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 MOG Hunter's Scene Menu Itigo (Revisado)

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AutorMensaje
kyonides-arkanthos
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Cantidad de envíos : 1768
Miembro desde : 03/02/2010
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Maker : RMXP


MensajeTema: MOG Hunter's Scene Menu Itigo (Revisado)   Vie Ago 13, 2010 6:29 pm

Scene Menu Itigo
por MOG Hunter


revisado por DerVVulfman (si no me equivoco)
y tambien un poco por Kyonides-Arkanthos


Si, es ese menu para el XP todo payasito con cursores muy feminizados, eh digo, estilizados y con hojitas de arboles y un curioso fondo que se mueve constantemente. Claro que si me preguntan por cual menu se ira la gente, pues sera por este y no por el aburrido menu del Maker.

Este menu no les permite mostrar mas de 4 heroes por equipo. Si desean tener equipos con mas heroes, pueden copiar este script y en una seccion debajo de la de este pueden pegar mi modificacion llamada KMOGITMOD

SCRIPT

Código:
#==============================================================================
# ** MOG Scene Menu Itigo V1.5
#    By Moghunter 
#    http://www.atelier-rgss.com
#------------------------------------------------------------------------------
# ** Reinvisioned version
#   
#    This variant has retooled the MOG module by adding more configurables for
#    the user.  No longer are the graphics hardwired into the code but are now
#    able to be altered in the revised configuration section.
#
#    Also, certain classes have been renamed  back to their original versions.
#    As such...  classes such as Window_Gold2 and Window_MenuStatus2 have been
#    renamed back to Window_Gold and Window_MenuStatus. This change within the
#    script also allowed for the deletion of unnecessary and redundant methods
#    within the script:
#
#    Classes and methods renamed:
#    * Window_MenuStatus2
#    * Window_Gold2   
#    * Window_PlayTime2
#    * Window_Steps2   
#    * draw_actor_state2 (in the Window_Base class)
#
#    Methods deleted from the original system:
#    * refresh    (Window_Gold)
#    * update    (Window_Playtime)
#    * initialize (Scene_Menu)
#==============================================================================

module MOG

  # BASIC MENU CONFIGURATION
    # Main Menu Graphics Used
      MAIN_LAYOUT      = "Layout-Menu"    # Main Menu Graphics
      MAIN_BACKGROUND  = "Back-Menu"      # Animated background graphic
      MAIN_CURSOR      = "MogCursor"      # Animated cursor graphic
      MAIN_CURSOR_FX    = false            # Animated cursor fx on/off switch
      SECOND_CURSOR    = "MogCursor_2"    # Animated secondary cursor graphic
      SECOND_CURSOR_FX  = false            # Animated second cursor fx
      FACE_SMALL        = "_Fs"            # Suffix for face graphics (small)
      MAIN_MAPNAME      = true              # If true, shows the map name
    # Menu
      MAIN_FX          = 0                # Back FX (0=Moving/ 1=Still/ 2=Map)
      MAIN_TRAN_TIME    = 20                # Transition Time.
      MAIN_TRAN_TYPE    = "006-Stripe02"    # Transition Type (Name)
    # Font Used
      MAIN_FONT        = "Georgia"        # Font used in Main Menu
 
  # MENU GAUGE GRAPHICS
    # Empty Bars
      MAIN_BAR_E        = "BAR0"            # Blank bar
      MAIN_BAR_XP_E    = "Exp_Back"        # Blank bar for EXP
    # Fill Bars
      MAIN_BAR_HP      = "HP_Bar"          # Fill bar for HP
      MAIN_BAR_SP      = "SP_Bar"          # Fill bar for SP
      MAIN_BAR_XP      = "Exp_Meter"      # Fill bar for EXP
    # Gauge Texts
      MAIN_TEXT_HP      = "HP_Tx"          # Text graphic for HP
      MAIN_TEXT_SP      = "SP_Tx"          # Text graphic for SP
      MAIN_TEXT_XP      = "Exp_tx"          # Text graphic for EXP
      MAIN_TEXT_LV      = "LV_tx"          # Text graphic for Level
 
end

# Mogscript global
$mogscript = {} if $mogscript == nil
$mogscript["menu_itigo"] = true

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  def now_exp
  #--------------------------------------------------------------------------
  # * Get EXP
  #--------------------------------------------------------------------------   
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get Next Level EXP
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles the map. It includes scrolling and passable determining
#  functions. Refer to "$game_map" for the instance of this class.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :map_id                  # map id
  #--------------------------------------------------------------------------
  # * Map Name
  #-------------------------------------------------------------------------- 
  def mpname
    map_name = load_data("Data/MapInfos.rxdata")
    map_name[@map_id].name
  end
end

