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Invité Invité
| Sujet: Super beau menu Ven 11 Avr - 19:13 | |
| Voici un super script euh... voici des scripts super qui permet de faire un menu super beau Vous faite un nouveau script au dessus de Main et vous le nommé "Mog Scene_Equip Asuka" voici le code. #_________________________________________________ # MOG_Scene Equip Asuka V1.0 #_________________________________________________ # By Moghunter #_________________________________________________ module MOG #Temps de transition MSEQPT= 20 #Type de transition MSEQPTT= "004-Blind04" # Definissez le Maximum (Force, dexterite, agilite, intelligence) MST_ST = 999 # Definissez le maximum (attaque, Defense physique,defence magique) MST_STE = 999 end ############### # Window_Base # ############### class Window_Base < Window def draw_heroface2(actor,x,y) face = RPG::Cache.picture(actor.name + "_fc2") cw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, face, src_rect) end def drw_eqpup(x,y,type) case type when 0 est = RPG::Cache.icon("ST_EQU") when 1 est = RPG::Cache.icon("ST_UP") when 2 est = RPG::Cache.icon("ST_DOWN") end cw = est.width ch = est.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, est, src_rect) end def drw_equist(x,y) equist = RPG::Cache.picture("Equip_St") cw = equist.width ch = equist.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, equist, src_rect) end def draw_actor_parameter2(actor, x, y, type) back = RPG::Cache.picture("STBAR_Back") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 50 , y - ch + 20, back, src_rect) meter = RPG::Cache.picture("STBAR.png") case type when 0 parameter_value = actor.atk cw = meter.width * actor.atk / MOG::MST_STE when 1 parameter_value = actor.pdef cw = meter.width * actor.pdef / MOG::MST_STE when 2 parameter_value = actor.mdef cw = meter.width * actor.mdef / MOG::MST_STE when 3 parameter_value = actor.str cw = meter.width * actor.str / MOG::MST_ST when 4 parameter_value = actor.dex cw = meter.width * actor.dex / MOG::MST_ST when 5 parameter_value = actor.agi cw = meter.width * actor.agi / MOG::MST_ST when 6 parameter_value = actor.int cw = meter.width * actor.int / MOG::MST_ST end self.contents.font.color = normal_color self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2) ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 50 , y - ch + 20, meter, src_rect) end def nada face = RPG::Cache.picture("") end def draw_heroface3(actor,x,y) face = RPG::Cache.picture(actor.name + "_fc3") rescue nada cw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, face, src_rect) end end #################### # Window_EquipLeft # #################### class Window_EquipLeft < Window_Base def initialize(actor) super(0, 64, 272, 446) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 self.contents.font.name = "Georgia" @actor = actor refresh end def refresh self.contents.clear draw_heroface2(@actor, 20, 460) drw_equist(0,390) draw_actor_name(@actor, 4, 0) draw_actor_level(@actor, 4, 32) draw_actor_parameter2(@actor, 10, 164 , 0) draw_actor_parameter2(@actor, 10, 196 , 1) draw_actor_parameter2(@actor, 10, 228 , 2) draw_actor_parameter2(@actor, 10, 260 , 3) draw_actor_parameter2(@actor, 10, 292 , 4) draw_actor_parameter2(@actor, 10, 324 , 5) draw_actor_parameter2(@actor, 10, 356 , 6) if @new_atk != nil self.contents.font.color = system_color if @new_atk < @actor.atk drw_eqpup(170,190,2) self.contents.font.color = Color.new(255,50,50,255) elsif @new_atk > @actor.atk drw_eqpup(170,190,1) self.contents.font.color = Color.new(50,250,150,255) else drw_eqpup(170,190,0) self.contents.font.color = Color.new(255,255,255,255) end self.contents.draw_text(190, 162, 36, 32, @new_atk.to_s, 2) end if @new_pdef != nil if @new_pdef < @actor.pdef drw_eqpup(170,226,2) self.contents.font.color = Color.new(255,50,50,255) elsif @new_pdef > @actor.pdef drw_eqpup(170,226,1) self.contents.font.color = Color.new(50,250,150,255) else drw_eqpup(170,226,0) self.contents.font.color = Color.new(255,255,255,255) end self.contents.draw_text(190, 194, 36, 32, @new_pdef.to_s, 2) end if @new_mdef != nil if @new_mdef < @actor.mdef drw_eqpup(170,258,2) self.contents.font.color = Color.new(255,50,50,255) elsif @new_mdef > @actor.mdef drw_eqpup(170,258,1) self.contents.font.color = Color.new(50,250,150,255) else drw_eqpup(170,258,0) self.contents.font.color = Color.new(255,255,255,255) end self.contents.draw_text(190, 226, 36, 32, @new_mdef.to_s, 2) end if @new_str != nil if @new_str < @actor.str drw_eqpup(170,290,2) self.contents.font.color = Color.new(255,50,50,255) elsif @new_str > @actor.str drw_eqpup(170,290,1) self.contents.font.color = Color.new(50,250,150,255) else drw_eqpup(170,290,0) self.contents.font.color = Color.new(255,255,255,255) end self.contents.draw_text(190, 258, 36, 32, @new_str.to_s, 2) end if @new_dex != nil if @new_dex < @actor.dex drw_eqpup(170,322,2) self.contents.font.color = Color.new(255,50,50,255) elsif @new_dex > @actor.dex drw_eqpup(170,322,1) self.contents.font.color = Color.new(50,250,150,255) else drw_eqpup(170,322,0) self.contents.font.color = Color.new(255,255,255,255) end self.contents.draw_text(190, 290, 36, 32, @new_dex.to_s, 2) end if @new_agi != nil if @new_agi < @actor.agi drw_eqpup(170,354,2) self.contents.font.color = Color.new(255,50,50,255) elsif @new_agi > @actor.agi drw_eqpup(170,354,1) self.contents.font.color = Color.new(50,250,150,255) else drw_eqpup(170,354,0) self.contents.font.color = Color.new(255,255,255,255) end self.contents.draw_text(190, 322, 36, 32, @new_agi.to_s, 2) end if @new_int != nil if @new_int < @actor.int drw_eqpup(170,386,2) self.contents.font.color = Color.new(255,50,50,255) elsif @new_int > @actor.int drw_eqpup(170,386,1) self.contents.font.color = Color.new(50,250,150,255) else drw_eqpup(170,386,0) self.contents.font.color = Color.new(255,255,255,255) end self.contents.draw_text(190, 354, 36, 32, @new_int.to_s, 2) end end def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int) if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or @new_str != new_str or @new_dex != new_dex or @new_agl != new_agi or @new_int != new_int @new_atk = new_atk @new_pdef = new_pdef @new_mdef = new_mdef @new_str = new_str @new_dex = new_dex @new_agi = new_agi @new_int = new_int refresh end end end ##################### # Window_EquipRight # ##################### class Window_EquipRight < Window_Selectable def initialize(actor) super(272, 64, 368, 192) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 self.contents.font.name = "Georgia" @actor = actor refresh self.index = 0 end def item return @data[self.index] end def refresh self.contents.clear @data = [] @data.push($data_weapons[@actor.weapon_id]) @data.push($data_armors[@actor.armor1_id]) @data.push($data_armors[@actor.armor2_id]) @data.push($data_armors[@actor.armor3_id]) @data.push($data_armors[@actor.armor4_id]) @item_max = @data.size self.contents.font.color = system_color draw_item_name(@data[0], 92, 32 * 0) draw_item_name(@data[1], 92, 32 * 1) draw_item_name(@data[2], 92, 32 * 2) draw_item_name(@data[3], 92, 32 * 3) draw_item_name(@data[4], 92, 32 * 4) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #################### # Window_EquipItem # #################### class Window_EquipItem < Window_Selectable def initialize(actor, equip_type) super(272, 256, 368, 224) self.opacity = 0 @actor = actor @equip_type = equip_type @column_max = 1 refresh self.active = false self.index = -1 end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] if @equip_type == 0 weapon_set = $data_classes[@actor.class_id].weapon_set for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) @data.push($data_weapons[i]) end end end if @equip_type != 0 armor_set = $data_classes[@actor.class_id].armor_set for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and armor_set.include?(i) if $data_armors[i].kind == @equip_type-1 @data.push($data_armors[i]) end end end end @data.push(nil) @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max-1 draw_item(i) end end def draw_item(index) self.contents.font.name = "Georgia" item = @data[index] x = 4 + index % 1 * (288 + 32) y = index / 1 * 32 case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end |
| | | Invité Invité
| Sujet: Re: Super beau menu Ven 11 Avr - 19:17 | |
| La suite
