Últimos temas
» Script de menupor maxi Jue 04 Dic 2014, 1:44 pm
» Ayuda intro animado!!!
por maxi Miér 03 Dic 2014, 9:41 pm
» ayuda con este engin
por maxi Miér 03 Dic 2014, 8:42 am
» Hud de Vida 100% Personalizable - Engine Sencillo! Sin Scripts :)
por davidaikago Jue 20 Nov 2014, 10:58 am
» Ultimate parallax control by:GDS [ace]
por arellano Miér 08 Oct 2014, 8:28 pm
» Script Touhou (animated) Map name (v1.4)
por davidaikago Miér 08 Oct 2014, 2:09 pm
» tutorial puerta nueva
por davidaikago Miér 08 Oct 2014, 9:08 am
» cámara de fotos
por davidaikago Miér 08 Oct 2014, 9:05 am
» Imperial Action System II Demo
por davidaikago Miér 08 Oct 2014, 8:47 am
» VE Batalla animada [ACE]
por FhierusIV Jue 18 Sep 2014, 10:57 am
» Nuevo Reglamento del Foro [Vigente desde Septiembre 2014]
por maxi Miér 17 Sep 2014, 8:37 am
» MOG|Animated Title
por Souta21 Mar 09 Sep 2014, 7:24 pm
» Tutorial Engine - Cambiar Character al Equipar Objeto
por maxi Lun 21 Jul 2014, 10:19 am
» Script de climas
por gambasoxd Sáb 19 Jul 2014, 8:58 am
» Script de contraseña(codigo) para abrir un cofre
por rpgame Jue 03 Jul 2014, 6:03 pm
¿Quién está en línea?
En total hay 2 usuarios en línea: 0 Registrados, 0 Ocultos y 2 Invitados Ninguno
El record de usuarios en línea fue de 117 durante el Mar 09 Ago 2011, 3:39 pm
[RGSS2] Menu Nostalgia DS
3 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
[RGSS2] Menu Nostalgia DS
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
Créditos
EvilEagle por crear el Script.
MogHunter por tener algunas bases en el script.
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- 300
-
26
431
1888
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
Re: [RGSS2] Menu Nostalgia DS
Creo k lo usare en mi proyecto,gracias +1
Rpg-xd- 30
-
31
45
37
4
Extras
Sobre mí:: ANIME_FAN Y MAKER_FAN
RPG maker VX :: Scripts ::
Página 1 de 1.
Permisos de este foro:
No puedes responder a temas en este foro.