Gold Menu Mod Mog Menu Yui
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Brasil G4mes :: Scripts :: Scripts RGSS2
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Gold Menu Mod Mog Menu Yui
Gold Menu Mod Mog Menu Yui
Esse script é o MOG Menu Yui 1.5, mas uma edição que tem muita coisa que combina com ouro.
Esse script é o MOG Menu Yui 1.5, mas uma edição que tem muita coisa que combina com ouro.
- Código:
#==============================================================================
# MOG VX- Menu Yui 1.5
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com/
#==============================================================================
# Menu animado com layout em pictures.
#==============================================================================
#
# Update
# 2010/12/23 -> v1.5 - Novas animações e melhor codificação.
#
#==============================================================================
# 1 - Crie uma pasta com o nome Graphics/Menus.
# 2 - Nesta pasta devem conter os seguintes arquivos.
#
# Background.png
# Menu_Actor_Parameter.png
# Menu_Command.png
# Menu_HPSP.png
# Menu_Layout.png
# Menu_Layout2.png
# Menu_Select.png
#
# 3 - Será necessário ter a imagem Number_02.png na pasta Graphics/System.
#
#==============================================================================
#==============================================================================
# ■ Cache
#==============================================================================
module Cache
def self.menu(filename)
load_bitmap("Graphics/Menus/", filename)
end
end
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● draw_picture_number(x,y,value,file_name,align, space, frame_max ,frame_index)
#--------------------------------------------------------------------------
# X - Posição na horizontal
# Y - Posição na vertical
# VALUE - Valor Numérico
# FILE_NAME - Nome do arquivo
# ALIGN - Centralizar 0 - Esquerda 1- Centro 2 - Direita
# SPACE - Espaço entre os números.
# FRAME_MAX - Quantidade de quadros(Linhas) que a imagem vai ter.
# FRAME_INDEX - Definição do quadro a ser utilizado.
#--------------------------------------------------------------------------
def draw_picture_number(x,y,value, file_name,align = 0, space = 0, frame_max = 1,frame_index = 0)
number_image = Cache.system(file_name)
frame_max = 1 if frame_max < 1
frame_index = frame_max -1 if frame_index > frame_max -1
align = 2 if align > 2
cw = number_image.width / 10
ch = number_image.height / frame_max
h = ch * frame_index
number = value.abs.to_s.split(//)
case align
when 0
plus_x = (-cw + space) * number.size
when 1
plus_x = (-cw + space) * number.size
plus_x /= 2
when 2
plus_x = 0
end
for r in 0..number.size - 1
number_abs = number[r].to_i
number_rect = Rect.new(cw * number_abs, h, cw, ch)
self.contents.blt(plus_x + x + ((cw - space) * r), y , number_image, number_rect)
end
number_image.dispose
end
#--------------------------------------------------------------------------
# ● draw_menu_parameter
#--------------------------------------------------------------------------
def draw_menu_parameter( x, y)
image = Cache.menu("Menu_Actor_Parameter")
cw = image.width
ch = image.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - (cw / 2), y - (ch / 2) - 25, image, src_rect)
image.dispose
end
#--------------------------------------------------------------------------
# ● draw_meter
#--------------------------------------------------------------------------
def draw_meter( x, y,name,value1,value2,frames_max,frame_index)
image = Cache.menu(name)
cw = image.width * value1 / value2
ch = image.height / frames_max
h = ch * frame_index
src_rect = Rect.new(0, h, cw, ch)
self.contents.blt(x , y , image, src_rect)
image.dispose
end
#--------------------------------------------------------------------------
# ● draw_actor_state2
#--------------------------------------------------------------------------
def draw_actor_state2(actor, x, y, width = 96)
count = 0
for state in actor.states
plus_x = (24 * actor.states.size / 2)
draw_icon(state.icon_index, x + 24 * count - plus_x, y)
count += 1
break if (24 * count > width - 24)
end
end
end
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ● mpname
#--------------------------------------------------------------------------