############### # Scene_Equip # ############### class Scene_Equip def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index @equip_index = equip_index end def main @mnback = Plane.new @mnback.bitmap = RPG::Cache.picture("MN_BK") @mnback.z = 1 @mnlay = Sprite.new @mnlay.bitmap = RPG::Cache.picture("Equip_Lay") @mnlay.z = 2 @actor = $game_party.actors[@actor_index] @help_window = Window_Help.new @help_window.opacity = 0 @help_window.x = -300 @help_window.contents_opacity = 0 @left_window = Window_EquipLeft.new(@actor) @left_window.x = -300 @left_window.contents_opacity = 0 @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 refresh Graphics.transition(MOG::MSEQPT, "Graphics/Transitions/" + MOG::MSEQPTT) loop do Graphics.update Input.update update if $scene != self break end end for i in 0..20 @left_window.x -= 15 @left_window.contents_opacity -= 10 Graphics.update 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 @mnback.dispose @mnlay.dispose end def refresh @item_window1.visible = (@right_window.index == 0) @item_window2.visible = (@right_window.index == 1) @item_window3.visible = (@right_window.index == 2) @item_window4.visible = (@right_window.index == 3) @item_window5.visible = (@right_window.index == 4) item1 = @right_window.item case @right_window.index when 0 @item_window = @item_window1 when 1 @item_window = @item_window2 when 2 @item_window = @item_window3 when 3 @item_window = @item_window4 when 4 @item_window = @item_window5 end if @right_window.active @left_window.set_new_parameters(nil, nil, nil,nil, nil, nil,nil) end if @item_window.active item2 = @item_window.item last_hp = @actor.hp last_sp = @actor.sp @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id) new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef new_str = @actor.str new_dex = @actor.dex new_agi = @actor.agi new_int = @actor.int @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id) @actor.hp = last_hp @actor.sp = last_sp @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,new_agi,new_int) end end def update if @left_window.x < 0 @left_window.x += 15 @left_window.contents_opacity += 10 elsif @left_window.x >= 0 @left_window.x = 0 @left_window.contents_opacity = 255 end if @help_window.x < 0 @help_window.x += 20 @help_window.contents_opacity += 10 elsif @help_window.x >= 0 @help_window.x = 0 @help_window.contents_opacity = 255 end @mnback.ox += 1 @left_window.update @right_window.update @item_window.update if Input.trigger?(Input::B) or Input.trigger?(Input::C) or Input.trigger?(Input.dir4) or Input.trigger?(Input::L) or Input.trigger?(Input::R) @help_window.x = -300 @help_window.contents_opacity = 0 refresh end if @right_window.active update_right return end if @item_window.active update_item return end end def update_right if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(2) return end if Input.trigger?(Input::C) if @actor.equip_fix?(@right_window.index) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) @right_window.active = false @item_window.active = true @item_window.index = 0 refresh return end if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @actor_index += 1 @actor_index %= $game_party.actors.size $scene = Scene_Equip.new(@actor_index, @right_window.index) return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size $scene = Scene_Equip.new(@actor_index, @right_window.index) return end end def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @right_window.active = true @item_window.active = false @item_window.index = -1 refresh return end if Input.trigger?(Input::C) $game_system.se_play($data_system.equip_se) item = @item_window.item @actor.equip(@right_window.index, item == nil ? 0 : item.id) @right_window.active = true @item_window.active = false @item_window.index = -1 @right_window.refresh @item_window.refresh refresh return end end end
|
| | | Invité Invité
| Sujet: Re: Super beau menu Ven 11 Avr - 19:18 | |
| Tu devrais le m'être dans le code PHP ''Code''
Et avec des screen stp ^^
Sinon, j'essayerais tout à l'air
Dernière édition par Couvaloure le Ven 11 Avr - 20:34, édité 1 fois (Raison : Désoler que tu n'aye pas eu le temps de finir ton jeux) |
| | | Invité Invité
| Sujet: Re: Super beau menu Ven 11 Avr - 19:19 | |
| Maintenant faite encore un nouveau script et vous le nommé "MOG _Menu Skill" et coller se code: #_________________________________________________ # MOG_Menu Skill Nami V1.0 #_________________________________________________ # By Moghunter #_________________________________________________ module MOG # TEMPS DE TRANSITION. MSK_TT = 20 # TYPE DE TRANSITION. MSK_TTT = "004-Blind04" end ############## # Game_Actor # ############## class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end ############### # Window_Base # ############### class Window_Base < Window def draw_lay(x,y) lay = RPG::Cache.picture("MSK_Status") cw = lay.width ch = lay.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, lay, src_rect) end def draw_heroface3(actor,x,y) face = RPG::Cache.picture("Aluxes_fc3") cw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, face, src_rect) end def draw_maphp4(actor, x, y) back = RPG::Cache.picture("BAR") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("HP_Bar2") cw = meter.width * actor.hp / actor.maxhp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1) end def draw_mapsp4(actor, x, y) back = RPG::Cache.picture("BAR") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65 , y - ch + 30, back, src_rect) meter = RPG::Cache.picture("SP_Bar2") cw = meter.width * actor.sp / actor.maxsp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65 , y - ch + 30, meter, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1) end #### def draw_mexp4(actor, x, y) actor = $game_party.actors[0] bitmap2 = RPG::Cache.picture("Exp_Back") cw = bitmap2.width ch = bitmap2.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect) rate = actor.now_exp.to_f / actor.next_exp bitmap = RPG::Cache.picture("Exp_Meter") if actor.level < 99 cw = bitmap.width * rate else cw = bitmap.width end ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 54, y, 84, 32, "Exp",0) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 190, y - 125, 60, 32,"LV " + actor.level.to_s, 1) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 191, y - 124, 60, 32,"LV " + actor.level.to_s, 1) end #### end ####################### # Window_SkillStatus2 # ####################### class Window_SkillStatus2 < Window_Base def initialize(actor) super(350, 75, 290, 340) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor self.opacity = 0 refresh end def refresh self.contents.clear draw_lay(0,300) draw_heroface3(@actor,50,140) draw_actor_name(@actor, 15, 10) draw_actor_state(@actor, 120, 140) draw_maphp4(@actor, 5, 195) draw_mapsp4(@actor, 5, 240) draw_mexp4(@actor, -30, 135) end end ################# # Window_Skill2 # ################# class Window_Skill2 < Window_Selectable def initialize(actor) super(0, 95, 335, 290) @actor = actor @column_max = 1 refresh self.index = 0 end def skill return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...@actor.skills.size skill = $data_skills[@actor.skills[i]] if skill != nil @data.push(skill) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end self.contents.font.name = "Georgia" x = index % 1 * (288) y = index / 1 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0) self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2) self.contents.font.color = Color.new(200,200,0,255) self.contents.draw_text(x + 170, y, 48, 32, "SP", 2) end def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) end end ############### # Scene_Skill # ############### class Scene_Skill def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end def main @actor = $game_party.actors[@actor_index] @msk_lay = Sprite.new @msk_lay.bitmap = RPG::Cache.picture("MSK_Lay") @msk_lay.z = 100 @msk_back1 = Plane.new @msk_back1.bitmap = RPG::Cache.picture("MN_BK") @msk_back1.z = 10 @help_window = Window_Help.new @help_window.y = 500 @status_window = Window_SkillStatus2.new(@actor) @status_window.z = 110 @status_window.x = 640 @skill_window = Window_Skill2.new(@actor) @skill_window.help_window = @help_window @skill_window.help_window.y = 500 @target_window = Window_Target.new @target_window.x = 304 @target_window.visible = false @target_window.active = false @skill_window.opacity = 0 @help_window.opacity = 0 @target_window.opacity = 190 Graphics.transition(MOG::MSK_TT, "Graphics/Transitions/" + MOG::MSK_TTT) loop do Graphics.update Input.update update if $scene != self break end end for i in 0..30 @status_window.x += 25 Graphics.update end Graphics.freeze @help_window.dispose @status_window.dispose @skill_window.dispose @target_window.dispose @msk_lay.dispose @msk_back1.dispose end def update @help_window.update @status_window.update @skill_window.update @target_window.update @msk_back1.ox += 1 @msk_back1.oy += 1 if @status_window.x > 350 @status_window.x -= 15 elsif @status_window.x <= 350 @status_window.x = 350 end if @skill_window.help_window.y > 425 @skill_window.help_window.y -= 5 elsif @skill_window.help_window.y <= 425 @skill_window.help_window.y = 425 end if @target_window.visible == true @status_window.visible = false else @status_window.visible = true end if @skill_window.active update_skill return end if @target_window.active update_target return end end def update_skill if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) @help_window.y = 500 end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(1) return end if Input.trigger?