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El record de usuarios en línea fue de 117 durante el Mar 09 Ago 2011, 3:39 pm
Script de Menu[ACE]
3 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Script de Menu[ACE]
Normalmente no ando pidiendo mucha ayuda pero bueno hoy estoy aca...
Necesito scripts de menu, status menu, item menu, skills menu...todos.
Seguramente alguno va a decir q doy pocos detalles en el post, pero bueno es q realemnte no puedo dar mas detalles xq no encuentro muchos la verdad y no se q poner.
Quise buscar algun script q sea asi, yo haria todas las imagenes, pero no encontre ningun script q me permitiera hacer algo parecido
[Tienes que estar registrado y conectado para ver esa imagen]
gracias
Necesito scripts de menu, status menu, item menu, skills menu...todos.
Seguramente alguno va a decir q doy pocos detalles en el post, pero bueno es q realemnte no puedo dar mas detalles xq no encuentro muchos la verdad y no se q poner.
Quise buscar algun script q sea asi, yo haria todas las imagenes, pero no encontre ningun script q me permitiera hacer algo parecido
[Tienes que estar registrado y conectado para ver esa imagen]
gracias
pigu_6- 300
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Sobre mí::
Re: Script de Menu[ACE]
Lamento descepcionarte, pero el creador de el script (hay un script para VX) no ha dado autorización de poder "portear" el script al ACE, él debería de hacerlo por sí mismo o dar permiso a alguien de hacerlo.
PD: El script se llama "Lufia II CMS" o algo así, por si te interesa.
PD: El script se llama "Lufia II CMS" o algo así, por si te interesa.
blah24- 300
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Sobre mí:: Tengo 15 años, el maldito perfil no me deja cambiar la edad :okay :(:
Re: Script de Menu[ACE]
Si ya lo conozco el script, agregue la imagen al post para q no digan q no complete bien lo q queria, quise decir q sea un custom menu, en el q pueda agregar las imagenes q yo quisiera en vez de usar los windows comunes.
Igualemnte los menus de windows comun tambien me sirven
Igualemnte los menus de windows comun tambien me sirven
pigu_6- 300
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Re: Script de Menu[ACE]
Encontre este que es de Nicke
Aunque creo que se parece al de moghunter :S, y necesita este otro script para funcionar
Estos son las imagenes con las que viene, se colocan en la carpeta graphics/system Archivos
Una imagen preeliminar: [Tienes que estar registrado y conectado para ver esa imagen]
Es el mejor que he visto, aunque la imagen no se vea bien, porque no arregle nada de los que tenia que arreglar XD, ya que solo queria ver como se veia, ya que la screen que tenia en el tema estaba muerta <.<
- Habilidad de cambiar configuración de letras, comandos, ventanas, etc.
- Adhiere fondo estático o animado que cambia cuando el menu esta abierto.
- Agrega/Quita más información de la ventana.
- Comandos pueden llamar escenas y correr eventos comunes.
- Escoge una canción (BGM o BGS) para tocar cuando el menu esta abierto. (La canción previa se recordará y volverá a tocar cuando se cierre el menú.)
- Y más!
- Código:
#==============================================================================
# XaiL System - Menu Delux
# Author: Nicke
# Created: 20/11/2012
# Edited: 28/11/2012
# Version: 1.0d
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#==============================================================================
# Requires: XS - Core Script.
#==============================================================================
#
# This script changes the way the menu scene works. Not compatible with
# XS - Menu or XS - Icon Menu.
#
# Instructions are in the settings module below. Make sure you read through
# everything so you understand each section.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-XS-MENU_DELUX"] = true
module XAIL
module MENU_DELUX
#--------------------------------------------------------------------------#
# * Settings
#--------------------------------------------------------------------------#
# MENU_FONT:
# MENU_FONT = [name, size, color, bold, shadow]
MENU_FONT = [["Calibri", "Verdana"], 18, Color.new(255,255,255), true, true]
# MENU_WINDOW:
# MENU_WINDOW [x, y, z, opacity]
MENU_WINDOW = [-12, -12, 200, 0]
# STATUS_WINDOW:
# STATUS_WINDOW [x, y, z, opacity]
STATUS_WINDOW = [142, -4, 200, 0]
# DETAILS_WINDOW:
# DETAILS_WINDOW [x, y, z, opacity]
DETAILS_WINDOW = [380, -10, 200, 0]
# PLAYTIME_WINDOW:
# PLAYTIME_WINDOW [x, y, z, opacity, icon, enabled]
PLAYTIME_WINDOW = [430, 348, 200, 0, 280, true]
# HELP_WINDOW:
# Setup help window.
# HELP = [x, y, z, opacity, enabled]
HELP_WINDOW = [-6, 352, 200, 0, true]
# MENU_ALIGNMENT:
# MENU_ALIGNMENT = 0 (left), 1 (center), 2 (right)
MENU_ALIGNMENT = 0 # Default: 2.
