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Ayuda Menu minimo.
3 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Ayuda Menu minimo.
Hola a todos!
Estoy buscando un script (o algun tutorial o engine) que me pueda hacer editar el menú.
Quiero eliminar las opciones de Estado, Habilidad, Equipo y Formación. Pues mi juego no usará ninguna de esas opciones.
Esto es posible?
PD: También me gustaría saber si puedo eliminar la barra de MP del menú.
Gracias de antemano. Saludos
Estoy buscando un script (o algun tutorial o engine) que me pueda hacer editar el menú.
Quiero eliminar las opciones de Estado, Habilidad, Equipo y Formación. Pues mi juego no usará ninguna de esas opciones.
Esto es posible?
PD: También me gustaría saber si puedo eliminar la barra de MP del menú.
Gracias de antemano. Saludos
Hormiga95- 30
-
28
33
39
0
Re: Ayuda Menu minimo.
Menu de Yanfly para Ace, instrucciones en ingles, explicación para lo que quieres abajo en español XD
Lo típico pegar en un espacio vacío arriba de Main, en la sección de Materiales XD.
Para lo que quieres ir a la línea ir a la línea 101, ahí puedes borrar las opciones que no quieres que aparescan, o mejor las comentareas por si quieres usarlas después. Para comentarear una línea poner # al comienzo.
Este script puede borrar la barra de TP del menú solamente :S, así que tendría que buscar si hay algún script para borrar la barra de MP, si veo algo lo agregó después.
- Código:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Menu Engine v1.07
# -- Last Updated: 2012.01.03
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-AceMenuEngine"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.03 - Compatibility Update: Ace Item Menu
# 2012.01.01 - Compatibility Update: Kread-EX's Synthesis
# - Compatibility Update: Kread-EX's Grathnode Install
# - Compatibility Update: Yami's Slot Battle
# 2011.12.23 - Script efficiency optimized.
# 2011.12.19 - Compatibility Update: Class System
# 2011.12.15 - Updated for better menu MP/TP gauge management.
# 2011.12.13 - Compatibility Update: Ace Equip Engine
# 2011.12.07 - Update to allow for switches to also hide custom commands.
# 2011.12.06 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# The menu system in RPG Maker VX Ace is great. However, it lacks the user
# customization that RPG Maker 2003 allowed. With this script, you can add,
# remove, and rearrange menu commands as you see fit. In addition to that, you
# can add in menu commands that lead to common events or even custom commands
# provided through other scripts.
#
# This script also provides window appearance management such as setting almost
# all command windows to be center aligned or changing the position of the
# help window. You can also opt to show the TP Gauge in the main menu as well
# as in the skill menu.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Edit the settings in the module below as you see fit.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module MENU
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Menu Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This changes the way menus appear in your game. You can change their
# alignment, and the location of the help window, Note that any non-Yanfly
# Engine Ace scripts may not conform to these menu styles.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HELP_WINDOW_LOCATION = 0 # 0-Top, 1-Middle, 2-Bottom.
COMMAND_WINDOW_ALIGN = 1 # 0-Left, 1-Middle, 2-Right.
# These settings below adjust the visual appearance of the main menu.
# Change the settings as you see fit.
MAIN_MENU_ALIGN = 0 # 0-Left, 1-Middle, 2-Right.
MAIN_MENU_RIGHT = false # false-Left, true-Right.
MAIN_MENU_ROWS = 10 # Maximum number of rows for main menu.
DRAW_TP_GAUGE = true # If true, draws TP in the main menu.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Main Menu Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the main menu, the order at which commands appear,
# what text is displayed, and what the commands are linked to. Here's a
# list of which commands do what:
#
# -------------------------------------------------------------------------
# :command Description
# -------------------------------------------------------------------------
# :item Opens up the item menu. Default menu item.
# :skill Opens up the skill menu. Default menu item.
# :equip Opens up the equip menu. Default menu item.
# :status Opens up the status menu. Default menu item.
# :formation Lets player manage party. Default menu item.
# :save Opens up the save menu. Default menu item.
# :game_end Opens up the shutdown menu. Default menu item.
#
# :class Requires YEA - Class System
#
# :gogototori Requires Kread-EX's Go Go Totori! Synthesis
# :grathnode Requires Kread-EX's Grathnote Install
# :sslots Requires Yami's YSA - Slot Battle
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMMANDS =[
:item, # Opens up the item menu. Default menu item.
