HUNTERMiér Mar 06, 2013 11:04 pm
Super Usuario
1 Player Menu / Menu de 1 solo Jugador
INTRODUCCION:
Excelente menu de 1 solo jugador y para muchos el mejor menu para
1 solo jugador ademas de que cambia todas las escenal del menu
a versiones para 1 solo jugador y con una colocacion perfecta.
IMAGENES DE MUESTRA:
-
-
-
-
COMO SE USA:
Apretar F11 y colocarlo encima de main.
CREDITOS:
VitorJ
SCRIPT:
- Código:
#==============================================================================#
# VX Menu 1 Player By VitorJ
#==============================================================================#
module Menu
MenuBack = "MenuFundo" # Nome da imagen de fundo do menu.
BackOpac = 160 # Opacidade da imagen de fundo.
Map = true # Vai mostrar o mapa no fundo?
EXP = "XP" # Sigla da experiencia
EXP_C_1 = Color.new(218,236,0) # Cor inicial do XP
EXP_C_2 = Color.new(165,236,0) # Cor final do XP
ICONS = [216,217,218,219,220,221] # Index dos icones na ordem das opções
GOLD = false # Mostrar a janela de dinheiro?
UNEQ = "Desequipado" # Texto que sera mostrado onde o heroi não estiver com equipamento
PlayTime = "Tempo de Jogo" # Texto do tempo de jogo
SaveCount = "Numero de Saves" # Texto para o numero de vezes que salvou
StepCount = "Numero de Passos" # Texto para o numero de passos que o player deu
Gold = "Dinheiro" # Nome do contador de dinheiro
Map = "Mapa Atual" # Informação sobre o mapa
ICONS2 = [188,222,48,205] # Icones (Mesma ordem dos textos acima, o mapa não tem icone)
# ▼ Atributos que vão aparecer no status, coloque o ID dele. ▼
Attrib = [9, 10, 11, 12, 13, 14, 15, 16]
ICONS3 = [104,105,106,107,108,109,110,111] # Icones na mesma ordem acima
ICONS4 = [120,121,122,123] # Icone dos parametros
#STR,DEF,INT,AGI
Element = "Defesa" # Nome da informação de elementos
Scenes = [true,true,true,true,true,true] # Scenes que serão modificadas
#Item,Skil,Equi,Stat,Save,Sair
end
class Window_Base
def draw_actor_xp(actor, x, y, width = 120)
draw_actor_xp_gauge(actor, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, Menu::EXP)
self.contents.font.color = Color.new(255,255,255)
xr = x + width
if width < 120
self.contents.draw_text(xr - 40, y, 40, WLH, actor.now_exp.to_s, 2)
else
self.contents.draw_text(xr - 90, y, 40, WLH, actor.now_exp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 50, y, 10, WLH, "/", 2)
self.contents.draw_text(xr - 40, y, 40, WLH, actor.next_exp.to_s, 2)
end
end
def draw_actor_xp_gauge(actor, x, y, width = 120)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
gw = width * rate
gc1 = Menu::EXP_C_1
gc2 = Menu::EXP_C_2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
end
class Game_Map
attr_reader :map_id
def mapname
mapa = load_data("Data/MapInfos.rvdata")
return mapa[@map_id].name
end
end
class Window_StatGeral < Window_Base
def initialize(x,y)
super(20, 227, 504, (24*6)+32)
self.contents = Bitmap.new(width - 32, height - 32)
@blink = false
@t = 0
refresh
end
def refresh
self.contents.clear
w = 24
x = 204
self.contents.font.color = system_color
draw_icon(Menu::ICONS2[0], 0, 0)
self.contents.draw_text(32, 0, x, 24, Menu::PlayTime)
@sec = Graphics.frame_count / Graphics.frame_rate