# MENU_SKIN:
# The windowskin to use for the windows.
# Set to nil to disable.
# MENU_SKIN = string
MENU_SKIN = nil
# MENU_LIST:
# name, icon_index and custom are optional.
# If name is empty it will use the corresponding symbol as name instead.
# To make a command a common event you need to set custom to the common event
# id you want to run as seen below.
# symbol => [name, description, icon_index, enabled, personal, custom]
MENU_LIST = {
:item => ["", "Browse through your acquired items.", 4148, true, false],
:equip => ["Equipment", "Change your equipment.", 4145, true, true],
:skill => ["Spells", "Manage your available skills.", 4147, true, true],
:status => ["Stats", "See the current status of the hero.", 4136, true, true],
:formation => ["", "Change the formation of the party.", 4134, true, false],
:save => ["", "Record your progress.", 4139, true, false],
:load => ["", "Load your saved progress.", 4165, true, false, Scene_Load],
:game_end => ["Quit", "Exit the program.", 4162, true, false],
:title => ["", "Return to title.", 4133, true, false, Scene_Title],
:event_1 => ["Camping", "Run common event camping.", 728, true, false, 1]
} # Don't remove this line!
# MENU_SAVE = true/false
# Override enabled option for save (so you can change it ingame).
MENU_SAVE = true
# If MENU_CUSTOM is true you will have to add the commands yourself
# ingame, which can be useful for certain quest related stuff or if you
# want to enable/disable menu commands.
# To add/remove a command ingame follow these instructions:
#
# In a script call do like this:
# menu_scene(key, type)
# menu_scene(:item,:add) # To add item to menu list.
# menu_scene(:item,:del) # To remove item from menu list.
#
# In a conditional branch you can check if a menu command is
# enabled/disabled:
# menu_active?(key)
# menu_active?(:item) # Check if item is enabled.
# !menu_active?(:item) # Check if item is disabled.
#
# To set a id to be enabled do like this:
# menu_active(:skill, true) # Set menu skill to be enabled.
#
# To add/remove all available menu commands use one of the
# following methods in a script call:
# menu_add_all
# menu_del_all
#
# MENU_CUSTOM = true/false
MENU_CUSTOM = false
# The text to be displayed if no menu items is available.
# Only used if MENU_CUSTOM is true.
# MENU_EMPTY = string
EMPTY = "Menu is not available at this point..."
# MENU_MUSIC:
# Set the music to be played at the menu scene.
# This is optional.
# MUSIC = true/false
MUSIC = true
# MUSIC_BGM = [name, volume, pitch]
MUSIC_BGM = ["Theme4", 70, 100]
# MUSIC_BGS = [name, volume, pitch]
MUSIC_BGS = ["Darkness", 50, 100]
# ANIM_LIST:
# A list of animation images.
# name => [z, zoom_x, zoom_y, blend_type, opacity]
ANIM_LIST = {
"Menu_Fog1" => [1, 1.2, 1.2, 1, 125],
"Menu_Fog2" => [1, 1.8, 1.8, 1, 155]
} # Don't remove this line!
# BACKGROUND:
# name => [x, y, z, opacity]
BACKGROUND = {
"Menu_Back" => [0, 0, 4, 255]
} # Don't remove this line!
# BAR_COLOR = rgba(255,255,255,255)
# Set the color of the gauges.
BAR_HP = [Color.new(205,50,50,65), Color.new(235,75,75,185)]
BAR_MP = [Color.new(50,50,205,65), Color.new(75,75,235,185)]
BAR_TP = [Color.new(50,205,50,65), Color.new(75,235,75,185)]
# DETAILS:
# Setup details here. (Recommended to use the default ones since you will
# need a bit RGSS knowledge to add more.)
def self.details
["#{Vocab::currency_unit}: #{$game_party.gold}",
"Steps: #{$game_party.steps}",
"Collected Items: #{$game_party.all_items.size}",
"Map: #{$game_map.name}",
"Leader: #{$game_party.leader.name}",
"Battle count: #{$game_system.battle_count}",
"Save count: #{$game_system.save_count}",
"Variable I: #{$game_variables[1]}",
"Variable II: #{$game_variables[2]}"]
end
# DETAILS_ICONS:
# DETAILS_ICONS[id] = icon_id
# Set the details icon_id. (optional)
# Should be in the same order as details.
# Use nil to disable a icon.
DETAILS_ICONS = []
DETAILS_ICONS[0] = 2114 # GOLD
DETAILS_ICONS[1] = 172 # STEPS
DETAILS_ICONS[2] = 270 # ITEMS
DETAILS_ICONS[3] = 232 # MAP
DETAILS_ICONS[4] = 4425 # LEADER
DETAILS_ICONS[5] = 115 # BATTLE COUNT
DETAILS_ICONS[6] = 224 # SAVE COUNT
DETAILS_ICONS[7] = nil # VAR 1
DETAILS_ICONS[8] = nil # VAR 2
# Transition, nil to use default.
# TRANSITION [speed, transition, opacity]
TRANSITION = nil
end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Error Handler
#==============================================================================#
unless $imported["XAIL-XS-CORE"]
# // Error handler when XS - Core is not installed.
msg = "The script %s requires the latest version of XS - Core in order to function properly."
name = "XS - Menu Delux"
msgbox(sprintf(msg, name))
exit
end
#==============================================================================#
# ** Game_System
#==============================================================================#
class Game_System
attr_accessor :menu_list
alias xail_menu_delux_gm_sys_initialize initialize
def initialize(*args, &block)
# // Method to initialize game system.
xail_menu_delux_gm_sys_initialize(*args, &block)
@menu_list = {}
end
def get_menu
# // Method to get the menu list.
XAIL::MENU_DELUX::MENU_CUSTOM ? @menu_list : XAIL::MENU_DELUX::MENU_LIST
end
end
#==============================================================================#
# ** Game_Interpreter
#==============================================================================#
class Game_Interpreter
def menu_scene(key, type = :add)
# // Method to add/remove a menu item to the list.
case type
when :add # // Add menu id.
unless $game_system.menu_list.include?(XAIL::MENU_DELUX::MENU_LIST[key])
$game_system.menu_list[key] = XAIL::MENU_DELUX::MENU_LIST[key]
end unless XAIL::MENU_DELUX::MENU_LIST[key].nil?
when :del # // Remove menu id.
unless XAIL::MENU_DELUX::MENU_LIST[key].nil?
