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Inscrit le: 25 Aoû 2009, 11:17 Messages: 849 Localisation: Jamais loin Niveau RPG Maker: Débrouillard Logiciel(s) préféré(s): RMXP, Photofiltre Point(s) Fort(s): Polyvalent Points d'aide: 39/60
Créations :
- Légendes d'un temps [Démo]
Voir ses créations
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C'est parce qu'il n'y a pas de police spécifiée. Remplaces ton script par celui-ci: - Code: Tout sélectionner
#============================================================================== # ** Compact Menu #------------------------------------------------------------------------------ # Autor: The Sleeping Leonhart # Version: 1.2 # Release Date: 26/07/2008 #------------------------------------------------------------------------------ # Description: # This is an All in One menu where you can use item equipment and skill. #------------------------------------------------------------------------------ # Istruzioni: # Edit the images to suit tastes. # You must put the images of party in the Picture # and you must call it like the Battler graphic. #==============================================================================
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 Window_Base < Window def draw_actor_exps(actor, x, y) self.contents.font.name = $fontface self.contents.font.color = system_color self.contents.draw_text(x, y, 28, 32, "Exp") self.contents.font.color = normal_color if actor.now_exp != 0 text = (actor.now_exp.to_f / actor.next_exp.to_f)*100.00 text = text.round else text = 0 end self.contents.draw_text(x + 40, y, 84, 32, text.to_s+"%") end def draw_actor_parameter(actor, x, y, type) case type when 0 parameter_name = $data_system.words.atk parameter_value = actor.atk when 1 parameter_name = $data_system.words.pdef parameter_value = actor.pdef when 2 parameter_name = $data_system.words.mdef parameter_value = actor.mdef when 3 parameter_name = $data_system.words.str parameter_value = actor.str when 4 parameter_name = $data_system.words.dex parameter_value = actor.dex when 5 parameter_name = $data_system.words.agi parameter_value = actor.agi when 6 parameter_name = $data_system.words.int parameter_value = actor.int when 7 parameter_name = "Evasion" parameter_value = actor.eva end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 88, y, 36, 32, parameter_value.to_s, 2) end end
class Window_MenuStatus < Window_Selectable def initialize(actor) super(220, 48, 480, 96+32) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.opacity = 0 @actor = actor refresh self.active = false self.index = -1 end def refresh self.contents.clear @item_max = 1 x = 0 y = 0 actor = @actor self.contents.font.size = 18 draw_actor_name(actor, x, y) draw_actor_hp(actor, x + 92, y) draw_actor_sp(actor, x + 236, y) draw_actor_state(actor, x, y + 18) draw_actor_level(actor, x, y + 36) draw_actor_exps(actor, x, y + 54) draw_actor_parameter(actor, x + 92, y + 16, 0) draw_actor_parameter(actor, x + 92, y + 32, 1) draw_actor_parameter(actor, x + 92, y + 48, 2) draw_actor_parameter(actor, x + 92, y + 64, 6) draw_actor_parameter(actor, x + 236, y + 16, 3) draw_actor_parameter(actor, x + 236, y + 32, 4) draw_actor_parameter(actor, x + 236, y + 48, 5) draw_actor_parameter(actor, x + 236, y + 64, 7) end def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 96, self.width - 32, 96) end end end
class Window_MenuSkill < Window_Selectable def initialize(actor) super(287, 299, 278, 56) @actor = actor @column_max = 10 @row_max = 1 refresh self.opacity = 0 self.index = 0 end def skill return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...@actor.skills.size skill = $data_skills[@actor.skills[i]] if skill != nil @data.push(skill) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width-32, row_max*32) self.contents.font.name = $fontface for i in 0...@item_max draw_item(i) end end end def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = index % 10 * 24 y = index / 10 * 24 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.font.size = 14 bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x+12,y+8,128,24,skill.sp_cost.to_s) end def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.name+": "+self.skill.description) end def update_cursor_rect if self.active self.cursor_rect.set(@index % 10 * 24, 0, 24, 24) self.oy = index / 10 * 24 else self.cursor_rect.set(0, 0, 0, 0) end end end
