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[Aporte]Script Menú de un solo personaje
4 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
[Aporte]Script Menú de un solo personaje
este menú acorta la formacion a un solo personaje (ideal para los juegos de leyendas)
screen:[Tienes que estar registrado y conectado para ver esa imagen]
- Código:
#===============================================================================
#
# DT's One Person Menu
# Author: DoctorTodd
# Date (02/19/2012)
# Type: (Menu)
# Version: (1.1.0)
# Level: (Simple)
# Email: [Tienes que estar registrado y conectado para ver este vínculo]
#
#===============================================================================
#
# Description: A menu that is modified to work as if you are only using one
# actor.
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Editing begins 30 and ends 32.
#
#===============================================================================
module DTOPM
#Window skin to use, place in system.
WINDOW = ('Window')
end
class Scene_Menu < Scene_Base
include DTOPM
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@status_window = Window_MenuStatus.new (200, 75)
@status_window.windowskin = Cache.system(DTOPM::WINDOW)
@gold_window = Window_Gold.new(40, 250)
@gold_window.windowskin = Cache.system(DTOPM::WINDOW)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.x = 40
@command_window.y = 75
@command_window.windowskin = Cache.system(DTOPM::WINDOW)
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(4, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1 # Skill
@actor = $game_party.members[1]
$scene = Scene_Skill.new
when 2 # Equip
@actor = $game_party.members[1]
$scene = Scene_Equip.new
when 3 # Status
@actor = $game_party.members[1]
$scene = Scene_Status.new
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5 # End Game
$scene = Scene_End.new
end
end
end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays the characters status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 300, 231)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@actor = $game_party.members[0]
draw_actor_face(@actor, 0, 0)
draw_actor_name(@actor, 110, 5)
draw_actor_level(@actor, 190, 5)
draw_actor_hp(@actor, 110 ,40)
draw_actor_mp(@actor, 110 , 65)
draw_actor_parameter(@actor, 0, 100, 0)
draw_actor_parameter(@actor, 0, 124, 1)
draw_actor_parameter(@actor, 0, 148, 2)
draw_actor_parameter(@actor, 0, 172, 3)
draw_actor_graphic(@actor, 220, 160)
draw_actor_state(@actor, 190, 180, width = 96)
end
end
end
luistop12- 500
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42
Re: [Aporte]Script Menú de un solo personaje
el screen esta roto :/
"The requested content cannot be loaded.
Please try again later."
queria saber como es.. xq mi juego x ahora empieza con un solo PJ.. y aun no decido si unirle mas al grupo o que quede solito >.<
"The requested content cannot be loaded.
Please try again later."
queria saber como es.. xq mi juego x ahora empieza con un solo PJ.. y aun no decido si unirle mas al grupo o que quede solito >.<
maxp90- 15
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Sobre mí:: Probando q es todo esto :P
Re: [Aporte]Script Menú de un solo personaje
Amigo para que la screen se te vea debes hacerle click derecho y abrir en nueva pestaña y se te verá
luistop12- 500
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Re: [Aporte]Script Menú de un solo personaje
Logre verla y es un gran aporte!!!
ahora podria ser q se vea d esa forma mientras seas un solo char, pero si añades otro se vea d la otra forma? :P o como se veria con 2 char esa misma ventanita? :3
ahora podria ser q se vea d esa forma mientras seas un solo char, pero si añades otro se vea d la otra forma? :P o como se veria con 2 char esa misma ventanita? :3
maxp90- 15
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Sobre mí:: Probando q es todo esto :P
Re: [Aporte]Script Menú de un solo personaje
pues de echo si se une otro personaje no se ve xD, es algo cruel :/
luistop12- 500
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Re: [Aporte]Script Menú de un solo personaje
Me aparece una ventana con error.
Script Menu4 line 435: No methodError ocurred.
undefined method close for nil:NilClass.
¿Que es?
Script Menu4 line 435: No methodError ocurred.
undefined method close for nil:NilClass.
¿Que es?
Hormiga95- 30
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Re: [Aporte]Script Menú de un solo personaje
que extraño lo acabo de probar y no me tira error debe ser por incompatibilidad con otro script que tengas
luistop12- 500
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Re: [Aporte]Script Menú de un solo personaje
Por favor, indica que script te dio ese error, ya que este solo tiene 174 lineas y el error no nos dice todo:
Script Menu4 line 435: No methodError ocurred.
undefined method close for nil:NilClass.