$game_system.menu_list.delete(key)
end
end
end
def menu_active?(key)
# // Method to check if menu key is enabled.
# This will return nil if menu item not added in the list.
return $game_system.menu_list[key][3] rescue nil
end
def menu_active(key, enabled)
# // Method to enable id.
$game_system.menu_list[id][3] = enabled
end
def menu_add_all
# // Method to add all available menu items.
XAIL::MENU_DELUX::MENU_LIST.each {|key| menu_scene(key) }
end
def menu_del_all
# // Method to remove all available menu items.
XAIL::MENU_DELUX::MENU_LIST.each {|key| menu_scene(key, :del) }
end
end
#==============================================================================#
# ** Game_Map
#==============================================================================#
class Game_Map
attr_reader :name
alias xail_menu_delux_setup setup
def setup(map_id)
# // Method to setup the map id.
xail_menu_delux_setup(map_id)
@name = $data_mapinfos[@map_id].name
end
end
#==============================================================================
# ** Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
def window_width
# // Method to return the width of MENU_WINDOW.
return 170
end
def alignment
# // Method to return the alignment.
return XAIL::MENU_DELUX::MENU_ALIGNMENT
end
def menu_color(color, enabled = true)
# // Method to set the color and alpha if not enabled.
contents.font.color.set(color)
contents.font.color.alpha = Colors::AlphaMenu unless enabled
end
def item_rect_for_text(index)
# // Method to draw item rect for text.
rect = item_rect(index)
contents.fill_rect(rect.x, rect.y, contents_width, contents_height, Color.new(0,0,0,60))
rect.x += 24
rect.width -= 8
draw_icon(XAIL::MENU_DELUX::MENU_LIST.values[index][2], -2, rect.y) unless XAIL::MENU_DELUX::MENU_LIST.values[index][2].nil?
rect
end
def draw_item(index)
# // Method to draw the command item.
contents.font.name = XAIL::MENU_DELUX::MENU_FONT[0]
contents.font.size = XAIL::MENU_DELUX::MENU_FONT[1]
# // Save option.
XAIL::MENU_DELUX::MENU_LIST[:save][3] = save_enabled if XAIL::MENU_DELUX::MENU_SAVE
menu_color(XAIL::MENU_DELUX::MENU_FONT[2], menu_enabled?(index))
# // Font settings
contents.font.bold = XAIL::MENU_DELUX::MENU_FONT[3]
contents.font.shadow = XAIL::MENU_DELUX::MENU_FONT[4]
draw_text(item_rect_for_text(index), command_name(index), alignment)
reset_font_settings
end
def menu_enabled?(index)
# // Method to check if menu item is enabled.
return $game_system.get_menu.values[index][3]
end
def make_command_list
# // Method to add the commands.
$game_system.get_menu.each {|key, value|
name = value[0] == "" ? key.id2name.capitalize : value[0]
XAIL::MENU_DELUX::MENU_LIST[:save][3] = save_enabled if XAIL::MENU_DELUX::MENU_SAVE
add_command(name, key, value[3], value[5].nil? ? nil : value[5])
}
end
end
#==============================================================================
# ** Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
def window_width
# // Method to determine window width.
return 250
end
def window_height
# // Method to determine window height.
return Graphics.height
end
def standard_padding
# // Method to determine standard padding.
return 4
end
def col_max
# // Method to determine col max.
return 2
end
def spacing
# // Method to determine spacing.
return 30
end
def item_width
# // Method to determine item width.
return 98
end
def item_height
# // Method to determine item height.
return 128
end
def refresh
# // Method to refresh the window.
contents.clear
draw_background
draw_all_items
end
def draw_background
# // Method to draw background.
contents.fill_rect(0, 0, contents_width, contents_height, Color.new(0,0,0,60))
end
def draw_item(index)
# // Method to draw item.
actor = $game_party.members[index]
rect = item_rect(index)
draw_item_background(index)
# // Face
draw_actor_face(actor, rect.x + 1, rect.y + 1, true)
# // Name
draw_font_text(actor.name, rect.x + 4, rect.y, rect.width, 0, XAIL::MENU_DELUX::MENU_FONT[0], 20, XAIL::MENU_DELUX::MENU_FONT[2])
# // Level
lvl = "#{Vocab::level_a} #{actor.level}"
draw_font_text(lvl, rect.x + 4, rect.y + 64, rect.width, 0, XAIL::MENU_DELUX::MENU_FONT[0], 16, XAIL::MENU_DELUX::MENU_FONT[2])
# // Class
draw_font_text(actor.class.name, rect.x - 4, rect.y + 76, rect.width, 2, XAIL::MENU_DELUX::MENU_FONT[0], 16, XAIL::MENU_DELUX::MENU_FONT[2])
# // Stats
draw_menu_stats(actor, :hp, rect.x, rect.y + 90, XAIL::MENU_DELUX::BAR_HP[0], XAIL::MENU_DELUX::BAR_HP[1], rect.width - 2)
draw_menu_stats(actor, :mp, rect.x, rect.y + 100, XAIL::MENU_DELUX::BAR_MP[0], XAIL::MENU_DELUX::BAR_MP[1], rect.width - 2)
draw_menu_stats(actor, :tp, rect.x, rect.y + 110, XAIL::MENU_DELUX::BAR_TP[0], XAIL::MENU_DELUX::BAR_TP[1], rect.width - 2)
end
def draw_menu_stats(actor, stat, x, y, color1, color2, width)