(Input::C) @skill = @skill_window.skill if @skill == nil or not @actor.skill_can_use?(@skill.id) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) if @skill.scope >= 3 @skill_window.active = false @target_window.visible = true @target_window.active = true if @skill.scope == 4 || @skill.scope == 6 @target_window.index = -1 elsif @skill.scope == 7 @target_window.index = @actor_index - 10 else @target_window.index = 0 end else if @skill.common_event_id > 0 $game_temp.common_event_id = @skill.common_event_id $game_system.se_play(@skill.menu_se) @actor.sp -= @skill.sp_cost @status_window.refresh @skill_window.refresh @target_window.refresh $scene = Scene_Map.new return end end return end if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) @actor_index += 1 @actor_index %= $game_party.actors.size $scene = Scene_Skill.new(@actor_index) return end if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT) $game_system.se_play($data_system.cursor_se) @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size $scene = Scene_Skill.new(@actor_index) return end end def update_target if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @skill_window.active = true @target_window.visible = false @target_window.active = false return end if Input.trigger?(Input::C) unless @actor.skill_can_use?(@skill.id) $game_system.se_play($data_system.buzzer_se) return end if @target_window.index == -1 used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end if @target_window.index <= -2 target = $game_party.actors[@target_window.index + 10] used = target.skill_effect(@actor, @skill) end if @target_window.index >= 0 target = $game_party.actors[@target_window.index] used = target.skill_effect(@actor, @skill) end if used $game_system.se_play(@skill.menu_se) @actor.sp -= @skill.sp_cost @status_window.refresh @skill_window.refresh @target_window.refresh if $game_party.all_dead? $scene = Scene_Gameover.new return end if @skill.common_event_id > 0 $game_temp.common_event_id = @skill.common_event_id $scene = Scene_Map.new return end end unless used $game_system.se_play($data_system.buzzer_se) end return end end end |
| | | Invité Invité
| Sujet: Re: Super beau menu Ven 11 Avr - 19:22 | |
| Ensuite créé un nouveau script et nommé le "MOG_scene_item_Laura" puis coller se code:
#_______________________________________________________________________________ # MOG Scene Item Laura V1.0 #_______________________________________________________________________________ # By Moghunter #_______________________________________________________________________________ if true # True = Enable / False = Disable (Script) module MOG #Transition Time. MNIT = 20 #Transition Type(Name). MNITT = "004-Blind04" end $mogscript = {} if $mogscript == nil $mogscript["menu_laura"] = true ############### # Window_Base # ############### class Window_Base < Window def nada face = RPG::Cache.picture("") end def drw_face(actor,x,y) face = RPG::Cache.picture(actor.name + "_fc") rescue nada cw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, face, src_rect) end def draw_maphp3(actor, x, y) back = RPG::Cache.picture("BAR0") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("HP_Bar") cw = meter.width * actor.hp / actor.maxhp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("HP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 35, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2) end def draw_mapsp3(actor, x, y) back = RPG::Cache.picture("BAR0") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("SP_Bar") cw = meter.width * actor.sp / actor.maxsp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("SP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 35, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2) end def draw_mexp_it(actor, x, y) lv_tx = RPG::Cache.picture("LV_tx") cw = lv_tx.width ch = lv_tx.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 32, lv_tx, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 101, y + 5, 24, 32, actor.level.to_s, 1) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 100, y + 4, 24, 32, actor.level.to_s, 1) end def draw_actor_state_it(actor, x, y, width = 80) text = make_battler_state_text(actor, width, true) self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text,1) end end ###################### # Window_Target_Item # ###################### class Window_Target_Item < Window_Selectable def initialize super(0, 130, 280, 300) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Georgia" self.z += 10 @item_max = $game_party.actors.size refresh end def refresh self.contents.clear for i in 0...$game_party.actors.size x = 4 y = i * 65 actor = $game_party.actors[i] drw_face(actor,x,y + 55) draw_mexp_it(actor, x + 110, y + 25 ) draw_actor_state_it(actor, x + 165, y ) draw_maphp3(actor, x + 20, y + 0) draw_mapsp3(actor, x + 20, y + 32) end end def update_cursor_rect if @index <= -2 self.cursor_rect.set(0, (@index + 10) * 65, self.width - 32, 60) elsif @index == -1 self.cursor_rect.set(0, 0, self.width - 32, @item_max * 64 ) else self.cursor_rect.set(0, @index * 65, self.width - 32, 60) end end end ############ # Type_Sel # ############ class Type_Sel < Window_Base attr_reader :index attr_reader :help_window def initialize(x, y, width, height) super(x, y, width, height) @item_max = 1 @column_max = 1 @index = -1 end def index=(index) @index = index end def row_max return (@item_max + @column_max - 1) / @column_max end def top_row return self.oy / 32 end def top_row=(row) if row < 0 row = 0 end if row > row_max - 1 row = row_max - 1 end self.oy = row * 32 end def page_row_max return (self.height - 32) / 32 end def page_item_max return page_row_max * @column_max end def update super if self.active and @item_max > 0 and @index >= 0 if Input.repeat?(Input::RIGHT) if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or @index < @item_max - @column_max $game_system.se_play($data_system.cursor_se) @index = (@index + @column_max) % @item_max end end if Input.repeat?(Input::LEFT) if (@column_max == 1 and Input.trigger?(Input::LEFT)) or @index >= @column_max $game_system.se_play($data_system.cursor_se) @index = (@index - @column_max + @item_max) % @item_max end end end end end ############### # Window_Type # ############### class Window_Type < Type_Sel def initialize super(0, 0, 0, 0) @item_max = 3 self.index = 0 end end ################## # Window_Item_Ex # ################## class Window_Item_Ex < Window_Selectable def initialize super(250, 50, 295, 350) @column_max = 1 refresh self.index = 0 if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number(i) > 0 @data.push($data_items[i]) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) end if item.is_a?(RPG::Item) and $game_party.item_can_use?(item.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 1 * (288 + 32) y = index / 1 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.font.name = "Georgia" bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 190, 32, item.name, 0) self.contents.draw_text(x + 215, y, 16, 32, ":", 1) self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end ################# # Window_Weapon # ################# class Window_Weapon < Window_Selectable def initialize super(250, 50, 295, 350) @column_max = 1 refresh self.index = 0 if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 @data.push($data_weapons[i]) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) item = @data[index] case item when RPG::Weapon number = $game_party.weapon_number(item.id) end if item.is_a?(RPG::Item) and $game_party.item_can_use?(item.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 1 * (288 + 32) y = index / 1 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.font.name = "Georgia" bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 190, 32, item.name, 0) self.contents.draw_text(x + 215, y, 16, 32, ":", 1) self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end ################ # Window_Armor # ################ class Window_Armor < Window_Selectable def initialize super(250, 50, 295, 350) @column_max = 1 refresh self.index = 0 if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 @data.push($data_armors[i]) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end |