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Draw Empty Face
  #-------------------------------------------------------------------------- 
  def clear_image
    face = RPG::Cache.picture("")
  end
  #--------------------------------------------------------------------------
  # * Draw Face
  #    actor : actor
  #    x    : draw spot x-coordinate
  #    y    : draw spot y-coordinate
  #-------------------------------------------------------------------------- 
  def drw_face(actor, x, y)
    face = RPG::Cache.picture(actor.name + MOG::FACE_SMALL) rescue clear_image
    cw = face.width
    ch = face.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x , y - ch, face, src_rect)   
  end
  #--------------------------------------------------------------------------
  # * Draw HP from Image
  #    actor : actor
  #    x    : draw spot x-coordinate
  #    y    : draw spot y-coordinate
  #-------------------------------------------------------------------------- 
  def draw_maphp3(actor, x, y)
    back = RPG::Cache.picture(MOG::MAIN_BAR_E)
    cw = back.width 
    ch = back.height
    src_rect = Rect.new(0, 0, cw, ch)   
    self.contents.blt(x + 65, y - ch + 30, back, src_rect)
    meter = RPG::Cache.picture(MOG::MAIN_BAR_HP)
    cw = meter.width  * actor.hp / actor.maxhp
    ch = meter.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
    text = RPG::Cache.picture(MOG::MAIN_TEXT_HP)
    cw = text.width 
    ch = text.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 35, y - ch + 30, text, src_rect)
    self.contents.font.color = Color.new(0, 0, 0, 255)
    self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
    self.contents.font.color = Color.new(255, 255, 255, 255)
    self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)   
  end 
  #--------------------------------------------------------------------------
  # * Draw SP from Image
  #    actor : actor
  #    x    : draw spot x-coordinate
  #    y    : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_mapsp3(actor, x, y)
    back = RPG::Cache.picture(MOG::MAIN_BAR_E)
    cw = back.width 
    ch = back.height
    src_rect = Rect.new(0, 0, cw, ch)   
    self.contents.blt(x + 65, y - ch + 30, back, src_rect)
    meter = RPG::Cache.picture(MOG::MAIN_BAR_SP)   
    cw = meter.width  * actor.sp / actor.maxsp
    ch = meter.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
    text = RPG::Cache.picture(MOG::MAIN_TEXT_SP)
    cw = text.width 
    ch = text.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 35, y - ch + 30, text, src_rect)
    self.contents.font.color = Color.new(0, 0, 0, 255)
    self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
    self.contents.font.color = Color.new(255, 255, 255, 255)
    self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)   
  end 
  #--------------------------------------------------------------------------
  # * Draw EXP from Image
  #    actor : actor
  #    x    : draw spot x-coordinate
  #    y    : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_mexp2(actor, x, y)
    bitmap2 = RPG::Cache.picture(MOG::MAIN_BAR_XP_E)
    cw = bitmap2.width
    ch = bitmap2.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    bitmap = RPG::Cache.picture(MOG::MAIN_BAR_XP)
    if actor.level < 99
      cw = bitmap.width * rate
    else
      cw = bitmap.width
    end 
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
    exp_tx = RPG::Cache.picture(MOG::MAIN_TEXT_XP)
    cw = exp_tx.width
    ch = exp_tx.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)
    lv_tx = RPG::Cache.picture(MOG::MAIN_TEXT_LV)
    cw = lv_tx.width
    ch = lv_tx.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)
    self.contents.font.color = Color.new(0, 0, 0, 255)
    self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)
    self.contents.font.color = Color.new(255, 255, 255, 255)
    self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)
  end
  #--------------------------------------------------------------------------
  # * Draw State
  #    actor : actor
  #    x    : draw spot x-coordinate
  #    y    : draw spot y-coordinate
  #    width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_state(actor, x, y, width = 80)
    text = make_battler_state_text(actor, width, true)
    self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
    self.contents.draw_text(x, y, width, 32, text, 2)
  end 
end

