Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.
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| 2012-03-02, 20:56 | Fadli's Styled Menu VX |
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cacad Koplak RMer
Posts : 399 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Event Designer
Awards:
| <Fadli's Styled Menu VX> Versi: <1.4> Tipe: <Menu System> Pengenalan<Ini adalah script buatan saya kedua karena bosan melihat menu system yg basic, pengen comot dari orang laen rasanya kuang pas , makanya saya mencoba membuat script menu system ini dan lumayan menambah kreativitas > Fitur
- <Ya menu system lah>
- <Disertai spriteset dalam menu>
- <Disertai Map name, Play time, Step>
Screenshots Demo- Spoiler:
Males ngeupload
ScriptsNih scriptnya : - Code:
-
=begin =============================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name : Fadli's Styled Menu VX Author : Fadli Maulana Relase Date : 02/03/2012 Version : 1.4 Engine : RPG Maker VX <RMVX> Type : Menu System ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =============================================================================== ******************************************************************************* SPECIAL TANKS TO : * RMID Users RMID Nickname : * cacad ******************************************************************************* =============================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
############################################################################### PERBEDAAN VERSI *Versi 1.0 memakai background bergambar *Versi 1.0.A memakai create_menu_background *Versi 1.1 memakai info map, step, dan playtime dan perbaikan bug *Versi 1.2 hanya perbaikan bug :D *Versi 1.3 hanya perbaikan bug di map name *Versi 1.4 perbaikan bug di map name dan perbaikan window ###############################################################################
=end
#============================================================================== # ** Window_MenuStatus #------------------------------------------------------------------------------ # This window displays party member status on the menu screen. #==============================================================================
class Window_MenuStatus2 < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(0, 218, 545, 198) @column_max = 4 self.index = -1 refresh self.active = false end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members draw_actor_face(actor, actor.index * 130 + WLH / 2, 70 + 2, 92) x = actor.index * 130 + WLH / 2 y = 0 draw_actor_name(actor, x, y) #draw_actor_graphic(actor, x + 15, y + 82) #draw_actor_class(actor, x + 120, y) draw_actor_class(actor, actor.index * 130 + 12, y + 45) draw_actor_level(actor, x, y + WLH * 1) draw_actor_state(actor, x + 65, y + 22) draw_actor_hp(actor, x - 11, 40 + WLH * 1) draw_actor_mp(actor, x - 11, 40 + WLH * 2) end end #-------------------------------------------------------------------------- # * Update cursor #-------------------------------------------------------------------------- def update_cursor if @index < 0 # No cursor self.cursor_rect.empty elsif @index < @item_max # Normal @index * 96 self.cursor_rect.set(@index * 130, 0, 120, 167) elsif @index >= 100 # Self (@index - 100) * 96 self.cursor_rect.set((@index - 100) * 130, 0, 120, 167) else # All self.cursor_rect.set(0, 0, contents.width, @item_max * 96) end end end
#============================================================================== # ** Window_Info #------------------------------------------------------------------------------ # Untuk menampilkan info #==============================================================================
class Window_Info < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 545, WLH + 64) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear #MAP NAME @map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name self.contents.draw_text(30, 0, width - 384, WLH, @map_name, 0) draw_icon(153, 0, 0) # Map icon #GOLD draw_currency_value($game_party.gold, 4, 0, 500) draw_icon(205, 340, 0) # Gold icon #STEP self.contents.draw_text(10, 32, width - 384, WLH, $game_party.steps, 2) draw_icon(48, 0, 32) #Step icon end #============================================================================= # * Check if Playtime is different from last check #============================================================================= def update if @text != (Graphics.frame_count / Graphics.frame_rate) draw_time end super end # update #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def draw_time #Play time self.contents.clear_rect(Rect.new(340, 32, (260 - 32), 24)) draw_icon(188, 340, 32) @total_sec = Graphics.frame_count / Graphics.frame_rate @hour = @total_sec / 60 / 60 @min = @total_sec / 60 % 60 @sec = @total_sec % 60 @text = sprintf("%02d:%02d:%02d", @hour, @min, @sec) self.contents.draw_text(349, 32, width - 384, WLH, @text, 2) end end #---------------------------------------------------------------------------- # *Buat Nampilin karakter di menu #---------------------------------------------------------------------------- class Window_Chibi < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(0, 0, 544, 416) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.opacity = 0 self.back_opacity = 0 self.contents_opacity = 250 @item_max = $game_party.members.size for actor in $game_party.members draw_actor_graphic(actor, actor.index * 132 + 57, 193 + 2) end end end
