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Brasil G4mes
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Gold Menu Mod Mog Menu Yui

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Gold Menu Mod Mog Menu Yui Empty Gold Menu Mod Mog Menu Yui

Mensagem por vitormenzani Sáb Jan 14, 2012 10:16 pm

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.

Gold Menu Mod Mog Menu Yui Gmy

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:

Gold Menu Mod Mog Menu Yui Number01

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)

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Gold Menu Mod Mog Menu Yui Empty Re: Gold Menu Mod Mog Menu Yui

Mensagem por MEjoao Sáb Jan 14, 2012 10:28 pm

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


Última edição por MEjoao em Dom Jan 15, 2012 10:38 am, editado 1 vez(es)
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Gold Menu Mod Mog Menu Yui Empty Re: Gold Menu Mod Mog Menu Yui

Mensagem por _yoshi10 Dom Jan 15, 2012 7:13 am

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 Smile
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Gold Menu Mod Mog Menu Yui Empty Re: Gold Menu Mod Mog Menu Yui

Mensagem por vitormenzani Dom Jan 15, 2012 4:36 pm

@ MEjoso
vou editar o topico

@ yoshi
Esse jogo que vc falou é larry o frango, ne? Já joguei esse jogo.

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Gold Menu Mod Mog Menu Yui Empty Re: Gold Menu Mod Mog Menu Yui

Mensagem por _yoshi10 Dom Jan 15, 2012 5:51 pm

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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