# // Method to draw actor hp & mp.
case stat
when :hp
rate = actor.hp_rate ; vocab = Vocab::hp_a ; values = [actor.hp, actor.mhp]
when :mp
rate = actor.mp_rate ; vocab = Vocab::mp_a ; values = [actor.mp, actor.mmp]
when :tp
rate = actor.tp_rate ; vocab = Vocab::tp_a ; values = [actor.tp, actor.max_tp]
end
contents.font.name = XAIL::MENU_DELUX::MENU_FONT[0]
contents.font.size = 14 # // Override font size.
contents.font.color = XAIL::MENU_DELUX::MENU_FONT[2]
contents.font.bold = XAIL::MENU_DELUX::MENU_FONT[3]
contents.font.shadow = XAIL::MENU_DELUX::MENU_FONT[4]
# // Draw guage.
draw_gauge_ex(x, y - 8, width, 8, rate, color1, color2)
# // Draw stats.
draw_text(x + 1, y, width, line_height, values[0], 0)
draw_text(x - 1, y, width, line_height, values[1], 2)
# // Draw vocab.
draw_text(x, y, width, line_height, vocab, 1)
reset_font_settings
end
end
#==============================================================================
# ** Window_Menu_Details
#==============================================================================
class Window_Menu_Details < Window_Base
def initialize(x, y)
# // Method to initialize.
super(x, y, window_width, fitting_height(XAIL::MENU_DELUX.details.size) + 6)
@leader = $game_party.leader
refresh
end
def standard_padding
# // Method to determine standard padding.
return 8
end
def window_width
# // Method to determine window width.
return 172
end
def refresh
# // Method to refresh the window.
contents.clear
# // Draw background.
draw_background
# // Draw details.
y = -10
XAIL::MENU_DELUX.details.each_index {|i|
draw_line_ex(0, y+=24, Color.new(255,255,255,32), Color.new(0,0,0,64))
draw_font_text(XAIL::MENU_DELUX.details[i], -4, line_height * i + 4, contents_width, 2, XAIL::MENU_DELUX::MENU_FONT[0], 16, XAIL::MENU_DELUX::MENU_FONT[2])
}
# // Draw icons.
draw_icons(XAIL::MENU_DELUX::DETAILS_ICONS, :vertical, 2, line_height * 0 + 2)
end
def draw_background
# // Method to draw background.
contents.fill_rect(0, 0, contents_width, contents_height, Color.new(0,0,0,60))
end
def update
# // Method to update details window.
super
if @leader != $game_party.leader
@leader = $game_party.leader
refresh
end
end
end
#==============================================================================
# ** Window_Menu_Playtime
#==============================================================================
class Window_Menu_Playtime < Window_Base
def initialize(x, y)
# // Method to initialize.
super(x, y, 120, fitting_height(1))
@playtime = $game_system.playtime_s
refresh
end
def refresh
# // Method to refresh the window.
contents.clear
# // Draw icon.
draw_icon(XAIL::MENU_DELUX::PLAYTIME_WINDOW[4], 4, 0)
# // Draw playtime.
draw_font_text(@playtime, 0, 6, contents_width, 2, XAIL::MENU_DELUX::MENU_FONT[0], 22, XAIL::MENU_DELUX::MENU_FONT[2])
end
def update
# // Method to update the window.
super
@playtime = $game_system.playtime_s
refresh
end
end
#==============================================================================#
# ** Window_Menu_Help
#==============================================================================#
class Window_Menu_Help < Window_Help
attr_accessor :index
alias xail_icon_menu_winhelp_init initialize
def initialize(*args, &block)
# // Method to initialize help window.
xail_icon_menu_winhelp_init(*args, &block)
@index = 0
end
def set_text(text, enabled)
# // Method to set a new help text.
if text != @text
menu_color(XAIL::MENU_DELUX::MENU_FONT[2], enabled)
@text = text
refresh
end
end
def refresh
# // Refresh help contents.
contents.clear
draw_help_text
end
def draw_help_text
# // Method to draw the help text.
contents.font.name = XAIL::MENU_DELUX::MENU_FONT[0]
contents.font.size = XAIL::MENU_DELUX::MENU_FONT[1]
menu_color(XAIL::MENU_DELUX::MENU_FONT[2], menu_enabled?(@index))
contents.font.bold = XAIL::MENU_DELUX::MENU_FONT[3]
contents.font.shadow = XAIL::MENU_DELUX::MENU_FONT[4]
# // Draw title and description for the menu.
draw_line_ex(0, 14, Color.new(255,255,255,128), Color.new(0,0,0,200))
draw_text_ex_no_reset(0, 0, @text)
reset_font_settings
end
def menu_enabled?(index)
# // Method to check if menu item is enabled.
return $game_system.get_menu.values[index][3]
end
def menu_color(color, enabled = true)
# // Method to set the color and alpha if not enabled.
contents.font.color.set(color)
contents.font.color.alpha = 150 unless enabled
end
end
#==============================================================================#
# ** Scene_MenuBase
#==============================================================================#
class Scene_MenuBase < Scene_Base
def start
# // Method to start the scene.
super
@actor = $game_party.menu_actor
if SceneManager.scene_is?(Scene_Menu)
@backgrounds = []
@animations = []
