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Brasil G4mes
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Styled Chrono Trigger Menu

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Styled Chrono Trigger Menu Empty Styled Chrono Trigger Menu

Mensagem por vitormenzani Ter Jan 17, 2012 5:35 pm

Esse script deixa o menu parecido com o jogo classico de Snes Chrono Trigger.

Styled Chrono Trigger Menu Sctm01mm3

Código:
#===============================================================================
# STYLED CHRONO TRIGGER MENU
# BY : RAFIDELIS
#-------------------------------------------------------------------------------
# Rafa_Fidelis@hotmail.com ou Rafa_Fidelis@yahoo.com.br
# www.ReinoRpg.com
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Modo de Uso:
#-------------------------------------------------------------------------------
# Colar acima do Main e ter 7 imagens na pasta pictures onde cada uma irá
# representar uma opção diferente e uma o "cursor".
# Na linha 25 a linha 31 defina os nomes das imagens que você ira usar.
# Lembre - se as imagens deve ter no maximo 80 x 74 pixel,imagens maiores que
# isso pode acarretar em erro no script,recomendo que você use as imagens do
# iconset do RpgMaker VX..
# As imagens podem ser encontradas na demo desse script que pode ser baixada em:
# LINK
# Caso as imagens que você use não fiquem centralizadas,vá 57 e modifique essa linha:
# @img.x = (544 - @img.width)/14 e onde esta o 14 você vai mudando de valor ate
# as imagens ficarem centralizadas,simples assim o/~
# Caso você não queira usar imagem de cursor deixe o nome no script em ""
#===============================================================================

module SCTM_RAFIDELIS
  IMAGE_CURSOR_NAME = "seta"
  IMAGE_ITEM_NAME = "item"
  IMAGE_SKILL_NAME = "skill"
  IMAGE_EQUIP_NAME = "equip"
  IMAGE_STATUS_NAME = "status"
  IMAGE_SAVE_NAME = "Save"
  IMAGE_ENDGAME_NAME = "endgame"
  end
class Scene_Menu < Scene_Base
  include SCTM_RAFIDELIS
  def initialize(index=0)
    @index = index
  end
  def start
    create_menu_background
    @cursor = Sprite.new
    @cursor.bitmap = Cache.picture(IMAGE_CURSOR_NAME) 
    @img = Sprite.new
    @img.bitmap = Cache.picture(IMAGE_ITEM_NAME)
    @img2 = Sprite.new
    @img2.bitmap = Cache.picture(IMAGE_SKILL_NAME)
    @img3 = Sprite.new
    @img3.bitmap = Cache.picture(IMAGE_EQUIP_NAME)
    @img4 = Sprite.new
    @img4.bitmap = Cache.picture(IMAGE_STATUS_NAME)
    @img5 = Sprite.new
    @img5.bitmap = Cache.picture(IMAGE_SAVE_NAME)
    @img6 = Sprite.new
    @img6.bitmap = Cache.picture(IMAGE_ENDGAME_NAME)
#===============================================
# Definindo as posiçoes das imagens
#===============================================
    @img.x = (544 - @img.width)/14
    @img.y = (416 - @img.height)/2
    @img2.x = (@img.x + @img2.width)
    @img2.y = (416 - @img2.height)/2
    @img3.x = (@img2.x + @img3.width)
    @img3.y = (416 - @img.height)/2
    @img4.x = (@img3.x + @img4.width)
    @img4.y = (416 - @img4.height)/2
    @img5.x = (@img4.x + @img5.width)
    @img5.y = (416 - @img5.height)/2
    @img6.x = (@img5.x + @img6.width)
    @img6.y = (416 - @img6.height)/2
    @cursor.x = @img.x
    @cursor.y = @img.y
    @cursor.z = 100
#===============================================
# Criando as Janelas
#===============================================
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(160, 0)
    @window_mapname = Window_Mapname.new(0,0)
    @window_playtime = Window_PlayTime.new(0,@window_mapname.height)
    @gold_window.opacity = 0
    @status_window.z = 0
    @window = Window_Base.new(0,0,544,@img.height + 10)
    @window.y = (416 - @window.height)/2
    @window.z = 0
    @window.opacity = 0
#===============================================
# Deixando as imagens com Tom Escuro
#===============================================
    @img2.tone = Tone.new(0,0,0,255)
    @img3.tone = Tone.new(0,0,0,255)
    @img4.tone = Tone.new(0,0,0,255)
    @img5.tone = Tone.new(0,0,0,255)
    @img6.tone = Tone.new(0,0,0,255)
#===============================================
# Deixando as imagens com opacidade 0 (zero)
#===============================================
    @img.opacity = 20
    @img2.opacity = 20
    @img3.opacity = 20
    @img4.opacity = 20
    @img5.opacity = 20
    @img6.opacity = 20
    @cursor.opacity = 20
  end
#================================================
# Atualização
#================================================
  def update
    super
    update_menu_background
    @img.update
    @img2.update
    @img3.update
    @img4.update
    @img5.update
    @img6.update
    @gold_window.update
    @status_window.update
    @window_mapname.update
    @window_playtime.update
    if @img.opacity < 255 and @img2.opacity < 255 and
      @img3.opacity < 255 and @img4.opacity < 255 and
      @img5.opacity < 255 and @window.opacity < 255 and
      @gold_window.opacity < 255 and  @img6.opacity < 255 and @cursor.opacity < 255
      @img.opacity += 5
      @img2.opacity += 5
      @img3.opacity += 5
      @img4.opacity += 5
      @img5.opacity += 5
      @img6.opacity += 5
      @window.opacity += 5
      @gold_window.opacity += 5
      @cursor.opacity += 5
    end
    if @index == 0
      @cursor.x = @img.x
      @cursor.y = @img.y
      @img.tone = Tone.new(0,0,0)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 1
      @cursor.x = @img2.x
      @cursor.y = @img2.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 2
      @cursor.x = @img3.x
      @cursor.y = @img3.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 3
      @cursor.x = @img4.x
      @cursor.y = @img4.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 4
      @cursor.x = @img5.x
      @cursor.y = @img5.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 5
      @cursor.x = @img6.x
      @cursor.y = @img6.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(120,0,0)