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end
#==============================================================================
# ■ Window_Selectable_Menu
#==============================================================================
class Window_Selectable_Menu < Window_Base
attr_reader :item_max
attr_reader :column_max
attr_reader :index
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize(x, y, width, height, spacing = 32)
@item_max = 1
@column_max = 1
@index = -1
@spacing = spacing
super(x, y, width, height)
end
#--------------------------------------------------------------------------
# ● create_contents
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32, [height - 32, row_max * WLH].max)
end
#--------------------------------------------------------------------------
# ● index
#--------------------------------------------------------------------------
def index=(index)
@index = index
end
#--------------------------------------------------------------------------
# ● row_max
#--------------------------------------------------------------------------
def row_max
return (@item_max + @column_max - 1) / @column_max
end
#--------------------------------------------------------------------------
# ● top_row
#--------------------------------------------------------------------------
def top_row
return self.oy / WLH
end
#--------------------------------------------------------------------------
# ● top_row
#--------------------------------------------------------------------------
def top_row=(row)
row = 0 if row < 0
row = row_max - 1 if row > row_max - 1
self.oy = row * WLH
end
#--------------------------------------------------------------------------
# ● page_row_max
#--------------------------------------------------------------------------
def page_row_max
return (self.height - 32) / WLH
end
#--------------------------------------------------------------------------
# ● page_item_max
#--------------------------------------------------------------------------
def page_item_max
return page_row_max * @column_max
end
#--------------------------------------------------------------------------
# ● bottom_row
#--------------------------------------------------------------------------
def bottom_row
return top_row + page_row_max - 1
end
#--------------------------------------------------------------------------
# ● bottom_row=(row)
#--------------------------------------------------------------------------
def bottom_row=(row)
self.top_row = row - (page_row_max - 1)
end
#--------------------------------------------------------------------------
# ● cursor_movable?
#--------------------------------------------------------------------------
def cursor_movable?
return false if (not visible or not active)
return false if (index < 0 or index > @item_max or @item_max == 0)
return false if (@opening or @closing)
return true
end
#--------------------------------------------------------------------------
# ● cursor_down
#--------------------------------------------------------------------------
def cursor_down(wrap = false)
if (@index < @item_max - @column_max) or (wrap and @column_max == 1)
@index = (@index + @column_max) % @item_max
end
end
#--------------------------------------------------------------------------
# ● cursor_up
#--------------------------------------------------------------------------
def cursor_up(wrap = false)
if (@index >= @column_max) or (wrap and @column_max == 1)
@index = (@index - @column_max + @item_max) % @item_max
end
end
#--------------------------------------------------------------------------
# ● cursor_right
#--------------------------------------------------------------------------
def cursor_right(wrap = false)
if (@column_max >= 2) and
(@index < @item_max - 1 or (wrap and page_row_max == 1))
@index = (@index + 1) % @item_max
end
end
#--------------------------------------------------------------------------
# ● cursor_left
#--------------------------------------------------------------------------
def cursor_left(wrap = false)
if (@column_max >= 2) and
(@index > 0 or (wrap and page_row_max == 1))
@index = (@index - 1 + @item_max) % @item_max
end
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
super
if cursor_movable?