class Window_MenuItem < Window_Selectable def initialize super(287, 355, 278, 56+24) @column_max = 10 refresh self.index = 0 self.opacity = 0 end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number(i) > 0 @data.push($data_items[i]) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = $fontface for i in 0...@item_max draw_item(i) end end end def draw_item(index) item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end if item.is_a?(RPG::Item) and $game_party.item_can_use?(item.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = index % 10 * 24 y = index / 10 * 24 rect = Rect.new(x, y, 24, 24) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.font.size = 14 bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 12, y + 4, 24, 32, number.to_s) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description) end def update_cursor_rect if self.active if @index < 0 self.cursor_rect.empty return end row = @index / @column_max if row < self.top_row self.top_row = row end if row > self.top_row + 1 self.top_row = row - 1 end cursor_width = self.width / @column_max - 32 self.oy = (self.oy/32)*24 x = @index % @column_max * 24 y = @index / @column_max * 24 - (self.oy/24)*24 self.cursor_rect.set(x, y, 24, 24) else self.cursor_rect.set(0, 0, 0, 0) end end end
class Window_Target < Window_Selectable def initialize super(0, 0, $game_party.actors.size*48+32, 96) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.z += 10 @column_max = @item_max = $game_party.actors.size refresh end def refresh self.contents.clear for i in 0...$game_party.actors.size x = 48*i+24 y = 52 actor = $game_party.actors[i] draw_actor_graphic(actor, x, y) end end def update_cursor_rect if @index <= -2 self.cursor_rect.set((@index + 10) * 48, 0, 48, 64) elsif @index == -1 self.cursor_rect.set(0, 0, @item_max * 48, 64) else self.cursor_rect.set(@index * 48, 0, 48, 64) end end end
class Window_MenuEquipped < Window_Selectable def initialize(actor) super(272, 158, 368, 26*2+32) self.contents = Bitmap.new(width - 32, 32 * 5 - 32) self.contents.font.name = $fontface self.opacity = 0 self.active = false self.index = 0 @item_max = 5 @column_max = 1 @actor = actor refresh end def item return @data[self.index] end def refresh self.contents.clear @data = [] @data.push($data_weapons[@actor.weapon_id]) @data.push($data_armors[@actor.armor1_id]) @data.push($data_armors[@actor.armor2_id]) @data.push($data_armors[@actor.armor3_id]) @data.push($data_armors[@actor.armor4_id]) @item_max = @data.size self.contents.font.color = system_color self.contents.font.size = 16 self.contents.draw_text(16, 26 * 0, 92, 32, $data_system.words.weapon) self.contents.draw_text(16, 26 * 1, 92, 32, $data_system.words.armor1) self.contents.draw_text(16, 26 * 2, 92, 32, $data_system.words.armor2) self.contents.draw_text(16, 26 * 3, 92, 32, $data_system.words.armor3) self.contents.draw_text(16, 26 * 4, 92, 32, $data_system.words.armor4) draw_item_name(@data[0], 92, 26 * 0) draw_item_name(@data[1], 92, 26 * 1) draw_item_name(@data[2], 92, 26 * 2) draw_item_name(@data[3], 92, 26 * 3) draw_item_name(@data[4], 92, 26 * 4) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description) end def update_cursor_rect if self.active y = @index % 2 * 26 self.cursor_rect.set(12, y + 9, 244, 16) self.oy = (@index - @index % 2) * 26 else self.cursor_rect.set(0, 0, 0, 0) end end end
class Window_MenuEquip < Window_Selectable def initialize(actor, type) super(287, 243-24, 272, 80) @actor = actor @column_max = 10 @row_max = 2 @equip_type = type self.index = 0 self.opacity = 0 self.active = false refresh end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] if @equip_type == 0 weapon_set = $data_classes[@actor.class_id].weapon_set for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) @data.push($data_weapons[i]) end end end if @equip_type != 0 armor_set = $data_classes[@actor.class_id].armor_set for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and armor_set.include?(i) if $data_armors[i].kind == @equip_type-1 @data.push($data_armors[i]) end end end end @data.push(nil) @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = $fontface for i in 0...@item_max-1 draw_item(i) end end def draw_item(index) item = @data[index] case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end x = index % 10 * 24 y = index / 10 * 24 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.font.size = 14 bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x+12,y+8,128,24, number.to_s) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description) end def update_cursor_rect if self.active self.cursor_rect.set(@index % 10 * 24, 0, 24, 24) self.oy = index / 10 * 24 else self.cursor_rect.set(0, 0, 0, 0) end end end
