ICON_SETS ={ # "Unlisted" must exist for the unlisted commands.
"Unlisted" => 176,
# -----Vocab----- => Icon
"Bestiary" => 141,
"Camp" => 77,
"Class Change" => 131,
"Equip" => 44,
"Item" => 144,
"Learn Skills" => 133,
"Quests" => 193,
"Save" => 149,
"Shutdown" => 154,
"Slots" => 103,
"Skill" => 159,
"Status" => 137,
"System" => 134,
} # Do not remove this.
# This part will trigger usage of the "new" party status window. Set it
# to false if you do not wish to use it. The "new" status window simply
# adds the experience bar to the menu and raises the coordinates of the
# various status items by a little bit.
USE_REDUX_STATUS = true
# This part will adjust the font size for the text shown in the Redux
# Status Menu. Affects all text.
REDUX_FONT_SIZE = 20
# The following determines how things are shown on the Redux Status Menu.
DRAWN_ACTOR_SETUP = 0 # 0 - Face only, 1 - Sprite only, 2 - Both
SPRITE_OFFSET = 32 # Sets the y offset for actor sprites
FACE_OPACITY = 128 # Sets the face opacity for setting 2
# The following adjusts the EXP bar. Fill out the info properly.
EXP_TEXT = "EXP" # Text used for EXP
PERCENT_EXP = "%#.04g%%" # Text format used for EXP percentage
EXP_GAUGE_1 = 28 # Colour 1 for the EXP Gauge
EXP_GAUGE_2 = 29 # Colour 2 for the EXP Gauge
# This part adjusts the multi-variable window. It will replace the gold
# window and allows you to display multiple variables (including gold) in
# the small bow at the bottom of the screen.
USE_MULTI_VARIABLE_WINDOW = true
# Variables will be shown in this order. Use 0 to show gold. Adjust the
# following information as seen necessary.
VARIABLES_SHOWN = [-5, -1, -2, 0, 1]
VARIABLES_ICONS = true
VARIABLES_HASH ={ # Note that value zero must exist.
# VarID => [Icon, Text]
-5 => [ 153, "Map"],
-2 => [ 48, "Steps"],
-1 => [ 188, "Time"],
0 => [ 205, "Gold"],
1 => [ 200, "Jewels"],
}# Do not remove this.
end
end
end
#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================
#===============================================================================
# Scene_Menu
#===============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# create_command_list
#--------------------------------------------------------------------------
def create_command_list
commands = []
@ex_cmds = {}
index_list = {}
YE::REDUX::MENU::MENU_COMMANDS.each_with_index { |c, i|
case c
when 0 # Items
index_list[:item] = commands.size
commands.push(Vocab.item)
when 1 # Skills
index_list[:skill] = commands.size
commands.push(Vocab.skill)
when 2 # Equip
index_list[:equip] = commands.size
commands.push(Vocab.equip)
when 3 # Status
index_list[:status] = commands.size
commands.push(Vocab.status)
when 4 # Save
index_list[:save] = commands.size
commands.push(Vocab.save)
when 5 # System
index_list[:game_end] = commands.size
commands.push(Vocab.game_end)
when 10 # KGC's Large Party
next unless $imported["LargeParty"]
index_list[:partyform] = commands.size
@__command_partyform_index = commands.size
commands.push(Vocab.partyform)
when 11 # KGC's AP Viewer
next unless $imported["EquipLearnSkill"]
index_list[:ap_viewer] = commands.size
@__command_ap_viewer_index = commands.size
commands.push(Vocab.ap_viewer)
when 12 # KGC's CP Skill System
next unless $imported["SkillCPSystem"]
index_list[:set_battle_skill] = commands.size
@__command_set_battle_skill_index = commands.size
commands.push(Vocab.set_battle_skill)
when 13 # KGC's Battle Difficulty
next unless $imported["BattleDifficulty"]
index_list[:set_difficulty] = commands.size
@__command_set_difficulty_index = commands.size