last_index = @index
if Input.repeat?(Input::DOWN)
cursor_down(Input.trigger?(Input::DOWN))
end
if Input.repeat?(Input::UP)
cursor_up(Input.trigger?(Input::UP))
end
if Input.repeat?(Input::RIGHT)
cursor_down(Input.trigger?(Input::DOWN))
end
if Input.repeat?(Input::LEFT)
cursor_up(Input.trigger?(Input::UP))
end
if @index != last_index
Sound.play_cursor
end
end
end
end
#==============================================================================
# ■ Window_MenuStatus_Yui
#==============================================================================
class Window_MenuStatus_Yui < Window_Selectable_Menu
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 480, 300)
refresh
self.opacity = 0
self.contents_opacity = 0
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
p1 = [85,110]
p2 = [165,210]
p3 = [265,110]
p4 = [365,210]
for actor in $game_party.members
case actor.index
when 0
draw_menu_parameter(p1[0], p1[1])
draw_actor_graphic(actor, p1[0], p1[1])
draw_picture_number(p1[0] + 45 ,p1[1] - 82,actor.hp,"Number_01",0,0,3,0)
draw_picture_number(p1[0] + 83 ,p1[1] - 61,actor.mp,"Number_01",0,0,3,0)
draw_picture_number(p1[0] - 38 ,p1[1] - 55,actor.level,"Number_01",1,0,3,1)
draw_actor_state2(actor,p1[0] ,p1[1])
draw_meter(p1[0] - 27,p1[1] - 63,"Menu_HPSP",actor.hp,actor.maxhp,2,0)
draw_meter(p1[0] + 10,p1[1] - 42,"Menu_HPSP",actor.mp,actor.maxmp,2,1)
draw_actor_name(actor, p1[0] + 30, p1[1] - 25)
when 1
draw_menu_parameter(p2[0], p2[1])
draw_actor_graphic(actor, p2[0], p2[1])
draw_picture_number(p2[0] + 45 ,p2[1] - 82,actor.hp,"Number_01",0,0,3,0)
draw_picture_number(p2[0] + 83 ,p2[1] - 61,actor.mp,"Number_01",0,0,3,0)
draw_picture_number(p2[0] - 38 ,p2[1] - 55,actor.level,"Number_01",1,0,3,1)
draw_actor_state2(actor,p2[0] ,p2[1])
draw_meter(p2[0] - 27,p2[1] - 63,"Menu_HPSP",actor.hp,actor.maxhp,2,0)
draw_meter(p2[0] + 10,p2[1] - 42,"Menu_HPSP",actor.mp,actor.maxmp,2,1)
draw_actor_name(actor, p2[0] - 90, p2[1] - 25)
when 2
draw_menu_parameter(p3[0], p3[1])
draw_actor_graphic(actor, p3[0], p3[1])
draw_picture_number(p3[0] + 45 ,p3[1] - 82,actor.hp,"Number_01",0,0,3,0)
draw_picture_number(p3[0] + 83 ,p3[1] - 61,actor.mp,"Number_01",0,0,3,0)
draw_picture_number(p3[0] - 38 ,p3[1] - 55,actor.level,"Number_01",1,0,3,1)
draw_actor_state2(actor,p3[0] ,p3[1])
draw_meter(p3[0] - 27,p3[1] - 63,"Menu_HPSP",actor.hp,actor.maxhp,2,0)
draw_meter(p3[0] + 10,p3[1] - 42,"Menu_HPSP",actor.mp,actor.maxmp,2,1)
draw_actor_name(actor, p3[0] + 30, p3[1] - 25)
when 3
draw_menu_parameter(p4[0], p4[1])
draw_actor_graphic(actor, p4[0], p4[1])
draw_picture_number(p4[0] + 45 ,p4[1] - 82,actor.hp,"Number_01",0,0,3,0)
draw_picture_number(p4[0] + 83 ,p4[1] - 61,actor.mp,"Number_01",0,0,3,0)
draw_picture_number(p4[0] - 38 ,p4[1] - 55,actor.level,"Number_01",1,0,3,1)
draw_actor_state2(actor,p4[0] ,p4[1])
draw_meter(p4[0] - 27,p4[1] - 63,"Menu_HPSP",actor.hp,actor.maxhp,2,0)
draw_meter(p4[0] + 10,p4[1] - 42,"Menu_HPSP",actor.mp,actor.maxmp,2,1)
draw_actor_name(actor, p4[0] - 90, p4[1] - 25)
end
end
end
#--------------------------------------------------------------------------
# ● update_cursor
#--------------------------------------------------------------------------
def update_cursor
end
end
#==============================================================================
# ■ Window_Mapname
#==============================================================================
class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, WLH + 32)
self.opacity = 0
self.contents_opacity = 0
self.contents.font.bold = true
self.contents.font.size = 16
refresh
end