class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main @actor_index = 0 @target = "" scene_window Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze scene_dispose end def scene_window @actor = $game_party.actors[@actor_index] @map = Spriteset_Map.new @bg = Sprite.new @bg.bitmap = Bitmap.new("Graphics/Pictures/MenuBG") @pg = Sprite.new @pg.bitmap = Bitmap.new("Graphics/Pictures/"+@actor.battler_name) @pg.y = 64 @arrow = Sprite.new @arrow.x = 264 @arrow.y = 170 @arrow.bitmap = Bitmap.new("Graphics/Pictures/Arrow") @lr = Sprite.new @lr.bitmap = Bitmap.new("Graphics/Pictures/LR") if $game_party.actors.size > 1 s1 = "" @command_window = Window_Command.new(160, [s1, s1, s1, s1, s1]) @menu_index = 3 if @menu_index == 4 @menu_index = 4 if @menu_index == 5 @command_window.index = @menu_index @command_window.visible = false 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 if $game_system.save_disabled @command_window.disable_item(4) end @help_window = Window_Help.new @help_window.opacity = 0 @item_window = Window_MenuItem.new @skill_window = Window_MenuSkill.new(@actor) @status_window = Window_MenuStatus.new(@actor) @target_window = Window_Target.new @right_window = Window_MenuEquipped.new(@actor) @item_window1 = Window_MenuEquip.new(@actor, 0) @item_window2 = Window_MenuEquip.new(@actor, 1) @item_window3 = Window_MenuEquip.new(@actor, 2) @item_window4 = Window_MenuEquip.new(@actor, 3) @item_window5 = Window_MenuEquip.new(@actor, 4) @skill_window.help_window = @help_window @item_window.help_window = @help_window @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 @item_equip_window = @item_window1 @item_window1.visible = false @item_window2.visible = false @item_window3.visible = false @item_window4.visible = false @item_window5.visible = false @item_window.active = false @help_window.visible = false @skill_window.active = false @target_window.visible = false @target_window.active = false end def scene_dispose @command_window.dispose @item_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @skill_window.dispose @status_window.dispose @target_window.dispose @right_window.dispose @help_window.dispose @map.dispose @bg.dispose @pg.dispose @arrow.dispose @lr.dispose end def update @command_window.update @item_window.update @item_window1.update @item_window2.update @item_window3.update @item_window4.update @item_window5.update @skill_window.update @status_window.update @target_window.update @right_window.update @map.update case @right_window.index when 0 @item_equip_window.visible = false @item_equip_window = @item_window1 @item_equip_window.visible = true when 1 @item_equip_window.visible = false @item_equip_window = @item_window2 @item_equip_window.visible = true when 2 @item_equip_window.visible = false @item_equip_window = @item_window3 @item_equip_window.visible = true when 3 @item_equip_window.visible = false @item_equip_window = @item_window4 @item_equip_window.visible = true when 4 @item_equip_window.visible = false @item_equip_window = @item_window5 @item_equip_window.visible = true end if $game_party.actors.size > 1 if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @actor_index += 1 @actor_index %= $game_party.actors.size scene_dispose scene_window return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size scene_dispose scene_window return end end if @command_window.active update_command return end if @item_window.active update_item return end if @skill_window.active update_skill return end if @right_window.active update_right return end if @item_equip_window.active update_equip_item return end if @target_window.active update_item_target if @target == "item" update_skill_target if @target == "skill" return end end def update_command case @command_window.index when 2 @help_window.set_text("Show and use item.") @arrow.x = 264 @arrow.y = 360 when 1 @help_window.set_text("Show and use Skill.") @arrow.x = 264 @arrow.y = 300 when 0 @help_window.set_text("Equip Weapon and Armor.") @arrow.x = 264 @arrow.y = 170 when 3 @help_window.set_text("Save the game progress.") @arrow.x = 556 @arrow.y = 464 when 4 @help_window.set_text("Exit.") @arrow.x = 590 @arrow.y = 464 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 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @item_window.active = true when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @skill_window.active = true when 0 $game_system.se_play($data_system.decision_se) @command_window.active = false @right_window.active = true when 3 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 4 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @item_window.active = false @item_window.help_window.visible = false @command_window.active = true return end if Input.trigger?(Input::C) @item = @item_window.item unless @item.is_a?(RPG::Item) $game_system.se_play($data_system.buzzer_se) return end unless $game_party.item_can_use?(@item.id) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) if @item.scope >= 3 @item_window.active = false @target_window.x = 287 @target_window.y = 355 @target_window.visible = true @target_window.active = true @target = "item" if @item.scope == 4 || @item.scope == 6 @target_window.index = -1 else @target_window.index = 0 end else if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end $scene = Scene_Map.new return end end return end end