create_menu_backgrounds
create_menu_animations
end
end
def create_menu_backgrounds
# // Method to create custom background(s).
XAIL::MENU_DELUX::BACKGROUND.each {|key, value| @backgrounds << [Sprite.new, key] }
@backgrounds.each {|i|
i[0].bitmap = Cache.system(i[1])
i[0].x = XAIL::MENU_DELUX::BACKGROUND[i[1]][0]
i[0].y = XAIL::MENU_DELUX::BACKGROUND[i[1]][1]
i[0].z = XAIL::MENU_DELUX::BACKGROUND[i[1]][2]
i[0].opacity = XAIL::MENU_DELUX::BACKGROUND[i[1]][3]
}
end
def create_menu_animations
# // Method to create custom animation(s).
# name => [z, zoom_x, zoom_y, blend_type, opacity]
XAIL::MENU_DELUX::ANIM_LIST.each {|key, value| @animations.push << [Plane.new, key] }
@animations.each {|i|
i[0].bitmap = Cache.system(i[1])
i[0].z = XAIL::MENU_DELUX::ANIM_LIST[i[1]][0]
i[0].zoom_x = XAIL::MENU_DELUX::ANIM_LIST[i[1]][1]
i[0].zoom_y = XAIL::MENU_DELUX::ANIM_LIST[i[1]][2]
i[0].blend_type = XAIL::MENU_DELUX::ANIM_LIST[i[1]][3]
i[0].opacity = XAIL::MENU_DELUX::ANIM_LIST[i[1]][4]
}
end
alias xail_upd_menubase_delux_upd update
def update(*args, &block)
# // Method for updating the scene.
xail_upd_menubase_delux_upd(*args, &block)
if SceneManager.scene_is?(Scene_Menu)
for i in [Tienes que estar registrado y conectado para ver este vínculo]
@animations[i][0].ox += 1.2 - i
@animations[i][0].oy -= 0.6 + i
end unless scene_changing?
delay?(1)
end
end
def delay?(amount)
# // Method to delay.
amount.times do
update_basic
end
end
alias xail_menubase_delux_transition perform_transition
def perform_transition(*args, &block)
# // Method to create the transition.
return if $game_system.get_menu.empty?
if XAIL::MENU_DELUX::TRANSITION.nil?
xail_menubase_delux_transition(*args, &block)
else
Graphics.transition(XAIL::MENU_DELUX::TRANSITION[0],XAIL::MENU_DELUX::TRANSITION[1],XAIL::MENU_DELUX::TRANSITION[2])
end
end
def dispose_sprites
# // Method to dispose sprites.
@backgrounds.each {|i| i[0].dispose unless i[0].nil? ; i[0] = nil } rescue nil
@animations.each {|i| i[0].dispose unless i[0].nil? ; i[0] = nil } rescue nil
end
def terminate
# // Method to terminate.
super
dispose_sprites unless SceneManager.scene_is?(Scene_Menu)
end
end
#==============================================================================#
# ** Scene_Menu
#==============================================================================#
class Scene_Menu < Scene_MenuBase
def start
super
# // Method to start the scene.
# // Return if menu empty.
return command_map if $game_system.get_menu.empty?
# // Create windows.
create_menu_command_window
create_menu_status_window
create_menu_details_window
create_menu_playtime_window if XAIL::MENU_DELUX::PLAYTIME_WINDOW[5]
if XAIL::MENU_DELUX::HELP_WINDOW[4]
create_menu_help_window
help_update(@command_window.index)
end
# // Play music if enabled.
play_menu_music if XAIL::MENU_DELUX::MUSIC
end
def create_menu_command_window
# // Method to create the command window.
@command_window = Window_MenuCommand.new
@command_window.windowskin = Cache.system(XAIL::MENU_DELUX::MENU_SKIN) unless XAIL::MENU_DELUX::MENU_SKIN.nil?
@command_window.x = XAIL::MENU_DELUX::MENU_WINDOW[0]
@command_window.y = XAIL::MENU_DELUX::MENU_WINDOW[1]
@command_window.z = XAIL::MENU_DELUX::MENU_WINDOW[2]
@command_window.opacity = XAIL::MENU_DELUX::MENU_WINDOW[3]
$game_system.get_menu.each {|key, value|
unless value[5].nil?
@command_window.set_handler(key, method(:command_custom))
else
if value[4]
@command_window.set_handler(key, method(:command_personal))
else
@command_window.set_handler(key, method("command_#{key}".to_sym))
end
end
}
@command_window.set_handler(:cancel, method(:return_scene))
end
def create_menu_status_window
# // Method to create the status window.
x = XAIL::MENU_DELUX::STATUS_WINDOW[0]
y = XAIL::MENU_DELUX::STATUS_WINDOW[1]
@status_window = Window_MenuStatus.new(x, y)
@status_window.z = XAIL::MENU_DELUX::STATUS_WINDOW[2]
@status_window.opacity = XAIL::MENU_DELUX::STATUS_WINDOW[3]
end
def create_menu_details_window
# // Method to create the details window.
x = XAIL::MENU_DELUX::DETAILS_WINDOW[0]
y = XAIL::MENU_DELUX::DETAILS_WINDOW[1]
@details_window = Window_Menu_Details.new(x, y)
@details_window.z = XAIL::MENU_DELUX::DETAILS_WINDOW[2]
@details_window.opacity = XAIL::MENU_DELUX::DETAILS_WINDOW[3]
end
def create_menu_playtime_window
# // Method to create the playtime window.
x = XAIL::MENU_DELUX::PLAYTIME_WINDOW[0]
y = XAIL::MENU_DELUX::PLAYTIME_WINDOW[1]
@playtime_window = Window_Menu_Playtime.new(x, y)
@playtime_window.z = XAIL::MENU_DELUX::PLAYTIME_WINDOW[2]
@playtime_window.opacity = XAIL::MENU_DELUX::PLAYTIME_WINDOW[3]
