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#============================================================================# [VXAce] Dragon Quest Menu V2.00#----------------------------------------------------------------------------# By Jamiras843## Features: # V2.00# * Fixed menu close issue# * Added the ability to hide HP/MP Bars# V1.50# * Fixed menu overlap issues# * Added charater HUD with options# V1.00# * Simplified menu layout that has adjustable columns and rows.# * New actor selection menu which is smaller and simpler in design.#============================================================================$imported = {} if $imported.nil?$imported["Dragon Quest Menu"] = truemodule Jami_DQ_Menu #======================================================================== # Script options #------------------------------------------------------------------------ # Here you edit menu specific things, such as height, x/y origin, column # number, etc. # # Make all simple edits here! They are easy to understand and labled! #======================================================================== WINDOW_OPACITY = 255 #Number 0-255 that determines window opacity DRAW_HP_MP_BARS = false #If true shows default RPG maker bar MENU_COLUMN = 1 #Number of columns for the menu MENU_LINE = 6 #Number of max lines for the menu MENU_HEIGHT = 170 #Menu height (at least 80 per line, no <80) MENU_WIDTH = 120 #Menu width (at least 90 per column) MENU_X = 0 #Menu X origin MENU_Y = 0 #Menu Y origin LOC_X = 0 #Custom location window X origin LOC_Y = 306 - 75 #Custom location window Y origin GOLD_X = 0 #Custom gold window X origin GOLD_Y = 306 - 54 #Custom gold window Y origin #========================================================================= # Menu Command options #------------------------------------------------------------------------- # This is where you set up what commands you want in the menu, including # custom ones using common events. #========================================================================= SHOW_SAVE_CMD = false #If false removes save option from menu SHOW_EXIT_GAME = true #If false removes quit game option from the menu SHOW_FORMATION = true #If false removes the formation command SHOW_LOCATION = true #If true shows custom gold window w/ location VOCAB_LOC = "Região:" VOCAB_GOLD = "Créditos:" SIMPLE_STATUS = true #If true shows a list staus menu DW2,3,&4 style ACTOR_WINDOW = true SHOW_FACE = true SHOW_HP = true SHOW_MP = true SHOW_LEVEL = trueend #end module Jami_DQ_Menu#============================================================================ # WARNING: Do not edit below unless you know what you are doing. This script# is rather sloppy but it does its job. #============================================================================#============================================================================# * DQ Window (over writes menu command window)#============================================================================class Window_DQ_Menu < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(Jami_DQ_Menu::MENU_X, Jami_DQ_Menu::MENU_Y) end #-------------------------------------------------------------------------- # * Get Number of Lines to Show #-------------------------------------------------------------------------- def visible_line_number return Jami_DQ_Menu::MENU_LINE end #-------------------------------------------------------------------------- # * Get Digit Count #-------------------------------------------------------------------------- def col_max return Jami_DQ_Menu::MENU_COLUMN end #-------------------------------------------------------------------------- # * Set Width #-------------------------------------------------------------------------- def window_width return Jami_DQ_Menu::MENU_WIDTH end #-------------------------------------------------------------------------- # * Set Height #-------------------------------------------------------------------------- def window_height return Jami_DQ_Menu::MENU_HEIGHT end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list add_main_commands add_formation_command add_game_end_command end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list add_main_commands add_formation_command add_save_command add_game_end_command end #-------------------------------------------------------------------------- # * Add Main Commands to List #-------------------------------------------------------------------------- def add_main_commands add_command(Vocab::item, :item, main_commands_enabled) add_command(Vocab::skill, :skill, main_commands_enabled) add_command(Vocab::equip, :equip, main_commands_enabled) add_command(Vocab::status, :status, main_commands_enabled) end #-------------------------------------------------------------------------- # * Add Save to Command List #-------------------------------------------------------------------------- def add_save_command add_command(Vocab::save, :save, save_enabled) if Jami_DQ_Menu::SHOW_SAVE_CMD == true end #-------------------------------------------------------------------------- # * Add Formation to Command List #-------------------------------------------------------------------------- def add_formation_command add_command(Vocab::formation, :formation, formation_enabled) if Jami_DQ_Menu::SHOW_FORMATION == true end #-------------------------------------------------------------------------- # * Add Exit Game to Command List #-------------------------------------------------------------------------- def add_game_end_command add_command(Vocab::game_end, :game_end) if Jami_DQ_Menu::SHOW_EXIT_GAME == true end #------------------------------------------------------------------------- # * Get Activation State of Main Commands #------------------------------------------------------------------------- def main_commands_enabled $game_party.exists end #------------------------------------------------------------------------- # * Get Activation State of Save #------------------------------------------------------------------------- def save_enabled !