Seria un error influyente si fuera de alguna Window o Scene o en este script en si, pero veo que usas otro script que interrumpe el proceso de este, si estas usando dos menús personalizados te recomiendo que utilices uno nada mas, para evitar la inestabilidad.
Script Menu4 line 435: No methodError ocurred.
undefined method close for nil:NilClass.
Seria un error influyente si fuera de alguna Window o Scene o en este script en si, pero veo que usas otro script que interrumpe el proceso de este, si estas usando dos menús personalizados te recomiendo que utilices uno nada mas, para evitar la inestabilidad.
Mike_182- Super Moderador
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28
814
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150
Extras
Sobre mí::
Re: [Aporte]Script Menú de un solo personaje
Listo, elimine otro Script que modificaba el menu. Ya tengo este Script y me anda al 100%
Gracias [Tienes que estar registrado y conectado para ver esa imagen]
Gracias [Tienes que estar registrado y conectado para ver esa imagen]
Hormiga95- 30
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Re: [Aporte]Script Menú de un solo personaje
¿vez? solo era incopatibilidad
luistop12- 500
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Re: [Aporte]Script Menú de un solo personaje
"•Esta prohibido postear mensajes con menos de una linea de texto."
luistop12 escribió:¿vez? solo era incopatibilidad
Ultimadamente, has estado comentando post innecesarios como para remarcar algo que ya se dijo anteriormente.
Evita hacer comentarios de ese tipo o seras sancionado.
Gracias.
Mike_182- Super Moderador
-
28
814
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Extras
Sobre mí::
Re: [Aporte]Script Menú de un solo personaje
Solo pasaba para preguntar:
Existe alguno que haga lo mismo para Ace?
Existe alguno que haga lo mismo para Ace?
Hormiga95- 30
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Re: [Aporte]Script Menú de un solo personaje
sí pero escuche uno de hunter pero
no sé donde está xD
no sé donde está xD
luistop12- 500
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Re: [Aporte]Script Menú de un solo personaje
Acá te hice uno:
Espero que te sirva.
La única diferencia son los iconos, en este aparecen arriba, y no abajo del sprite del personaje.
[Tienes que estar registrado y conectado para ver esa imagen]
Un saludo.
- Código:
#==============================================================================
# Idea original y creación [para VX]: DoctorTodd
# Email: [Tienes que estar registrado y conectado para ver este vínculo]-
#------------------------------------------------------------------------------
#Adaptación a Vx Ace: Mikee182 / Mike_182 / Mike182 <= Cualquiera de esos nicks x)
#www.rpgmkrvx.com
#Todos los créditos a DoctorTodd, pero si quieren darme créditos a mi no me molesta... xD -Mike
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# * Start Processing
#--------------------------------------------------------------------------
def start
super
create_command_window
create_gold_window
create_status_window
@status_window = Window_MenuStatus.new(@command_window.width, 75)
@status_window.x = 200
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_personal))
@command_window.set_handler(:equip, method(:command_personal))
@command_window.set_handler(:status, method(:command_personal))
@command_window.set_handler(:formation, method(:command_formation))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.width = 160
@command_window.x = 40
@command_window.y = 75
end
#--------------------------------------------------------------------------
# * Create Gold Window
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.x = 40
@gold_window.y = 242
end
#--------------------------------------------------------------------------
# * Create Status Window
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_MenuStatus.new(@command_window.width, 0)
end
#--------------------------------------------------------------------------
# * [Item] Command
#--------------------------------------------------------------------------
def command_item
SceneManager.call(Scene_Item)
end
#--------------------------------------------------------------------------
# * [Skill], [Equipment] and [Status] Commands
#--------------------------------------------------------------------------
def command_personal
@status_window.select_last
@status_window.activate
@status_window.set_handler(:ok, method(:on_personal_ok))
@status_window.set_handler(:cancel, method(:on_personal_cancel))
end
#--------------------------------------------------------------------------
# * [Formation] Command
#--------------------------------------------------------------------------
def command_formation
@status_window.select_last
@status_window.activate
@status_window.set_handler(:ok, method(:on_formation_ok))
@status_window.set_handler(:cancel, method(:on_formation_cancel))
end
#--------------------------------------------------------------------------
# * [Save] Command
#--------------------------------------------------------------------------
def command_save
SceneManager.call(Scene_Save)
end
#--------------------------------------------------------------------------
# * [Exit Game] Command
#--------------------------------------------------------------------------
def command_game_end
SceneManager.call(Scene_End)
end
#--------------------------------------------------------------------------
# * [OK] Personal Command
#--------------------------------------------------------------------------
def on_personal_ok
case @command_window.current_symbol
when :skill
SceneManager.call(Scene_Skill)
when :equip
SceneManager.call(Scene_Equip)
when :status
SceneManager.call(Scene_Status)
end
end
#--------------------------------------------------------------------------
# * [Cancel] Personal Command
#--------------------------------------------------------------------------
def on_personal_cancel
@status_window.unselect
@command_window.activate
end
#--------------------------------------------------------------------------
# * Formation [OK]
#--------------------------------------------------------------------------
def on_formation_ok
if @status_window.pending_index >= 0
$game_party.swap_order(@status_window.index,
