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El record de usuarios en línea fue de 117 durante el Mar 09 Ago 2011, 3:39 pm

[RGSS2] Menu Nostalgia DS

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[RGSS2] Menu Nostalgia DS Empty [RGSS2] Menu Nostalgia DS

Mensaje por Maahkehro Lun 14 Feb 2011, 1:35 pm

Menú Nostalgia DS

Introducción
Éste Script creado por EvilEagles, usuario de [Tienes que estar registrado y conectado para ver este vínculo] hace que el menú tradicional del RPG Maker VX, sea muy similar al del Videojuego de DS, Nostalgia.
Este Script es totalmente funcional con otros Scripts, exceptuando algunos que modifiquen el menú.
Tiene algunas características modificables, como los iconos de cada sección del menú.

¿Cómo instalarlo?
Este Script es totalmente Plug'n'Play, es decir, con sólo copiarlo y pegarlo sobre Main, ya funciona. Aunque también se puede modificar.

Screenshot
[Tienes que estar registrado y conectado para ver esa imagen]

Script
Código:
#============================================================================ #
# Menu Nostalgia v1.0
# by Zidane ~ EvilEagles
# This script makes your menu look like the menu of the DS game Nostalgia.
# ============================================================================ #

module Zid
# ---------------------------------------------------------------------------- #
# Set the description for each Menu command.
# ---------------------------------------------------------------------------- #

  ITEMCMD_DESCRIPTION  = "View your items"
  SKILLCMD_DESCRIPTION  = "View your skills"
  EQUIPCMD_DESCRIPTION  = "Equip your characters"
  STATUSCMD_DESCRIPTION = "View your status"
  SAVECMD_DESCRIPTION  = "Save your progress"
  ENDCMD_DESCRIPTION    = "End Game"

# ----------------------- END OF THE CONFIGURATION --------------------------- #
#        DON'T TOUCH ANYTHING UNLESS YOU KNOW WHAT YOU'RE DOING
# ---------------------------------------------------------------------------- #
end
 
#==============================================================================
# ** Window_MenuCommand
#==============================================================================
class Window_MenuCom < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x      : window x-coordinate
  #    y      : window y-coordinate
  #    width  : window width
  #    height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(137, 10, width - 270, WLH + 34, 10)
    @column_max = 6
    self.index = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Get Item
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Whether or not to display in enabled state
  #    item : item
  #--------------------------------------------------------------------------
  def enable?(index)
    if $game_party.members.size == 0 and index <= 3
      return false
    end
    if $game_system.save_disabled and index = 6
      return false
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = ["Item","Skill","Equip","Status","Save","End"]
    @icon = [64,231,3,137,141,224]
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #    index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index]
    if item != nil
      enabled = enable?(index)
      rect.width -= 10
      rect.x += 0
      draw_icon(@icon[index], rect.x + 3, rect.y + 3, enabled)
    end
  end

 
  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = (contents.width + @spacing) / @column_max - @spacing
    rect.height = 30
    rect.x = index % @column_max * (rect.width + @spacing)
    rect.y = index / @column_max * WLH
    return rect
  end
 
end


#==============================================================================
# ** Window_MenuNosStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuNosStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x : window X coordinate
  #    y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(0, 56, 384, 304)
    refresh
    self.active = false
    self.index = -1
    self.z = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, 2, actor.index * 68 + 2 ,65 )
      x = 68
      y = actor.index * 70
      self.contents.font.bold = true
      draw_actor_name(actor, x + 5, y)
      self.contents.font.bold = false
      draw_actor_level(actor, x + 110, y)
      draw_actor_state(actor, x + 170, y)
      self.contents.font.size = 18
      draw_nosactor_hp(actor, x + 10, y + WLH * 1)
      draw_nosactor_mp(actor, x + 150, y + WLH * 1)
      self.contents.font.size = 21
      draw_actor_exp_meter(actor, x + 45, y + WLH * 2 - 10)
    end
  end
 
 
  #--------------------------------------------------------------------------
  # * Update cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0              # No cursor
      self.cursor_rect.empty
    elsif @index < @item_max    # Normal
      self.cursor_rect.set(0, @index * 68, contents.width, 68)
    elsif @index >= 100        # Self
      self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
    else                        # All
      self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
    end
  end
end



#==============================================================================
# ** Window_Base
#==============================================================================