class Window_Comman < Window_Selectable #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :commands # command #-------------------------------------------------------------------------- # * Object Initialization # width : window width # commands : command string array # column_max : digit count (if 2 or more, horizontal selection) # row_max : row count (0: match command count) # spacing : blank space when items are arrange horizontally #-------------------------------------------------------------------------- def initialize(width, commands, column_max = 5, row_max = 0, spacing = 5) if row_max == 0 row_max = (commands.size + column_max - 5) / column_max end super(0, 0, 544, row_max * WLH + 32, spacing) @commands = commands @item_max = commands.size @column_max = column_max refresh self.index = 0 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number # enabled : enabled flag. When false, draw semi-transparently. #-------------------------------------------------------------------------- def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(rect, @commands[index]) end end
#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #==============================================================================
class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * 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 @info_window = Window_Info.new(0, 55) @status_window = Window_MenuStatus2.new(160, 0) @chibi_indicator = Window_Chibi.new(0, 0) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_window.dispose @info_window.dispose @status_window.dispose @chibi_indicator.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @command_window.update @info_window.update @status_window.update @chibi_indicator.update if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::game_end @command_window = Window_Comman.new(160, [s1, s2, s3, s4, s5]) @command_window.index = @menu_index 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 print "You don't have saved data" @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 1,2,3 # Skill, equipment, status start_actor_selection when 4 $scene = Scene_End.new end end end #-------------------------------------------------------------------------- # * Start Actor Selection #-------------------------------------------------------------------------- def start_actor_selection @command_window.active = false @status_window.active = true if $game_party.last_actor_index < @status_window.item_max @status_window.index = $game_party.last_actor_index else @status_window.index = 0 end end #-------------------------------------------------------------------------- # * End Actor Selection #-------------------------------------------------------------------------- def end_actor_selection @command_window.active = true @status_window.active = false @status_window.index = -1 end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when 1 # skill $scene = Scene_Skill.new(@status_window.index) when 2 # equipment $scene = Scene_Equip.new(@status_window.index) when 3 # status $scene = Scene_Status.new(@status_window.index) end end end end
Credits
Terakhir diubah oleh cacad tanggal 2012-06-05, 04:56, total 5 kali diubah |
| | | 2012-03-02, 21:03 | Re: Fadli's Styled Menu VX |
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richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| not bad btw kalo ane liat jadi kurang efisien lihat, masih ada space kosong di tengah2, dimana ada charset karakter yang nongol. Gunakan space sebaik mungkin kalo mau juga, kasih 'create_menu_background,' jadi keliatan itu adalah scene buat ngakses inventori/skill/lainnya contohnya kek default menu system bawaan VX nice start, boys |
| | | 2012-03-02, 22:16 | Re: Fadli's Styled Menu VX |
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TegarDarmawan Novice
Posts : 115 Thanked : 1 Engine : RMVX Skill : Beginner Type : Developer
| siippp,,,, 4/5 lahh setuju sama di atas,,masih ada yg bolong |
| | | 2012-03-03, 04:45 | Re: Fadli's Styled Menu VX |
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cacad Koplak RMer
Posts : 399 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Event Designer
Awards:
| @Richter : emang sengaja gk dikasih create_menu_background, tapi katanya lebih baik dikasih create_menu_background dan dihilangkan gambar backgroundnya agar kelihatan gambar map-nya ya klo itu menurut anda semua bagus bakalan saya update/ganti @Tegar : Ok |