hor = @sec / 60 / 60
min = @sec / 60 % 60
seg = @sec % 60
text = sprintf("%02d:%02d:%02d", hor, min, seg)
text = sprintf("%02d %02d %02d", hor, min, seg) if @blink
self.contents.font.color = normal_color
self.contents.draw_text(0, w, x, 24, text, 2)
self.contents.font.color = system_color
draw_icon(Menu::ICONS2[1], 236, 0)
self.contents.draw_text(236+32, 0, x, 24, Menu::SaveCount)
text = "#{$game_system.save_count}"
self.contents.font.color = normal_color
self.contents.draw_text(236, w, x, 24, text, 2)
self.contents.font.color = system_color
draw_icon(Menu::ICONS2[2], 0, w*2)
self.contents.draw_text(32, w*2, x, 24, Menu::StepCount)
text = "#{$game_party.steps}"
self.contents.font.color = normal_color
self.contents.draw_text(0, w*3, x, 24, text, 2)
self.contents.font.color = system_color
draw_icon(Menu::ICONS2[3], 236, w*2)
self.contents.draw_text(32+236, w*2, x, 24, Menu::Gold)
text = "#{$game_party.gold}"
self.contents.font.color = normal_color
self.contents.draw_text(236, w*3, x, 24, text, 2)
self.contents.font.color = system_color
self.contents.draw_text(0, w*4, 472, 24, Menu::Map,1)
text = "#{$game_map.mapname}"
self.contents.font.color = normal_color
self.contents.draw_text(0, w*5, 472, 24, text, 1)
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @sec
@blink = true
@t = 5
refresh
end
@t -= 1 if @t > 0
if @t == 0
@blink = false
refresh
end
end
end
class New_StatMenu < Window_Base
def initialize(x, y)
super(x, y, 92+128+32, 24*5 + 32)
refresh
end
def refresh
self.contents.clear
actor = $game_party.members[0]
draw_actor_face(actor, 0, 0, 92)
draw_actor_state(actor, -1, 92+1)
x = 92+4
y = -4
w = 24
draw_actor_name(actor, x, y)
draw_actor_level(actor, x, y + w)
draw_actor_hp(actor, x, y + w * 2)
draw_actor_mp(actor, x, y + w * 3)
draw_actor_xp(actor, x, y + w * 4)
end
end
class EquipMenu < Window_Base
def initialize(x, y)
super(x, y, 92+128+32, 24*5 + 32)
refresh
end
def refresh
self.contents.clear
@actor = $game_party.members[0]
@data = []
for item in @actor.equips do @data.push(item) end
@item_max = @data.size
self.contents.font.color = system_color
w = 24
draw_item_name(@data[0], 0, w * 0)
draw_item_name(@data[1], 0, w * 1,1)
draw_item_name(@data[2], 0, w * 2)
draw_item_name(@data[3], 0, w * 3,1)
draw_item_name(@data[4], 0, w * 4)
end
def draw_item_name(item, x, y,type=0)
if item != nil
w = 0
w = (self.width - 32)-24 if type > 0
draw_icon(item.icon_index, x+w, y)
self.contents.font.color = normal_color
self.contents.font.color.alpha = 255
self.contents.draw_text(x + 24, y, 172, WLH, item.name)
else
self.contents.font.color = normal_color
self.contents.font.color.alpha = 255
self.contents.draw_text(x + 24, y, 172, WLH, Menu::UNEQ)
end
end
end
class Window_MenuCommand < Window_Selectable
attr_reader :commands # Comandos
def initialize(width, commands, column_max = 1, row_max = 0, spacing = 32)
if row_max == 0
row_max = ((commands.size) +1 + column_max - 1) / column_max
end
super(0, 0, width, row_max * WLH + 32, spacing)
@commands = commands
@item_max = commands.size
@column_max = column_max
refresh
self.index = 0
end
def refresh
self.contents.clear
self.contents.draw_text(Rect.new(0,0,128,24), "Usar?")