commands.push(KGC::BattleDifficulty.get[:name])
when 14 # KGC's Distribute Parameter
next unless $imported["DistributeParameter"]
index_list[:distribute_parameter] = commands.size
@__command_distribute_parameter_index = commands.size
commands.push(Vocab.distribute_parameter)
when 15 # KGC's Enemy Guide
next unless $imported["EnemyGuide"]
index_list[:enemy_guide] = commands.size
@__command_enemy_guide_index = commands.size
commands.push(Vocab.enemy_guide)
when 16 # KGC's Outline
next unless $imported["Outline"]
index_list[:outline] = commands.size
@__command_outline_index = commands.size
commands.push(Vocab.outline)
when 51 # Yanfly Subclass Class Change
next unless $imported["SubclassSelectionSystem"]
next unless YE::SUBCLASS::MENU_CLASS_CHANGE_OPTION
next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH]
index_list[:classchange] = commands.size
@command_class_change = commands.size
commands.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE)
when 52 # Yanfly Subclass Learn Skill
next unless $imported["SubclassSelectionSystem"]
next unless YE::SUBCLASS::USE_JP_SYSTEM and
YE::SUBCLASS::LEARN_SKILL_OPTION
next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH]
index_list[:learnskill] = commands.size
@command_learn_skill = commands.size
commands.push(YE::SUBCLASS::LEARN_SKILL_TITLE)
when 53 # Yanfly Equip Skill System
next unless $imported["EquipSkillSlots"]
next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH]
index_list[:equipskill] = commands.size
@command_equip_skill = commands.size
commands.push(YE::EQUIPSKILL::MENU_TITLE)
when 54 # Yanfly Bestiary
next unless $imported["DisplayScannedEnemy"]
next unless $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH]
index_list[:bestiary] = commands.size
@command_bestiary = commands.size
commands.push(YE::MENU::MONSTER::BESTIARY_TITLE)
when 101..200
next unless YE::REDUX::MENU::COMMON_EVENTS.include?(c)
common_event = YE::REDUX::MENU::COMMON_EVENTS[c]
next if !$TEST and common_event[2]
next if common_event[0] != nil and $game_switches[common_event[0]]
index_list[c] = commands.size
@ex_cmds[c] = commands.size
commands.push(common_event[4])
else
next unless YE::REDUX::MENU::IMPORTED_COMMANDS.include?(c)
command_array = YE::REDUX::MENU::IMPORTED_COMMANDS[c]
next if command_array[0] != nil and $game_switches[command_array[0]]
index_list[c] = commands.size
@ex_cmds[c] = commands.size
commands.push(command_array[3])
end
} # Do not remove this.
$game_temp.menu_command_index = index_list
return commands
end
#--------------------------------------------------------------------------
# set_command_enabled
#--------------------------------------------------------------------------
def set_command_enabled
disable_items = []
@disabled_command_index = []
# If zero party members are present
if $game_party.members.size == 0
disable_items.push(:item, :skill, :equip, :status, :partyform,
:ap_viewer, :set_battle_skill, :distribute_parameter, :classchange,
:learnskill, :equipskill)
end
# If saving has been disabled
if $game_system.save_disabled
disable_items.push(:save)
end
# If party changing is disabled
if $imported["LargeParty"] and !$game_party.partyform_enable?
disable_items.push(:partyform)
end
for key in YE::REDUX::MENU::COMMON_EVENTS
next unless $game_temp.menu_command_index.has_key?(key[0])
next if key[1][1] == nil
disable_items.push(key[0]) if $game_switches[key[1][1]]
end
for key in YE::REDUX::MENU::IMPORTED_COMMANDS
next unless $game_temp.menu_command_index.has_key?(key[0])
next if key[1][1] == nil
disable_items.push(key[0]) if $game_switches[key[1][1]]