| | | Invité Invité
| Sujet: Re: Super beau menu Ven 11 Avr - 19:23 | |
| La suite du script:
def draw_item(index) item = @data[index] case item when RPG::Armor number = $game_party.armor_number(item.id) end if item.is_a?(RPG::Item) and $game_party.item_can_use?(item.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 1 * (288 + 32) y = index / 1 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.font.name = "Georgia" bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 190, 32, item.name, 0) self.contents.draw_text(x + 215, y, 16, 32, ":", 1) self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end ############## # Scene_Item # ############## class Scene_Item def main @back = Plane.new @back.bitmap = RPG::Cache.picture("MN_BK") @back.z = 100 @item_lay = Sprite.new @item_lay.bitmap = RPG::Cache.picture("Item_lay") @item_lay.z = 100 @item_com = Sprite.new @item_com.bitmap = RPG::Cache.picture("Item_com01") @item_com.z = 100 @type = Window_Type.new @type.opacity = 0 @type.visible = false @help_window = Window_Help.new @help_window.y = 405 @item_window = Window_Item_Ex.new @item_window.help_window = @help_window @item_window.visible = true @item_window.active = true @weapon_window = Window_Weapon.new @weapon_window.help_window = @help_window @weapon_window.visible = false @weapon_window.active = true @armor_window = Window_Armor.new @armor_window.help_window = @help_window @armor_window.visible = false @armor_window.active = true @target_window = Window_Target_Item.new @target_window.visible = false @target_window.active = false @help_window.opacity = 0 @help_window.x = -200 @help_window.contents_opacity = 0 @item_window.opacity = 0 @weapon_window.opacity = 0 @armor_window.opacity = 0 @target_window.opacity = 0 @weapon_window.x = 640 @armor_window.x = 640 @item_window.x = 640 @weapon_window.contents_opacity = 0 @armor_window.contents_opacity = 0 @item_window.contents_opacity = 0 Graphics.transition(MOG::MNIT, "Graphics/Transitions/" + MOG::MNITT) loop do Graphics.update Input.update update if $scene != self break end end for i in 0..30 @weapon_window.x += 20 @armor_window.x += 20 @item_window.x += 20 @weapon_window.contents_opacity -= 15 @armor_window.contents_opacity -= 15 @item_window.contents_opacity -= 15 @item_lay.zoom_x += 0.2 @item_lay.opacity -= 15 @item_com.zoom_y += 0.2 @item_com.opacity -= 15 @help_window.contents_opacity -= 15 @back.ox += 1 Graphics.update end Graphics.freeze @help_window.dispose @item_window.dispose @weapon_window.dispose @armor_window.dispose @target_window.dispose @item_lay.dispose @back.dispose @item_com.dispose @type.dispose end def update if @target_window.x < 0 @target_window.x += 20 elsif @target_window.x >= 0 @target_window.x = 0 end if @help_window.x < 0 @help_window.x += 10 @help_window.contents_opacity += 15 elsif @help_window.x >= 0 @help_window.x = 0 @help_window.contents_opacity = 255 end if @item_window.x > 250 @weapon_window.x -= 20 @armor_window.x -= 20 @item_window.x -= 20 @weapon_window.contents_opacity += 15 @armor_window.contents_opacity += 15 @item_window.contents_opacity += 15 elsif @item_window.x <= 250 @weapon_window.x = 250 @armor_window.x = 250 @item_window.x = 250 @weapon_window.contents_opacity = 250 @armor_window.contents_opacity = 250 @item_window.contents_opacity = 250 end if @target_window.active == false if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::LEFT) or Input.press?(Input::RIGHT) or Input.press?(Input::LEFT) @weapon_window.x = 640 @armor_window.x = 640 @item_window.x = 640 @weapon_window.contents_opacity = 0 @armor_window.contents_opacity = 0 @item_window.contents_opacity = 0 end if Input.trigger?(Input.dir4) or Input.trigger?(Input.dir4) or Input.trigger?(Input::L) or Input.trigger?(Input::R) @help_window.x = -200 @help_window.contents_opacity = 0 end end @back.ox += 1 @help_window.update @item_window.update @weapon_window.update @armor_window.update @target_window.update @type.update case @type.index when 0 @item_com.bitmap = RPG::Cache.picture("Item_com01") if @target_window.active == true update_target @item_window.active = false @type.active = false return else @item_window.active = true @type.active = true end @weapon_window.active = false @armor_window.active = false @item_window.visible = true @weapon_window.visible = false @armor_window.visible = false when 1 @item_com.bitmap = RPG::Cache.picture("Item_com02") @item_window.active = false @weapon_window.active = true @armor_window.active = false @item_window.visible = false @weapon_window.visible = true @armor_window.visible = false when 2 @item_com.bitmap = RPG::Cache.picture("Item_com03") @item_window.active = false @weapon_window.active = false @armor_window.active = true @item_window.visible = false @weapon_window.visible = false @armor_window.visible = true end if @item_window.active update_item return end if @weapon_window.active update_weapon return end if @armor_window.active update_armor return end end def update_weapon if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(0) return end end def update_armor if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(0) return end end def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(0) return end if Input.trigger?(Input::C) @item = @item_window.item unless @item.is_a?(RPG::Item) $game_system.se_play($data_system.buzzer_se) return end unless $game_party.item_can_use?(@item.id) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) if @item.scope >= 3 @item_window.active = false @target_window.x = (@item_window.index + 1) % 1 * 304 @target_window.visible = true @target_window.active = true @target_window.x = -350 if @item.scope == 4 || @item.scope == 6 @target_window.index = -1 else @target_window.index = 0 end else if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end $scene = Scene_Map.new return end end return end end def update_target if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) unless $game_party.item_can_use?(@item.id) @item_window.refresh end @item_window.active = true @target_window.visible = false @target_window.active = false return end if Input.trigger?(Input::C) if $game_party.item_number(@item.id) == 0 $game_system.se_play($data_system.buzzer_se) return end if @target_window.index == -1 used = false for i in $game_party.actors used |= i.item_effect(@item) end end if @target_window.index >= 0 target = $game_party.actors[@target_window.index] used = target.item_effect(@item) end if used $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end @target_window.refresh if $game_party.all_dead? $scene = Scene_Gameover.new return end if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $scene = Scene_Map.new return end end unless used $game_system.se_play($data_system.buzzer_se) end return end end end end |
| | | Invité Invité
| Sujet: Re: Super beau menu Ven 11 Avr - 19:25 | |