@status_window.pending_index)
@status_window.pending_index = -1
@status_window.redraw_item(@status_window.index)
else
@status_window.pending_index = @status_window.index
end
@status_window.activate
end
#--------------------------------------------------------------------------
# * Formation [Cancel]
#--------------------------------------------------------------------------
def on_formation_cancel
if @status_window.pending_index >= 0
@status_window.pending_index = -1
@status_window.activate
else
@status_window.unselect
@command_window.activate
end
end
end
################################################################################
################################################################################
################################################################################
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# * Initialize Command Selection Position (Class Method)
#--------------------------------------------------------------------------
def self.init_command_position
@@last_command_symbol = nil
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
select_last
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 160
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
item_max
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
add_main_commands
add_original_commands
add_save_command
add_game_end_command
end
#--------------------------------------------------------------------------
# * Add Main Commands to List
#--------------------------------------------------------------------------
def add_main_commands
add_command(Vocab::item, :item, main_commands_enabled)
add_command(Vocab::skill, :skill, main_commands_enabled)
add_command(Vocab::equip, :equip, main_commands_enabled)
add_command(Vocab::status, :status, main_commands_enabled)
end
#--------------------------------------------------------------------------
# * For Adding Original Commands
#--------------------------------------------------------------------------
def add_original_commands
end
#--------------------------------------------------------------------------
# * Add Save to Command List
#--------------------------------------------------------------------------
def add_save_command
add_command(Vocab::save, :save, save_enabled)
end
#--------------------------------------------------------------------------
# * Add Exit Game to Command List
#--------------------------------------------------------------------------
def add_game_end_command
add_command(Vocab::game_end, :game_end)
end
#--------------------------------------------------------------------------
# * Get Activation State of Main Commands
#--------------------------------------------------------------------------
def main_commands_enabled
$game_party.exists
end
#--------------------------------------------------------------------------
# * Get Activation State of Save
#--------------------------------------------------------------------------
def save_enabled
!$game_system.save_disabled
end
#--------------------------------------------------------------------------
# * Processing When OK Button Is Pressed
#--------------------------------------------------------------------------
def process_ok
@@last_command_symbol = current_symbol
super
end
#--------------------------------------------------------------------------
# * Restore Previous Selection Position
#--------------------------------------------------------------------------
def select_last
select_symbol(@@last_command_symbol)
end
end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :pending_index # Pending position (for formation)
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 300, 215)
refresh
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
Graphics.width - 160
end
#--------------------------------------------------------------------------
# * Get Window Height
#--------------------------------------------------------------------------
def window_height
Graphics.height
end
#--------------------------------------------------------------------------
# * Get Number of Items
#--------------------------------------------------------------------------
def item_max
$game_party.members.size
end
#--------------------------------------------------------------------------
# * Get Item Height
#--------------------------------------------------------------------------
def item_height
(height - standard_padding * 2) / 4
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
actor = $game_party.members[index]
enabled = $game_party.battle_members.include?(actor)
rect = item_rect(index)
draw_item_background(index)
draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)
draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2)
end
#--------------------------------------------------------------------------
# * Draw Background for Item
#--------------------------------------------------------------------------
def draw_actor_simple_status(actor, x, y)
self.contents.clear
@actor = $game_party.members[0]
draw_actor_face(@actor, 0, 0)
draw_actor_name(@actor, 110, 5)
draw_actor_level(@actor, 190, 5)
draw_actor_hp(@actor, 110 ,40)
draw_actor_mp(@actor, 110 , 65)
draw_actor_param(@actor, 0, 98, 2)
draw_actor_param(@actor, 0, 118, 3)
draw_actor_param(@actor, 0, 140, 4)
draw_actor_param(@actor, 0, 164, 6)
draw_actor_graphic(@actor, 224, 160)
draw_actor_icons(@actor, 190, 100, width = 96)
end
#--------------------------------------------------------------------------
# * Processing When OK Button Is Pressed
#--------------------------------------------------------------------------
def process_ok
super
$game_party.menu_actor = $game_party.members[index]
end
#--------------------------------------------------------------------------
# * Restore Previous Selection Position
#--------------------------------------------------------------------------
def select_last
select($game_party.menu_actor.index || 0)
end
#--------------------------------------------------------------------------
# * Set Pending Position (for Formation)
#--------------------------------------------------------------------------
def pending_index=(index)
last_pending_index = @pending_index
@pending_index = index
redraw_item(@pending_index)
redraw_item(last_pending_index)
end
end
Espero que te sirva.
