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Final Fantasy VI Menu

Iniciado por Raizen, 01/04/2013 às 20:55

Final Fantasy VI Menu

Compativel com: RMVX
Compatibilidade :bom
Facilidade de uso: fácil
Lag gerado: baixo
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Condições de Uso
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  Não especificado pelo autor

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Para que serve o script
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Recriação do Menu de Final Fantasy 6 para o o VX, o script está em russo se não me engano, porém não é complicado ir se guiando de acordo com a imagem abaixo para traduzir apenas as partes relevantes!

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Script.
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##################################################
# Final Fantasy VI Menu #
##################################################
# Made by: CrasheR
# Correction by SAE
##############

module Szkodnik_Sae	  
Lokacja = "Lokacja"
Czas_gry = "Czas Gry"
Pieniądze = "Pieniądze"	
end

#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
#  ゲーム中のすべてのウィンドウのスーパークラスです。
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ● 定数
  #--------------------------------------------------------------------------
  WLH = 24				  # 行の高さ基準値 (Window Line Height)
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #	 x	  : ウィンドウの X 座標
  #	 y	  : ウィンドウの Y 座標
  #	 width  : ウィンドウの幅
  #	 height : ウィンドウの高さ
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
	super()
	self.windowskin = Cache.system("Window")
	self.x = x
	self.y = y
	self.width = width
	self.height = height
	self.z = 100
	self.back_opacity = 2000
	self.openness = 255
	create_contents
	@opening = false
	@closing = false
end

  def draw_actor_level_menu(actor, x, y)
	self.contents.font.color = system_color
	self.contents.draw_text(x - 170, y + 29, 32, WLH, Vocab::level_a)
	self.contents.font.color = normal_color
	self.contents.draw_text(x -125, y + 29, 24, WLH, actor.level, 2)
  end
end

class Window_MenuStatus < Window_Selectable
  def initialize(x, y)
	super(x, y, 544, 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_level_menu(actor, x + 200, y)
	  draw_actor_state(actor, x, y + WLH * 2)
	  draw_actor_hp(actor, x + 30, y + 44* 1)
	  draw_actor_mp(actor, x + 30, y + 29* 2)
	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

class Game_Map
attr_reader   :map_id
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end

class Window_Mapname < Window_Base
  def initialize(x, y)
	super(x, y, 180, 120)
	refresh
  end
def refresh
	self.contents.clear
	self.contents.font.color = system_color
	self.contents.draw_text(4, 0, 120, 32, Szkodnik_Sae::Lokacja)
	self.contents.font.color = normal_color
	self.contents.draw_text(25, 20, 120, 32, $game_map.mpname.to_s, 2)
	self.contents.font.color = system_color
	self.contents.draw_text(4, 45, 120, 32, Szkodnik_Sae::Pieniądze)
	draw_currency_value($game_party.gold, 25, 65, 120)
end
end

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, Szkodnik_Sae::Czas_gry)
	@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

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
	@status_window = Window_MenuStatus.new(0, 0)
	@playtime_window = Window_Time .new(385, 210)
	@mapname_window = Window_Mapname.new(365, 296)
	@status_window.openness = 0
	@playtime_window.openness = 0
	@mapname_window.openness = 0
	@status_window.open
	@playtime_window.open
	@mapname_window.open
  end
  def pre_terminate
	@status_window.close
	@playtime_window.close
	@mapname_window.close
	@command_window.close
	begin
	@status_window.update
	@playtime_window.update
	@mapname_window.update
	@command_window.update
	Graphics.update
	end until @status_window.openness == 0
  end
  def terminate
	dispose_menu_background
	@command_window.dispose
	@status_window.dispose
	@playtime_window.dispose
	@mapname_window.dispose
  end
  def update
	update_menu_background
	@command_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.z = 1000
	@command_window.openness = 0
	@command_window.open
	@command_window.x = 544 - @command_window.width
	@command_window.y = 0
	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::<img src='http://forums.rpgmakerweb.com/public/style_emoticons/<#EMO_DIR#>/cool.png' class='bbc_emoticon' alt='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::<img src='http://forums.rpgmakerweb.com/public/style_emoticons/<#EMO_DIR#>/cool.png' class='bbc_emoticon' alt='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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Spoiler
[close]

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Download
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Não necessário

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Créditos e Avisos
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CrasheR

  Nossa, ficou MUITO parecido!  Bons tempos esse de FF.

  Fodinha esse russo, hein. paokdapsokd'

LOL muito igual, concordo com o lobozero a respeito do russo.