| | | 2012-03-03, 21:43 | Re: Fadli's Styled Menu VX |
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LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
Awards:
| Cool om Cacad. Tapi, mungkin bagian yang kosong di tengah itu bisa diisi dengan hal-hal lain seperti data-data pemain gak cuma uang. Seperti Location, teru Play Time, dsb. |
| | | 2012-03-04, 04:29 | Re: Fadli's Styled Menu VX |
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Nefusa 7 Senior
Posts : 954 Thanked : 6 Engine : RMXP Skill : Intermediate Type : Scripter
| hmm.. lumayang dah btw seperti komen-komen diatas, yang tengah itu dikasih sesuatu seperti statusnya character atau yang laennya |
| | | 2012-03-04, 16:28 | Re: Fadli's Styled Menu VX |
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rexoholic Advance
Posts : 330 Thanked : 2 Engine : Multi-Engine User Skill : Beginner Type : Jack of All Trades
| keren tuh. tapi seperti yang diatas bilang, di tengah masih kurang sreg gara-gara bolong. good job lah. paling enggak kamu udah bisa bikin CMS sendiri. ga kayak aku. |
| | | 2012-03-04, 17:42 | Re: Fadli's Styled Menu VX |
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LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
Awards:
| bagus, tapi itu faceset ketimpa sama tulisan Lv sama Bar HP/MP kelihatannya jadi aneh |
| | | 2012-03-04, 19:17 | Re: Fadli's Styled Menu VX |
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darknezz Novice
Posts : 184 Thanked : 0 Engine : Multi-Engine User Skill : Intermediate Type : Developer
| yg kosong2 di isi aja sama waktu atau jumlah step kan sudah lumayan |
| | | 2012-03-28, 18:21 | Re: Fadli's Styled Menu VX |
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cacad Koplak RMer
Posts : 399 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Event Designer
Awards:
| | | | 2012-03-28, 18:25 | Re: Fadli's Styled Menu VX |
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Adhe45 Senior
Posts : 665 Thanked : 4 Engine : RMXP Skill : Beginner Type : Spriter
| keren kak ! btw bisa dibuat yang versi XP nya gak ? |
| | | 2012-03-28, 18:35 | Re: Fadli's Styled Menu VX |
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cacad Koplak RMer
Posts : 399 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Event Designer
Awards:
| @Adhe45 : - Spoiler:
MASALAHNYA GW BUTA RGSS1 minta convert ama yg jago RGSS1&2 aj
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| | | 2012-03-28, 18:49 | Re: Fadli's Styled Menu VX |
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cacad Koplak RMer
Posts : 399 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Event Designer
Awards:
| UPDATED To Version 1.2lho !!! kok cepet amat dari V.1.1 langsung ke V.1.2 karena ada bug nyangkut dan sudah dihilangkan bug-nya |
| | | 2012-03-28, 19:05 | Re: Fadli's Styled Menu VX |
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Adhe45 Senior
Posts : 665 Thanked : 4 Engine : RMXP Skill : Beginner Type : Spriter
| wah gak bisa ya,,, ok deh, kutunggu karya" mu selanjutnya ! |
| | | 2012-03-28, 19:55 | Re: Fadli's Styled Menu VX |
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Chanai-ai Novice
Posts : 187 Thanked : 4 Engine : RMVX Skill : Beginner Type : Artist
| weeew, udh dibetulin ternyata good lanjutkan bwt lg script yg bnyk om |
| | | 2012-05-10, 19:40 | Re: Fadli's Styled Menu VX |
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cacad Koplak RMer
Posts : 399 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Event Designer
Awards:
| @Adhe : iya gk bsa, soalnya ane gk bsa convert dari RGSS2 ke 1, tpi dari RGSS1 ke 2 lebih mudah @Ai : wah makasih atas tanggapannya |
| | | 2012-06-04, 19:29 | Re: Fadli's Styled Menu VX |
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Danger Force Ryder Advance
Posts : 307 Thanked : 1 Engine : RMXP Skill : Very Beginner Type : Writer
| Kaya nya bagus tuh tapi sayang aku pake yg XP |
| | | 2012-06-05, 04:41 | Re: Fadli's Styled Menu VX |
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cacad Koplak RMer
Posts : 399 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Event Designer
Awards:
| zzz . . . . ada bug yg nyangkut !!!!!!!!!!!111 UPDATED TO VERSION 1.3Thanks |
| | | 2012-06-05, 05:12 | Re: Fadli's Styled Menu VX |
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cacad Koplak RMer
Posts : 399 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Event Designer
Awards:
| wew, ada serangga nyangkut lagi UPDATED TO VERSION 1.4 Sekalian !!!!! UPDATED TO VERSION 1.5Di versi 1.5 menu dapat diberi background dengan gambar sesuai selera Untuk memberi gambar Buat gambar lalu simpan di Graphics/System dengan nama MenuBack INGAT !!!!!! Nama backgroundnya MenuBack Nih Versi 1.5 nya : - Code:
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=begin =============================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name : Fadli's Styled Menu VX Author : Fadli Maulana Relase Date : 02/03/2012 Version : 1.5 Engine : RPG Maker VX <RMVX> Type : Menu System ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =============================================================================== ******************************************************************************* SPECIAL TANKS TO : * RMID Users RMID Nickname : * cacad ******************************************************************************* =============================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
############################################################################### PERBEDAAN VERSI *Versi 1.0 memakai background bergambar *Versi 1.0.A memakai create_menu_background *Versi 1.1 memakai info map, step, dan playtime dan perbaikan bug *Versi 1.2 hanya perbaikan bug :D *Versi 1.3 hanya perbaikan bug di map name *Versi 1.4 perbaikan bug di map name dan perbaikan window *Versi 1.5 Dapat memakai background sesuai selera ###############################################################################
############################################################################### ~ Untuk background simpan di Graphics/System simpan dengan nama MenuBack ###############################################################################
=end
#============================================================================== # ** Window_MenuStatus #------------------------------------------------------------------------------ # This window displays party member status on the menu screen. #==============================================================================
class Window_MenuStatus2 < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(0, 218, 545, 198) @column_max = 4 self.index = -1 refresh self.active = false end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members draw_actor_face(actor, actor.index * 130 + WLH / 2, 70 + 2, 92) x = actor.index * 130 + WLH / 2 y = 0 draw_actor_name(actor, x, y) #draw_actor_graphic(actor, x + 15, y + 82) #draw_actor_class(actor, x + 120, y) draw_actor_class(actor, actor.index * 130 + 12, y + 45) draw_actor_level(actor, x, y + WLH * 1) draw_actor_state(actor, x + 65, y + 22) draw_actor_hp(actor, x - 11, 40 + WLH * 1) draw_actor_mp(actor, x - 11, 40 + WLH * 2) self.back_opacity = 100 end end #-------------------------------------------------------------------------- # * Update cursor #-------------------------------------------------------------------------- def update_cursor if @index < 0 # No cursor self.cursor_rect.empty elsif @index < @item_max # Normal @index * 96 self.cursor_rect.set(@index * 130, 0, 120, 167) elsif @index >= 100 # Self (@index - 100) * 96 self.cursor_rect.set((@index - 100) * 130, 0, 120, 167) else # All self.cursor_rect.set(0, 0, contents.width, @item_max * 96) end end end
#============================================================================== # ** Window_Info #------------------------------------------------------------------------------ # Untuk menampilkan info #==============================================================================
class Window_Info < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 545, WLH + 64) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear #MAP NAME @map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name self.contents.draw_text(30, 0, width - 384, WLH, @map_name, 0) draw_icon(153, 0, 0) # Map icon #GOLD draw_currency_value($game_party.gold, 4, 0, 500) draw_icon(205, 340, 0) # Gold icon #STEP self.contents.draw_text(10, 32, width - 384, WLH, $game_party.steps, 2) draw_icon(48, 0, 32) #Step icon self.back_opacity = 100 end #============================================================================= # * Check if Playtime is different from last check #============================================================================= def update if @text != (Graphics.frame_count / Graphics.frame_rate) draw_time end super end # update #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def draw_time #Play time self.contents.clear_rect(Rect.new(340, 32, (260 - 32), 24)) draw_icon(188, 340, 32) @total_sec = Graphics.frame_count / Graphics.frame_rate @hour = @total_sec / 60 / 60 @min = @total_sec / 60 % 60 @sec = @total_sec % 60 @text = sprintf("%02d:%02d:%02d", @hour, @min, @sec) self.contents.draw_text(349, 32, width - 384, WLH, @text, 2) end end #---------------------------------------------------------------------------- # *Buat Nampilin karakter di menu #---------------------------------------------------------------------------- class Window_Chibi < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(0, 0, 544, 416) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.opacity = 0 self.back_opacity = 0 self.contents_opacity = 250 @item_max = $game_party.members.size for actor in $game_party.members draw_actor_graphic(actor, actor.index * 132 + 57, 193 + 2) end end end
