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Compact Custom Menu System

Iniciado por LoboShow, 25/01/2013 às 14:49

Compact Custom Menu System

Compativel com: RMVX
Compatibilidade: ?
Facilidade de uso: ?
Lag gerado: ?

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Para que serve o script
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Outro menu bem compacto.  :XD:

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Imagens
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Script
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#==============================================================================
#  Compact Custom Menu System
#         RMVX Version
#            v1.0
#         by  Rubymatt
#==============================================================================


#==============================================================================
# ** NEW Window_Gold
#==============================================================================

class Window_Gold < Window_Base
  def initialize(x, y)
    super(x, y, 224, WLH + 32)
    refresh
  end
  def refresh
    self.contents.clear
    draw_currency_value($game_party.gold, 4, 0, 184)
  end
end

#==============================================================================
# ** NEW Window_MenuStatus
#==============================================================================

class Window_NewMenuStatus < Window_Selectable
  def initialize(x, y)
    super(0, 0, 64, $game_party.members.size * 36 + 32)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      x = 66
      y = actor.index * 36
      draw_actor_graphic(actor, x - 51, y + 32)
    end
  end
  def update_cursor
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(-2, @index * 36 - 2, 36, 36)
    end
  end
end

#==============================================================================
# ** NEW Scene_Menu
#==============================================================================

class Scene_Menu < Scene_Base
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  def start
    super
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(160, 248)
    @status_window = Window_NewMenuStatus.new(160, 0)
    @status_window.x = 320
    if $game_party.members.size == 4
      @status_window.y = 72
    elsif $game_party.members.size == 3
      @status_window.y = 88
    elsif $game_party.members.size == 2
      @status_window.y = 104
    elsif $game_party.members.size == 1
      @status_window.y = 120
    else
      @status_window.y = 72
    end
  end
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  def update
    super
    update_menu_background
    @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 = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.x = 160
    @command_window.y = 72
    @command_window.height = 176
    @command_window.index = @menu_index
    if $game_party.members.size == 0        
      @command_window.draw_item(0, false)  
      @command_window.draw_item(1, false)  
      @command_window.draw_item(2, false)    
      @command_window.draw_item(3, false)    
    end
    if $game_system.save_disabled            
      @command_window.draw_item(4, false)  
    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      
        $scene = Scene_Item.new
      when 1,2,3  
        start_actor_selection
      when 4      
        $scene = Scene_File.new(true, false, false)
      when 5    
        $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
        $scene = Scene_Skill.new(@status_window.index)
      when 2
        $scene = Scene_Equip.new(@status_window.index)
      when 3  
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end


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Créditos e Avisos
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Rubymatt, por criar o script