end
# Disable each of the items.
disable_items.each { |i|
if $game_temp.menu_command_index.has_key?(i)
index = $game_temp.menu_command_index[i]
@command_window.draw_item(index, false)
@disabled_command_index.push(index)
end
}
end
#--------------------------------------------------------------------------
# overwrite update_command_selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
index = @command_window.index
unless command_enabled?(index)
Sound.play_buzzer
return
end
Sound.play_decision
case index
# Item Command
when $game_temp.menu_command_index[:item]
$scene = Scene_Item.new
# Skill, Equip, and Status Commands
when $game_temp.menu_command_index[:skill],
$game_temp.menu_command_index[:equip],
$game_temp.menu_command_index[:status]
start_actor_selection
# Save Command
when $game_temp.menu_command_index[:save]
$scene = Scene_File.new(true, false, false)
# System Command
when $game_temp.menu_command_index[:game_end]
$scene = Scene_End.new
else # Custom Commands
return_check = true
for key in @ex_cmds
if @ex_cmds[key[0]] == index
return_check = false
found_key = key[0]
break
end
end
return if return_check
if found_key >= 101 and found_key <= 200 # Play a common event
common_event = YE::REDUX::MENU::COMMON_EVENTS[found_key]
$game_temp.common_event_id = common_event[3]
$scene = Scene_Map.new
else # Play an imported scene
menu_command = YE::REDUX::MENU::IMPORTED_COMMANDS[found_key]
if menu_command[2]
start_actor_selection
else
$scene = eval(menu_command[4] + ".new")
end
end # End found_key
end # End case check
end
end
#--------------------------------------------------------------------------
# overwrite update_actor_selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when $game_temp.menu_command_index[:skill] # Skill Command
$scene = Scene_Skill.new(@status_window.index)
when $game_temp.menu_command_index[:equip] # Equip Command
$scene = Scene_Equip.new(@status_window.index)
when $game_temp.menu_command_index[:status] # Status Command
$scene = Scene_Status.new(@status_window.index)
else # Custom Commands
return_check = true
for key in @ex_cmds
if @ex_cmds[key[0]] == @command_window.index
return_check = false
found_key = key[0]
break
end
end
return if return_check
menu_command = YE::REDUX::MENU::IMPORTED_COMMANDS[found_key]
$scene = eval(menu_command[4] + ".new(@status_window.index)")
end
end
end
#--------------------------------------------------------------------------
# command_enabled?
#--------------------------------------------------------------------------
def command_enabled?(index)
if $game_system.save_disabled and
index == $game_temp.menu_command_index[:save]
return false
end
if $game_party.members.size == 0 and
@disabled_command_index.include?(index)
return false
end
for key in @ex_cmds
if @ex_cmds[key[0]] == index
return false if @disabled_command_index.include?(index)
end
end
return true
end
#--------------------------------------------------------------------------
# overwrite initialize
#--------------------------------------------------------------------------
def initialize(menu_index = YE::REDUX::MENU::START_INDEX)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# alias start
#--------------------------------------------------------------------------
alias start_menurd start unless $@
def start
start_menurd
if YE::REDUX::MENU::USE_REDUX_STATUS
@status_window.dispose
@status_window = Window_ReDuxMenuStatus.new(160, 0)
end
if YE::REDUX::MENU::USE_MULTI_VARIABLE_WINDOW
@gold_window.dispose
@gold_window = Window_MultiVariableWindow.new
end
if YE::REDUX::MENU::RIGHT_SIDE_COMMAND
@status_window.x = 0
@command_window.x = Graphics.width - 160
@gold_window.x = Graphics.width - 160
end
end
#--------------------------------------------------------------------------
# overwrite create_command_window
#--------------------------------------------------------------------------
def create_command_window
commands = create_command_list
if YE::REDUX::MENU::COMMAND_ICONS
@command_window = Window_MenuCommand.new(160, commands)
else
@command_window = Window_Command.new(160, commands)
end
@command_window.height = [@command_window.height,
YE::REDUX::MENU::MAX_ROWS * 24 + 32].min
@command_window.index = [@menu_index, commands.size - 1].min
set_command_enabled
end
end # Scene_Menu
#===============================================================================
# Scene_Map
#===============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# overwrite update_call_menu
#--------------------------------------------------------------------------
def update_call_menu
if Input.trigger?(YE::REDUX::MENU::MENU_BUTTON)
return if $game_map.interpreter.running?
