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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
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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