for i in 0...@item_max
draw_item(i)
end
end
def draw_item(index, enabled = true)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(rect, @commands[index])
end
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = WLH
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * WLH
rect.y += 24
return rect
end
end
#########################
# Ajustes na Scene_Menu #
#########################
class Icon_Commands < Window_Selectable
attr_reader :commands # Comandos
def initialize(width, commands, column_max = 1, row_max = 0, spacing = 32)
if row_max == 0
row_max = (commands.size + column_max - 1) / column_max
end
row_max = 1
super(94, 158, 356, 64)
@commands = commands
@item_max = commands.size
@column_max = 6
refresh
self.index = 0
end
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
def draw_item(index, enabled = true)
rect = item_rect(index)
self.contents.clear_rect(rect)
draw_icon(Menu::ICONS[index], rect.x, rect.y, enabled)
end
def draw_icon(icon_index, x, y, enabled = true)
bitmap = Cache.system("Iconset")
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
self.contents.blt(x, y, bitmap, rect, enabled ? 255 : 128)
end
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = 24
rect.height = 24
rect.x = index % @column_max * (rect.width*2) +30
rect.y = index / @column_max + 4
return rect
end
end
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
class Scene_Menu < Scene_Base
def initialize(menu_index = 0)
@menu_index = menu_index
end
def start
super
create_menu_background
create_command_window
@c = 1
@c2 = 0
@c3 = 0
@gold_window = Window_Gold.new(80, 124)
@gold_window.visible = Menu::GOLD
@status_window = New_StatMenu.new(272, 0)
@equip = EquipMenu.new(20,0)
@statgeral = Window_StatGeral.new(148,188+24)
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
@menuback_sprite.visible = Menu::Map
@back = Sprite.new
@back.bitmap = Cache.system(Menu::MenuBack)
@back.opacity = Menu::BackOpac
update_menu_background
end
def terminate
super
dispose_menu_background
@statgeral.dispose
@equip.dispose
@back.dispose
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
def update
super
update_menu_background
@statgeral.update
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Icon_Commands.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
if $game_party.members.size == 0 # Se não houver membros na equipe
@command_window.draw_item(0, false) # Desabilita "Items"
@command_window.draw_item(1, false) # Desabilita "Habilidades"
@command_window.draw_item(2, false) # Desabilita "Equipamentos"
@command_window.draw_item(3, false) # Desabilita "Status"
end
if $game_system.save_disabled # Se salvar for proibido
@command_window.draw_item(4, false) # Desabilita "Salvar"
end
end
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1
$scene = Scene_Skill.new(0)
when 2
$scene = Scene_Equip.new(0)
when 3
$scene = Scene_Status.new(0)
when 4 # Salvar
$scene = Scene_File.new(true, false, false)
when 5 # Fim de jogo
$scene = Scene_End.new
end
end
end
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
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 1 # Habilidades
$scene = Scene_Skill.new(@status_window.index)
when 2 # Equipamento
$scene = Scene_Equip.new(@status_window.index)
when 3 # Status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
#########################
# Ajustes na Scene_Item #
#########################
if Menu::Scenes[0]
class Window_Item < Window_Selectable
def initialize(x, y, width, height)
super(x, y, width, height)
@column_max = 2
@spacing = 18
self.index = 0
refresh
end
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32, [height - 32, (row_max * WLH)].max)
end
def item
return @data[self.index]
end
def include?(item)
return false if item == nil
if $game_temp.in_battle
return false unless item.is_a?(RPG::Item)
end