return if $game_system.menu_disabled
$game_temp.menu_beep = true
$game_temp.next_scene = "menu"
end
end
end # Scene_Map
#==============================================================================
# Imported from KGC's Custom Menu Command
# to improve compatibility amongst KGC scripts
#==============================================================================
$imported["CustomMenuCommand"] = true
class Game_Temp
attr_accessor :menu_command_index
attr_accessor :next_scene_actor_index
alias initialize_KGC_CustomMenuCommand initialize unless $@
def initialize
initialize_KGC_CustomMenuCommand
@menu_command_index = {}
@next_scene_actor_index = 0
end
end
module KGC
module Commands
module_function
def call_item
return if $game_temp.in_battle
$game_temp.next_scene = :menu_item
$game_temp.next_scene_actor_index = 0
$game_temp.menu_command_index = {}
end
def call_skill(actor_index = 0)
return if $game_temp.in_battle
$game_temp.next_scene = :menu_skill
$game_temp.next_scene_actor_index = actor_index
$game_temp.menu_command_index = {}
end
def call_equip(actor_index = 0)
return if $game_temp.in_battle
$game_temp.next_scene = :menu_equip
$game_temp.next_scene_actor_index = actor_index
$game_temp.menu_command_index = {}
end
def call_status(actor_index = 0)
return if $game_temp.in_battle
$game_temp.next_scene = :menu_status
$game_temp.next_scene_actor_index = actor_index
$game_temp.menu_command_index = {}
end
end
end
class Game_Interpreter
include KGC::Commands
end
class Scene_Map < Scene_Base
alias update_scene_change_KGC_CustomMenuCommand update_scene_change unless $@
def update_scene_change
return if $game_player.moving?
case $game_temp.next_scene
when :menu_item
call_menu_item
when :menu_skill
call_menu_skill
when :menu_equip
call_menu_equip
when :menu_status
call_menu_status
else
update_scene_change_KGC_CustomMenuCommand
end
end
def call_menu_item
$game_temp.next_scene = nil
$scene = Scene_Item.new
end
def call_menu_skill
$game_temp.next_scene = nil
$scene = Scene_Skill.new($game_temp.next_scene_actor_index)
$game_temp.next_scene_actor_index = 0
end
def call_menu_equip
$game_temp.next_scene = nil
$scene = Scene_Equip.new($game_temp.next_scene_actor_index)
$game_temp.next_scene_actor_index = 0
end
def call_menu_status
$game_temp.next_scene = nil
$scene = Scene_Status.new($game_temp.next_scene_actor_index)
$game_temp.next_scene_actor_index = 0
end
end
class Scene_Item < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:item)
$scene = Scene_Menu.new($game_temp.menu_command_index[:item])
else
$scene = Scene_Map.new
end
end
end
unless $imported["SceneSkillReDux"]
class Scene_Skill < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:skill)
$scene = Scene_Menu.new($game_temp.menu_command_index[:skill])
else
$scene = Scene_Map.new
end
end
end
end
unless $imported["SceneEquipReDux"]
class Scene_Equip < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:equip)
$scene = Scene_Menu.new($game_temp.menu_command_index[:equip])
else
$scene = Scene_Map.new
end
end
end
end
unless $imported["SceneStatusReDux"]
class Scene_Status < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:status)
$scene = Scene_Menu.new($game_temp.menu_command_index[:status])
else
$scene = Scene_Map.new
end
end
end
end
class Scene_File < Scene_Base
alias return_scene_KGC_CustomMenuCommand return_scene unless $@
def return_scene
if @from_title || @from_event
return_scene_KGC_CustomMenuCommand
elsif $game_temp.menu_command_index.has_key?(:save)
$scene = Scene_Menu.new($game_temp.menu_command_index[:save])
else
$scene = Scene_Map.new
end
end
end
class Scene_End < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:game_end)
$scene = Scene_Menu.new($game_temp.menu_command_index[:game_end])
else
$scene = Scene_Map.new
end
end
end
#===============================================================================
# Game_Map
#===============================================================================
class Game_Map
#--------------------------------------------------------------------------
# map name
#--------------------------------------------------------------------------
unless method_defined?(:map_name)
def map_name
data = load_data("Data/MapInfos.rvdata")
text = data[@map_id].name.gsub(/\[.*\]/) { "" }
return text
end
end
end # Game_Map
#===============================================================================
# Game_Actor
#===============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# Now Exp - The experience gained for the current level.