end
def create_menu_help_window
# // Method to create the help window.
@help_window = Window_Menu_Help.new(2)
@help_window.viewport = @viewport
@help_window.windowskin = Cache.system(XAIL::MENU_DELUX::MENU_SKIN) unless XAIL::MENU_DELUX::MENU_SKIN.nil?
@help_window.index = @command_window.index
@help_window.x = XAIL::MENU_DELUX::HELP_WINDOW[0]
@help_window.y = XAIL::MENU_DELUX::HELP_WINDOW[1]
@help_window.z = XAIL::MENU_DELUX::HELP_WINDOW[2]
@help_window.opacity = XAIL::MENU_DELUX::HELP_WINDOW[3]
end
def play_menu_music
# // Method to play menu music.
@last_bgm = RPG::BGM.last
@last_bgs = RPG::BGS.last
bgm = XAIL::MENU_DELUX::MUSIC_BGM
bgs = XAIL::MENU_DELUX::MUSIC_BGS
Sound.play(bgm[0], bgm[1], bgm[2], :bgm)
Sound.play(bgs[0], bgs[1], bgs[2], :bgs)
end
alias xail_upd_menu_delux_upd update
def update(*args, &block)
# // Method for updating the scene.
xail_upd_menu_delux_upd(*args, &block)
if XAIL::MENU_DELUX::HELP_WINDOW[4]
old_index = @help_window.index
if old_index != @command_window.index
help_update(@command_window.index)
end
end
end
def help_update(index)
# // If index changes update help window text.
list = XAIL::MENU_DELUX::MENU_LIST
icon = list.values[index][2].nil? ? "" : list.values[index][2]
name = list.values[index][0] == "" ? list.keys[index].id2name.capitalize : list.values[index][0]
if icon == "" ; title = name ; else ; title = '\i[' + icon.to_s + ']' + name ; end
desc = '\c[0]' + list.values[index][1]
text = "#{title}\n#{desc}"
enabled = list.values[index][3]
@help_window.index = index
@help_window.set_text(text, enabled)
end
def on_personal_ok
# // Method override on personal ok.
scene = "Scene_#{@command_window.current_symbol.to_s.capitalize}".to_class
SceneManager.call(scene)
end
def command_custom
# // Method to call a custom command. (Don't remove)
if @command_window.current_ext.is_a?(Integer)
$game_temp.reserve_common_event(@command_window.current_ext)
return command_map
end
SceneManager.call(@command_window.current_ext)
end
def command_map
# // command_map (Don't remove)
if $game_system.get_menu.empty?
Sound.play_buzzer
$game_message.texts << XAIL::MENU_DELUX::EMPTY
end
SceneManager.call(Scene_Map)
end
def pre_terminate
# // Method to pre terminate scene menu.
# // Play last bgm and bgs if menu music is enabled.
if XAIL::MENU_DELUX::MUSIC
@last_bgm.replay rescue nil
@last_bgs.replay rescue nil
end
end
end # END OF FILE
#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#
Aunque creo que se parece al de moghunter :S, y necesita este otro script para funcionar
- Código:
#==============================================================================
# XaiL System - Core
# Author: Nicke
# Created: 07/01/2012
# Edited: 18/12/2012
# Version: 2.1b
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# Core script for XaiL System.
# Caution! This needs to be located before any other XS scripts.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-XS-CORE"] = true
module Colors
#--------------------------------------------------------------------------#
# * Colors
#--------------------------------------------------------------------------#
White = Color.new(255,255,255)
LightRed = Color.new(255,150,150)
LightGreen = Color.new(150,255,150)
LightBlue = Color.new(150,150,255)
DarkYellow = Color.new(225,225,20)
Alpha = Color.new(0,0,0,128)
AlphaMenu = 100
end
module XAIL
module CORE
#--------------------------------------------------------------------------#
# * Settings
#--------------------------------------------------------------------------#
# Graphics.resize_screen(width, height )
Graphics.resize_screen(544, 416)
# FONT DEFAULTS:
Font.default_name = ["VL Gothic"]
Font.default_size = 20
Font.default_bold = false
Font.default_italic = false
Font.default_shadow = true
Font.default_outline = true
Font.default_color = Colors::White
Font.default_out_color = Colors::Alpha
# USE_TONE = true/false:
# Window tone for all windows ingame. Default: true.
USE_TONE = false
# SAVE
SAVE_MAX = 20 # Default 16.
