NEO_GABDom Jul 22, 2012 6:44 pm
Usuario Nv7
Aqui les traigo que si es 100% mio lo hice hace tiempo
pero se me perdio
y ahora lo encontre SEEEHHH...
Es un script que medio modifica el que viene por omision
IMAGEN
CODIGO
Gracias por prestar atencion a mi post
y comenten!!!
pero se me perdio
y ahora lo encontre SEEEHHH...
Es un script que medio modifica el que viene por omision
IMAGEN
CODIGO
- Spoiler:
- #===============================================================================
# GAB_Menu Simple Ace.
#===============================================================================
#~ SCRIPT CREADO POR: ~#
#~ ~#
#~----------------------<GABCARDS>-----------------------~#
#~--------------------Menu Simple Ace---------------------~#
#~-------------------------------------------------------~#
#~-------------------------------------------------------~#
#===============================================================================
# Instrucciones:
# Para que instrucciones.
#+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Sencillo script que modifica un poco el menu que biene por omision.
#===============================================================================
#==============================================================================
# Scene_Menu
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Es la escena del menu...
#==============================================================================
module Fonts
#Fuente por defecto usada por el juego
Font.default_name = "Georgia"
#Tamaño de la fuente
Font.default_size = 18
end
class Scene_Menu < Scene_MenuBase
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Inicializacion.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def start
super
crear_ventana_comandos
crear_ventana_oro
crear_ventana_estado
crear_ventana_ubicacion
crear_ventana_mmision
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Crea la ventana de comandos.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def crear_ventana_comandos
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_personal))
@command_window.set_handler(:equip, method(:command_personal))
@command_window.set_handler(:status, method(:command_personal))
@command_window.set_handler(:formation, method(:command_formation))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.x = 1
@command_window.y = 81
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Crea la ventana del oro.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def crear_ventana_oro
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = Graphics.height - @gold_window.height
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Crea la ventana del status.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def crear_ventana_estado
@status_window = Window_MenuStatus.new(@command_window.width + 143, 1)
end
def crear_ventana_mmision
@ventana_minimision = Mision.new(1, @command_window.height + 81)
end
def crear_ventana_ubicacion
@location_window = Map_Location.new(1, 1)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def command_item
SceneManager.call(Scene_Item)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def command_personal
@status_window.select_last
@status_window.activate
@status_window.set_handler(:ok, method(:on_personal_ok))
@status_window.set_handler(:cancel, method(:on_personal_cancel))
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def command_formation
@status_window.select_last
@status_window.activate
@status_window.set_handler(:ok, method(:on_formation_ok))
@status_window.set_handler(:cancel, method(:on_formation_cancel))
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def command_save
SceneManager.call(Scene_Save)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def command_game_end
SceneManager.call(Scene_End)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def on_personal_ok
case @command_window.current_symbol
when :skill
SceneManager.call(Scene_Skill)
when :equip
SceneManager.call(Scene_Equip)
when :status
SceneManager.call(Scene_Status)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def on_personal_cancel
@status_window.unselect
@command_window.activate
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def on_formation_ok
if @status_window.pending_index >= 0
$game_party.swap_order(@status_window.index,
@status_window.pending_index)
@status_window.pending_index = -1
@status_window.redraw_item(@status_window.index)
else
@status_window.pending_index = @status_window.index
end
@status_window.activate
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def on_formation_cancel
if @status_window.pending_index >= 0
@status_window.pending_index = -1
@status_window.activate
else
@status_window.unselect
@command_window.activate
end
end
end
#===============================================================================
#===============================================================================
# Window_Base.
#===============================================================================
class Window_Base < Window
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Barra.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def draw_barra(x, y, width, rate, color1, color2)
back_color = Color.new(50,50,50)
fill_w = (width * rate).to_i
gauge_y = y + line_height - 8
contents.gradient_fill_rect(x - 2, gauge_y - 1, width + 4, 8, gauge_back_color,back_color,back_color)
contents.gradient_fill_rect(x, gauge_y, fill_w, 3, color1, color2, color2)
contents.gradient_fill_rect(x, gauge_y+3, fill_w, 3, color2, color1, color1)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Barra de HP.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def draw_actor_hp_hud(actor, x, y, width = 100)
draw_barra(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, Vocab::hp_a)
change_color(normal_color)
draw_text(x + 95, y , 212, 22, actor.hp)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Barra de MP.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def draw_actor_mp_hud(actor, x, y, width = 100)
draw_barra(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, Vocab::mp_a)
change_color(normal_color)
draw_text(x + 95, y , 212, 22, actor.mp)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Barra de EXP.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def draw_exp_hud(actor, x, y, width = 50)
gc1 = Color.new(205,255,205)
gc2 = Color.new(10,220,45)
contents.gradient_fill_rect(x, y + 15, 54, 5, Color.new(0,0,0),Color.new(50,50,50),Color.new(50,50,50))
contents.gradient_fill_rect(x + 2, y + 16, 50*actor.exp/actor.next_level_exp, 3, gc1, gc2, gc2)
change_color(system_color)
draw_text(x - 22, y, 90, 32, "Exp")
change_color(normal_color)
draw_text(x + 58, y + 4, 212, 22, actor.exp)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Nivel.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def draw_actor_nivel(actor, x, y)
change_color(system_color)
draw_text(x, y, 32, 24, "Nv")
change_color(normal_color)
draw_text(x + 10, y, 24, 24, actor.level, 2)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Dibuja una raya.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def division( x, y)
@CB = [Color.new(255,255,255,200), Color.new(200,200,200,0)]
contents.gradient_fill_rect(x + 100, y, 100, 5, @CB[0], @CB[1])
contents.gradient_fill_rect(x + 0, y, 100, 5, @CB[1], @CB[0])
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Dibuja la clase del actor.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def draw_actor_clase(actor, x, y, width = 130)
change_color(system_color)
contents.gradient_fill_rect(x , y + 3, width, 15, Color.new(250,250,250,100),Color.new(100,100,150,15),Color.new(200,200,200,0))
draw_text(x + 2, y, width, line_height, actor.class.name)
end
def draw_actor_nombre(actor, x, y, width = 130)
change_color(hp_color(actor))
contents.gradient_fill_rect(x , y + 3, width, 15, Color.new(250,250,250,100),Color.new(100,100,150,15),Color.new(200,200,200,0))
draw_text(x + 2, y, width, line_height, actor.name)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Datos del Status.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def draw_actor_data_status(actor, x, y)
draw_actor_face(actor, -5, y - 50)
contents.font.size= 17
contents.font.name= "Georgia"
division(0, y + 41)
draw_actor_nombre(actor, x + 75, y - 35)
draw_actor_clase(actor, x + 75, y - 50)
draw_actor_nivel(actor, x + 155, y - 50)
contents.font.size= 14
draw_actor_hp_hud(actor, x + 75, y - 20, 100)
draw_actor_mp_hud(actor, x + 75, y , 100)
draw_exp_hud(actor, x + 95, y + 15)
end
end
#==============================================================================
# Window_MenuStatus
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Muestra el estado del personaje en el menu.