class Window_Base
  #--------------------------------------------------------------------------
  # * Draw HP
  #    actor : actor
  #    x    : draw spot x-coordinate
  #    y    : draw spot y-coordinate
  #    width : Width
  #--------------------------------------------------------------------------
  def draw_nosactor_hp(actor, x, y)
    contents.font.bold = true
    contents.font.color = Color.new(255,126,0)
    contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
    contents.font.bold = false
    contents.font.color = normal_color
    contents.font.color = hp_color(actor)
    last_font_size = contents.font.size
    contents.draw_text(x + 24, y, 44, WLH, actor.hp, 2)
    contents.font.color = normal_color()
    contents.draw_text(x + 68, y, 11, WLH, "/", 2)
    contents.draw_text(x + 79, y, 44, WLH, actor.maxhp, 2)
  end
  #--------------------------------------------------------------------------
  # * Draw MP
  #    actor : actor
  #    x    : draw spot x-coordinate
  #    y    : draw spot y-coordinate
  #    width : Width
  #--------------------------------------------------------------------------
  def draw_nosactor_mp(actor, x, y)
    contents.font.bold = true
    contents.font.color = Color.new(0,38,255)
    contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
    contents.font.bold = false
    contents.font.color = normal_color
    contents.font.color = mp_color(actor)
    last_font_size = contents.font.size
    contents.draw_text(x + 24, y, 44, WLH, actor.mp, 2)
    contents.font.color = normal_color()
    contents.draw_text(x + 68, y, 11, WLH, "/", 2)
    contents.draw_text(x + 79, y, 44, WLH, actor.maxmp, 2)
  end
  #--------------------------------------------------------------------------
  # * EXP Gauge Color 1
  #--------------------------------------------------------------------------
  def exp_gauge_color1
    return text_color(30)
  end
  #--------------------------------------------------------------------------
  # * EXP Gauge Color 2
  #--------------------------------------------------------------------------
  def exp_gauge_color2
    return text_color(31)
  end 
  #--------------------------------------------------------------------------
  # * Draw EXP Gauge
  #--------------------------------------------------------------------------
def draw_actor_exp_meter(actor, x, y, width = 230)

  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 = Color.new(0,255,29)
    self.contents.draw_text(x - 40, y + 5, 30, WLH, "EXP")
    self.contents.font.color = normal_color
    xr = x + width   
end
end


#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(384, 79)
    @status_window = Window_MenuNosStatus.new(0, 56)
    @help_window  = Window_Help.new
    @help_window.x = 0
    @help_window.y = 360
    @playtime_window = Window_PlayTime.new(384, 135)
    @mapname_window = Window_Mapname.new(384, 191)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    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
      update_command_selection2
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @help_window.dispose
    @playtime_window.dispose
    @mapname_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_MenuCom.new(0, 0, 544, 80)
    @command_window.index = @menu_index
    @command_window.z = 200
  end

  #--------------------------------------------------------------------------
  # * update_command_selection2
  #--------------------------------------------------------------------------
  def update_command_selection2
      case @command_window.index
    when 0
      @help_window.set_text(Zid::ITEMCMD_DESCRIPTION)
    when 1
      @help_window.set_text(Zid::SKILLCMD_DESCRIPTION)
    when 2
      @help_window.set_text(Zid::EQUIPCMD_DESCRIPTION)
    when 3
      @help_window.set_text(Zid::STATUSCMD_DESCRIPTION)
    when 4
      @help_window.set_text(Zid::SAVECMD_DESCRIPTION)
    when 5
      @help_window.set_text(Zid::ENDCMD_DESCRIPTION)
    end
  end
end


#==============================================================================
# ** Window_PlayTime
#==============================================================================
class Window_PlayTime < Window_Base
  def initialize(x, y)
    super(x, y, 160, WLH + 32)
    refresh
  end
  def refresh
    self.contents.clear
    @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, -5, 120, 32, text, 2)
    draw_icon(188, 4, 0)
end
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    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_Mapname
#==============================================================================
class Window_Mapname < Window_Base
  def initialize(x, y)
    super(x, y, 160, WLH * 2 + 32)
    refresh
  end 
def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 20, 120, 32, $game_map.mpname.to_s, 2)
    draw_icon(2680, 4, -2)
end
end


#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor < Game_Battler

  #--------------------------------------------------------------------------
  # * now_exp
  #--------------------------------------------------------------------------
    def now_exp
      return @exp - @exp_list[@level]
    end
  #--------------------------------------------------------------------------
  # * next_exp
  #--------------------------------------------------------------------------
    def next_exp
      return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
    end
end

Créditos
EvilEagle por crear el Script.
MogHunter por tener algunas bases en el script.
Maahkehro
Maahkehro
300
300

Masculino

Edad 26

Cantidad de envíos 431

Maker Cash 1888

Reputación 81


Extras
Sobre mí:: Si no me das +1 a mis aportes, saco mi Ametralladora lanza-cuchillos y me convierto en un Dios Oscuro come-hombres e.e

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[RGSS2] Menu Nostalgia DS Empty Re: [RGSS2] Menu Nostalgia DS

Mensaje por Shadow97 Lun 14 Feb 2011, 1:56 pm

Ooh :)
Estaa genial !
+1
Shadow97
Shadow97
Moderador
Moderador

Masculino

Edad 26

Cantidad de envíos 2021

Maker Cash 4907

Reputación 104


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[RGSS2] Menu Nostalgia DS Empty Re: [RGSS2] Menu Nostalgia DS

Mensaje por Rpg-xd Lun 14 Feb 2011, 2:42 pm

Creo k lo usare en mi proyecto,gracias +1
Rpg-xd
Rpg-xd
30
30

Masculino

Edad 31

Cantidad de envíos 45

Maker Cash 37

Reputación 4


Extras
Sobre mí:: ANIME_FAN Y MAKER_FAN

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[RGSS2] Menu Nostalgia DS Empty Re: [RGSS2] Menu Nostalgia DS

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