SAVE_FILE_VIS = 4 # Default 4.
end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** String
#==============================================================================#
class String
def to_class(parent = Kernel)
chain = self.split "::"
klass = parent.const_get chain.shift
return chain.size < 1 ? (klass.is_a?(Class) ? klass : nil) : chain.join("::").to_class(klass)
rescue
nil
end
end
#==============================================================================#
# ** Vocab
#==============================================================================#
class << Vocab
def xparam(id)
# // Method to return xparam name.
case id
when 0 ; "Hit Chance"
when 1 ; "Evasion"
when 2 ; "Critical Chance"
when 3 ; "Critical Evasion"
when 4 ; "Magic Evasion"
when 5 ; "Magic Reflection"
when 6 ; "Counter Attack"
when 7 ; "HP Regeneration"
when 8 ; "MP Regeneration"
when 9 ; "TP Regeneration"
end
end
end
#==============================================================================
# ** Sound
#==============================================================================
class << Sound
def play(name, volume, pitch, type = :se)
# // Method to play a sound. If specified name isn't valid throw an error.
case type
when :se ; RPG::SE.new(name, volume, pitch).play rescue valid?(name)
when :me ; RPG::ME.new(name, volume, pitch).play rescue valid?(name)
when :bgm ; RPG::BGM.new(name, volume, pitch).play rescue valid?(name)
when :bgs ; RPG::BGS.new(name, volume, pitch).play rescue valid?(name)
end
end
def valid?(name)
# // Method to check if specified sound name is valid.
msgbox("Error. Unable to find sound file: " + name)
exit
end
end
#==============================================================================
# ** DataManager
#==============================================================================
class << DataManager
def savefile_max
# // Method override, save file max.
return XAIL::CORE::SAVE_MAX
end
end
#==============================================================================
# ** Scene_File
#==============================================================================
class Scene_File < Scene_MenuBase
def visible_max
# // Method override, visible_max for save files.
return XAIL::CORE::SAVE_FILE_VIS
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# Importing font fix that will remove weird characters.
# Adding new methods such as new gauge, actor param, font text, icon drawing,
# big icon drawing and a line with a shadow.
#==============================================================================
class Window_Base < Window
# // Importing Custom font fix. (Credit Lone Wolf).
alias :process_normal_character_vxa :process_normal_character
def process_normal_character(c, pos)
return unless c >= ' '
process_normal_character_vxa(c, pos)
end unless method_defined? :process_normal_character
def draw_text_ex_no_reset(x, y, text)
# // Method to draw ex text without resetting the font.
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
end
alias xail_core_winbase_upt_tone update_tone
def update_tone(*args, &block)
# // Method to change tone of the window.
return unless XAIL::CORE::USE_TONE
xail_core_winbase_upt_tone(*args, &block)
end
def draw_gauge_ex(x, y, width, height, rate, color1, color2)
# // Method to draw a gauge.
fill_w = (width * rate).to_i
gauge_y = y + line_height - 8
contents.fill_rect(x, gauge_y, width + 1, height + 1, Color.new(255,255,255,64))
contents.fill_rect(x, gauge_y, width, height, Color.new(0,0,0,100))
contents.gradient_fill_rect(x, gauge_y, fill_w, height, color1, color2)
end
def draw_actor_param_gauge(actor, x, y, width, param_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)
# // Method to draw actor parameters with a gauge.
case param_id
when 2 ; param_rate = actor.param(2) / actor.param_max(2).to_f
when 3 ; param_rate = actor.param(3) / actor.param_max(3).to_f
when 4 ; param_rate = actor.param(4) / actor.param_max(4).to_f
when 5 ; param_rate = actor.param(5) / actor.param_max(5).to_f
when 6 ; param_rate = actor.param(6) / actor.param_max(6).to_f
when 7 ; param_rate = actor.param(7) / actor.param_max(7).to_f
end
contents.font.name = font
contents.font.size = size
contents.font.bold = true
contents.font.shadow = false
draw_gauge_ex(x, y - 14, width, 20, param_rate, bar_color1, bar_color2)
contents.font.color = txt_color1
draw_text(x + 10, y, 120, line_height, Vocab::param(param_id))
contents.font.color = txt_color2
draw_text(x + width - 38, y, 36, line_height, actor.param(param_id), 2)
reset_font_settings
end
def draw_actor_xparam_gauge(actor, x, y, width, xparam_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)
# // Method to draw actor xparameters with a gauge.
case xparam_id
when 0
xparam_rate = actor.xparam(0) / 100.to_f
xparam_name = Vocab.xparam(0)
when 1
xparam_rate = actor.xparam(1) / 100.to_f
xparam_name = Vocab.xparam(1)
when 2
xparam_rate = actor.xparam(2) / 100.to_f
xparam_name = Vocab.xparam(2)
when 3
xparam_rate = actor.xparam(3) / 100.to_f
xparam_name = Vocab.xparam(3)
when 4
xparam_rate = actor.xparam(4) / 100.to_f
xparam_name = Vocab.xparam(4)
when 5
xparam_rate = actor.xparam(5) / 100.to_f
xparam_name = Vocab.xparam(5)
when 6
xparam_rate = actor.xparam(6) / 100.to_f
xparam_name = Vocab.xparam(6)
when 7
xparam_rate = actor.xparam(7) / 100.to_f
xparam_name = Vocab.xparam(7)
when 8
xparam_rate = actor.xparam(8) / 100.to_f
xparam_name = Vocab.xparam(8)
when 9
xparam_rate = actor.xparam(9) / 100.to_f
xparam_name = Vocab.xparam(9)
end
contents.font.name = font
contents.font.size = size
contents.font.bold = true
contents.font.shadow = false
draw_gauge_ex(x, y - 14, width, 20, xparam_rate, bar_color1, bar_color2)
contents.font.color = txt_color1
draw_text(x + 10, y, 120, line_height, xparam_name)
contents.font.color = txt_color2
draw_text(x + width - 38, y, 36, line_height, "#{actor.xparam(xparam_id)}%", 2)
reset_font_settings
end
def draw_line_ex(x, y, color, shadow)
