Script Xp - Rukashi Menu
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Brasil G4mes :: Scripts :: Scripts RGSS1
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Script Xp - Rukashi Menu
Script que adiciona 4 novas opções no menu de Pause.
Para edita-lo, basta olhar nas primeiras linhas.
Créditos:
Rukashi por criar
ScreenShot
Para edita-lo, basta olhar nas primeiras linhas.
Script:
- Spoiler:
- Código:
# ------------------ Rukashi Menu ------------------
# 1. Permite que o menu tenha mais 4 opções.
# 2. Permite a criação de um menu transparente.
# 3. Permite a exibção do horario real no menu.
# 4. Remove a janela de numero de passos e diminui
# a do horario/tempo de jogo para deixar espaço
# para as 4 opções extras.
# --------------------------------------------------
# Para usar, apenas edite as seguintes linhas.
# Aqui defina o quanto o menu será transparente.
# Coloque 0 para deixa-lo completamente visivel.
$Rksh_Menu_Transp = 128
# Aqui coloque true para mostrar o horario real
# e false para mostrar o tempo de jogo.
$Rksh_Menu_Horario = true
# Defina o nome das 4 opções extras:
$Rksh_Menu_Op1_Txt = "Opção 1"
$Rksh_Menu_Op2_Txt = "Opção 2"
$Rksh_Menu_Op3_Txt = "Opção 3"
$Rksh_Menu_Op4_Txt = "Opção 4"
# Edite as linhas 126, 129, 132, 135
# e coloque o comando para trocar de tela.
# Caso contrario o script não funcionará.
# --------------------------------------------------
class Scene_Menu
def main
@spriteset = Spriteset_Map.new
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = $Rksh_Menu_Op1_Txt
s5 = $Rksh_Menu_Op2_Txt
s6 = $Rksh_Menu_Op3_Txt
s7 = $Rksh_Menu_Op4_Txt
s8 = "Status"
s9 = "Salvar"
s10 = "Fim de Jogo"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9, s10])
@command_window.index = @menu_index
@command_window.opacity = 128
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(7)
end
if $game_system.save_disabled
@command_window.disable_item(8)
end
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 352
@playtime_window.opacity = $Rksh_Menu_Transp
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
@gold_window.opacity = $Rksh_Menu_Transp
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
@status_window.opacity = $Rksh_Menu_Transp
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
@spriteset.dispose
end
def update
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
def update_command
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 < 8
$game_system.se_play($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
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
$scene = #Edite Aqui
when 4
$game_system.se_play($data_system.decision_se)
$scene = #Edite Aqui
when 5
$game_system.se_play($data_system.decision_se)
$scene = #Edite Aqui
when 6
$game_system.se_play($data_system.decision_se)
$scene = #Edite Aqui
when 7
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 8
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 9
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
def update_status
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 7
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
class Window_PlayTime < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end
def refresh
self.contents.clear
@total_sec = Graphics.frame_count / Graphics.frame_rate
if $Rksh_Menu_Horario = true
hour = Time.now.hour
min = Time.now.min
sec = Time.now.sec
else
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
end
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 24, text, 1)
end
end
class Scene_Item
def main
@spriteset = Spriteset_Map.new
@help_window = Window_Help.new
@help_window.opacity = $Rksh_Menu_Transp
@item_window = Window_Item.new
@item_window.help_window = @help_window
@item_window.opacity = $Rksh_Menu_Transp
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
@target_window.opacity = $Rksh_Menu_Transp
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@item_window.dispose
@target_window.dispose
end
end
class Scene_Skill
def main
@spriteset = Spriteset_Map.new
@actor = $game_party.actors[@actor_index]
@help_window = Window_Help.new
@help_window.opacity = $Rksh_Menu_Transp
@status_window = Window_SkillStatus.new(@actor)
@status_window.opacity = $Rksh_Menu_Transp
@skill_window = Window_Skill.new(@actor)
@skill_window.help_window = @help_window
@skill_window.opacity = $Rksh_Menu_Transp
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
@target_window.opacity = $Rksh_Menu_Transp
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
end
end
class Scene_Equip
def main
@spriteset = Spriteset_Map.new
@actor = $game_party.actors[@actor_index]
@help_window = Window_Help.new
@left_window = Window_EquipLeft.new(@actor)
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
@right_window.index = @equip_index
@left_window.opacity = $Rksh_Menu_Transp
@right_window.opacity = $Rksh_Menu_Transp
@item_window1.opacity = $Rksh_Menu_Transp
@item_window2.opacity = $Rksh_Menu_Transp
@item_window3.opacity = $Rksh_Menu_Transp
@item_window4.opacity = $Rksh_Menu_Transp
@item_window5.opacity = $Rksh_Menu_Transp
refresh
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
end
end
class Scene_Status
def main
@spriteset = Spriteset_Map.new
@actor = $game_party.actors[@actor_index]
@status_window = Window_Status.new(@actor)
@status_window.opacity = $Rksh_Menu_Transp
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@status_window.dispose
end
end
Créditos:
Rukashi por criar
Re: Script Xp - Rukashi Menu
Que script legal cara.
Da de faze um menu muito mais completo com isso
Da de faze um menu muito mais completo com isso
DC- Membro
- Mensagens : 87
Fama : 26
Re: Script Xp - Rukashi Menu
Pinish escreveu:isso é RGSS1,mas bom Script ^^
O que quis dizer com isso?
Re: Script Xp - Rukashi Menu
Na verdade,entrei na seção errada!XD Muitos XDs MESMOOOOO!AFF!Mas o Script eh bem legal mesmo,é que eu to fazendo lista de scripts...
Convidad- Convidado
Re: Script Xp - Rukashi Menu
@Pinish
Cuidado com os vacilos nas seção heim!
@Drizz
E isso ai Drizz agenti não pode ficar pra tras não heim belo
script!
Cuidado com os vacilos nas seção heim!
@Drizz
E isso ai Drizz agenti não pode ficar pra tras não heim belo
script!
DragomMaster- Membro
- Mensagens : 386
Fama : 59
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