return true
end
def enable?(item)
return $game_party.item_can_use?(item)
end
def refresh
@data = []
for item in $game_party.items
next unless include?(item)
@data.push(item)
if item.is_a?(RPG::Item) and item.id == $game_party.last_item_id
self.index = @data.size - 1
end
end
@data.push(nil) if include?(nil)
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
item = @data[index]
if item != nil
number = $game_party.item_number(item)
enabled = enable?(item)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, enabled)
self.contents.draw_text(rect, sprintf(":%2d", number), 2)
end
end
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = WLH
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * WLH
return rect
end
def update_help
@help_window.set_text(item == nil ? "" : item.description)
end
end
class Scene_Item < Scene_Base
def start
super
create_menu_background
@t = 0
@viewport = Viewport.new(0, 0, 544, 416)
@help_window = Window_Help.new
@help_window.y = 416-(24+32)
@help_window.viewport = @viewport
@item_window = Window_Item.new(20, 158, 504, 200)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.active = false
@target_window = Window_MenuStatus.new(0, 0)
@status_window = New_StatMenu.new(272, 0)
@equip = EquipMenu.new(20,0)
@decision = Window_MenuCommand.new(128, ["Sim","Não"])
@decision.x = 208
@decision.y = 208
@decision.visible = false
@decision.active = false
hide_target_window
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
@menuback_sprite.visible = Menu::Map
@back = Sprite.new
@back.bitmap = Cache.system(Menu::MenuBack)
@back.opacity = Menu::BackOpac
update_menu_background
end
def terminate
super
dispose_menu_background
@decision.dispose
@status_window.dispose
@equip.dispose
@back.dispose
@viewport.dispose
@help_window.dispose
@item_window.dispose
@target_window.dispose
end
def return_scene
$scene = Scene_Menu.new(0)
end
def update
super
update_menu_background
@help_window.update
@item_window.update
@target_window.update
@status_window.update
if @item_window.active
update_item_selection
elsif @target_window.active
update_target_selection
end
if @decision.active
@decision.update
comfirm_update
end
if @t > 0
@t -= 1
end
end
def update_item_selection
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C) and @t == 0
@item = @item_window.item
if @item != nil
$game_party.last_item_id = @item.id
end
if $game_party.item_can_use?(@item)
Sound.play_decision
@decision.active = true
@decision.visible = true
@item_window.active = false
else
Sound.play_buzzer
end
@t += 1
end
end
def comfirm_update
if Input.trigger?(Input::B)
Sound.play_cancel
@decision.active = false
@decision.visible = false
@decision.index = 0
@item_window.active = true
elsif Input.trigger?(Input::C) and @t == 0
@item = @item_window.item
case @decision.index
when 0
@decision.active = false
@decision.visible = false
@item_window.active = true
if not $game_party.item_can_use?(@item)
Sound.play_buzzer
else
Sound.play_decision
determine_target
end
when 1
Sound.play_cancel
@decision.active = false
@decision.visible = false
@item_window.active = true
@decision.index = 0
end
@t += 1
end
end
def determine_item
if @item.for_friend?
show_target_window(@item_window.index % 2 == 0)
if @item.for_all?
@target_window.index = 99
else
if $game_party.last_target_index < @target_window.item_max
@target_window.index = $game_party.last_target_index
else
@target_window.index = 0
end
end
else
use_item_nontarget
end
end
def update_target_selection
if Input.trigger?(Input::B)
Sound.play_cancel
if $game_party.item_number(@item) == 0 # Se usar itens até 0
@item_window.refresh # Atualizar janela
end
hide_target_window
elsif Input.trigger?(Input::C)
if not $game_party.item_can_use?(@item)
Sound.play_buzzer
else
determine_target
end
end
end
def determine_target
used = false
if @item.for_all?