#--------------------------------------------------------------------------
# ● refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, $game_map.mpname.to_s, 1)
end
end
#==============================================================================
# ■ Window_Gold_Menu
#==============================================================================
class Window_Gold_Menu < Window_Base
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 190, WLH + 32)
self.opacity = 0
self.contents_opacity = 0
refresh
end
#--------------------------------------------------------------------------
# ● refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
gold = $game_party.gold
draw_picture_number( 70, 0 ,gold, "Number_01",1,0,3,0)
end
end
#==============================================================================
# ■ Window_Time_Menu
#==============================================================================
class Window_Time_Menu < Window_Base
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 240, WLH + 32)
self.opacity = 0
self.contents_opacity = 0
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
plus_x = -130
draw_picture_number(plus_x + x + 18 * 0, 0,0, "Number_01",0,0,3,1) if hour < 10
draw_picture_number(plus_x + x + 18 * 1, 0 ,hour, "Number_01",0,0,3,1)
draw_picture_number(plus_x + x + 18 * 3, 0 ,0, "Number_01",0,0,3,1) if min < 10
draw_picture_number(plus_x + x + 18 * 4, 0 ,min, "Number_01",0,0,3,1)
draw_picture_number(plus_x + x + 18 * 6, 0 ,0, "Number_01",0,0,3,1) if sec < 10
draw_picture_number(plus_x + x + 18 * 7, 0 ,sec , "Number_01",0,0,3,1)
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● perform_transition
#--------------------------------------------------------------------------
def perform_transition
Graphics.transition(10, "Graphics/System/BattleStart", 80)
end
#--------------------------------------------------------------------------
# ● start
#--------------------------------------------------------------------------
def start
super
create_command_window
create_layout
@start_slide = true
@gold_window = Window_Gold_Menu.new(185,-50)
@status_window = Window_MenuStatus_Yui.new(180, 60)
@playtime_window = Window_Time_Menu.new(165, -102)
@mapname_window = Window_Mapname.new(195,460)
end
#--------------------------------------------------------------------------
# ● create_layout
#--------------------------------------------------------------------------
def create_layout
@pre_index = @command_window.index
@menu_back = Plane.new
@menu_back.bitmap = Cache.menu("Background")
@menu_layout = Sprite.new
@menu_layout.bitmap = Cache.menu("Menu_Layout")
@menu_layout.oy = 100
@menu_layout.opacity = 244
@menu_layout2 = Sprite.new
@menu_layout2.bitmap = Cache.menu("Menu_Layout2")
@menu_layout2.y = 404
@menu_layout2.opacity = 0
@menu_select = Sprite.new
@menu_select.bitmap = Cache.menu("Menu_Select")
@menu_select.visible = false
@select_blink_time = 0
@menu_image = Cache.menu("Menu_Command")
@menu_bitmap = Bitmap.new(@menu_image.width,@menu_image.height)
@menu_width = @menu_image.width / 6
@menu_height = @menu_image.height
@menu_src_rect = Rect.new(@menu_width * @menu_index, 0, @menu_width, @menu_height)
@menu_bitmap.blt(0,0, @menu_image, @menu_src_rect)
@menu_com = Sprite.new
@menu_com.bitmap = @menu_bitmap
@menu_com.y = 105
@menu_com.x = -100
@menu_com.opacity = 0
end
#--------------------------------------------------------------------------
# ● pre_terminate
#--------------------------------------------------------------------------
def pre_terminate
for i in 0..15
@menu_back.ox += 1
@status_window.x += 7