class Window_Comman < Window_Selectable #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :commands # command #-------------------------------------------------------------------------- # * Object Initialization # width : window width # commands : command string array # column_max : digit count (if 2 or more, horizontal selection) # row_max : row count (0: match command count) # spacing : blank space when items are arrange horizontally #-------------------------------------------------------------------------- def initialize(width, commands, column_max = 5, row_max = 0, spacing = 5) if row_max == 0 row_max = (commands.size + column_max - 5) / column_max end super(0, 0, 544, row_max * WLH + 32, spacing) @commands = commands @item_max = commands.size @column_max = column_max refresh self.index = 0 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...@item_max draw_item(i) self.back_opacity = 100 end end #-------------------------------------------------------------------------- # * Draw Item # index : item number # enabled : enabled flag. When false, draw semi-transparently. #-------------------------------------------------------------------------- def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(rect, @commands[index]) end end
#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #==============================================================================
class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * 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 @info_window = Window_Info.new(0, 55) @status_window = Window_MenuStatus2.new(160, 0) @chibi_indicator = Window_Chibi.new(0, 0) create_menu_graphic end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_window.dispose @info_window.dispose @status_window.dispose @chibi_indicator.dispose snapshot_for_background dispose_menu_graphic end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @command_window.update @info_window.update @status_window.update @chibi_indicator.update if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end end #-------------------------------------------------------------------------- # * Create Menu Graphic #-------------------------------------------------------------------------- def create_menu_graphic @sprite = Sprite.new @sprite.bitmap = Cache.system("MenuBack") end #-------------------------------------------------------------------------- # * Dispose of Menu Graphic #-------------------------------------------------------------------------- def dispose_menu_graphic @sprite.bitmap.dispose @sprite.dispose end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::game_end @command_window = Window_Comman.new(160, [s1, s2, s3, s4, s5]) @command_window.index = @menu_index 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 print "You don't have saved data" @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 1,2,3 # Skill, equipment, status start_actor_selection when 4 $scene = Scene_End.new end end end #-------------------------------------------------------------------------- # * Start Actor Selection #-------------------------------------------------------------------------- def start_actor_selection @command_window.active = false @status_window.active = true if $game_party.last_actor_index < @status_window.item_max @status_window.index = $game_party.last_actor_index else @status_window.index = 0 end end #-------------------------------------------------------------------------- # * End Actor Selection #-------------------------------------------------------------------------- def end_actor_selection @command_window.active = true @status_window.active = false @status_window.index = -1 end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when 1 # skill $scene = Scene_Skill.new(@status_window.index) when 2 # equipment $scene = Scene_Equip.new(@status_window.index) when 3 # status $scene = Scene_Status.new(@status_window.index) end end end end
MAU DEMONYA ??? GK USAH !!!! GAMPANG KOK MAU SS NYA ??? GK USAH !!! PASTI NGERTI KOK |
| | | 2012-06-11, 18:47 | Re: Fadli's Styled Menu VX |
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Dan-G- Newbie
Posts : 6 Thanked : 0 Engine : RMVX Ace Skill : Beginner
| kurang begitu wow.... tadi di coba dulu deh... hihihi... |
| | | 2012-06-12, 08:41 | Re: Fadli's Styled Menu VX |
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cacad Koplak RMer
Posts : 399 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Event Designer
Awards:
| Silahkan dicoba dahulu abis itu komen Thanks . . |
| | | | Re: Fadli's Styled Menu VX |
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Flakeheartnet Resources Part II [come back gift] 2016-06-07, 15:51 by flakeheartnet
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