#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #-------------------------------------------------------------------------- 
  def initialize
    super(0, 0, 415, 280)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.opacity = 0
    self.z = 15
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #-------------------------------------------------------------------------- 
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 20
      y = i * 62
      actor = $game_party.actors[i]
      self.contents.font.name = MOG::MAIN_FONT
      if $mogscript["TP_System"] == true
        draw_actor_tp(actor, x + 285, y - 5, 4) 
        draw_actor_state(actor, x + 190, y - 5)
      else 
        draw_actor_state(actor, x + 220, y - 5)
      end
      drw_face(actor, x, y + 50)
      draw_maphp3(actor, x + 40, y - 5)
      draw_mapsp3(actor, x + 40, y + 20)
      draw_mexp2(actor, x + 140, y + 15)
    end
  end
end

#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
#  This window displays amount of gold.
#==============================================================================

class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.opacity = 0
    self.z = 15
    refresh
  end
end

#==============================================================================
# ** Window_PlayTime
#------------------------------------------------------------------------------
#  This window displays play time on the menu screen.
#==============================================================================

class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.opacity = 0
    self.z = 15
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @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.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, text, 2)
  end
end

#==============================================================================
# ** Window_Steps
#------------------------------------------------------------------------------
#  This window displays step count on the menu screen.
#==============================================================================

class Window_Steps < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.opacity = 0
    self.z = 15
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
  end
end

#==============================================================================
# ** Window_Map_Name
#------------------------------------------------------------------------------
#  This window displays the map name on the menu screen.
#==============================================================================

class Window_Map_Name < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.opacity = 0
    self.z = 15
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 1)
  end
end