@status_window.contents_opacity -= 15
@menu_select.x += 7
@menu_select.opacity -= 15
@menu_com.x -= 7
@menu_com.opacity -= 15
@menu_layout.oy += 7
@menu_layout.opacity -= 15
@menu_layout2.y += 7
@menu_layout2.opacity -= 15
@gold_window.y -= 7
@gold_window.contents_opacity -= 15
@playtime_window.y -= 7
@playtime_window.contents_opacity -= 15
@mapname_window.y += 7
@mapname_window.contents_opacity -= 15
Graphics.update
end
super
end
#--------------------------------------------------------------------------
# ● terminate
#--------------------------------------------------------------------------
def terminate
@menu_back.bitmap.dispose
@menu_back.dispose
@menu_layout.bitmap.dispose
@menu_layout.dispose
@menu_layout2.bitmap.dispose
@menu_layout2.dispose
@menu_bitmap.dispose
@menu_com.bitmap.dispose
@menu_com.dispose
@menu_select.bitmap.dispose
@menu_select.dispose
@command_window.dispose
@gold_window.dispose
@status_window.dispose
@playtime_window.dispose
@mapname_window.dispose
super
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
super
update_slide
@command_window.update
@gold_window.update
@status_window.update
@mapname_window.update
@playtime_window.update
refresh_command_image
update_select
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# ● update_slide
#--------------------------------------------------------------------------
def update_slide
@menu_back.ox += 1
if @start_slide == false
if @status_window.active
@menu_com.opacity -= 5 if @menu_com.opacity > 150
@menu_com.x -= 10 if @menu_com.x > -100
@status_window.x -= 5 if @status_window.x > 50
else
@menu_com.opacity += 5
@menu_com.x += 10 if @menu_com.x < 0
@status_window.x += 5 if @status_window.x < 80
end
else
if @menu_layout.oy > 0
@status_window.x -= 7
@status_window.contents_opacity += 10
@menu_com.x += 7
@menu_com.opacity += 10
@menu_layout.oy -= 7
@menu_layout.opacity += 10
@menu_layout2.y -= 7
@menu_layout2.opacity += 10
@gold_window.y += 7
@gold_window.contents_opacity += 10
@playtime_window.y += 7
@playtime_window.contents_opacity += 10
@mapname_window.y -= 7
@mapname_window.contents_opacity += 10
else
@status_window.x = 80
@status_window.contents_opacity = 255
@menu_com.x = 0
@menu_com.opacity = 255
@menu_layout.oy = 0
@menu_layout.opacity = 255
@menu_layout2.y = 304
@menu_layout2.opacity = 255
@gold_window.y = 50
@gold_window.contents_opacity = 255
@playtime_window.y = 2
@playtime_window.contents_opacity = 255
@mapname_window.y = 360
@mapname_window.contents_opacity = 255
@start_slide = false
end
end
end
#--------------------------------------------------------------------------
# ● update_select
#--------------------------------------------------------------------------
def update_select
if @status_window.active
update_select_blink
@menu_select.visible = true
@menu_select.opacity += 15
case @status_window.index
when 0
sel = [84,155]
when 1
sel = [164,255]
when 2
sel = [264,155]
else
sel = [364,255]
end
@menu_select.x = sel[0]
@menu_select.y = sel[1]
else
@menu_select.visible = false
@menu_select.opacity = 0
@select_blink_time = 0
end
end
#--------------------------------------------------------------------------
# ● update_select_blink
#--------------------------------------------------------------------------
def update_select_blink
@select_blink_time -= 3
case @select_blink_time
when 1..100
@menu_select.zoom_y += 0.01
when 101..200
@menu_select.zoom_y -= 0.01
else
@select_blink_time = 200
@menu_select.zoom_y = 1.00
end
end
#--------------------------------------------------------------------------
# ● refresh_command_image
#--------------------------------------------------------------------------