end
    if Input.trigger?(Input::B)
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::RIGHT) and @index == 0
      @index = 1
      @cursor.x = @img2.x
      @cursor.y = @img2.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::RIGHT) and @index == 1
      @index = 2
      @cursor.x = @img3.x
      @cursor.y = @img3.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::RIGHT) and @index == 2
      @index = 3
      @cursor.x = @img4.x
      @cursor.y = @img4.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::RIGHT) and @index == 3
      @index = 4
      @cursor.x = @img5.x
      @cursor.y = @img5.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::RIGHT) and @index == 4
      @index = 5
      @cursor.x = @img6.x
      @cursor.y = @img6.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(120,0,0)
    elsif Input.trigger?(Input::RIGHT) and @index == 5
      @index = 0
      @cursor.x = @img.x
      @cursor.y = @img.y
      @img.tone = Tone.new(0,0,0)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 5
      @index = 4
      @cursor.x = @img5.x
      @cursor.y = @img5.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 4
      @index = 3
      @cursor.x = @img4.x
      @cursor.y = @img4.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 3
      @index = 2
      @cursor.x = @img3.x
      @cursor.y = @img3.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 2
      @index = 1
      @cursor.x = @img2.x
      @cursor.y = @img2.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,0)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)   
    elsif Input.trigger?(Input::LEFT) and @index == 1
      @index = 0
      @cursor.x = @img.x
      @cursor.y = @img.y
      @img.tone = Tone.new(0,0,0)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 0
      @index = 5
      @cursor.x = @img6.x
      @cursor.y = @img6.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(120,0,0)
    elsif Input.trigger?(Input::C)
      Sound.play_decision
    case @index
      when 0
      $scene = Scene_Item.new
      when 1
        $scene = Scene_Skill.new
      when 2
        $scene = Scene_Equip.new
      when 3
        $scene = Scene_Status.new
      when 4
        $scene = Scene_File.new(true, false, false)
      when 5
        $scene = Scene_End.new
    end 
  end
#===============================================
# Dispose
#===============================================
  def terminate
    dispose_menu_background
    @img.dispose
    @img2.dispose
    @img3.dispose
    @img4.dispose
    @img5.dispose
    @img6.dispose
    @window.dispose
    @status_window.dispose
    @gold_window.dispose
    @window_mapname.dispose
    @window_playtime.dispose
    @cursor.dispose
    end
  end
end
#=============================================
# Janela com nome do Mapa
#=============================================
class Window_Mapname < Window_Base
  def initialize(x, y)
    super(x, y, 160, 86)
    update
  end
  def update
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0,0,128,32,"Mapa:")
    self.contents.font.color = normal_color
    self.contents.draw_text(0,24,128,32,$game_map.map_name.to_s)
  end
end

class Game_Map
attr_reader  :map_id
def map_name
  $mpname = load_data("Data/MapInfos.rvdata")
  $mpname[@map_id].name
end
end
#=============================================
# Janela com tempo de jogo.
#=============================================
class Window_PlayTime < Window_Base
  def initialize(x,y)
    super(x, y, 160, 80)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 24, "Tempo de Jogo")
    @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, 24, 120, 24, text, 2)
  end
 
  def update
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
#===============================================================================
# FIM DO SCRIPT - Encontre mais Scripts de Rafidelis em www.ReinoRpg.com/forum
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Instruções:


Colar acima do Main,depois colocar 7 imagens na pasta Pictures do seu jogo,com os nomes
que você definir no script.
Se quiser você pode usar as imagens abaixo:

Item:
Styled Chrono Trigger Menu Item

Skill:
Styled Chrono Trigger Menu Skill

Equip:
Styled Chrono Trigger Menu Equip

Status:
Styled Chrono Trigger Menu Status

Save:
Styled Chrono Trigger Menu Save

End Game:
Styled Chrono Trigger Menu Endgame

Cursor:
Styled Chrono Trigger Menu Seta

Créditos:


Rafidelis
vitormenzani

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Styled Chrono Trigger Menu Empty Re: Styled Chrono Trigger Menu

Mensagem por MEjoao Ter Jan 17, 2012 5:38 pm

Ja usei e recomendo!
PS: Eu já zerei Chrono Trigger
MEjoao
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