:skill, # Opens up the skill menu. Default menu item.
:equip, # Opens up the equip menu. Default menu item.
:class, # Requires YEA - Class System.
:status, # Opens up the status menu. Default menu item.
:formation, # Lets player manage party. Default menu item.
# :event_1, # Launches Common Event 1. Common Event Command.
# :event_2, # Launches Common Event 2. Common Event Command.
# :debug, # Opens up debug menu. Custom Command.
# :shop, # Opens up a shop to pawn items. Custom Command.
:save, # Opens up the save menu. Default menu item.
:game_end, # Opens up the shutdown menu. Default menu item.
] # Do not remove this.
#--------------------------------------------------------------------------
# - Common Event Commands -
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If you insert one of the following commands into the COMMANDS array, the
# player can trigger a common event to launch. You can disable certain
# commands in the menu by binding them to a switch. If you don't want to
# disable them, set the switch to 0 and it will always be enabled. The
# ShowSwitch will prevent a command from appear if that switch is false.
# Set it to 0 for it to have no impact.
#--------------------------------------------------------------------------
COMMON_EVENT_COMMANDS ={
# :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID],
:event_1 => [ "Camp", 11, 0, 1],
:event_2 => [ "Synthesis", 0, 0, 2],
} # Do not remove this.
#--------------------------------------------------------------------------
# - Custom Commands -
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# For those who use scripts that may lead to other menu scenes, use this
# hash to manage custom commands that run specific script calls. You can
# disable certain commands in the menu by binding them to a switch. If you
# don't want to disable them, set the switch to 0. The ShowSwitch will
# prevent a command from appear if that switch is false. Set it to 0 for
# it to have no impact.
#--------------------------------------------------------------------------
CUSTOM_COMMANDS ={
# :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
:debug => [ "Debug", 0, 0, :command_debug],
:shop => [ "Shop", 12, 0, :command_shop],
:gogototori => ["Synthesis", 0, 0, :command_totori],
:grathnode => [ "Grathnode", 0, 0, :command_install],
} # Do not remove this.
end # MENU
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ■ Window_MenuCommand
#------------------------------------------------------------------------------
# This class is kept towards the top of the script to provide easier access.
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# overwrite method: make_command_list
#--------------------------------------------------------------------------
def make_command_list
for command in YEA::MENU::COMMANDS
case command
#--- Default Commands ---
when :item
add_command(Vocab::item, :item, main_commands_enabled)
when :skill
add_command(Vocab::skill, :skill, main_commands_enabled)
when :equip
add_command(Vocab::equip, :equip, main_commands_enabled)
when :status
add_command(Vocab::status, :status, main_commands_enabled)
when :formation
add_formation_command
when :save
add_original_commands
add_save_command
when :game_end
add_game_end_command
#--- Yanfly Engine Ace Commands ---
when :class
next unless $imported["YEA-ClassSystem"]
add_class_command
#--- Imported Commands ---
when :sslots
next unless $imported["YSA-SlotBattle"]
add_sslots_command
when :grathnode
next unless $imported["KRX-GrathnodeInstall"]
process_custom_command(command)
when :gogototori
next unless $imported["KRX-AlchemicSynthesis"]
process_custom_command(command)
#--- Imported Commands ---
else
process_common_event_command(command)
process_custom_command(command)
end
end
end
#--------------------------------------------------------------------------
# new method: process_common_event_command
#--------------------------------------------------------------------------
def process_common_event_command(command)
return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2]
continue = show <= 0 ? true : $game_switches[show]
return unless continue
text = YEA::MENU::COMMON_EVENT_COMMANDS[command][0]
switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1]
ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3]
enabled = switch <= 0 ? true : $game_switches[switch]
add_command(text, command, enabled, ext)
end
#--------------------------------------------------------------------------
# new method: process_custom_command
#--------------------------------------------------------------------------
def process_custom_command(command)
return unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
show = YEA::MENU::CUSTOM_COMMANDS[command][2]
continue = show <= 0 ? true : $game_switches[show]
return unless continue
text = YEA::MENU::CUSTOM_COMMANDS[command][0]
switch = YEA::MENU::CUSTOM_COMMANDS[command][1]
enabled = switch <= 0 ? true : $game_switches[switch]
add_command(text, command, enabled)
end
end # Window_MenuCommand
#==============================================================================
# ■ Menu
#==============================================================================
module Menu
#--------------------------------------------------------------------------
# self.help_window_location
#--------------------------------------------------------------------------
def self.help_window_location
return YEA::MENU::HELP_WINDOW_LOCATION
end
#--------------------------------------------------------------------------
# self.command_window_align
#--------------------------------------------------------------------------
def self.command_window_align
return YEA::MENU::COMMAND_WINDOW_ALIGN
end
#--------------------------------------------------------------------------
# self.main_menu_align
#--------------------------------------------------------------------------
def self.main_menu_align
return YEA::MENU::MAIN_MENU_ALIGN
end
#--------------------------------------------------------------------------
# self.main_menu_right
#--------------------------------------------------------------------------
def self.main_menu_right
return YEA::MENU::MAIN_MENU_RIGHT
end
end # Menu
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# new method: draw_mp?