for target in $game_party.members
target.item_effect(target, @item)
used = true unless target.skipped
end
else
$game_party.last_target_index = @target_window.index
target = $game_party.members[0]
target.item_effect(target, @item)
used = true unless target.skipped
end
if used
use_item_nontarget
else
Sound.play_buzzer
end
@status_window.refresh
end
def show_target_window(right)
@item_window.active = false
width_remain = 544 - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
if right
@viewport.rect.set(0, 0, width_remain, 416)
@viewport.ox = 0
else
@viewport.rect.set(@target_window.width, 0, width_remain, 416)
@viewport.ox = @target_window.width
end
end
def hide_target_window
@item_window.active = true
@target_window.visible = false
@target_window.active = false
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
end
def use_item_nontarget
Sound.play_use_item
$game_party.consume_item(@item)
@item_window.draw_item(@item_window.index)
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
elsif @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
end
end
end
end
##########################
# Ajustes na Scene_Skill #
##########################
if Menu::Scenes[1]
class Window_Skill < Window_Selectable
def initialize(x, y, width, height, actor)
super(x, y, width, height)
@actor = actor
@column_max = 2
self.index = 0
refresh
end
def skill
return @data[self.index]
end
def refresh
@data = []
for skill in @actor.skills
@data.push(skill)
if skill.id == @actor.last_skill_id
self.index = @data.size - 1
end
end
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
skill = @data[index]
if skill != nil
rect.width -= 4
enabled = @actor.skill_can_use?(skill)
draw_item_name(skill, rect.x, rect.y, enabled)
self.contents.draw_text(rect, @actor.calc_mp_cost(skill), 2)
end
end
def update_help
@help_window.set_text(skill == nil ? "" : skill.description)
end
end
class Scene_Skill < Scene_Base
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
def start
super
create_menu_background
@t = 0
@actor = $game_party.members[0]
@viewport = Viewport.new(0, 0, 544, 416)
@help_window = Window_Help.new
@help_window.viewport = @viewport
@help_window.y = 416-(24+32)
@skill_window = Window_Skill.new(20, 158, 504, 200,@actor)
@skill_window.viewport = @viewport
@skill_window.help_window = @help_window
@target_window = Window_MenuStatus.new(0, 0)
@status_window = New_StatMenu.new(272, 0)
@equip = EquipMenu.new(20,0)
@decision = Window_MenuCommand.new(128, ["Sim","Não"])
@decision.x = 208
@decision.y = 208
@decision.visible = false
@decision.active = false
hide_target_window
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
@menuback_sprite.visible = Menu::Map
@back = Sprite.new
@back.bitmap = Cache.system(Menu::MenuBack)
@back.opacity = Menu::BackOpac
update_menu_background
end
def terminate
super
dispose_menu_background
@decision.dispose
@status_window.dispose
@equip.dispose
@back.dispose
@help_window.dispose
@skill_window.dispose
@target_window.dispose
end
def return_scene
$scene = Scene_Menu.new(1)
end
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Skill.new(@actor_index)
end
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Skill.new(@actor_index)
end
def update
super
update_menu_background
@help_window.update
@skill_window.update
@target_window.update
if @skill_window.active
update_skill_selection
elsif @target_window.active
update_target_selection
end
if @decision.active
comfirm_update
@decision.update
end
if @t > 0
@t -= 1
end
end
def update_skill_selection
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C) and @t = 0
@skill = @skill_window.skill
if @skill != nil
@actor.last_skill_id = @skill.id
end
if @actor.skill_can_use?(@skill)
Sound.play_decision
@decision.visible = true
@decision.active = true
@skill_window.active = false
else
Sound.play_buzzer
end
@t += 1
end
end
def comfirm_update
if Input.trigger?(Input::B)
Sound.play_cancel
@decision.active = false
@decision.visible = false
@decision.index = 0
@skill_window.active = true
elsif Input.trigger?(Input::C) and @t == 0
@skill = @skill_window.skill
case @decision.index
when 0
@decision.active = false
@decision.visible = false
@decision.index = 0
@skill_window.active = true
if not @actor.skill_can_use?(@skill)
Sound.play_buzzer
else
Sound.play_decision
determine_target
end
when 1
Sound.play_cancel
@decision.active = false
@decision.visible = false
@skill_window.active = true
@decision.index = 0
end
@t += 1
end
end
def determine_skill
if @skill.for_friend?
show_target_window(@skill_window.index % 2 == 0)
if @skill.for_all?
@target_window.index = 99
elsif @skill.for_user?