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# Next Exp - The experience needed for the next level.
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end # Game_Actor
#===============================================================================
# Window_MenuCommand
#===============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
dx = rect.x
dy = rect.y
dw = rect.width
dh = rect.height
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
if YE::REDUX::MENU::ICON_SETS.include?(@commands[index])
icon = YE::REDUX::MENU::ICON_SETS[@commands[index]]
else
icon = YE::REDUX::MENU::ICON_SETS["Unlisted"]
end
draw_icon(icon, dx, dy, enabled)
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(dx+24, dy, dw-24, dh, @commands[index])
end
end # Window_MenuCommand
#===============================================================================
# Window_ReDuxMenuStatus
#===============================================================================
class Window_ReDuxMenuStatus < Window_MenuStatus
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
@item_max = $game_party.members.size
create_contents
fill_stand_by_background if $imported["LargeParty"]
for actor in $game_party.members
draw_rd_menu_actor(actor)
x = 104
y = actor.index * 96
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 120, y)
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1, 120)
draw_actor_mp(actor, x + 120, y + WLH * 2, 120)
draw_rd_menu_exp(actor, x + 120, y + WLH * 3, 120)
end
end
#--------------------------------------------------------------------------
# draw_rd_menu_actor
#--------------------------------------------------------------------------
def draw_rd_menu_actor(actor)
case YE::REDUX::MENU::DRAWN_ACTOR_SETUP
when 0
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
when 1
offset = YE::REDUX::MENU::SPRITE_OFFSET
draw_actor_graphic(actor, 49, (actor.index + 1) * 96 - offset)
when 2
offset = YE::REDUX::MENU::SPRITE_OFFSET
opacity = YE::REDUX::MENU::FACE_OPACITY
face_name = actor.face_name
face_index = actor.face_index
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + 4 / 2
rect.y = face_index / 4 * 96 + 4 / 2
rect.width = 92
rect.height = 92
self.contents.blt(2, actor.index * 96 + 2, bitmap, rect, opacity)
bitmap.dispose
draw_actor_graphic(actor, 49, (actor.index + 1) * 96 - offset)
end
end
#--------------------------------------------------------------------------
# draw_rd_menu_exp
#--------------------------------------------------------------------------
def draw_rd_menu_exp(actor, x, y, size = 120)
if actor.next_exp != 0
gw = size * actor.now_exp
gw /= actor.next_exp
else
gw = size
end
gc1 = text_color(YE::REDUX::MENU::EXP_GAUGE_1)
gc2 = text_color(YE::REDUX::MENU::EXP_GAUGE_2)
self.contents.fill_rect(x, y + WLH - 8, size, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 40, WLH, YE::REDUX::MENU::EXP_TEXT)
self.contents.font.color = normal_color
if actor.next_exp != 0
expercent = actor.now_exp * 100.000
expercent /= actor.next_exp
else
expercent = 100.000
end
expercent = 100.000 if expercent > 100.000
text = sprintf(YE::REDUX::MENU::PERCENT_EXP, expercent)
self.contents.draw_text(x, y, size, WLH, text, 2)
end
end # Window_ReDuxMenuStatus
#===============================================================================
# Window_MultiVariableWindow
#===============================================================================
class Window_MultiVariableWindow < Window_Selectable