# // Method to draw a line with a shadow.
line_y = y + line_height / 2 - 1
contents.fill_rect(x, line_y, contents_width, 2, color)
line_y += 1
contents.fill_rect(x, line_y, contents_width, 2, shadow)
end
def draw_icons(icons, alignment, x = 0, y = 0, offset_icon = [])
# // Method to draw icons in a horizonal or vertical alignment.
for i in icons
# // If included in offset do extra line_height.
for o in offset_icon
if i == o
y += line_height * 1 if alignment == :vertical
x += line_height * 1 if alignment == :horizontal
end
end
draw_icon(i.nil? ? nil : i, x.nil? ? 0 : x, y.nil? ? 0 : y) rescue nil
y += line_height if alignment == :vertical
x += line_height if alignment == :horizontal
next if i.nil?
end
end
def draw_big_icon(icon, x, y, width, height, opacity = 255)
# // Method to draw a big icon.
bitmap = Cache.system("Iconset")
rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
rect2 = Rect.new(x, y, width, height)
contents.stretch_blt(rect2, bitmap, rect, opacity)
end
def draw_font_text(value, x, y, width, alignment, font, size, color, bold = true, shadow = true)
# // Method to draw font text.
contents.font.name = font
contents.font.size = size
contents.font.color = color
contents.font.bold = bold
contents.font.shadow = shadow
contents.font.out_color = Color.new(0,0,0,255)
draw_text(x, y, width, line_height, value, alignment)
reset_font_settings
end
end
#==============================================================================#
# ** Window_Selectable
#------------------------------------------------------------------------------
# Adding support for pageleft and pageright for window selectable.
#==============================================================================#
class Window_Selectable < Window_Base
def cursor_pageright ; end
def cursor_pageleft ; end
alias xail_core_winselect_process_cursor_move process_cursor_move
def process_cursor_move(*args, &block)
# // Method to process cursor movement.
xail_core_winselect_process_cursor_move(*args, &block)
cursor_pageright if !handle?(:pageright) && Input.trigger?(:RIGHT)
cursor_pageright if !handle?(:pageleft) && Input.trigger?(:LEFT)
end
alias xail_core_winselect_process_handling process_handling
def process_handling(*args, &block)
# // Method to process handling.
xail_core_winselect_process_handling(*args, &block)
return process_pageright if handle?(:pageright) && Input.trigger?(:RIGHT)
return process_pageleft if handle?(:pageleft) && Input.trigger?(:LEFT)
end
def process_pageright
# // Method to process page right.
Sound.play_cursor
Input.update
deactivate
call_handler(:pageright)
end
def process_pageleft
# // Method to process page left.
Sound.play_cursor
Input.update
deactivate
call_handler(:pageleft)
end
end
#==============================================================================#
# ** Window_Icon
#------------------------------------------------------------------------------
# New Window :: Window_Icon - A window for drawing icon(s).
#==============================================================================#
class Window_Icon < Window_Base
attr_accessor :enabled
attr_accessor :alignment
def initialize(x, y, window_width, hsize)
# // Method to initialize the icon window.
super(0, 0, window_width, window_height(hsize))
@icons = []
@index = 0
@enabled = true
@alignment = 0
refresh
end
def window_height(hsize)
# // Method to return the height.
fitting_height(hsize)
end
def refresh
# // Method to refresh the icon window.
contents.clear
end
def draw_cmd_icons(icons, index)
# // Draw all of the icons.
return if !@enabled
count = 0
for i in icons
align = 0
x = 110
next if i[index].nil?
case @alignment
when 1, 2 ; align = -110
end
draw_icon(i[index], x + align, 24 * count)
count += 1
break if (24 * count > height - 24)
end
end
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# Adding check item method to return a item based on the type.
#==============================================================================
class Game_Party < Game_Unit
def check_item?(item, type)
# // Method to return a item based on the type.
case type
when :item ; item = $data_items[item]
when :weapon ; item = $data_weapons[item]
when :armor ; item = $data_armors[item]
end
end
end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# Adding methods to check for comments on events.
#==============================================================================
class Game_Event < Game_Character
def comment?(comment)
# // Method to check if comment is included in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0].include?(comment)
return true
end
end
end
end
return false
end
def comment_int?(comment)
# // Method to check variable integer in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0] =~ /<#{comment}:[ ]?(\d*)>?/
return ($1.to_i > 0 ? $1.to_i : 0)
end
end
end
end
end
end # END OF FILE
#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#
Estos son las imagenes con las que viene, se colocan en la carpeta graphics/system Archivos
Una imagen preeliminar: [Tienes que estar registrado y conectado para ver esa imagen]
Es el mejor que he visto, aunque la imagen no se vea bien, porque no arregle nada de los que tenia que arreglar XD, ya que solo queria ver como se veia, ya que la screen que tenia en el tema estaba muerta <.<
JKLmaster- 220
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Extras
Sobre mí::
Re: Script de Menu[ACE]
Exacto algo asi queria, unicamente q competo, este es un menu principal unicamente, cuando entramos a item equipmets etc, vuelve a los windows comunes.
Ya la conocia, pero parece q mi pedido es un poco complicado, voy a ver como me arreglo
GRacias jkl
Ya la conocia, pero parece q mi pedido es un poco complicado, voy a ver como me arreglo
GRacias jkl
pigu_6- 300
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32
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714
95
Extras
Sobre mí::
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