| Créé un autre script au dessus de main comme d'habitude (pareil pour les scripts précédente) et nommé le "MOG Scene_File Ayumi" puis mettez se code: #_________________________________________________ # MOG_Scene File Ayumi V1.0 #_________________________________________________ # By Moghunter #_________________________________________________ module MOG #Temps de transition MSVT = 30 #Type de transition MSVTT = "006-Stripe02" end ############### # Window_Base # ############### class Window_Base < Window def drw_win_file(x,y) dwf = RPG::Cache.picture("Win_File") cw = dwf.width ch = dwf.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, dwf, src_rect) end def nada face = RPG::Cache.picture("") end def draw_heroface3(actor,x,y) face = RPG::Cache.picture(actor.name + "_fc3") rescue nada cw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, face, src_rect) end def draw_actor_level6(actor, x, y) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv") self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, "Lv") self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 17, y + 1, 24, 32, actor.level.to_s, 2) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 16, y, 24, 32, actor.level.to_s, 2) end def draw_actor_name6(actor, x, y) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 1, y + 1, 100, 32, actor.name,1) self.contents.font.color = normal_color self.contents.draw_text(x, y, 100, 32, actor.name,1) end end ############ # Game_Map # ############ class Game_Map def map_name @mapinfo = load_data("Data/MapInfos.rxdata") if @mapinfo == nil return @mapinfo[@map_id].name end end ################### # Window_SaveFile # ################### class Window_SaveFile < Window_Base attr_reader :filename attr_reader :selected def initialize(file_index, filename) super(0, 64 + file_index * 138, 640, 240) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 @file_index = file_index @filename = "Save#{@file_index + 1}.rxdata" @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime @characters = Marshal.load(file) @frame_count = Marshal.load(file) @game_system = Marshal.load(file) @game_switches = Marshal.load(file) @game_variables = Marshal.load(file) @game_self_switches = Marshal.load(file) @game_screen = Marshal.load(file) @game_actors = Marshal.load(file) @game_party = Marshal.load(file) @game_troop = Marshal.load(file) @game_map = Marshal.load(file) @total_sec = @frame_count / Graphics.frame_rate file.close end @wiref = 0 refresh @selected = false end def refresh self.contents.clear self.contents.font.name = "Georgia" drw_win_file(0,190) name = "#{@file_index + 1}" self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(161, 41, 600, 32, name) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(160, 40, 600, 32, name) @name_width = contents.text_size(name).width if @file_exist for i in 0...@characters.size bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1]) cw = bitmap.rect.width / 4 ch = bitmap.rect.height / 4 src_rect = Rect.new(cw * @wiref + 1 , 0, cw, ch) x = 300 - @characters.size + i * 64 - cw / 4 self.contents.blt(x - 10, 150 - ch, bitmap, src_rect) x = 116 actors = @game_party.actors for i in 0...[actors.size, 4].min x = i * 60 actor = actors[i] self.contents.font.size = 20 draw_actor_level6(actor, x + 280, 140) actor = actors[0] draw_heroface3(actor,160,180) draw_actor_name6(actor, 160, 155) self.contents.font.size = 22 end end hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 time_string = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(5, 41, 450, 32, time_string, 2) self.contents.draw_text(41 , 141, 120 , 32, @game_map.map_name.to_s) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(40 , 140, 120 , 32, @game_map.map_name.to_s) self.contents.draw_text(4, 40, 450, 32, time_string, 2) end end def selected=(selected) @selected = selected end end ############## # Scene_File # ############## class Scene_File def initialize(help_text) @help_text = help_text end def main @mnback = Plane.new @mnback.bitmap = RPG::Cache.picture("MN_BK") @mnback.z = 1 @mnlay = Sprite.new @mnlay.bitmap = RPG::Cache.picture("Lay_File.PNG") @mnlay.z = 2 @help_window = Window_Help.new @help_window.set_text(@help_text) @help_window.opacity = 0 @savefile_windows = [] for i in 0..2 @savefile_windows.push(Window_SaveFile.new(i, make_filename(i))) end @savefile_windows[0] @file_index = $game_temp.last_file_index @savefile_windows[@file_index].selected = true @savefile_windows[0].y = 40 @savefile_windows[1].y= 140 @savefile_windows[2].y= 240 @win_move_time = 0 @win_move = 0 @win_dire = 0 @win_opac = 255 @win1_y = 0 @win2_y = 0 @win3_y = 0 Graphics.transition(MOG::MSVT, "Graphics/Transitions/" + MOG::MSVTT) loop do Graphics.update Input.update update if $scene != self break end end for i in 0..50 @mnback.ox += 1 @savefile_windows[0].x += 10 @savefile_windows[1].x -= 10 @savefile_windows[2].x += 10 for i in @savefile_windows i.contents_opacity -= 5 end Graphics.update end Graphics.freeze @help_window.dispose @mnback.dispose @mnlay.dispose for i in @savefile_windows i.dispose end end def update @mnback.ox += 1 @win_opac += 3 @win_move_time += 1 if @win_opac > 254 @win_opac = 150 end if @win_move_time > 60 @win_dire += 1 @win_move_time = 0 end if @win_dire > 1 @win_dire = 0 end if @win_dire == 0 @win_move += 1 else @win_move -= 1 end if @file_index == 0 @savefile_windows[0].z = 2 @savefile_windows[1].z = 1 @savefile_windows[2].z = 0 @savefile_windows[0].x = @win_move @savefile_windows[1].x = 0 @savefile_windows[1].x= 0 @savefile_windows[2].x = 0 @savefile_windows[0].contents_opacity = @win_opac @savefile_windows[1].contents_opacity = 130 @savefile_windows[2].contents_opacity = 130 elsif @file_index == 1 @savefile_windows[0].z = 1 @savefile_windows[1].z = 2 @savefile_windows[2].z = 1 @savefile_windows[0].x = 0 @savefile_windows[1].x = @win_move @savefile_windows[2].x = 0 @savefile_windows[0].contents_opacity = 130 @savefile_windows[1].contents_opacity = @win_opac @savefile_windows[2].contents_opacity = 130 else @savefile_windows[0].z = 0 @savefile_windows[1].z = 1 @savefile_windows[2].z = 2 @savefile_windows[0].x = 0 @savefile_windows[1].x = 0 @savefile_windows[2].x = @win_move @savefile_windows[0].contents_opacity = 130 @savefile_windows[1].contents_opacity = 130 @savefile_windows[2].contents_opacity = @win_opac end @help_window.update for i in @savefile_windows i.update end if Input.trigger?(Input::C) on_decision(make_filename(@file_index)) $game_temp.last_file_index = @file_index return end if Input.trigger?(Input::B) on_cancel return end if Input.repeat?(Input::DOWN) if Input.trigger?(Input::DOWN) or @file_index < 3 $game_system.se_play($data_system.cursor_se) @savefile_windows[@file_index].selected = false @file_index = (@file_index + 1) % 3 @savefile_windows[@file_index].selected = true return end end if Input.repeat?(Input::UP) if Input.trigger?(Input::UP) or @file_index > 0 $game_system.se_play($data_system.cursor_se) @savefile_windows[@file_index].selected = false @file_index = (@file_index - 1) % 3 @savefile_windows[@file_index].selected = true return end end end def make_filename(file_index) return "Save#{file_index + 1}.rxdata" end end |
| | | Invité Invité
| Sujet: Re: Super beau menu Ven 11 Avr - 19:26 | |
| Ensuite créé un autre script au dessus de main et nommé le "MOG_Scene_shop" puis coller y se code:
#_______________________________________________________________________________ # MOG Scene Shop V1.0 #_______________________________________________________________________________ # By Moghunter #_______________________________________________________________________________ if true module MOG #Temps de transition. MNSHPT= 30 #Type de transition MNSHPTT= "006-Stripe02" end $mogscript = {} if $mogscript == nil $mogscript["menu_"] = true ############### # Window_Base # ############### class Window_Base < Window def draw_item_name_ex(item, x, y) if item == nil return end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 150, 32, item.name) end def nada face = RPG::Cache.picture("") end def drw_face(actor,x,y) face = RPG::Cache.picture(actor.name + "_fc") rescue nada cw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, face, src_rect) end end ################ # Win_Shop_Sel # ################ class Win_Shop_Sel < Window_Base attr_reader :index def initialize(x, y, width, height) super(x, y, width, height) @item_max = 1 @column_max = 1 @index = -1 end def index=(index) @index = index update_cursor_rect end def row_max return (@item_max + @column_max - 1) / @column_max end def top_row return self.oy / 32 end def top_row=(row) if row < 0 row = 0 end if row > row_max - 1 row = row_max - 1 end self.oy = row * 32 end def page_row_max return (self.height - 32) / 32 end def page_item_max return page_row_max * @column_max end def update_cursor_rect if @index < 0 self.cursor_rect.empty return end row = @index / @column_max if row < self.top_row self.top_row = row end if row > self.top_row + (self.page_row_max - 1) self.top_row = row - (self.page_row_max - 1) end cursor_width = self.width / @column_max - 32 x = @index % @column_max * 80 y = @index / @column_max * 32 - self.oy self.cursor_rect.set(x, y, 32, 32) end def update super if self.active and @item_max > 0 and @index >= 0 if Input.repeat?(Input::RIGHT) if @column_max >= 2 and @index < @item_max - 1 $game_system.se_play($data_system.cursor_se) @index += 1 end end if Input.repeat?