#--------------------------------------------------------------------------
def draw_mp?
return true unless draw_tp?
for skill in skills
next unless added_skill_types.include?(skill.stype_id)
return true if skill.mp_cost > 0
end
return false
end
#--------------------------------------------------------------------------
# new method: draw_tp?
#--------------------------------------------------------------------------
def draw_tp?
return false unless $data_system.opt_display_tp
for skill in skills
next unless added_skill_types.include?(skill.stype_id)
return true if skill.tp_cost > 0
end
return false
end
end # Game_Actor
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# overwrite method: draw_actor_simple_status
#--------------------------------------------------------------------------
def draw_actor_simple_status(actor, dx, dy)
dy -= line_height / 2
draw_actor_name(actor, dx, dy)
draw_actor_level(actor, dx, dy + line_height * 1)
draw_actor_icons(actor, dx, dy + line_height * 2)
dw = contents.width - dx - 124
draw_actor_class(actor, dx + 120, dy, dw)
draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw)
if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp?
draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw)
elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp?
if $imported["YEA-BattleEngine"]
draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw/2 + 1)
draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)
else
draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1)
draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)
end
else
draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw)
end
end
end # Window_Base
#==============================================================================
# ■ Window_Command
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# overwrite method: alignment
#--------------------------------------------------------------------------
def alignment
return Menu.command_window_align
end
end # Window_Command
#==============================================================================
# ■ Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: init_command_position
#--------------------------------------------------------------------------
class <<self; alias init_command_position_ame init_command_position; end
def self.init_command_position
init_command_position_ame
@@last_command_oy = nil
end
#--------------------------------------------------------------------------
# overwrite method: visible_line_number
#--------------------------------------------------------------------------
def visible_line_number
return [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].max
end
#--------------------------------------------------------------------------
# overwrite method: alignment
#--------------------------------------------------------------------------
def alignment
return Menu.main_menu_align
end
#--------------------------------------------------------------------------
# alias method: process_ok
#--------------------------------------------------------------------------
alias window_menucommand_process_ok_ame process_ok
def process_ok
@@last_command_oy = self.oy
window_menucommand_process_ok_ame
end
#--------------------------------------------------------------------------
# alias method: select_last
#--------------------------------------------------------------------------
alias window_menucommand_select_last_ame select_last
def select_last
window_menucommand_select_last_ame
self.oy = @@last_command_oy unless @@last_command_oy.nil?