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    s1 = ""
    s2 = ""
    s3 = ""
    s4 = ""
    s5 = ""
    s6 = ""
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    @command_window.visible = false
    @command_window.x = -640
    @mnlay = Sprite.new
    @mnlay.bitmap = RPG::Cache.picture(MOG::MAIN_LAYOUT)
    @mnlay.z = 10
    @mnlay.opacity = 0
    @mnlay.x = -100
    if MOG::MAIN_FX == 0
      @mnback = Plane.new
      @mnback.bitmap = RPG::Cache.picture(MOG::MAIN_BACKGROUND)
      @mnback.blend_type = 0
      @mnback.z = 5
      @mnback2 = Plane.new
      @mnback2.bitmap = RPG::Cache.picture(MOG::MAIN_BACKGROUND)
      @mnback2.blend_type = 0
      @mnback2.z = 5
      @mnback2.opacity = 60
    elsif MOG::MAIN_FX == 1
      @mnback = Plane.new
      @mnback.bitmap = RPG::Cache.picture(MOG::MAIN_BACKGROUND)
      @mnback.blend_type = 0
      @mnback.z = 5
    else
      @spriteset = Spriteset_Map.new
    end
    @mnsel = Sprite.new
    @mnsel.bitmap = RPG::Cache.picture(MOG::MAIN_CURSOR)
    @mnsel.z = 20
    @mnsel.x = 0
    @mnsel.y = 110
    @mnop = 150
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 30
    @playtime_window.y = 375
    @playtime_window.contents_opacity = 0
    if MOG::MAIN_MAPNAME
      @mapname_window = Window_Map_Name.new
      @mapname_window.x = 425
      @mapname_window.y = 25
      @mapname_window.contents_opacity = 0
    end
    @steps_window = Window_Steps.new
    @steps_window.x = 230
    @steps_window.y = 375
    @steps_window.contents_opacity = 0
    @gold_window = Window_Gold.new
    @gold_window.x = 455
    @gold_window.y = 405
    @gold_window.contents_opacity = 0
    @status_window = Window_MenuStatus.new
    @status_window.x = 295
    @status_window.y = 110
    @status_window.contents_opacity = 0
    if MOG::MAIN_FX == 0
      Graphics.transition(MOG::MAIN_TRAN_TIME, "Graphics/Transitions/" +
        MOG::MAIN_TRAN_TYPE)
    elsif MOG::MAIN_FX == 1
      Graphics.transition(MOG::MAIN_TRAN_TIME, "Graphics/Transitions/" +
        MOG::MAIN_TRAN_TYPE)
    else
      Graphics.transition 
    end
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    for i in 0..10 
      if MOG::MAIN_FX == 0
        @mnback.oy += 1
        @mnback.ox += 1
        @mnback2.oy += 1
        @mnback2.ox -= 1
      end
      @status_window.x += 20
      @status_window.contents_opacity -= 25
      @mnsel.opacity -= 25
      @mnsel.zoom_x += 0.03
      @mnlay.x -= 10
      @mnlay.opacity -= 25
      if MOG::MAIN_MAPNAME
        @mapname_window.x += 5
        @mapname_window.contents_opacity -= 20
      end
      @steps_window.contents_opacity -= 25
      @gold_window.contents_opacity -= 25
      @playtime_window.contents_opacity -= 25
      Graphics.update 
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose   
    @status_window.dispose
    @mnlay.dispose
    if MOG::MAIN_FX == 0
      @mnback.dispose
      @mnback2.dispose
    elsif MOG::MAIN_FX == 1
      @mnback.dispose
    else
      @spriteset.dispose
    end
    @mnsel.dispose
    @mapname_window.dispose if MOG::MAIN_MAPNAME
    Graphics.update
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if MOG::MAIN_CURSOR_FX
      if @mnsel.zoom_x <= 1.6
        @mnsel.zoom_x += 0.03
        @mnsel.opacity -= 10
      elsif @mnsel.zoom_x > 1.6
        @mnsel.zoom_x = 1.0
        @mnsel.opacity = 255
      end   
    end
    if @mnlay.x < 0
      @mnlay.opacity += 25
      @mnlay.x += 10
    elsif @mnlay.x >= 0 
      @mnlay.opacity = 255
      @mnlay.x = 0
    end
    @command_window.update if @command_window.active
    @playtime_window.update
    @status_window.update if @status_window.active
    if MOG::MAIN_FX == 0
      @mnback.oy += 1
      @mnback.ox += 1
      @mnback2.oy += 1
      @mnback2.ox -= 1
    end
    @mnop += 5
    # Secondary Cursor
    if @command_window.active
      @mnsel.bitmap = RPG::Cache.picture(MOG::MAIN_CURSOR)   
    else
      @mnsel.bitmap = RPG::Cache.picture(MOG::SECOND_CURSOR)
      unless MOG::SECOND_CURSOR_FX
        @mnsel.zoom_x = 1
        @mnsel.opacity = 255
      end
    end
    @mapname_window.contents_opacity += 15 if MOG::MAIN_MAPNAME
    @playtime_window.contents_opacity += 15
    @gold_window.contents_opacity += 15
    @playtime_window.contents_opacity += 15
    @steps_window.contents_opacity += 15
    if @status_window.x > 195
      @status_window.x -= 10
      @status_window.contents_opacity += 10
    elsif @status_window.x <= 195
      @status_window.x = 195
      @status_window.contents_opacity = 255
    end
    if @mnop >= 255
      @mnop = 120
    end 
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    case @command_window.index
    when 0 
      @mnsel.x = 0
      @mnsel.y = 110
    when 1
      @mnsel.x = 25
      @mnsel.y = 155
    when 2
      @mnsel.x = 40
      @mnsel.y = 197
    when 3
      @mnsel.x = 45
      @mnsel.y = 242
    when 4
      @mnsel.x = 25
      @mnsel.y = 285
    when 5
      @mnsel.x = 0
      @mnsel.y = 325
    end   
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1..3
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
        return
      end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 5
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    @status_window.refresh
    case @status_window.index
    when 0 
      @mnsel.x = 180
      @mnsel.y = 130
    when 1
      @mnsel.x = 180
      @mnsel.y = 195
    when 2
      @mnsel.x = 180
      @mnsel.y = 255
    when 3
      @mnsel.x = 180
      @mnsel.y = 320
    end 
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1
        if $game_party.actors[@status_window.index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2 
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3 
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
        end
      return
    end
  end
end
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MOG Hunter's Scene Menu Itigo (Revisado)
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