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
dh = 32 + 24 * YE::REDUX::MENU::VARIABLES_SHOWN.size
dy = Graphics.height - dh
super(0, dy, 160, dh)
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
@data = []
for i in YE::REDUX::MENU::VARIABLES_SHOWN
next unless YE::REDUX::MENU::VARIABLES_HASH.include?(i)
@time_index = @data.size if i == -1
@data.push(i)
end
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
sw = self.width - 32
dy = WLH * index
self.contents.clear_rect(rect)
i = @data[index]
case i
when -5 # Draw Map Name
self.contents.draw_text(0, dy, sw, WLH, $game_map.map_name, 1)
when -2 # Draw Steps
if YE::REDUX::MENU::VARIABLES_ICONS
text = $game_party.steps
self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
draw_icon(YE::REDUX::MENU::VARIABLES_HASH[-2][0], sw-24, dy)
else
text = YE::REDUX::MENU::VARIABLES_HASH[-2][1]
value = $game_party.steps
cx = contents.text_size(text).width
self.contents.font.color = normal_color
self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
self.contents.font.color = system_color
self.contents.draw_text(0, dy, sw, WLH, text, 2)
end
when -1 # Draw Time
if YE::REDUX::MENU::VARIABLES_ICONS
text = game_time
self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
draw_icon(YE::REDUX::MENU::VARIABLES_HASH[-1][0], sw-24, dy)
else
self.contents.font.color = normal_color
text = game_time
self.contents.draw_text(0, dy, sw, WLH, text, 1)
end
when 0 # Draw Gold
if YE::REDUX::MENU::VARIABLES_ICONS
text = $game_party.gold
self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
draw_icon(YE::REDUX::MENU::VARIABLES_HASH[0][0], sw-24, dy)
else
draw_currency_value($game_party.gold, 4, dy, 120)
end
else # Draw Variables
if YE::REDUX::MENU::VARIABLES_ICONS
text = $game_variables[i]
self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
draw_icon(YE::REDUX::MENU::VARIABLES_HASH[i][0], sw-24, dy)
else
text = YE::REDUX::MENU::VARIABLES_HASH[i][1]
value = $game_variables[i]
cx = contents.text_size(text).width
self.contents.font.color = normal_color
self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
self.contents.font.color = system_color
self.contents.draw_text(0, dy, sw, WLH, text, 2)
end
end
end
#--------------------------------------------------------------------------
# game_time
#--------------------------------------------------------------------------
def game_time
@gametime = Graphics.frame_count / Graphics.frame_rate
hours = @gametime / 3600
minutes = @gametime / 60 % 60
seconds = @gametime % 60
result = sprintf("%d:%02d:%02d", hours, minutes, seconds)
return result
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
if YE::REDUX::MENU::VARIABLES_SHOWN.include?(-1)
def update
if @gametime != (Graphics.frame_count / Graphics.frame_rate)
draw_item(@time_index)
end
end
end
end # Window_MultiVariableWindow
#===============================================================================
#
# END OF FILE
#
#===============================================================================
- Shadow of LifeMembre
- Nombre de messages : 870
Age : 28
Localisation : Joyeux. Comment ça c'est pas la bonne case ?
Distinction : Artiste de la flagornerie.
Porte parole du Ô grand Voilà voilà.
Président du club des masochistes du forum
Fake Gentleman
Soumis ^^
Date d'inscription : 13/09/2009
Re: Nouveau Menu !
Dim 24 Jan 2010 - 14:53
Merci beaucoup pour ce très beau menu !
Décidément Yoshi', tu es en forme ce matin !
C'est ton deuxième script.
