Styled Chrono Trigger Menu
2 participantes
Brasil G4mes :: Scripts :: Scripts RGSS2
Página 1 de 1
Styled Chrono Trigger Menu
Esse script deixa o menu parecido com o jogo classico de Snes Chrono Trigger.
- 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:
Skill:
Equip:
Status:
Save:
End Game:
Cursor:
Skill:
Equip:
Status:
Save:
End Game:
Cursor:
Créditos:
Rafidelis
vitormenzani
vitormenzani- Membro
- Mensagens : 187
Fama : 25
Re: Styled Chrono Trigger Menu
Ja usei e recomendo!
PS: Eu já zerei Chrono Trigger
PS: Eu já zerei Chrono Trigger
MEjoao- Membro
- Mensagens : 569
Fama : 41
Tópicos semelhantes
» Gold Menu Mod Mog Menu Yui
» Menu de um personagem
» Menu Principal
» New Style Menu
» Menu Violento v1.1
» Menu de um personagem
» Menu Principal
» New Style Menu
» Menu Violento v1.1
Brasil G4mes :: Scripts :: Scripts RGSS2
Página 1 de 1
Permissões neste sub-fórum
Não podes responder a tópicos