La única diferencia son los iconos, en este aparecen arriba, y no abajo del sprite del personaje.
[Tienes que estar registrado y conectado para ver esa imagen]
Un saludo.
Mike_182- Super Moderador
-
28
814
1041
150
Extras
Sobre mí::
Re: [Aporte]Script Menú de un solo personaje
Mike_182 escribió:Acá te hice uno:xD ya van dos.
- Código:
#==============================================================================
# Idea original y creación [para VX]: DoctorTodd
# Email: [Tienes que estar registrado y conectado para ver este vínculo]-
#------------------------------------------------------------------------------
#Adaptación a Vx Ace: Mikee182 / Mike_182 / Mike182 <= Cualquiera de esos nicks x)
#www.rpgmkrvx.com
#Todos los créditos a DoctorTodd, pero si quieren darme créditos a mi no me molesta... xD -Mike
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# * Start Processing
#--------------------------------------------------------------------------
def start
super
create_command_window
create_gold_window
create_status_window
@status_window = Window_MenuStatus.new(@command_window.width, 75)
@status_window.x = 200
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_personal))
@command_window.set_handler(:equip, method(:command_personal))
@command_window.set_handler(:status, method(:command_personal))
@command_window.set_handler(:formation, method(:command_formation))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.width = 160
@command_window.x = 40
@command_window.y = 75
end
#--------------------------------------------------------------------------
# * Create Gold Window
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.x = 40
@gold_window.y = 242
end
#--------------------------------------------------------------------------
# * Create Status Window
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_MenuStatus.new(@command_window.width, 0)
end
#--------------------------------------------------------------------------
# * [Item] Command
#--------------------------------------------------------------------------
def command_item
SceneManager.call(Scene_Item)
end
#--------------------------------------------------------------------------
# * [Skill], [Equipment] and [Status] Commands
#--------------------------------------------------------------------------
def command_personal
@status_window.select_last
@status_window.activate
@status_window.set_handler(:ok, method(:on_personal_ok))
@status_window.set_handler(:cancel, method(:on_personal_cancel))
end
#--------------------------------------------------------------------------
# * [Formation] Command
#--------------------------------------------------------------------------
def command_formation
@status_window.select_last
@status_window.activate
@status_window.set_handler(:ok, method(:on_formation_ok))
@status_window.set_handler(:cancel, method(:on_formation_cancel))
end
#--------------------------------------------------------------------------
# * [Save] Command
#--------------------------------------------------------------------------
def command_save
SceneManager.call(Scene_Save)
end
#--------------------------------------------------------------------------
# * [Exit Game] Command
#--------------------------------------------------------------------------
def command_game_end
SceneManager.call(Scene_End)
end
#--------------------------------------------------------------------------
# * [OK] Personal Command
#--------------------------------------------------------------------------
def on_personal_ok
case @command_window.current_symbol
when :skill
SceneManager.call(Scene_Skill)
when :equip
SceneManager.call(Scene_Equip)
when :status
SceneManager.call(Scene_Status)
end
end
#--------------------------------------------------------------------------
# * [Cancel] Personal Command
#--------------------------------------------------------------------------
def on_personal_cancel
@status_window.unselect
@command_window.activate
end
#--------------------------------------------------------------------------
# * Formation [OK]
#--------------------------------------------------------------------------
def on_formation_ok
if @status_window.pending_index >= 0
$game_party.swap_order(@status_window.index,
@status_window.pending_index)
@status_window.pending_index = -1
@status_window.redraw_item(@status_window.index)
else
@status_window.pending_index = @status_window.index
end
@status_window.activate
end
#--------------------------------------------------------------------------
# * Formation [Cancel]
#--------------------------------------------------------------------------
def on_formation_cancel
if @status_window.pending_index >= 0
@status_window.pending_index = -1
@status_window.activate
else
@status_window.unselect
@command_window.activate
end
end
end
################################################################################
################################################################################
################################################################################
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# * Initialize Command Selection Position (Class Method)
#--------------------------------------------------------------------------
def self.init_command_position
@@last_command_symbol = nil
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
select_last
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 160
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