Voila, voila, dans mes crédits l'auteur apparaîtras ![/rimesfoireuses]
Décidément Yoshi', tu es en forme ce matin !
C'est ton deuxième script.
Voila, voila, dans mes crédits l'auteur apparaîtras ![/rimesfoireuses]
Re: Nouveau Menu !
Dim 24 Jan 2010 - 14:56
Et bien je suis heureux car le 2e ne sera pas le dernier ! Mais le seule probleme c'est que je comprend pas tout et le traducteur est pourri
- HariboMembre
- Nombre de messages : 70
Age : 113
Localisation : Dans ma chambre...
Distinction : aucune
Date d'inscription : 22/01/2010
Re: Nouveau Menu !
Dim 24 Jan 2010 - 15:02
Faut le placer où ? ^^
Re: Nouveau Menu !
Dim 24 Jan 2010 - 15:07
Je suis nul de pas l'avoir dit :
Au dessus de main ... enfen je crois XD
Au dessus de main ... enfen je crois XD
- Shadow of LifeMembre
- Nombre de messages : 870
Age : 28
Localisation : Joyeux. Comment ça c'est pas la bonne case ?
Distinction : Artiste de la flagornerie.
Porte parole du Ô grand Voilà voilà.
Président du club des masochistes du forum
Fake Gentleman
Soumis ^^
Date d'inscription : 13/09/2009
Re: Nouveau Menu !
Dim 24 Jan 2010 - 15:09
C'est au-dessus de Main.
Je l'ai testé, il est opérationnel mais il a quelques défauts .
Je l'ai testé, il est opérationnel mais il a quelques défauts .
- Shadow of LifeMembre
- Nombre de messages : 870
Age : 28
Localisation : Joyeux. Comment ça c'est pas la bonne case ?
Distinction : Artiste de la flagornerie.
Porte parole du Ô grand Voilà voilà.
Président du club des masochistes du forum
Fake Gentleman
Soumis ^^
Date d'inscription : 13/09/2009
Re: Nouveau Menu !
Dim 24 Jan 2010 - 15:55
Et bien les options " debug ", et " Camp " ne marchent pas.
Elles nous renvoient sur la carte.
Elles nous renvoient sur la carte.
Re: Nouveau Menu !
Dim 24 Jan 2010 - 16:01
A oui c'est normal je vais bientot les posté mais j'ai du travail je le ferai un peux plus tard
- SylphlorianMembre
- Nombre de messages : 228
Age : 30
Localisation : Bretagne
Distinction : aucune
Date d'inscription : 18/02/2008
Re: Nouveau Menu !
Dim 24 Jan 2010 - 16:38
Shadow of Life a écrit:Et bien les options " debug ", et " Camp " ne marchent pas.
Elles nous renvoient sur la carte.
C'est normal, ces deux option renvoient à un évènement commun.
Que tu n'as créé je parie ? =)
C'est justement pour cela que ce menu est très bien car il permet de rajouter facilement plein d'onglet
qui servent à toutes sortes de chose.
Il me semble que camp envoyait sur une carte où l'on régénérait sa vie.
- Shadow of LifeMembre
- Nombre de messages : 870
Age : 28
Localisation : Joyeux. Comment ça c'est pas la bonne case ?
Distinction : Artiste de la flagornerie.
Porte parole du Ô grand Voilà voilà.
Président du club des masochistes du forum
Fake Gentleman
Soumis ^^
Date d'inscription : 13/09/2009
Re: Nouveau Menu !
Dim 24 Jan 2010 - 16:40
A d'accord ^^
Il est vrai que je n'ai pas pris la peine de faire des événements communs pour le menu . Et bien merci : je vais pouvoir l'exploité entièrement maintenant.
Voila, voila.
Il est vrai que je n'ai pas pris la peine de faire des événements communs pour le menu . Et bien merci : je vais pouvoir l'exploité entièrement maintenant.
Voila, voila.
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