@@last_command_oy = nil
end
end # Window_MenuCommand
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# alias method: start
#--------------------------------------------------------------------------
alias scene_menu_start_ame start
def start
scene_menu_start_ame
relocate_windows
end
#--------------------------------------------------------------------------
# new method: relocate_windows
#--------------------------------------------------------------------------
def relocate_windows
return unless Menu.main_menu_right
@command_window.x = Graphics.width - @command_window.width
@gold_window.x = Graphics.width - @gold_window.width
@status_window.x = 0
end
end # Scene_Menu
#==============================================================================
# ■ Scene_Item
#==============================================================================
class Scene_Item < Scene_ItemBase
#--------------------------------------------------------------------------
# alias method: start
#--------------------------------------------------------------------------
alias scene_item_start_ame start
def start
scene_item_start_ame
return if $imported["YEA-ItemMenu"]
relocate_windows
end
#--------------------------------------------------------------------------
# new method: relocate_windows
#--------------------------------------------------------------------------
def relocate_windows
case Menu.help_window_location
when 0 # Top
@help_window.y = 0
@category_window.y = @help_window.height
@item_window.y = @category_window.y + @category_window.height
when 1 # Middle
@category_window.y = 0
@help_window.y = @category_window.height
@item_window.y = @help_window.y + @help_window.height
else # Bottom
@category_window.y = 0
@item_window.y = @category_window.height
@help_window.y = @item_window.y + @item_window.height
end
if $imported["YEA-ItemMenu"]
@types_window.y = @category_window.y
@status_window.y = @category_window.y
end
end
end # Scene_Item
#==============================================================================
# ■ Scene_Skill
#==============================================================================
class Scene_Skill < Scene_ItemBase
#--------------------------------------------------------------------------
# alias method: start
#--------------------------------------------------------------------------
alias scene_skill_start_ame start
def start
scene_skill_start_ame
relocate_windows
end
#--------------------------------------------------------------------------
# new method: relocate_windows
#--------------------------------------------------------------------------
def relocate_windows
case Menu.help_window_location
when 0 # Top
@help_window.y = 0
@command_window.y = @help_window.height
@status_window.y = @help_window.height
@item_window.y = @status_window.y + @status_window.height
when 1 # Middle
@command_window.y = 0
@status_window.y = 0
@help_window.y = @status_window.y + @status_window.height
@item_window.y = @help_window.y + @help_window.height
else # Bottom
@command_window.y = 0
@status_window.y = 0
@item_window.y = @status_window.y + @status_window.height
@help_window.y = @item_window.y + @item_window.height
end
end
end # Scene_Skill
#==============================================================================
# ■ Scene_Equip
#==============================================================================
class Scene_Equip < Scene_MenuBase
#--------------------------------------------------------------------------
# alias method: start
#--------------------------------------------------------------------------
alias scene_equip_start_ame start
def start
scene_equip_start_ame
relocate_windows
relocate_aee_windows
end
#--------------------------------------------------------------------------
# new method: relocate_windows
#--------------------------------------------------------------------------
def relocate_windows
return if $imported["YEA-AceEquipEngine"]
case Menu.help_window_location
when 0 # Top
@help_window.y = 0
@status_window.y = @help_window.height
@command_window.y = @help_window.height
@slot_window.y = @command_window.y + @command_window.height
@item_window.y = @slot_window.y + @slot_window.height
when 1 # Middle
@status_window.y = 0
@command_window.y = 0
@slot_window.y = @command_window.y + @command_window.height
@help_window.y = @slot_window.y + @slot_window.height
@item_window.y = @help_window.y + @help_window.height
else # Bottom
@status_window.y = 0
@command_window.y = 0
@slot_window.y = @command_window.y + @command_window.height
@item_window.y = @slot_window.y + @slot_window.height
@help_window.y = @item_window.y + @item_window.height
end
end
#--------------------------------------------------------------------------
# new method: relocate_aee_windows
#--------------------------------------------------------------------------
def relocate_aee_windows
return unless $imported["YEA-AceEquipEngine"]
case Menu.help_window_location
when 0 # Top
@help_window.y = 0
@command_window.y = @help_window.height
@slot_window.y = @command_window.y + @command_window.height
when 1 # Middle
@command_window.y = 0
@help_window.y = @command_window.height
@slot_window.y = @help_window.y + @help_window.height
else # Bottom
@command_window.y = 0
@slot_window.y = @command_window.height
@help_window.y = @slot_window.y + @slot_window.height
end
@actor_window.y = @command_window.y
@item_window.y = @slot_window.y
@status_window.y = @slot_window.y
end
end # Scene_Equip
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# alias method: create_command_window
#--------------------------------------------------------------------------
alias scene_menu_create_command_window_ame create_command_window
def create_command_window
scene_menu_create_command_window_ame
process_common_event_commands
process_custom_commands
end
#--------------------------------------------------------------------------
# new method: process_common_event_commands
#--------------------------------------------------------------------------
def process_common_event_commands
for command in YEA::MENU::COMMANDS
next unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
@command_window.set_handler(command, method(:command_common_event))
end
end
#--------------------------------------------------------------------------
# new method: command_common_event
#--------------------------------------------------------------------------
def command_common_event
event_id = @command_window.current_ext
return return_scene if event_id.nil?
return return_scene if $data_common_events[event_id].nil?