#==============================================================================
class Window_MenuStatus < Window_Selectable
attr_reader :pending_index
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Inicializacion.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize(x, y)
super(x, y, 240, 414)
@pending_index = -1
refresh
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def item_max
$game_party.members.size
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def item_height
(height - standard_padding * 2) / 4
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def draw_item(index)
actor = $game_party.members[index]
enabled = $game_party.battle_members.include?(actor)
y = actor.index * 100 + 100 / 2
contents.font.size = 20
draw_actor_data_status(actor, 20, y)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def draw_item_background(index)
if index == @pending_index
contents.fill_rect(item_rect(index), pending_color)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def process_ok
super
$game_party.menu_actor = $game_party.members[index]
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def select_last
select($game_party.menu_actor.index || 0)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def pending_index=(index)
last_pending_index = @pending_index
@pending_index = index
redraw_item(@pending_index)
redraw_item(last_pending_index)
end
end
#==============================================================================
# ■ Window_Gold
#------------------------------------------------------------------------------
# Muestra el dinero en el menu
#==============================================================================
class Window_Gold < Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Inicializacion.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize
super(0, 0, window_width, fitting_height(1))
refresh
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Ancho de la ventana.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def window_width
return 160
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Actualizacion.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def refresh
contents.clear
draw_currency_value(value, currency_unit, 4, 0, contents.width -
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Value.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def value
$game_party.gold
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Bla,bla,bla...
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def currency_unit
Vocab::currency_unit
end
#--------------------------------------------------------------------------
# bla,bla,bla...
#--------------------------------------------------------------------------
def open
refresh
super
end
end
#==============================================================================
# Ventana_location
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Esta ventana muestra tu ubicacion
#==============================================================================
class Map_Location < Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Inicializacion.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize(x=0, y=0)
super(x, y, 160, 80)
refresh
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Actualizacion.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def refresh
contents.clear
contents.gradient_fill_rect(-1, -5 , width, 15, Color.new(250,250,250,200),Color.new(100,100,150,50),Color.new(200,200,220,10))
change_color(system_color)
contents.draw_text(10, -5, 150, 32, "Ubicacion:")
change_color(normal_color)
contents.gradient_fill_rect(1 , 18, width, 15, Color.new(250,250,250,100),Color.new(100,100,150,15),Color.new(200,200,200,0))
data = load_data("Data/MapInfos.rvdata2")
contents.font.name = "Georgia"
contents.font.size = 15
contents.draw_text(0, 25, self.width, 32, data[$game_map.map_id].name)
end
end
#===============================================================================
# Game System.
#===============================================================================
class Game_System
attr_accessor :mmision
alias miniquest_ini initialize
def initialize
@mmision = ["", ""]
miniquest_ini
end
end
#===============================================================================
# Game Interpreter.
#===============================================================================
class Game_Interpreter
def mision_text(l1, l2)
$game_system.mmision[0] = l1
$game_system.mmision[1] = l2
end
end
#===============================================================================
# Ventana de la mision.
#===============================================================================
class Mision < Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Inicializacion.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize(x=0, y=0)
super(x, y, 160, 95)
refresh
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Actualizacion.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def refresh
contents.clear
contents.gradient_fill_rect(0, -5 , width, 15, Color.new(250,250,250,150),Color.new(100,100,150,15),Color.new(200,200,200,0))
contents.font.size = 19
change_color(system_color)
contents.draw_text(10, -5, self.width, 32, "Minimision")
change_color(normal_color)
contents.font.size = 14
contents.gradient_fill_rect(0 , 18, width, 15, Color.new(250,250,250,100),Color.new(100,100,150,15),Color.new(200,200,200,0))
contents.draw_text(0, 20, self.width, 32, $game_system.mmision[0])
contents.draw_text(0, 35, self.width, 32, $game_system.mmision[1])
end
end
Gracias por prestar atencion a mi post
y comenten!!!