O TEMA DO FÓRUM ESTÁ EM MANUTENÇÃO. FEEDBACKS AQUI: ACESSAR

Mog Basic Menu Plus

Iniciado por LoboShow, 30/11/2012 às 19:07

Nome do script/sistema

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

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Condições de Uso
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  Dê os créditos ao criador.

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Para que serve o script
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  Menu padrão VX com adição de alguns extras, neste script você poderá trabalhar em cima dele e adaptá-lo facilmente ao seu jogo.
  Basta colar acima do Main.

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Script
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#################################################
# Mog Basic Menu Plus V 1.0                      #
##################################################
# By Moghunter
# [URL=http://www.atelier-rgss.com]http://www.atelier-rgss.com[/URL]
##################################################
#Menu padrão VX com adição de alguns extras, neste
#script você poderá trabalhar em cima dele e adaptá-lo
#facilmente ao seu jogo.
#-------------------------------------------------
##############
# Game_Actor #
##############
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
###############
# Window_Base #
###############
class Window_Base < Window 
  def draw_actor_level_menu(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2)
  end 
  def draw_actor_class_menu(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 85, WLH, actor.class.name)
  end   
 def exp_gauge_color1
    return text_color(30)
  end
  def exp_gauge_color2
    return text_color(31)
  end 
def draw_actor_exp_meter(actor, x, y, width = 100) 
  if actor.next_exp != 0
  exp = actor.now_exp
  else
  exp = 1
  end
    gw = width * exp / [actor.next_exp, 1].max
    gc1 = exp_gauge_color1
    gc2 = exp_gauge_color2
    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)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 30, WLH, "Exp")   
    self.contents.font.color = normal_color
    xr = x + width
    self.contents.draw_text(xr - 60, y, 60, WLH,  actor.next_rest_exp_s, 2)   
end
end
#####################
# Window_MenuStatus #
#####################
class Window_MenuStatus < Window_Selectable
  def initialize(x, y)
    super(x, y, 384, 416)
    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
      draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
      x = 104
      y = actor.index * 96 + WLH / 2
      draw_actor_name(actor, x, y)
      draw_actor_class_menu(actor, x + 120, y)
      draw_actor_level_menu(actor, x + 200, y)
      draw_actor_state(actor, x, y + WLH * 2)
      draw_actor_hp(actor, x + 120, y + WLH * 1)
      draw_actor_mp(actor, x + 120, y + WLH * 2)
      draw_actor_exp_meter(actor, x , y + WLH * 1)
    end
  end
  def update_cursor
    if @index < 0               
      self.cursor_rect.empty
    elsif @index < @item_max   
      self.cursor_rect.set(0, @index * 96, contents.width, 96)
    elsif @index >= 100         
      self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
    else                     
      self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
    end
  end
end
############
# Game_Map #
############
class Game_Map
attr_reader   :map_id 
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end
###############
# Window_Time #
###############
class Window_Mapname < Window_Base
  def initialize(x, y)
    super(x, y, 160, WLH + 64)
    refresh
  end 
def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Location")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 2)
end
end
###############
# Window_Time #
###############
class Window_Time < Window_Base
  def initialize(x, y)
    super(x, y, 160, WLH + 64)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Play Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, text, 2)
end
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
##############
# Scene_Menu #
##############
class Scene_Menu   
  def main
    start                         
    perform_transition           
    Input.update                 
    loop do
      Graphics.update           
      Input.update             
      update                     
      break if $scene != self     
    end
    Graphics.update
    pre_terminate             
    Graphics.freeze               
    terminate                   
  end 
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end 
  def create_menu_background
    @menuback_sprite = Sprite.new
    @menuback_sprite.bitmap = $game_temp.background_bitmap
    @menuback_sprite.color.set(16, 16, 16, 128)
    update_menu_background
  end 
  def create_menu_background
    @menuback_sprite = Sprite.new
    @menuback_sprite.bitmap = $game_temp.background_bitmap
    @menuback_sprite.color.set(16, 16, 16, 128)
    update_menu_background
  end
  def dispose_menu_background
    @menuback_sprite.dispose
  end
  def update_menu_background
  end 
  def perform_transition
     Graphics.transition(10)
  end
  def start
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(160, 0)
    @playtime_window = Window_Time .new(0, 270)
    @mapname_window = Window_Mapname.new(0, 178)
    @status_window.openness = 0
    @playtime_window.openness = 0
    @mapname_window.openness = 0
    @gold_window.openness = 0
    @status_window.open
    @playtime_window.open
    @mapname_window.open
    @gold_window.open
  end
  def pre_terminate
    @status_window.close
    @playtime_window.close
    @mapname_window.close
    @gold_window.close
    @command_window.close
    begin
    @status_window.update
    @playtime_window.update
    @mapname_window.update
    @gold_window.update
    @command_window.update
    Graphics.update
    end until @status_window.openness == 0
  end 
  def terminate
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @playtime_window.dispose
    @mapname_window.dispose
  end
  def update
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update
    @mapname_window.update
    @playtime_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.index = @menu_index
    @command_window.openness = 0
    @command_window.open
    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
$mogscript = {} if $mogscript == nil
$mogscript["basic_menu_plus"] = true


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Imagens
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Créditos e Avisos
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Criador : Moghunter

Gostei, só acho que por estar em japonês é um pouco complicado xD
No mais, obrigado por postar.
To Die Is To Find Out If Humanity Ever Conquers Death

Interessante, mas como o B disse, o japonês pode trazer alguns problemas.