$game_system.save_disabled end #------------------------------------------------------------------------- # * Get Activation State of Formation #------------------------------------------------------------------------- def formation_enabled $game_party.members.size >= 2 && !$game_system.formation_disabled endend #class Window_DQ_Menu#============================================================================# * Window Base#----------------------------------------------------------------------------# Edit which changes base window#============================================================================class Window_Base < Window #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) super self.windowskin = Cache.system("Window") update_padding update_tone create_contents @opening = @closing = false self.back_opacity = Jami_DQ_Menu::WINDOW_OPACITY end #-------------------------------------------------------------------------- # * Draw HP #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 124) if Jami_DQ_Menu::DRAW_HP_MP_BARS == true draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2) end change_color(system_color) draw_text(x, y, 30, line_height, Vocab::hp_a) draw_current_and_max_values(x, y, width, actor.hp, actor.mhp, hp_color(actor), normal_color) end #-------------------------------------------------------------------------- # * Draw MP #-------------------------------------------------------------------------- def draw_actor_mp(actor, x, y, width = 124) if Jami_DQ_Menu::DRAW_HP_MP_BARS == true draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2) end change_color(system_color) draw_text(x, y, 30, line_height, Vocab::mp_a) draw_current_and_max_values(x, y, width, actor.mp, actor.mmp, mp_color(actor), normal_color) endend#============================================================================# ** Gold/location Window#============================================================================class Window_Location < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(Jami_DQ_Menu::LOC_X, Jami_DQ_Menu::LOC_Y,300,75) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.draw_text(0,0,140,32, Jami_DQ_Menu::VOCAB_LOC) self.contents.draw_text(120,0,140,32, $game_map.display_name) self.contents.draw_text(0,20,140,32, Jami_DQ_Menu::VOCAB_GOLD) self.contents.draw_text(120,20,140,32, $game_party.gold) endend #end class Window_Location#============================================================================# ** Gold Window (No location)#============================================================================class Window_Gold < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(Jami_DQ_Menu::GOLD_X, Jami_DQ_Menu::GOLD_Y,245,54) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.draw_text(0,0,140,32, Jami_DQ_Menu::VOCAB_GOLD) self.contents.draw_text(120,0,140,32, $game_party.gold) endend #end class Window_Location#============================================================================# ** Actor Window #============================================================================class Window_Actor < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize if $game_party.members.size < 3 super(0,306,110 * $game_party.members.size,110) else super(0,306,110 * 3,110) end create_contents @actor1 = $game_party.members[0] @actor2 = $game_party.members[1] @actor3 = $game_party.members[2] # @actor4 = $game_party.members[3] refresh end #---------------------------------------------------- # * Refresh #---------------------------------------------------- def refresh contents.clear draw_window_content draw_horiz_line (line_height * 1) end #---------------------------------------------------- # * Draw Window Contents #---------------------------------------------------- def draw_window_content # Face if Jami_DQ_Menu::SHOW_FACE == true draw_face(@actor1.face_name, @actor1.face_index, 0, 0, enabled = false) if $game_party.members.size > 1 draw_face(@actor2.face_name, @actor2.face_index, 110, 0, enable = false) end # > 1 if $game_party.members.size > 2 draw_face(@actor3.face_name, @actor3.face_index, 220, 0, enable = false) end # > 2 if $game_party.members.size > 3 draw_face(@actor4.face_name, @actor4.face_index, 330, 0, enable = false) end # > 3 end # if face # Actor Name draw_actor_name(@actor1, 0, 0) if $game_party.members.size > 1 draw_actor_name(@actor2, 110, 0) end # > 1 if $game_party.members.size > 2 draw_actor_name(@actor3, 220, 0) end # > 2 if $game_party.members.size > 3 draw_actor_name(@actor4, 330, 0) end # > 3 # Actor HP if Jami_DQ_Menu::SHOW_HP == true draw_actor_hp(@actor1, 0, 24, 80) if $game_party.members.size > 1 draw_actor_hp(@actor2, 110, 24, 80) end # > 1 if $game_party.members.size > 2 draw_actor_hp(@actor3, 220, 24, 80) end # > 2 if $game_party.members.size > 3 draw_actor_hp(@actor4, 330, 24, 80) end # > 3 end #if SHOW_HP # Actor MP if Jami_DQ_Menu::SHOW_MP == true draw_actor_mp(@actor1, 0, 44, 80) if $game_party.members.size > 1 draw_actor_mp(@actor2, 110, 44, 80) end # > 1 if $game_party.members.size > 2 draw_actor_mp(@actor3, 220, 44, 80) end # > 2 if $game_party.members.size > 3 draw_actor_mp(@actor4, 330, 44, 80) end # > 3 end #if SHOW_MP # Actor LV if Jami_DQ_Menu::SHOW_LEVEL == true draw_actor_level(@actor1, 0, 64) if $game_party.members.size > 1 draw_actor_level(@actor2, 110, 64) end # > 1 if $game_party.members.size > 2 draw_actor_level(@actor3, 220, 64) end # > 2 if $game_party.members.size > 3 draw_actor_level(@actor4, 330, 64) end # > 3 end #if SHOW_Level end # df draw_window_contentend #end class Window_Location #-------------------------------------------------------------------------- # * Draw Horizontal Line #-------------------------------------------------------------------------- def draw_horiz_line(y) contents.fill_rect(0, 22, contents_width, 2, line_color) end #-------------------------------------------------------------------------- # * Get Color of Horizontal Line #-------------------------------------------------------------------------- def line_color color = normal_color color.alpha = 200 color end#==============================================================================# ** Window_MenuStatus#------------------------------------------------------------------------------# This window displays party member status on the menu screen.#==============================================================================class Window_Simple_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :pending_index # Pending position (for formation) #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, window_width, window_height) @pending_index = -1 refresh end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width Jami_DQ_Menu::MENU_WIDTH end #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- def window_height 124 end #-------------------------------------------------------------------------- # * Get Number of Items #-------------------------------------------------------------------------- def item_max $game_party.members.size end #-------------------------------------------------------------------------- # * Get Item Height #-------------------------------------------------------------------------- def item_height 22 end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) actor = $game_party.members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_name(actor, 4, rect.y - 2) end #-------------------------------------------------------------------------- # * Draw Background for Item #-------------------------------------------------------------------------- def draw_item_background(index) if index == @pending_index contents.fill_rect(item_rect(index), pending_color) end end #-------------------------------------------------------------------------- # * Processing When OK Button Is Pressed #-------------------------------------------------------------------------- def process_ok super $game_party.menu_actor = $game_party.members[index] end #-------------------------------------------------------------------------- # * Restore Previous Selection Position #-------------------------------------------------------------------------- def select_last select($game_party.menu_actor.index || 0) end #-------------------------------------------------------------------------- # * Set Pending Position (for Formation) #-------------------------------------------------------------------------- def pending_index=(index) last_pending_index = @pending_index @pending_index = index redraw_item(@pending_index) redraw_item(last_pending_index) endend#============================================================================# ** Scene_Menu#----------------------------------------------------------------------------# This overwrites menu#============================================================================class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_command_window if Jami_DQ_Menu::SHOW_LOCATION == false create_gold_window else create_location_window end if Jami_DQ_Menu::SIMPLE_STATUS == false create_status_window else create_simple_status_window end if Jami_DQ_Menu::ACTOR_WINDOW == true create_actor_window end end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_DQ_Menu.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)) end #-------------------------------------------------------------------------- # * Create Status Window #-------------------------------------------------------------------------- def create_status_window @status_window = Window_MenuStatus.new(0,0) @status_window.hide end #-------------------------------------------------------------------------- # * Create Simple Status Window #-------------------------------------------------------------------------- def create_simple_status_window @simple_status_window = Window_Simple_MenuStatus.new(0,0) @simple_status_window.hide end #-------------------------------------------------------------------------- # * [Skill], [Equipment] and [Status] Commands #-------------------------------------------------------------------------- def command_personal if Jami_DQ_Menu::SIMPLE_STATUS == false @status_window.show @command_window.hide if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.hide end @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)) else @simple_status_window.show @command_window.hide @simple_status_window.select_last @simple_status_window.activate @simple_status_window.set_handler(:ok, method(:on_personal_ok)) @simple_status_window.set_handler(:cancel, method(:on_personal_cancel)) end end #-------------------------------------------------------------------------- # * [Cancel] Personal Command #-------------------------------------------------------------------------- def