(Input::LEFT) if @column_max >= 2 and @index > 0 $game_system.se_play($data_system.cursor_se) @index -= 1 end end end update_cursor_rect end end ###################### # Window_ShopCommand # ###################### class Window_ShopCommand < Win_Shop_Sel def initialize super(58, 68, 230, 64) self.contents = Bitmap.new(width - 32, height - 32) @item_max = 3 @column_max = 3 @commands = ["", "", ""] self.index = 0 end end ################## # Window_ShopBuy # ################## class Window_ShopBuy < Window_Selectable def initialize(shop_goods) super(-10, 180, 310, 225) @shop_goods = shop_goods refresh self.index = 0 end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for goods_item in @shop_goods case goods_item[0] when 0 item = $data_items[goods_item[1]] when 1 item = $data_weapons[goods_item[1]] when 2 item = $data_armors[goods_item[1]] end if item != nil @data.push(item) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) self.contents.font.name = "Georgia" self.contents.font.bold = false item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end x = 4 y = index * 32 if item.price <= $game_party.gold and number < 99 self.contents.font.color = normal_color else self.contents.font.color = disabled_color end rect = Rect.new(x, y, self.width - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 150, 32, item.name, 0) self.contents.font.color = Color.new(50,250,150,255) self.contents.draw_text(x + 150, y, 88, 32, "G", 1) if item.price <= $game_party.gold if number < 99 self.contents.font.color = Color.new(200,200,50,255) else self.contents.font.color = disabled_color end else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(x + 180, y, 88, 32, item.price.to_s, 2) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end ################### # Window_ShopSell # ################### class Window_ShopSell < Window_Selectable def initialize super(-10, 180, 305, 225) @column_max = 1 refresh self.index = 0 end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number(i) > 0 @data.push($data_items[i]) end end for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 @data.push($data_weapons[i]) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 @data.push($data_armors[i]) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end if item.price > 0 self.contents.font.color = normal_color else self.contents.font.color = disabled_color end self.contents.font.name = "Georgia" x = 4 + index % 1 * (288 + 32) y = index / 1 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 150, 32, item.name, 0) self.contents.draw_text(x + 230, y, 16, 32, ":", 1) self.contents.draw_text(x + 240, y, 24, 32, number.to_s, 2) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end ##################### # Window_ShopNumber # ##################### class Window_ShopNumber < Window_Base def initialize super(-10, 180, 310, 225) self.contents = Bitmap.new(width - 32, height - 32) @item = nil @max = 1 @price = 0 @number = 1 end def set(item, max, price) @item = item @max = max @price = price @number = 1 refresh end def number return @number end def refresh self.contents.clear self.contents.font.name = "Georgia" self.contents.font.bold = true draw_item_name_ex(@item, 4, 66) self.contents.font.color = Color.new(50,150,250,255) self.contents.draw_text(185, 66, 32, 32, "x") self.contents.font.color = normal_color self.contents.draw_text(208, 66, 24, 32, @number.to_s, 2) self.cursor_rect.set(304, 66, 32, 32) total_price = @price * @number cx = contents.text_size("G").width self.contents.font.color = Color.new(200,200,50,255) self.contents.draw_text(4, 160, 228-2, 32, total_price.to_s, 2) self.contents.font.color = Color.new(50,250,150,255) self.contents.draw_text(90, 160, 88, 32, "G", 1) end def update super if self.active if Input.repeat?(Input::RIGHT) and @number < @max $game_system.se_play($data_system.cursor_se) @number += 1 refresh end if Input.repeat?(Input::LEFT) and @number > 1 $game_system.se_play($data_system.cursor_se) @number -= 1 refresh end if Input.repeat?(Input::UP) and @number < @max $game_system.se_play($data_system.cursor_se) @number = [@number + 10, @max].min refresh end if Input.repeat?(Input::DOWN) and @number > 1 $game_system.se_play($data_system.cursor_se) @number = [@number - 10, 1].max refresh end end end end ##################### # Window_ShopStatus # ##################### class Window_ShopStatus < Window_Base def initialize super(300, 128, 350, 300) self.contents = Bitmap.new(width - 32, height - 32) @item = nil refresh end def refresh self.contents.clear self.contents.font.name = "Georgia" if @item == nil return end case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end self.contents.font.color = system_color self.contents.draw_text(210, 0, 200, 32, "Stock") self.contents.font.color = normal_color self.contents.draw_text(245, 0, 32, 32, number.to_s, 2) if @item.is_a?(RPG::Item) return end for i in 0...$game_party.actors.size actor = $game_party.actors[i] if actor.equippable?(@item) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end self.contents.draw_text(65, 0, 100, 32, "Equipped", 2) drw_face(actor,0 ,80 + 64 * i) if @item.is_a?(RPG::Weapon) item1 = $data_weapons[actor.weapon_id] elsif @item.kind == 0 item1 = $data_armors[actor.armor1_id] elsif @item.kind == 1 item1 = $data_armors[actor.armor2_id] elsif @item.kind == 2 item1 = $data_armors[actor.armor3_id] else item1 = $data_armors[actor.armor4_id] end if actor.equippable?(@item) if @item.is_a?(RPG::Weapon) atk1 = item1 != nil ? item1.atk : 0 atk2 = @item != nil ? @item.atk : 0 pdef1 = item1 != nil ? item1.pdef : 0 mdef1 = item1 != nil ? item1.mdef : 0 pdef2 = @item != nil ? @item.pdef : 0 mdef2 = @item != nil ? @item.mdef : 0 self.contents.draw_text(-20, 50 + 64 * i, 112, 32,"Atk", 2) self.contents.draw_text(70, 50 + 64 * i, 112, 32,"Pdef", 2) self.contents.draw_text(160, 50 + 64 * i, 112, 32,"Mdef", 2) change = atk2 - atk1 change2 = pdef2 - pdef1 change3 = mdef2 - mdef1 if atk2 > atk1 self.contents.font.color = Color.new(50,250,150,255) elsif atk2 == atk1 self.contents.font.color = disabled_color else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(20, 50 + 64 * i, 112, 32,sprintf("%d", change), 2) if pdef2 > pdef1 self.contents.font.color = Color.new(50,250,150,255) elsif pdef2 == pdef1 self.contents.font.color = disabled_color else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(110, 50 + 64 * i, 112, 32,sprintf("%d", change2), 2) if mdef2 > mdef1 self.contents.font.color = Color.new(50,250,150,255) elsif mdef2 == mdef1 self.contents.font.color = disabled_color else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(200, 50 + 64 * i, 112, 32,sprintf("%d", change3), 2) end if @item.is_a?(RPG::Armor) pdef1 = item1 != nil ? item1.pdef : 0 mdef1 = item1 != nil ? item1.mdef : 0 eva1 = item1 != nil ? item1.eva : 0 pdef2 = @item != nil ? @item.pdef : 0 mdef2 = @item != nil ? @item.mdef : 0 eva2 = @item != nil ? @item.eva : 0 change = pdef2 - pdef1 change2 = mdef2 - mdef1 change3 = eva2 - eva1 self.contents.draw_text(-20, 50 + 64 * i, 112, 32,"Pdef", 2) self.contents.draw_text(70, 50 + 64 * i, 112, 32,"Mdef", 2) self.contents.draw_text(160, 50 + 64 * i, 112, 32,"Eva", 2) if pdef2 > pdef1 self.contents.font.color = Color.new(50,250,150,255) elsif pdef2 == pdef1 self.contents.font.color = disabled_color else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(20, 50 + 64 * i, 112, 32,sprintf("%d", change), 2) if mdef2 > mdef1 self.contents.font.color = Color.new(50,250,150,255) elsif mdef2 == mdef1 self.contents.font.color = disabled_color else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(110, 50 + 64 * i, 112, 32,sprintf("%d", change2), 2) if eva2 > eva1 self.contents.font.color = Color.new(50,250,150,255) elsif eva2 == eva1 self.contents.font.color = disabled_color else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(200, 50 + 64 * i, 112, 32,sprintf("%d", change3), 2) end end if item1 != nil if actor.equippable?(@item) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 y = 64 + 64 * i bitmap = RPG::Cache.icon(item1.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x + 50, y - 35, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 75, y - 40, 212, 32, item1.name) end end end def item=(item) if @item != item @item = item refresh end end end |
| | | Invité Invité
| Sujet: Re: Super beau menu Ven 11 Avr - 19:27 | |
| La suite du script:
############## # Scene_Shop # ############## class Scene_Shop def main @mshop_back = Plane.new @mshop_back.bitmap = RPG::Cache.picture("MN_BK2") @mshop_back.z = 10 @mshop_lay = Sprite.new @mshop_lay.bitmap = RPG::Cache.picture("Shop_Lay") @mshop_lay.z = 15 @mshop_com = Sprite.new @mshop_com.bitmap = RPG::Cache.picture("Shop_Com01") @mshop_com.z = 20 @help_window = Window_Help.new @help_window.contents.font.name = "Georgia" @help_window.y = 413 @command_window = Window_ShopCommand.new @command_window.visible = false @gold_window = Window_Gold.new @gold_window.x = 460 @gold_window.y = -5 @dummy_window = Window_Base.new(0, 128, 640, 352) @buy_window = Window_ShopBuy.new($game_temp.shop_goods) @buy_window.active = false @buy_window.visible = false @buy_window.help_window = @help_window @sell_window = Window_ShopSell.new @sell_window.active = false @sell_window.visible = false @sell_window.help_window = @help_window @number_window = Window_ShopNumber.new @number_window.active = false @number_window.visible = false @status_window = Window_ShopStatus.new @status_window.visible = false @help_window.opacity = 0 @status_window.opacity = 0 @sell_window.opacity = 0 @buy_window.opacity = 0 @gold_window.opacity = 0 @command_window.opacity = 0 @number_window.opacity = 0 @dummy_window.opacity = 0 Graphics.transition(MOG::MNSHPT, "Graphics/Transitions/" + MOG::MNSHPTT) loop do Graphics.update Input.update update if $scene != self break end end for i in 0..30 @mshop_back.ox += 1 @help_window.x -= 15 @gold_window.x += 15 @mshop_lay.zoom_x += 0.1 @mshop_lay.opacity -= 10 @command_window.x -= 15 @mshop_com.x -= 15 Graphics.update end Graphics.freeze @help_window.dispose @command_window.dispose @gold_window.dispose @dummy_window.dispose @buy_window.dispose @sell_window.dispose @number_window.dispose @status_window.dispose @mshop_back.dispose @mshop_lay.dispose @mshop_com.dispose end def update @mshop_back.ox += 1 if @help_window.x < 0 @help_window.x += 10 @help_window.contents_opacity += 10 elsif @help_window.x >= 0 @help_window.x = 0 @help_window.contents_opacity = 255 end if @buy_window.x < -10 @buy_window.x += 15 @buy_window.contents_opacity += 6 elsif @buy_window.x >= -10 @buy_window.x = -10 @buy_window.contents_opacity = 255 end if @buy_window.visible == false @buy_window.x = -300 end if @sell_window.x < -10 @sell_window.x += 15 @sell_window.contents_opacity += 6 elsif @buy_window.x >= -10 @sell_window.x = -10 @sell_window.contents_opacity = 255 end if @sell_window.visible == false @sell_window.x = -300 end if @number_window.x < -10 @number_window.x += 15 @number_window.contents_opacity += 6 elsif @number_window.x >= -10 @number_window.x = -10 @number_window.contents_opacity = 255 end if @number_window.visible == false @number_window.x = -300 end if @number_window.active == false if Input.trigger?(Input.dir4) or Input.trigger?(Input::C) or Input.trigger?(Input::L) or Input.trigger?(Input::R) @help_window.x = -200 @help_window.contents_opacity = 0 end end @help_window.update @command_window.update @gold_window.update @dummy_window.update @buy_window.update @sell_window.update @number_window.update @status_window.update case @command_window.index when 0 @mshop_com.bitmap = RPG::Cache.picture("Shop_Com01") when 1 @mshop_com.bitmap = RPG::Cache.picture("Shop_Com02") when 2 @mshop_com.bitmap = RPG::Cache.picture("Shop_Com03") end if @command_window.active update_command return end if @buy_window.active update_buy return end if @sell_window.active update_sell return end if @number_window.active update_number 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) case @command_window.index when 0 $game_system.se_play($data_system.decision_se) @command_window.active = false @dummy_window.visible = false @buy_window.active = true @buy_window.visible = true @buy_window.refresh @status_window.visible = true when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @dummy_window.visible = false @sell_window.active = true @sell_window.visible = true @sell_window.refresh when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new end return end end def update_buy @status_window.item = @buy_window.item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @dummy_window.visible = true @buy_window.active = false @buy_window.visible = false @status_window.visible = false @status_window.item = nil @help_window.set_text("") return end if Input.trigger?(Input::C) @item = @buy_window.item if @item == nil or @item.price > $game_party.gold $game_system.se_play($data_system.buzzer_se) return end case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end if number == 99 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) max = @item.price == 0 ? 99 : $game_party.gold / @item.price max = [max, 99 - number].min @buy_window.active = false @buy_window.visible = false @number_window.set(@item, max, @item.price) @number_window.active = true @number_window.visible = true end end def update_sell @status_window.item = @sell_window.item @status_window.visible = true if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @dummy_window.visible = true @sell_window.active = false @sell_window.visible = false @status_window.item = nil @help_window.set_text("") return end if Input.trigger?(Input::C) @item = @sell_window.item @status_window.item = @item if @item == nil or @item.price == 0 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end max = number @sell_window.active = false @sell_window.visible = false @number_window.set(@item, max, @item.price / 2) @number_window.active = true @number_window.visible = true @status_window.visible = true end end def update_number if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @number_window.active = false @number_window.visible = false case @command_window.index when 0 @buy_window.active = true @buy_window.visible = true when 1 @sell_window.active = true @sell_window.visible = true @status_window.visible = false end return end if Input.trigger?(Input::C) $game_system.se_play($data_system.shop_se) @number_window.active = false @number_window.visible = false case @command_window.index when 0 $game_party.lose_gold(@number_window.number * @item.price) case @item when RPG::Item $game_party.gain_item(@item.id, @number_window.number) when RPG::Weapon $game_party.gain_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.gain_armor(@item.id, @number_window.number) end @gold_window.refresh @buy_window.refresh @status_window.refresh @buy_window.active = true @buy_window.visible = true when 1 $game_party.gain_gold(@number_window.number * (@item.price / 2)) case @item when RPG::Item $game_party.lose_item(@item.id, @number_window.number) when RPG::Weapon $game_party.lose_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.lose_armor(@item.id, @number_window.number) end @gold_window.refresh @sell_window.refresh @status_window.refresh @sell_window.active = true @sell_window.visible = true @status_window.visible = false end return end end end end |
| | | Invité Invité
| Sujet: Re: Super beau menu Ven 11 Avr - 19:28 | |
| Voici l'avant dernier script à copier, créé au dessus de main et nommé le "Mog_menu itigo" puis coller se code:
#_________________________________________________ # MOG_SceneMenu Itigo V1.0 #_________________________________________________ # By Moghunter traduit par makenshi meme si c'est que tres peu... #_________________________________________________ #Le menu peu bugger sur votre version de RPG maker car les image utiliser # on des noms differents. Le script est ecrit de facon a ce que les #facesets soi nommez ainsi : "Hero name _fc" # Exemple -> Arshes_Fc.png # Ici dans cette version car la version de RPG maker utiliser pour le script # est anglaise. Le nom du fichier du hero 1 est "Aluxes_fc" # donc si votre hero principal se nomme Naruto renommer le fichier # "Aluxes_fc" en "Naruto_fc" # Ou bien remplacer la ligne ou on a ecrit : # face = RPG::Cache.picture(actor.name "_fc") # Par : # face = RPG::Cache.picture("Aluxes_fc") # #maintenant et les ligne change donc ca devrai etre au environt de 50 # idem pour les autres hero Basil,etc... Qui sont des heros de base donc #leur image se nome basi_fc etc.... a vous de jouer avec les images #_________________________________________________ module MOG #Temps de transition pour entrer dans le menu. MNTT = 30 #Type de transition pour entrer dans le menu. MNTP = "006-Stripe02" #Temps de transition pour quitter le menu. MNTT2 = 20 #type de transition pour quitter le menu. MNTP2 = "005-Stripe01" end ############## # Game_Actor # ############## class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end def next_exp return @exp_list[@level + 1] > 0 ? @exp_list[@level + 1] - @exp_list[@level] : 0 end end ############### # Window_Base # ############### class Window_Base < Window def drw_face(actor,x,y) face = RPG::Cache.picture(actor.name + "_fc") cw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, face, src_rect) end def draw_maphp3(actor, x, y) back = RPG::Cache.picture("BAR0") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("HP_Bar") cw = meter.width * actor.hp / actor.maxhp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("HP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 35, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2) end def draw_mapsp3(actor, x, y) back = RPG::Cache.picture("BAR0") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("SP_Bar") cw = meter.width * actor.sp / actor.maxsp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("SP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 35, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2) end def draw_mexp2(actor, x, y) bitmap2 = RPG::Cache.picture("Exp_Back") cw = bitmap2.width ch = bitmap2.