def update_item_target if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) unless $game_party.item_can_use?(@item.id) @item_window.refresh end @target = "" @item_window.active = true @target_window.visible = false @target_window.active = false return end if Input.trigger?(Input::C) if $game_party.item_number(@item.id) == 0 $game_system.se_play($data_system.buzzer_se) return end if @target_window.index == -1 used = false for i in $game_party.actors used |= i.item_effect(@item) end end if @target_window.index >= 0 target = $game_party.actors[@target_window.index] used = target.item_effect(@item) end if used $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end @target_window.refresh if $game_party.all_dead? $scene = Scene_Gameover.new return end if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $scene = Scene_Map.new return end @status_window.refresh end unless used $game_system.se_play($data_system.buzzer_se) end return end end def update_skill if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @skill_window.active = false @skill_window.help_window.visible = false @command_window.active = true return end if Input.trigger?(Input::C) @skill = @skill_window.skill if @skill == nil or not @actor.skill_can_use?(@skill.id) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) if @skill.scope >= 3 @skill_window.active = false @target_window.x = 287 @target_window.y = 299 @target_window.visible = true @target_window.active = true @target = "skill" if @skill.scope == 4 || @skill.scope == 6 @target_window.index = -1 elsif @skill.scope == 7 @target_window.index = @actor_index - 10 else @target_window.index = 0 end else if @skill.common_event_id > 0 $game_temp.common_event_id = @skill.common_event_id $game_system.se_play(@skill.menu_se) @status_window.refresh @skill_window.refresh @target_window.refresh $scene = Scene_Map.new return end end return end end def update_skill_target if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @skill_window.active = true @target_window.visible = false @target_window.active = false @target = "" return end if Input.trigger?(Input::C) unless @actor.skill_can_use?(@skill.id) $game_system.se_play($data_system.buzzer_se) return end if @target_window.index == -1 used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end if @target_window.index <= -2 target = $game_party.actors[@target_window.index + 10] used = target.skill_effect(@actor, @skill) end if @target_window.index >= 0 target = $game_party.actors[@target_window.index] used = target.skill_effect(@actor, @skill) end if used $game_system.se_play(@skill.menu_se) @actor.sp -= @skill.sp_cost @status_window.refresh @skill_window.refresh @target_window.refresh if $game_party.all_dead? $scene = Scene_Gameover.new return end if @skill.common_event_id > 0 $game_temp.common_event_id = @skill.common_event_id $scene = Scene_Map.new return end end unless used $game_system.se_play($data_system.buzzer_se) end return end end def update_right if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @right_window.active = false @right_window.help_window.visible = false @command_window.active = true return end if Input.trigger?(Input::C) if @actor.equip_fix?(@right_window.index) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) @right_window.active = false @item_equip_window.active = true return end end def update_equip_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @right_window.active = true @item_equip_window.help_window.visible = false @item_equip_window.active = false return end if Input.trigger?(Input::C) $game_system.se_play($data_system.equip_se) type = @right_window.index item = @item_equip_window.item @actor.equip(type, item == nil ? 0 : item.id) @right_window.active = true @item_equip_window.active = false @right_window.refresh @item_equip_window.refresh @status_window.refresh return end end end
J'ai juste définit les polices la où il fallait. Bonne continuation.
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 Ressources pour menu moghunter
Mon projet
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