on_personal_cancel if Jami_DQ_Menu::SIMPLE_STATUS == false @status_window.unselect @status_window.hide if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.dispose @actor_window = Window_Actor.new end @command_window.show @command_window.activate else @simple_status_window.unselect @command_window.show @simple_status_window.hide if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.dispose @actor_window = Window_Actor.new end @command_window.activate end end #-------------------------------------------------------------------------- # * [Formation] Command #-------------------------------------------------------------------------- def command_formation if Jami_DQ_Menu::SIMPLE_STATUS == false @status_window.show @command_window.hide if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.hide end @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)) else @simple_status_window.show @command_window.hide @simple_status_window.select_last @simple_status_window.activate @simple_status_window.set_handler(:ok, method(:on_formation_ok)) @simple_status_window.set_handler(:cancel, method(:on_formation_cancel)) end end #-------------------------------------------------------------------------- # * Formation [OK] #-------------------------------------------------------------------------- def on_formation_ok if Jami_DQ_Menu::SIMPLE_STATUS == false 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) if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.dispose @actor_window = Window_Actor.new @actor_window.hide end else @status_window.pending_index = @status_window.index end @status_window.activate else if @simple_status_window.pending_index >= 0 $game_party.swap_order(@simple_status_window.index, @simple_status_window.pending_index) @simple_status_window.pending_index = -1 @simple_status_window.redraw_item(@simple_status_window.index) if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.dispose @actor_window = Window_Actor.new end else @simple_status_window.pending_index = @simple_status_window.index end @simple_status_window.activate end end #-------------------------------------------------------------------------- # * Formation [Cancel] #-------------------------------------------------------------------------- def on_formation_cancel if Jami_DQ_Menu::SIMPLE_STATUS == false if @status_window.pending_index >= 0 @status_window.pending_index = -1 @status_window.activate else @status_window.unselect @status_window.hide if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.dispose @actor_window = Window_Actor.new end @command_window.show @command_window.activate end else if @simple_status_window.pending_index >= 0 @simple_status_window.pending_index = -1 @simple_status_window.activate else @simple_status_window.unselect @simple_status_window.hide if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.dispose @actor_window = Window_Actor.new end @command_window.show @command_window.activate end end end #-------------------------------------------------------------------------- # * Location window #-------------------------------------------------------------------------- def create_location_window @location_window = Window_Location.new end #-------------------------------------------------------------------------- # * Create Gold Window #-------------------------------------------------------------------------- def create_gold_window @gold_window = Window_Gold.new end #-------------------------------------------------------------------------- # * Create Actor Window #-------------------------------------------------------------------------- def create_actor_window @actor_window = Window_Actor.new endend # end Scene_Menu
Vou arrumar pra tu, já já atualizo aqui.
Sim, sim, eu havia deduzido isso. Deduzi também que usará apenas um personagem, certo? Tu quer o char do personagem no lugar da face? Há algum outro detalhe que gostaria de adicionar? Se tiver só falar que vejo se consigo.Estou dando uma arrumada aqui, o código desse rapaz é bem... Bagunçado, mas ta dando certo. o/Edit: Essa Exp, é o total que o personagem possui ou a quantidade necessária para o próximo nível?
1: Não é char, é face mesmo, é que eu faço faces desse jeito por causa do sistema de batalha, no game fica mais claro.
2: a exp é a que falta para passar de nível.
Mais duvidas entre em contato pelo tele... melhor pelo topico mesmo [tentativa de piada]abraço.
Citação de: Pandamaru em 15/11/2016 às 23:061: Não é char, é face mesmo, é que eu faço faces desse jeito por causa do sistema de batalha, no game fica mais claro.Sim, isso eu tinha percebido, queria mesmo era saber se gostaria de que fosse exibido diretamente o char, em vez da face com o char. Citação de: Pandamaru em 15/11/2016 às 23:062: a exp é a que falta para passar de nível.Entendo. Vou colocar aqui.Citação de: Pandamaru em 15/11/2016 às 23:06Mais duvidas entre em contato pelo tele... melhor pelo topico mesmo [tentativa de piada]abraço.Então, eu já terminei aqui, só tava esperando você me esclarecer esses detalhes dali de cima. Na verdade eu acabei tendo que fazer basicamente tudo do zero, no caso descartando o código que você passou, ele era bem bagunçado e tal, dai preferi fazer eu mesmo, com minha propria organização, que ai facilita. Ha-Ha!Como pode ver, tive que fazer uma pequena adaptação no posicionamente das janelas. De praxe a janela inferior onde o nível e a exp deveriam ficar acabou ficando bem grande, há alguma outra informação que pode ser colocada nela? (Dinheiro, local, tempo de jogo, etc...)E aliás, não terá opção de equipamento? :D