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Menu Final Fantasy XIII
4 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Menu Final Fantasy XIII
Menu Final Fantasy XIII
Aquí os dejo el fantástico menu de "Final Fantasy Trece",
esta muy bien hecho y basante completo.
Instrucciones
ATENCIÓN:NECESITAIS EL YANFLY ENGINE MELODY'S MAIN MENU
1.Descargad estas imagenes y ponedlas en Graphics/System
[Tienes que estar registrado y conectado para ver esa imagen]
2.Las opciones para cambiar las imagenes y esas cosas,las encontrareis dentro del script,el tamaño de las imagenes de los personajes es de 104x288
3.Poned este script encima de Main.
- Código:
[font=monospace]#===============================================================================
# Script publicitado por Fuyu exclusivamente para RPG Maker VX Foro
# Script hecho por Shanghai y todos los créditos van para élla.
#
# Shanghai Simple Script - Final Fantasy 13 Main Menu
# Last Date Updated: 2010.06.02
# Level: Normal
#
# NOTA! Esto requiere Yanfly Engine Melody's Main Menu Melody script para ser
# instalado y localizado de este para funcionar. Esto hace tu menu principal
# con un aspecto como el de Final Fantasy XIII
#===============================================================================
# Instruciones
# -----------------------------------------------------------------------------
# Para instalar este script,abre tu editor de scripts y copia/pega este script
# hacia un espacio abierto debajo de ▼ materiales pero arriba de ▼ Main.
#Recuarda guardar lo que has hecho.
#===============================================================================
$imported = {} if $imported == nil
$imported["FinalFantasy13Menu"] = true
module SSS
# Esta es la imagen para el menu del fondo.Pon esto dentro de la carpeta.
# Graphics\System.
MENU_BACK_IMAGE = "MenuBack"
# Esta es la imagen usada parte de atras del menu items.Esta
# imagen debe ser de 160x24 pixeles y debe colocarse dentro de la carpeta #Graphics\System folder.
MENU_BACK_ITEM_IMAGE = "MenuBackItem"
# Esto establece el color de los textos del menu "Help"
MENU_HELP_TEXT_COLOR = Color.new(0, 0, 0)
# Esto es el formato del texto para escribir la localización del mapa
MENU_LOCATION = "Location: %s"
# Esto tiene puestas las imagenes de los actores.Las imagenes tienen que ponerse
#dentro de la carpeta Graphics\System y estas deben de ser de 104x288 pixels.
MENU_ACTOR_IMAGES ={
1 => "MenuRalph",
2 => "MenuUlrika",
3 => "MenuBennett",
4 => "MenuYlva",
} # Remove this and perish.
# Esto tiene puesto que colores pertenecen a cada clase.
MENU_CLASS_COLORS ={
1 => 2,
2 => 6,
3 => 4,
4 => 5,
} # Remove this and perish.
# Esto pone las descripciones del menu comandos.
MENU_HELP_WINDOW ={
"Item" => "View and manage your party's items.",
"Status" => "View a party member's status.",
"Skill" => "Manage a party member's skills.",
"Equip" => "Manage a party member's equipment.",
"Save" => "Save your current progress.",
"Game End" => "End the current game.",
"System" => "Adjust the game's options.",
} # Remove this and perish.
end
#==============================================================================
# ** Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_sss_ff13_menu_window_base initialize unless $@
def initialize(x, y, width, height)
initialize_sss_ff13_menu_window_base(x, y, width, height)
self.opacity = 0 if $scene.is_a?(Scene_Menu)
end
end
#==============================================================================
# ** Window_MenuHelp
#==============================================================================
class Window_MenuHelp < Window_Help
#--------------------------------------------------------------------------
# * Set Text
#--------------------------------------------------------------------------
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
self.contents.font.shadow = false
self.contents.font.color = SSS::MENU_HELP_TEXT_COLOR
self.contents.draw_text(4, 0, self.width - 40, WLH, text, align)
@text = text
@align = align
end
end
end
#==============================================================================
# ** Window_MainMenuParty
#==============================================================================
class Window_MainMenuParty < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x-24, y, Graphics.width-x+32, Graphics.height-y)
self.active = false
@column_max = [4, $game_party.members.size].max
@spacing = 0
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@data = $game_party.members
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
actor = @data[index]
unless actor.nil?
draw_actor_image(actor, rect)
draw_actor_name(actor, rect)
draw_actor_state(actor, rect.x, WLH*5/2, 96)
draw_actor_class(actor, rect)
draw_actor_level(actor, rect)
draw_actor_hp(actor, rect)
draw_actor_mp(actor, rect)
end
end
#--------------------------------------------------------------------------
# * Draw Actor Image
#--------------------------------------------------------------------------
def draw_actor_image(actor, rect)
filename = SSS::MENU_ACTOR_IMAGES[actor.id]
return if filename.nil?