$game_temp.reserve_common_event(event_id)
return_scene
end
#--------------------------------------------------------------------------
# new method: process_custom_commands
#--------------------------------------------------------------------------
def process_custom_commands
for command in YEA::MENU::COMMANDS
next unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
called_method = YEA::MENU::CUSTOM_COMMANDS[command][3]
@command_window.set_handler(command, method(called_method))
end
end
#--------------------------------------------------------------------------
# new method: command_debug
#--------------------------------------------------------------------------
def command_debug
SceneManager.call(Scene_Debug)
end
#--------------------------------------------------------------------------
# new method: command_shop
#--------------------------------------------------------------------------
def command_shop
goods = []
SceneManager.call(Scene_Shop)
SceneManager.scene.prepare(goods, false)
end
#--------------------------------------------------------------------------
# new method: command_totori
#--------------------------------------------------------------------------
def command_totori
return unless $imported['KRX-AlchemicSynthesis']
SceneManager.call(Scene_Alchemy)
end
end # Scene_Menu
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
Lo típico pegar en un espacio vacío arriba de Main, en la sección de Materiales XD.
Para lo que quieres ir a la línea ir a la línea 101, ahí puedes borrar las opciones que no quieres que aparescan, o mejor las comentareas por si quieres usarlas después. Para comentarear una línea poner # al comienzo.
Este script puede borrar la barra de TP del menú solamente :S, así que tendría que buscar si hay algún script para borrar la barra de MP, si veo algo lo agregó después.
JKLmaster- 220
-
36
232
1232
82
Extras
Sobre mí::
Re: Ayuda Menu minimo.
Ya te he hecho uno yo:
Pega sobre Main Process, en la sección personalizados.
Edito: Maldito JKL xD
- Código:
class Window_MenuCommand < Window_Command
def self.init_command_position
@@last_command_symbol = nil
end
def initialize
super(0, 0)
select_last
end
def window_width
return 160
end
def visible_line_number
item_max
end
def make_command_list
add_main_commands
add_original_commands
add_save_command
add_game_end_command
end
def add_main_commands
add_command(Vocab::item, :item, main_commands_enabled)
end
def add_formation_command
add_command(Vocab::formation, :formation, formation_enabled)
end
def add_original_commands
end
def add_save_command
add_command(Vocab::save, :save, save_enabled)
end
def add_game_end_command
add_command(Vocab::game_end, :game_end)
end
def main_commands_enabled
$game_party.exists
end
def formation_enabled
$game_party.members.size >= 2 && !$game_system.formation_disabled
end
def save_enabled
!$game_system.save_disabled
end
def process_ok
@@last_command_symbol = current_symbol
super
end
def select_last
select_symbol(@@last_command_symbol)
end
end
#
class Window_MenuStatus < Window_Selectable
attr_reader :pending_index # Pending position (for formation)
def initialize(x, y)
super(x, y, window_width, window_height)
@pending_index = -1
refresh
end
def window_width
Graphics.width - 160
end
def window_height
Graphics.height
end
def item_max
$game_party.members.size
end
def item_height
(height - standard_padding * 2) / 4
end
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
def draw_item_background(index)
if index == @pending_index
contents.fill_rect(item_rect(index), pending_color)
end
end
def process_ok
super
$game_party.menu_actor = $game_party.members[index]
end
def select_last
select($game_party.menu_actor.index || 0)
end
def draw_actor_simple_status(actor, x, y)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x, y + line_height * 1)
draw_actor_icons(actor, x, y + line_height * 2)
draw_actor_class(actor, x + 120, y)
draw_actor_hp(actor, x + 120, y + line_height * 1)
end
def pending_index=(index)
last_pending_index = @pending_index
@pending_index = index
redraw_item(@pending_index)
redraw_item(last_pending_index)
end
end
Pega sobre Main Process, en la sección personalizados.
Edito: Maldito JKL xD
Mike_182- Super Moderador
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28
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Extras
Sobre mí::
Re: Ayuda Menu minimo.
Muchisimas gracias a los dos.
Enserio, son re-grosos. Pero me tuve que ir con el script de Mike porque era exactamente lo que buscaba y es mas sencillo de usar.
Gracias, enserio.
Enserio, son re-grosos. Pero me tuve que ir con el script de Mike porque era exactamente lo que buscaba y es mas sencillo de usar.
Gracias, enserio.
Hormiga95- 30
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RPG maker VX :: Scripts ::
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