@target_window.index = @actor_index + 100
else
if $game_party.last_target_index < @target_window.item_max
@target_window.index = $game_party.last_target_index
else
@target_window.index = 0
end
end
else
use_skill_nontarget
end
end
def update_target_selection
if Input.trigger?(Input::B)
Sound.play_cancel
hide_target_window
elsif Input.trigger?(Input::C)
if not @actor.skill_can_use?(@skill)
Sound.play_buzzer
else
determine_target
end
end
end
def determine_target
used = false
if @skill.for_all?
for target in $game_party.members
target.skill_effect(@actor, @skill)
used = true unless target.skipped
end
elsif @skill.for_user?
target = $game_party.members[0]
target.skill_effect(@actor, @skill)
used = true unless target.skipped
else
$game_party.last_target_index = @target_window.index
target = $game_party.members[0]
target.skill_effect(@actor, @skill)
used = true unless target.skipped
end
if used
use_skill_nontarget
else
Sound.play_buzzer
end
end
def show_target_window(right)
@skill_window.active = false
width_remain = 544 - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
if right
@viewport.rect.set(0, 0, width_remain, 416)
@viewport.ox = 0
else
@viewport.rect.set(@target_window.width, 0, width_remain, 416)
@viewport.ox = @target_window.width
end
end
def hide_target_window
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
end
def use_skill_nontarget
Sound.play_use_skill
@actor.mp -= @actor.calc_mp_cost(@skill)
@status_window.refresh
@skill_window.refresh
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
elsif @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$scene = Scene_Map.new
end
end
end
end
##########################
# Ajustes na Scene_Equip #
##########################
if Menu::Scenes[2]
class Window_Equip < Window_Selectable
def initialize(x, y, actor)
super(x, y, 92+128+32, WLH * 5 + 32)
@actor = actor
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
self.contents.clear
@actor = $game_party.members[0]
@data = []
for item in @actor.equips do @data.push(item) end
@item_max = @data.size
self.contents.font.color = system_color
w = 24
draw_item_name(@data[0], 0, w * 0)
draw_item_name(@data[1], 0, w * 1,1)
draw_item_name(@data[2], 0, w * 2)
draw_item_name(@data[3], 0, w * 3,1)
draw_item_name(@data[4], 0, w * 4)
end
def draw_item_name(item, x, y,type=0)
if item != nil
w = 0
w = (self.width - 32)-24 if type > 0
draw_icon(item.icon_index, x+w, y)
self.contents.font.color = normal_color
self.contents.font.color.alpha = 255
self.contents.draw_text(x + 24, y, 172, WLH, item.name)
else
self.contents.font.color = normal_color
self.contents.font.color.alpha = 255
self.contents.draw_text(x + 24, y, 172, WLH, Menu::UNEQ)
end
end
def update_help
@help_window.set_text(item == nil ? "" : item.description)
end
end
class Window_EquipStatus < Window_Base
def initialize(x, y, actor)
super(x, y, 92+128+32, 24*5 + 32)
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_parameter(0, WLH * 1, 0)
draw_parameter(0, WLH * 2, 1)
draw_parameter(0, WLH * 3, 2)
draw_parameter(0, WLH * 4, 3)
end
def set_new_parameters(new_atk, new_def, new_spi, new_agi)
if @new_atk != new_atk or @new_def != new_def or
@new_spi != new_spi or @new_agi != new_agi
@new_atk = new_atk
@new_def = new_def
@new_spi = new_spi
@new_agi = new_agi
refresh
end
end
def new_parameter_color(old_value, new_value)
if new_value > old_value # Mais forte
return power_up_color
elsif new_value == old_value # Sem mudança
return normal_color
else # Mais fraco
return power_down_color
end
end
def draw_parameter(x, y, type)
case type
when 0
name = Vocab::atk
value = @actor.atk
new_value = @new_atk
when 1
name = Vocab::def
value = @actor.def
new_value = @new_def
when 2
name = Vocab::spi
value = @actor.spi
new_value = @new_spi
when 3
name = Vocab::agi
value = @actor.agi
new_value = @new_agi
end
self.contents.font.color = system_color
self.contents.draw_text(x + 4, y, 80, WLH, name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 90, y, 30, WLH, value, 2)
self.contents.font.color = system_color
self.contents.draw_text(x + 122, y, 20, WLH, "→", 1)
if new_value != nil
self.contents.font.color = new_parameter_color(value, new_value)