bitmap = Cache.system(filename)
image_rect = Rect.new(2, 2, rect.width-4, 284)
self.contents.blt(rect.x+2, rect.y+2, bitmap, image_rect)
end
#--------------------------------------------------------------------------
# * Draw Actor Name
#--------------------------------------------------------------------------
def draw_actor_name(actor, rect)
name = actor.name
self.contents.font.size = Font.default_size
self.contents.font.color = normal_color
self.contents.draw_text(rect.x+4, WLH*3/2, rect.width-8, WLH, name)
end
#--------------------------------------------------------------------------
# * Draw Actor Class
#--------------------------------------------------------------------------
def draw_actor_class(actor, rect)
name = actor.class.name
self.contents.font.size = Font.default_size - 4
color_id = SSS::MENU_CLASS_COLORS[actor.class.id].to_i
self.contents.font.color = text_color(color_id)
self.contents.draw_text(rect.x+4, WLH*0, rect.width-8, WLH, name, 2)
end
#--------------------------------------------------------------------------
# * Draw Actor Level
#--------------------------------------------------------------------------
def draw_actor_level(actor, rect)
self.contents.font.size = Font.default_size - 4
self.contents.font.color = power_up_color
yy = 288 - WLH*7/2 - 8
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, Vocab.level_a, 0)
yy += WLH/2
self.contents.font.color = normal_color
self.contents.font.size += 2
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, actor.level, 2)
end
#--------------------------------------------------------------------------
# * Draw Actor HP
#--------------------------------------------------------------------------
def draw_actor_hp(actor, rect)
self.contents.font.size = Font.default_size - 4
self.contents.font.color = hp_gauge_color2
yy = 288 - WLH*5/2 - 4
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, Vocab.hp, 0)
yy += WLH/2
self.contents.font.color = normal_color
self.contents.font.size += 2
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, actor.hp, 2)
end
#--------------------------------------------------------------------------
# * Draw Actor MP
#--------------------------------------------------------------------------
def draw_actor_mp(actor, rect)
self.contents.font.size = Font.default_size - 4
self.contents.font.color = mp_gauge_color2
yy = 288 - WLH*3/2
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, Vocab.mp, 0)
yy += WLH/2
self.contents.font.color = normal_color
self.contents.font.size += 2
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, actor.mp, 2)
end
#--------------------------------------------------------------------------
# * Item Rect
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = 288
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * WLH
return rect
end
end
#==============================================================================
# ** Window_MenuTimer
#==============================================================================
class Window_MenuTimer < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, Graphics.height - 60, 120, 56)
self.contents.font.size = Font.default_size - 4
self.contents.font.shadow = false
self.contents.font.color = SSS::MENU_HELP_TEXT_COLOR
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
format = "%03d:%02d:%02d"
@game_time = Graphics.frame_count / Graphics.frame_rate
hours = @game_time / 3600
minutes = @game_time / 60 % 60
seconds = @game_time % 60
text = sprintf(format, hours, minutes, seconds)
self.contents.draw_text(0, 0, contents.width-4, WLH, text, 2)
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
super
refresh if @game_time != (Graphics.frame_count / Graphics.frame_rate)
end
end
#==============================================================================
# ** Window_MenuGold
#==============================================================================
class Window_MenuGold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(100, Graphics.height - 60, 120, 56)
self.contents.font.size = Font.default_size - 4
self.contents.font.shadow = false
self.contents.font.color = SSS::MENU_HELP_TEXT_COLOR
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
text = sprintf("%d%s", $game_party.gold, Vocab.gold)
self.contents.draw_text(0, 0, contents.width-4, WLH, text, 0)
end
end
#==============================================================================
# ** Window_MenuLocation
#==============================================================================
class Window_MenuLocation < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(Graphics.width/2-16, Graphics.height - 60, Graphics.width/2+16, 56)
self.contents.font.size = Font.default_size - 4
self.contents.font.shadow = false
self.contents.font.color = SSS::MENU_HELP_TEXT_COLOR
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
text = sprintf(SSS::MENU_LOCATION, $game_map.map_name)
self.contents.draw_text(4, 0, contents.width, WLH, text, 0)
end
end
#===============================================================================
# Override Main Menu Melody Settings
#===============================================================================
YEM::MENU::USE_ICONS = false
YEM::MENU::MENU_RIGHT_SIDE = false
YEM::MENU::ON_SCREEN_MENU = false
YEM::MENU::USE_MULTI_VARIABLE_WINDOW = false
#==============================================================================
# ** Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
alias start_sss_ff13_menu start unless $@
def start
start_sss_ff13_menu
start_ff13_menu_style
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
alias terminate_sss_ff13_menu terminate unless $@
def terminate
@help_window.dispose
@location_window.dispose
@menu_timer_window.dispose
@menubackitem_sprite.bitmap.dispose
@menubackitem_sprite.dispose
terminate_sss_ff13_menu
end
#--------------------------------------------------------------------------
# * Create Background for Menu Screen
#--------------------------------------------------------------------------
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = Cache.system(SSS::MENU_BACK_IMAGE)
update_menu_background
end
#--------------------------------------------------------------------------
# * Update Background for Menu Screen
#--------------------------------------------------------------------------
def update_menu_background
super
@menubackitem_sprite.update unless @menubackitem_sprite.nil?