item_max
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
add_main_commands
add_original_commands
add_save_command
add_game_end_command
end
#--------------------------------------------------------------------------
# * Add Main Commands to List
#--------------------------------------------------------------------------
def add_main_commands
add_command(Vocab::item, :item, main_commands_enabled)
add_command(Vocab::skill, :skill, main_commands_enabled)
add_command(Vocab::equip, :equip, main_commands_enabled)
add_command(Vocab::status, :status, main_commands_enabled)
end
#--------------------------------------------------------------------------
# * For Adding Original Commands
#--------------------------------------------------------------------------
def add_original_commands
end
#--------------------------------------------------------------------------
# * Add Save to Command List
#--------------------------------------------------------------------------
def add_save_command
add_command(Vocab::save, :save, save_enabled)
end
#--------------------------------------------------------------------------
# * Add Exit Game to Command List
#--------------------------------------------------------------------------
def add_game_end_command
add_command(Vocab::game_end, :game_end)
end
#--------------------------------------------------------------------------
# * Get Activation State of Main Commands
#--------------------------------------------------------------------------
def main_commands_enabled
$game_party.exists
end
#--------------------------------------------------------------------------
# * Get Activation State of Save
#--------------------------------------------------------------------------
def save_enabled
!$game_system.save_disabled
end
#--------------------------------------------------------------------------
# * Processing When OK Button Is Pressed
#--------------------------------------------------------------------------
def process_ok
@@last_command_symbol = current_symbol
super
end
#--------------------------------------------------------------------------
# * Restore Previous Selection Position
#--------------------------------------------------------------------------
def select_last
select_symbol(@@last_command_symbol)
end
end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :pending_index # Pending position (for formation)
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 300, 215)
refresh
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
Graphics.width - 160
end
#--------------------------------------------------------------------------
# * Get Window Height
#--------------------------------------------------------------------------
def window_height
Graphics.height
end
#--------------------------------------------------------------------------
# * Get Number of Items
#--------------------------------------------------------------------------
def item_max
$game_party.members.size
end
#--------------------------------------------------------------------------
# * Get Item Height
#--------------------------------------------------------------------------
def item_height
(height - standard_padding * 2) / 4
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
actor = $game_party.members[index]
enabled = $game_party.battle_members.include?(actor)
rect = item_rect(index)
draw_item_background(index)
draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)
draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2)
end
#--------------------------------------------------------------------------
# * Draw Background for Item
#--------------------------------------------------------------------------
def draw_actor_simple_status(actor, x, y)
self.contents.clear
@actor = $game_party.members[0]
draw_actor_face(@actor, 0, 0)
draw_actor_name(@actor, 110, 5)
draw_actor_level(@actor, 190, 5)
draw_actor_hp(@actor, 110 ,40)
draw_actor_mp(@actor, 110 , 65)
draw_actor_param(@actor, 0, 98, 2)
draw_actor_param(@actor, 0, 118, 3)
draw_actor_param(@actor, 0, 140, 4)
draw_actor_param(@actor, 0, 164, 6)
draw_actor_graphic(@actor, 224, 160)
draw_actor_icons(@actor, 190, 100, width = 96)
end
#--------------------------------------------------------------------------
# * Processing When OK Button Is Pressed
#--------------------------------------------------------------------------
def process_ok
super
$game_party.menu_actor = $game_party.members[index]
end
#--------------------------------------------------------------------------
# * Restore Previous Selection Position
#--------------------------------------------------------------------------
def select_last
select($game_party.menu_actor.index || 0)
end
#--------------------------------------------------------------------------
# * Set Pending Position (for Formation)
#--------------------------------------------------------------------------
def pending_index=(index)
last_pending_index = @pending_index
@pending_index = index
redraw_item(@pending_index)
redraw_item(last_pending_index)
end
end
Espero que te sirva.
La única diferencia son los iconos, en este aparecen arriba, y no abajo del sprite del personaje.
[Tienes que estar registrado y conectado para ver esa imagen]
Un saludo.
XD Creo que debería empezar a pagarte.
Muchas gracias.
Hormiga95- 30
-
28
33
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0
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