self.contents.draw_text(x + 142, y, 30, WLH, new_value, 2)
end
end
end
class Scene_Equip < Scene_Base
EQUIP_TYPE_MAX = 5 # Número máximo de equipamentos
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@help_window = Window_Help.new
@help_window.y = 416-(24+32)
create_item_windows
@equip_window = Window_Equip.new(20, 0, @actor)
@equip_window.help_window = @help_window
@equip_window.index = @equip_index
@status_window = Window_EquipStatus.new(272, 0, @actor)
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
@menuback_sprite.visible = Menu::Map
@back = Sprite.new
@back.bitmap = Cache.system(Menu::MenuBack)
@back.opacity = Menu::BackOpac
update_menu_background
end
def terminate
super
dispose_menu_background
@back.dispose
@help_window.dispose
@equip_window.dispose
@status_window.dispose
dispose_item_windows
end
def return_scene
$scene = Scene_Menu.new(2)
end
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Equip.new(@actor_index, @equip_window.index)
end
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Equip.new(@actor_index, @equip_window.index)
end
def update
super
update_menu_background
@help_window.update
update_equip_window
update_status_window
update_item_windows
if @equip_window.active
update_equip_selection
elsif @item_window.active
update_item_selection
end
end
def create_item_windows
@item_windows = []
for i in 0...EQUIP_TYPE_MAX
@item_windows[i] = Window_EquipItem.new(20, 158, 504, 200, @actor, i)
@item_windows[i].help_window = @help_window
@item_windows[i].visible = (@equip_index == i)
@item_windows[i].y = 158
@item_windows[i].height = 200
@item_windows[i].active = false
@item_windows[i].index = -1
end
end
def dispose_item_windows
for window in @item_windows
window.dispose
end
end
def update_item_windows
for i in 0...EQUIP_TYPE_MAX
@item_windows[i].visible = (@equip_window.index == i)
@item_windows[i].update
end
@item_window = @item_windows[@equip_window.index]
end
def update_equip_window
@equip_window.update
end
def update_status_window
if @equip_window.active
@status_window.set_new_parameters(nil, nil, nil, nil)
elsif @item_window.active
temp_actor = @actor.clone
temp_actor.change_equip(@equip_window.index, @item_window.item, true)
new_atk = temp_actor.atk
new_def = temp_actor.def
new_spi = temp_actor.spi
new_agi = temp_actor.agi
@status_window.set_new_parameters(new_atk, new_def, new_spi, new_agi)
end
@status_window.update
end
def update_equip_selection
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
if @actor.fix_equipment
Sound.play_buzzer
else
Sound.play_decision
@equip_window.active = false
@item_window.active = true
@item_window.index = 0
end
end
end
def update_item_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@equip_window.active = true
@item_window.active = false
@item_window.index = -1
elsif Input.trigger?(Input::C)
Sound.play_equip
@actor.change_equip(@equip_window.index, @item_window.item)
@equip_window.active = true
@item_window.active = false
@item_window.index = -1
@equip_window.refresh
for item_window in @item_windows
item_window.refresh
end
end
end
end
end
###########################
# Ajustes na Scene_Status #
###########################
if Menu::Scenes[3]
class Window_Status < Window_Base
def initialize(actor)
super(20, 158, 504, 256)
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_parameters(0, 0)
draw_elements(288,0)
end
def draw_parameters(x, y)
w = 24
icon = Menu::ICONS4
for i in 0..3
draw_actor_parameter(@actor, x+w, y + w * i, i)
draw_icon(icon[i],x,y + w*i)
end
end
def draw_exp_info(x, y)
s1 = @actor.exp_s
s2 = @actor.next_rest_exp_s
s_next = sprintf(Vocab::ExpNext, Vocab::level)
self.contents.font.color = system_color
self.contents.draw_text(x, y + WLH * 0, 180, WLH, Vocab::ExpTotal)
self.contents.draw_text(x, y + WLH * 2, 180, WLH, s_next)
self.contents.font.color = normal_color
self.contents.draw_text(x, y + WLH * 1, 180, WLH, s1, 2)
self.contents.draw_text(x, y + WLH * 3, 180, WLH, s2, 2)
end
def draw_equipments(x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, WLH, Vocab::equip)
for i in 0..4
draw_item_name(@actor.equips[i], x + 16, y + WLH * (i + 1))
end
end
def draw_elements(x,y)
attrib = Menu::Attrib
attrib.compact!