@menu_timer_window.update unless @menu_timer_window.nil?
end
#--------------------------------------------------------------------------
# * Create Menu Back Items
#--------------------------------------------------------------------------
def create_menu_back_items
@menubackitem_sprite = Sprite.new
width = 160
height = @command_window.height-32
@menubackitem_sprite.bitmap = Bitmap.new(width, height)
bitmap = Cache.system(SSS::MENU_BACK_ITEM_IMAGE)
rect = Rect.new(0, 0, 160, 24)
y = 0
loop do
break if y >= height
@menubackitem_sprite.bitmap.blt(0, y, bitmap, rect)
y += 24
end
@menubackitem_sprite.y = @command_window.y+16
end
#--------------------------------------------------------------------------
# * Start Final Fantasy 13 Menu Style
#--------------------------------------------------------------------------
def start_ff13_menu_style
@gold_window.dispose
@gold_window = Window_MenuGold.new
@menu_timer_window = Window_MenuTimer.new
@location_window = Window_MenuLocation.new
@help_window = Window_MenuHelp.new
@help_window.x += 48
@help_window.width -= 48
@help_window.create_contents
@help_window.contents.font.size = Font.default_size - 4
@command_window.y = @help_window.height - 9
@status_window.dispose
x = @command_window.width
y = @help_window.height-9
@status_window = Window_MainMenuParty.new(x, y)
@command_window.x -= 4
@help_window.y += 12
update_help_window
create_menu_back_items
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
alias update_command_selection_sss_ff13_menu update_command_selection unless $@
def update_command_selection
update_help_window
update_command_selection_sss_ff13_menu
end
#--------------------------------------------------------------------------
# * Update Help Window
#--------------------------------------------------------------------------
def update_help_window
return if @help_window_index == @command_window.index
@help_window_index = @command_window.index
commands = @command_window.commands
text = SSS::MENU_HELP_WINDOW[commands[@help_window_index]].to_s
@help_window.set_text(text)
end
end
#===============================================================================
#
# END OF FILE
#
#===============================================================================[/font]
EXTRAS
Aquí les dejo el link que os lleva hacia la demo del melody y podais
poner el Main Menu en vuestro juego.
- Código:
http://rpgmakervx.forosactivos.net/t2740-sistema-de-batalla-melody
Un saludo,
Fuyu
Última edición por Fuyu el Sáb 29 Ene 2011, 3:58 pm, editado 1 vez
Fuyu- 30
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Sobre mí::
Re: Menu Final Fantasy XIII
Que bien! :D! Pero.... Y los creditos? Es tuyo? Bueno, aun asi dejo un +1 grandote...
Sigue aportando asi... Salutes :D
Sigue aportando asi... Salutes :D
ZChang- 300
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Sobre mí:: ...
Re: Menu Final Fantasy XIII
Los creditos son para Yanfly , lo pone en el Script
Gran Aporte !
Gran Aporte !
Shadow97- Moderador
-
26
2021
4907
104
Re: Menu Final Fantasy XIII
yanfly? dice Shangai xDShadow97 escribió:Los creditos son para Yanfly , lo pone en el Script
Gran Aporte !
ZChang- 300
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Sobre mí:: ...
Re: Menu Final Fantasy XIII
Dejadme Desaclarar el Autor:
Es de Shangai , una creadora de scripts para el melody que es miembro del equipo Yanfly.
Es de Shangai , una creadora de scripts para el melody que es miembro del equipo Yanfly.
Shirokull- 500
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Sobre mí:: Si me conociste tiempo atrás, olvída quien era, fijate en quien está ahora y júzgame apartir de los actos que hoy ejecuto.
Re: Menu Final Fantasy XIII
Es verdá . Perdón por la confusion ...
Aclarado , es de Shangai .
Aclarado , es de Shangai .
Shadow97- Moderador
-
26
2021
4907
104
Re: Menu Final Fantasy XIII
Pues eso,gracias por darme opiniones positivas y,sorpresa.Para facilitaros la cosa modificando el script,lo traducí al castellano.Eso si,puede que hayan cosas que no haya traducido muy bien..ya que mi ingles no es 100% Pro xD.Reportad o correjidme una frase si quereis,y yo lo editare con gusto
Fuyu- 30
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Sobre mí::
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