def refresh_command_image
return if @pre_index == @command_window.index
@pre_index = @command_window
@menu_com.bitmap.clear
@menu_src_rect = Rect.new(@menu_width * @command_window.index, 0, @menu_width, @menu_height)
@menu_bitmap.blt(0,0, @menu_image, @menu_src_rect)
end
#--------------------------------------------------------------------------
# ● create_command_window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.openness = 0
@command_window.open
@command_window.opacity = 0
@command_window.contents_opacity = 0
if $game_system.save_disabled
@command_window.draw_item(4, 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
end
Sound.play_decision
case @command_window.index
when 0
$scene = Scene_Item.new
when 1,2,3
start_actor_selection
when 4
$scene = Scene_File.new(true, false, false)
when 5
$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
$scene = Scene_Skill.new(@status_window.index)
when 2
$scene = Scene_Equip.new(@status_window.index)
when 3
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
$mog_rgssvx_menu_yui = true
Instruções: Primeiro, coloque essa imagem no system do seu jogo:
Agora faça uma pasta na pasta de graphics do seu jogo chamado Menus. Coloque essas imagens lá:
- Spoiler:
Creditos:
Moghunter
God of Olimpo
Última edição por vitormenzani em Seg Jan 16, 2012 6:24 pm, editado 2 vez(es)
vitormenzani- Membro
- Mensagens : 187
Fama : 25
Re: Gold Menu Mod Mog Menu Yui
Que menu mais belo *-*
Muito bonito e valeu por disponibiliza-lo! Será que é compatível ao RMVX?
Porém, no Script tem um tutorial de como instala-lo, que precisa criar uma pasta X com certos arquivos que você não está disponibilizando e o tópico original ( que eu nao sei qual é ) disponibiliza. Ou talvez a DEMO do Script disponibiliza.
---EDIT---
@Yoshi
Desculpa, eu quiz dizer RMVX A
KKK
Muito bonito e valeu por disponibiliza-lo! Será que é compatível ao RMVX?
Porém, no Script tem um tutorial de como instala-lo, que precisa criar uma pasta X com certos arquivos que você não está disponibilizando e o tópico original ( que eu nao sei qual é ) disponibiliza. Ou talvez a DEMO do Script disponibiliza.
---EDIT---
@Yoshi
Desculpa, eu quiz dizer RMVX A
KKK
Última edição por MEjoao em Dom Jan 15, 2012 10:38 am, editado 1 vez(es)
MEjoao- Membro
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Re: Gold Menu Mod Mog Menu Yui
Gostei bastante *-*
Se não me engano, existe tbm uma versão desse menu, só q na cor roxa... eu vi isso num jogo de comédia q eu joguei a muito tempo na RMB 0.o
Ele é bem bonito e quase não dá lag! : D
@MEjoao
É compátível pra RMVX sim^^ Ta na seção RGSS2 pelo menos :/
Seria legal se desse pra instalar no RMVXA
Se não me engano, existe tbm uma versão desse menu, só q na cor roxa... eu vi isso num jogo de comédia q eu joguei a muito tempo na RMB 0.o
Ele é bem bonito e quase não dá lag! : D
@MEjoao
É compátível pra RMVX sim^^ Ta na seção RGSS2 pelo menos :/
Seria legal se desse pra instalar no RMVXA
Re: Gold Menu Mod Mog Menu Yui
@ MEjoso
vou editar o topico
@ yoshi
Esse jogo que vc falou é larry o frango, ne? Já joguei esse jogo.
vou editar o topico
@ yoshi
Esse jogo que vc falou é larry o frango, ne? Já joguei esse jogo.
vitormenzani- Membro
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Re: Gold Menu Mod Mog Menu Yui
vitormenzani escreveu:@ yoshi
Esse jogo que vc falou é larry o frango, ne? Já joguei esse jogo.
Hmmm não >.<
Na verdade foi o jogo Perdidos na Ilha 1 e 2 :/
Mas deve ter sido o msm script então xD
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