icon = Menu::ICONS3
icon.compact!
self.contents.font.color = system_color
self.contents.draw_text(x, y, 180, WLH, Menu::Element)
for i in 0..(attrib.size)-1
self.contents.font.color = system_color
text = $data_system.elements[attrib[i]]
draw_icon(icon[i],x,y + WLH*(i+1))
self.contents.draw_text(x+24, y + WLH*(i+1), 180, WLH, text)
self.contents.font.color = normal_color
text = @actor.element_rate(attrib[i])
text /= 2
text = 100-text
text = "#{text}%"
self.contents.draw_text(x, y + WLH*(i+1), 180, WLH, text,2)
end
end
end
class Scene_Status < Scene_Base
def initialize(actor_index = 0)
@actor_index = actor_index
end
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@status_window = Window_Status.new(@actor)
@status_window2 = New_StatMenu.new(272, 0)
@equip = EquipMenu.new(20,0)
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
@menuback_sprite.visible = Menu::Map
@back = Sprite.new
@back.bitmap = Cache.system(Menu::MenuBack)
@back.opacity = Menu::BackOpac
update_menu_background
end
def terminate
super
dispose_menu_background
@back.dispose
@equip.dispose
@status_window2.dispose
@status_window.dispose
end
def return_scene
$scene = Scene_Menu.new(3)
end
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Status.new(@actor_index)
end
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Status.new(@actor_index)
end
def update
update_menu_background
@status_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
end
super
end
end
end
########################
# Ajustes na Scene_End #
########################
if Menu::Scenes[5]
class Scene_End < Scene_Base
def start
super
create_menu_background
@status_window = New_StatMenu.new(272, 0)
@equip = EquipMenu.new(20,0)
create_command_window
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
@menuback_sprite.visible = Menu::Map
@back = Sprite.new
@back.bitmap = Cache.system(Menu::MenuBack)
@back.opacity = Menu::BackOpac
update_menu_background
end
def post_start
super
open_command_window
end
def pre_terminate
super
close_command_window
end
def terminate
super
@status_window.dispose
@equip.dispose
dispose_command_window
dispose_menu_background
end
def return_scene
$scene = Scene_Menu.new(5)
end
def update
super
update_menu_background
@command_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
case @command_window.index
when 0 # タイトルへ
command_to_title
when 1 # シャットダウン
command_shutdown
when 2 # やめる
command_cancel
end
end
end
def update_menu_background
super
@menuback_sprite.tone.set(0, 0, 0, 128)
end
def create_command_window
s1 = Vocab::to_title
s2 = Vocab::shutdown
s3 = Vocab::cancel
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = (416 - @command_window.height) / 2
@command_window.openness = 0
end
def dispose_command_window
@command_window.dispose
end
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
def command_to_title
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = Scene_Title.new
close_command_window
Graphics.fadeout(60)
end
def command_shutdown
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
def command_cancel
Sound.play_decision
return_scene
end
end
end
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