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 Fadli's Styled Menu VX

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Fadli's Styled Menu VX Empty2012-03-02, 20:56
PostFadli's Styled Menu VX
#1
cacad 
Koplak RMer
cacad

Level 5
Posts : 399
Thanked : 3
Engine : Multi-Engine User
Skill : Skilled
Type : Event Designer
Awards:
Fadli's Styled Menu VX Vide
<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 :D, makanya saya mencoba membuat script menu system ini dan lumayan menambah kreativitas :D>


Fitur


  • <Ya menu system lah>
  • <Disertai spriteset dalam menu>
  • <Disertai Map name, Play time, Step>



Screenshots

Fadli's Styled Menu VX Menu10



Demo

Spoiler:



Scripts

Nih 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


  • <Cacad (Fadli)>


Terakhir diubah oleh cacad tanggal 2012-06-05, 04:56, total 5 kali diubah
Fadli's Styled Menu VX Empty2012-03-02, 21:03
PostRe: Fadli's Styled Menu VX
#2
richter_h 
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Fadli's Styled Menu VX Vide
:hmm: not bad =w=b

btw kalo ane liat jadi kurang efisien :v
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 :ngacay2:

nice start, boys =w=b
Fadli's Styled Menu VX Empty2012-03-02, 22:16
PostRe: Fadli's Styled Menu VX
#3
TegarDarmawan 
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Fadli's Styled Menu VX Vide
siippp,,,, 4/5 lahh
setuju sama di atas,,masih ada yg bolong
Fadli's Styled Menu VX Empty2012-03-03, 04:45
PostRe: Fadli's Styled Menu VX
#4
cacad 
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cacad

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Fadli's Styled Menu VX Vide
@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 :hmm:
klo itu menurut anda semua bagus bakalan saya update/ganti :D

@Tegar : Ok :D
Fadli's Styled Menu VX Empty2012-03-03, 21:43
PostRe: Fadli's Styled Menu VX
#5
LowlingLife 
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Fadli's Styled Menu VX Vide
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.
Fadli's Styled Menu VX Empty2012-03-04, 04:29
PostRe: Fadli's Styled Menu VX
#6
Nefusa 7 
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Fadli's Styled Menu VX Vide
hmm.. :hmm:
lumayang dah =w=b

btw seperti komen-komen diatas,
yang tengah itu dikasih sesuatu :D
seperti statusnya character :)
atau yang laennya :v
Fadli's Styled Menu VX Empty2012-03-04, 16:28
PostRe: Fadli's Styled Menu VX
#7
rexoholic 
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Fadli's Styled Menu VX Vide
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.
Fadli's Styled Menu VX Empty2012-03-04, 17:42
PostRe: Fadli's Styled Menu VX
#8
LiTTleDRAgo 
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Fadli's Styled Menu VX Vide
bagus, tapi itu faceset ketimpa sama tulisan Lv sama Bar HP/MP kelihatannya jadi aneh
Fadli's Styled Menu VX Empty2012-03-04, 19:17
PostRe: Fadli's Styled Menu VX
#9
darknezz 
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Fadli's Styled Menu VX Vide
yg kosong2 di isi aja sama waktu atau jumlah step kan sudah lumayan
Fadli's Styled Menu VX Empty2012-03-28, 18:21
PostRe: Fadli's Styled Menu VX
cacad 
Koplak RMer
cacad

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Fadli's Styled Menu VX Vide
UPDATED To Version 1.1
Fadli's Styled Menu VX Empty2012-03-28, 18:25
PostRe: Fadli's Styled Menu VX
Adhe45 
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Fadli's Styled Menu VX Vide
keren kak ! :thumbup:


btw bisa dibuat yang versi XP nya gak ?
Fadli's Styled Menu VX Empty2012-03-28, 18:35
PostRe: Fadli's Styled Menu VX
cacad 
Koplak RMer
cacad

Level 5
Posts : 399
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Awards:
Fadli's Styled Menu VX Vide
@Adhe45 :
Spoiler:
Fadli's Styled Menu VX Empty2012-03-28, 18:49
PostRe: Fadli's Styled Menu VX
cacad 
Koplak RMer
cacad

Level 5
Posts : 399
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Engine : Multi-Engine User
Skill : Skilled
Type : Event Designer
Awards:
Fadli's Styled Menu VX Vide
UPDATED To Version 1.2
lho !!! kok cepet amat dari V.1.1 langsung ke V.1.2
karena ada bug nyangkut dan sudah dihilangkan bug-nya :D
Fadli's Styled Menu VX Empty2012-03-28, 19:05
PostRe: Fadli's Styled Menu VX
Adhe45 
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Fadli's Styled Menu VX Vide
wah gak bisa ya,,,

ok deh, kutunggu karya" mu selanjutnya !
Fadli's Styled Menu VX Empty2012-03-28, 19:55
PostRe: Fadli's Styled Menu VX
Chanai-ai 
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Fadli's Styled Menu VX Vide
weeew, udh dibetulin ternyata good =w=b
lanjutkan bwt lg script yg bnyk om :D
Fadli's Styled Menu VX Empty2012-05-10, 19:40
PostRe: Fadli's Styled Menu VX
cacad 
Koplak RMer
cacad

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Fadli's Styled Menu VX Vide
@Adhe : iya gk bsa, soalnya ane gk bsa convert dari RGSS2 ke 1, tpi dari RGSS1 ke 2 lebih mudah :D
@Ai : wah makasih atas tanggapannya :)
Fadli's Styled Menu VX Empty2012-06-04, 19:29
PostRe: Fadli's Styled Menu VX
Danger Force Ryder 
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Fadli's Styled Menu VX Vide
Kaya nya bagus tuh tapi sayang aku pake yg XP
Fadli's Styled Menu VX Empty2012-06-05, 04:41
PostRe: Fadli's Styled Menu VX
cacad 
Koplak RMer
cacad

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Awards:
Fadli's Styled Menu VX Vide
zzz . . . . ada bug yg nyangkut !!!!!!!!!!!111
UPDATED TO VERSION 1.3
Thanks :D
Fadli's Styled Menu VX Empty2012-06-05, 05:12
PostRe: Fadli's Styled Menu VX
cacad 
Koplak RMer
cacad

Level 5
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Awards:
Fadli's Styled Menu VX Vide
wew, ada serangga nyangkut lagi
UPDATED TO VERSION 1.4 :banana:

Sekalian !!!!!

UPDATED TO VERSION 1.5

Di versi 1.5 menu dapat diberi background dengan gambar sesuai selera :3

Untuk memberi gambar Buat gambar lalu simpan di Graphics/System dengan nama MenuBack
INGAT !!!!!! Nama backgroundnya MenuBack

Nih Versi 1.5 nya :

Code:

=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 :3

MAU SS NYA ???
GK USAH !!!
PASTI NGERTI KOK :D
Fadli's Styled Menu VX Empty2012-06-11, 18:47
PostRe: Fadli's Styled Menu VX
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Fadli's Styled Menu VX Empty2012-06-12, 08:41
PostRe: Fadli's Styled Menu VX
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