Só para constar, isso não é russo, é polonês(o pai Google sabe).
Traduzir o script não deve ser muito difícil se você tiver um tradutor.

Alguêm me ajuda no meu ta dando erro na linha 248:
if Input.trigger?(Input::<img src='http://forums.rpgmakerweb.com/public/style_emoticons/<#EMO_DIR#>/cool.png' class='bbc_emoticon' alt='B)' />
  :grr:

31/08/2014 às 03:17 #5 Última edição: 31/08/2014 às 09:07 por Super Tifa
Eu tenho uma versão desse script que eu mesma modifiquei e traduzi as variaveis pro antigo build do meu fangame de FF.
Amanhã upo.
Muito bom script, já o usei, recomendo.

@Kerton: É um bug do BBC do site do qual foi retirado, o site confundiu o input com um smiley.
Se o Raizen não corrigir, espere pela minha versão já corrigida e com variáveis traduzidas.

EDIT;
##################################################
# Final Fantasy VI Menu
##################################################
# Made by: CrasheR
# Correction by SAE
##############

module Szkodnik_Sae	  
Lokacja = "Local" #Variável de Local/Nome do Mapa
Czas_gry = "Tempo" # Variável de Tempo (duh)
Pieniądze = "Fundos" #Variável de Unidade Monetária	
end

#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
#  ゲーム中のすべてのウィンドウのスーパークラスです。
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ● 定数
  #--------------------------------------------------------------------------
  WLH = 24				  # 行の高さ基準値 (Window Line Height)
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #	 x	  : ウィンドウの X 座標
  #	 y	  : ウィンドウの Y 座標
  #	 width  : ウィンドウの幅
  #	 height : ウィンドウの高さ
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
	super()
  self.windowskin = Cache.system("Window")
	self.x = x
	self.y = y
	self.width = width
	self.height = height
	self.z = 100
	self.back_opacity = 2000
	self.openness = 255
	create_contents
	@opening = false
	@closing = false
end

  def draw_actor_level_menu(actor, x, y)
	self.contents.font.color = system_color
	self.contents.draw_text(x - 170, y + 29, 32, WLH, Vocab::level_a)
	self.contents.font.color = normal_color
	self.contents.draw_text(x -125, y + 29, 24, WLH, actor.level, 2)
  end
end

class Window_MenuStatus < Window_Selectable
  def initialize(x, y)
	super(x, y, 544, 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_level_menu(actor, x + 200, y)
	  draw_actor_state(actor, x, y + WLH * 2)
	  draw_actor_hp(actor, x + 30, y + 44* 1)
	  draw_actor_mp(actor, x + 30, y + 31* 2)
	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

class Game_Map
attr_reader   :map_id
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end

class Window_Mapname < Window_Base
  def initialize(x, y)
	super(x, y, 180, 120)
	refresh
  end
def refresh
	self.contents.clear
	self.contents.font.color = system_color
	self.contents.draw_text(4, 0, 120, 32, Szkodnik_Sae::Lokacja)
	self.contents.font.color = normal_color
	self.contents.draw_text(25, 20, 120, 32, $game_map.mpname.to_s, 2)
	self.contents.font.color = system_color
	self.contents.draw_text(4, 45, 120, 32, Szkodnik_Sae::Pieniądze)
	draw_currency_value($game_party.gold, 25, 65, 120)
end
end

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, Szkodnik_Sae::Czas_gry)
	@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

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
	@status_window = Window_MenuStatus.new(0, 0)
	@playtime_window = Window_Time .new(385, 210)
	@mapname_window = Window_Mapname.new(365, 296)
	@status_window.openness = 0
	@playtime_window.openness = 0
	@mapname_window.openness = 0
	@status_window.open
	@playtime_window.open
	@mapname_window.open
  end
  def pre_terminate
	@status_window.close
	@playtime_window.close
	@mapname_window.close
	@command_window.close
	begin
	@status_window.update
	@playtime_window.update
	@mapname_window.update
	@command_window.update
	Graphics.update
	end until @status_window.openness == 0
  end
  def terminate
	dispose_menu_background
	@command_window.dispose
	@status_window.dispose
	@playtime_window.dispose
	@mapname_window.dispose
  end
  def update
	update_menu_background
	@command_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.z = 1000
	@command_window.openness = 0
	@command_window.open
	@command_window.x = 544 - @command_window.width
	@command_window.y = 0
	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


Podem existir erros, eu modifico os scripts e não me lembro das merdas que faço. Teste, e se não funcionar, fale.
Gifts:
Danti | Misty


Fico muito bom parabéns !
T-T