RPG Creator : créez votre MMORPG ou RPG sans aucune connaissance en programmation
Disponible le 4 Juin !
- Jouez à votre jeu sur tablettes tactiles, Smartphones et navigateurs Web
- Personnalisez vos menus
- Dessinez facilement et rapidement vos cartes
- Créez des actions pour le combat A-RPG
Auteur : Adurna Version : 1.5 Date : 17/12/09 Description : Un menu différent de celui d'origine avec plus d'options! Indications pour l'utilisation : Collez ce script au dessus de Main en le nommant : Scene_Menu.
#=================================================================# # By Adurna 12/12/09 # maj:16/12/09 # menu option plus version 1.5 # #=================================================================#
#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #============================================================================== module Adurna
if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) @command_window.draw_item(1, false) @command_window.draw_item(2, false) @command_window.draw_item(3, false) end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4,false) # Disable save end if Dir.glob('Save*.rvdata').size <=0 @command_window.draw_item(5,false) end if Adurna::Menu_sw != 1 @command_window.draw_item(0, false) @command_window.draw_item(1, false) @command_window.draw_item(2, false) @command_window.draw_item(3, false) @command_window.draw_item(4,false) @command_window.draw_item(5,false) @command_window.draw_item(6,false) end
if Adurna::Obj_sw != 1 @command_window.draw_item(0, false) end
if Adurna::Comp_sw != 1 @command_window.draw_item(1, false) end
if Adurna::Equip_sw != 1 @command_window.draw_item(2, false) end
if Adurna::Stat_sw != 1 @command_window.draw_item(3, false) end
if Adurna::Sov_sw != 1 @command_window.draw_item(4, false) end
if Adurna::Char_sw != 1 @command_window.draw_item(5, false) end
if Adurna::Fin_sw != 1 @command_window.draw_item(6, false) 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 elsif Dir.glob('Save*.rvdata').size <=0 and @command_window.index == 5 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 @status_window=Window_MenuStatus.new(160, 0) start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 $scene = Scene_File.new(false, false, false) when 6 # End Game $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 @status_window.dispose end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection @status_window.update if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) @status_window.visible = false $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
#=================================================================# # By Adurna 12/02/09 # # menu option plus version 0.5 # #=================================================================#
#============================================================================== # ** 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 @location_window = Window_location.new(0, 240) @status_window=0 end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_window.dispose @location_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @command_window.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::save s6 = "charger" s7= Vocab::game_end @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6,s7]) @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 @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 @status_window=Window_MenuStatus.new(160, 0) start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 $scene = Scene_File.new(false, false, false) when 6 # End Game $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 @status_window.dispose end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection @status_window.update if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) @status_window.visible = false $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
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