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect) rate = actor.now_exp.to_f / actor.next_exp bitmap = RPG::Cache.picture("Exp_Meter") if actor.level < 99 cw = bitmap.width * rate else cw = bitmap.width end ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect) exp_tx = RPG::Cache.picture("Exp_tx") cw = exp_tx.width ch = exp_tx.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect) lv_tx = RPG::Cache.picture("LV_tx") cw = lv_tx.width ch = lv_tx.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1) end def draw_actor_state2(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text,1) end end ###################### # Window_MenuStatus2 # ###################### class Window_MenuStatus2 < Window_Selectable def initialize super(0, 0, 415, 280) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.opacity = 0 self.index = -1 end def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 20 y = i * 62 actor = $game_party.actors[i] self.contents.font.name = "Georgia" drw_face(actor,x,y + 50) draw_maphp3(actor,x + 40, y - 5) draw_mapsp3(actor,x + 40, y + 20 ) draw_mexp2(actor,x + 140, y + 15 ) draw_actor_state2(actor ,x + 220, y - 5) end end def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(5, @index * 62, self.width - 32, 50) end end end ################ # Window_Gold2 # ################ class Window_Gold2 < Window_Base def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.name = "Arial" self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2) end end #################### # Window_PlayTime2 # #################### class Window_PlayTime2 < Window_Base def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) refresh end 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 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.name = "Arial" self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, text, 2) end def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end ################# # Window_Steps2 # ################# class Window_Steps2 < Window_Base def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.name = "Arial" self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2) end end ############## # Scene_Menu # ############## class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main s1 = "" s2 = "" s3 = "" s4 = "" s5 = "" s6 = "" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index 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(3) end @command_window.visible = false @command_window.x = -640 @mnlay = Sprite.new #Voici le style graphique du menu les bouton etc... @mnlay.bitmap = RPG::Cache.picture("Mn_lay") @mnlay.z = 10 @mnback = Plane.new @mnback.bitmap = RPG::Cache.picture("Mn_back") @mnback.blend_type = 0 @mnback.z = 5 @mnback2 = Plane.new @mnback2.bitmap = RPG::Cache.picture("Mn_back") @mnback2.blend_type = 0 @mnback2.z = 5 @mnback2.opacity = 60 @mnsel = Sprite.new @mnsel.bitmap = RPG::Cache.picture("Mn_Sel") @mnsel.z = 20 @mnsel.x = 0 @mnsel.y = 110 @mnop = 150 if $game_system.save_disabled @command_window.disable_item(4) end @playtime_window = Window_PlayTime2.new @playtime_window.x = 30 @playtime_window.y = 375 @playtime_window.opacity = 0 @playtime_window.z = 15 @steps_window = Window_Steps2.new @steps_window.x = 230 @steps_window.y = 375 @steps_window.opacity = 0 @steps_window.z = 15 @gold_window = Window_Gold2.new @gold_window.x = 455 @gold_window.y = 405 @gold_window.opacity = 0 @gold_window.z = 15 @status_window = Window_MenuStatus2.new @status_window.x = 195 @status_window.y = 110 @status_window.opacity = 0 @status_window.z = 15 Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP) loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose @mnlay.dispose @mnback.dispose @mnback2.dispose @mnsel.dispose Graphics.transition(MOG::MNTT2, "Graphics/Transitions/" + MOG::MNTP2) Graphics.update end def update @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update @mnback.oy = 1 @mnback.ox = 1 @mnback2.oy = 1 @mnback2.ox -= 1 @mnop = 5 if @command_window.active == true @mnsel.bitmap = RPG::Cache.picture("Mn_Sel") else @mnsel.bitmap = RPG::Cache.picture("Mn_Sel_off") @mnsel.zoom_x = 1 @mnsel.opacity = 255 end if @mnop >= 255 @mnop = 120 end if @command_window.active update_command return end if @status_window.active update_status return end end def update_command if @mnsel.zoom_x <= 1.6 @mnsel.zoom_x += 0.03 @mnsel.opacity -= 10 elsif @mnsel.zoom_x > 1.6 @mnsel.zoom_x = 1.0 @mnsel.opacity = 255 end case @command_window.index when 0 @mnsel.x = 0 @mnsel.y = 110 when 1 @mnsel.x = 25 @mnsel.y = 155 when 2 @mnsel.x = 40 @mnsel.y = 197 when 3 @mnsel.x = 45 @mnsel.y = 242 when 4 @mnsel.x = 25 @mnsel.y = 285 when 5 @mnsel.x = 0 @mnsel.y = 325 end 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 < 4 $game_system.se_play($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) @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 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 5 $game_system.se_play($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 3 $game_system.se_play($data_system.decision_se) $scene = Scene_Status.new(@status_window.index) end return end end end |
| | | Invité Invité
| Sujet: Re: Super beau menu Ven 11 Avr - 19:29 | |
| Et enfin voici le dernier script, créé un nouveau script et nommé le "MOG_Menu Status" et coller se code:
#_________________________________________________ # MOG_Menu Status Eva V1.0 #_________________________________________________ # By Moghunter #_________________________________________________ module MOG #Transition Time. MST_TT = 10 #Transition Type(Name). MST_TTT = "004-Blind04" # Set Maximum (STR,DEX,AGL,INT) MST_ST = 999 # Set Maximum (ATK,PDEF,MDEF) MST_STE = 999 end ############## # Game_Actor # ############## class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end ############### # Window_Base # ############### class Window_Base < Window def draw_heroface2(actor,x,y) face = RPG::Cache.picture(actor.name + "_fc2") cw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, face, src_rect) end def draw_actor_parameter2(actor, x, y, type) back = RPG::Cache.picture("STBAR_Back") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 50 , y - ch + 20, back, src_rect) meter = RPG::Cache.picture("STBAR.png") case type when 0 parameter_value = actor.atk cw = meter.width * actor.atk / MOG::MST_STE when 1 parameter_value = actor.pdef cw = meter.width * actor.pdef / MOG::MST_STE when 2 parameter_value = actor.mdef cw = meter.width * actor.mdef / MOG::MST_STE when 3 parameter_value = actor.str cw = meter.width * actor.str / MOG::MST_ST when 4 parameter_value = actor.dex cw = meter.width * actor.dex / MOG::MST_ST when 5 parameter_value = actor.agi cw = meter.width * actor.agi / MOG::MST_ST when 6 parameter_value = actor.int cw = meter.width * actor.int / MOG::MST_ST end self.contents.font.color = normal_color self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2) ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 50 , y - ch + 20, meter, src_rect) end def draw_maphp5(actor, x, y) back = RPG::Cache.picture("BAR") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("HP_Bar2") cw = meter.width * actor.hp / actor.maxhp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1) end def draw_mapsp5(actor, x, y) back = RPG::Cache.picture("BAR") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65 , y - ch + 30, back, src_rect) meter = RPG::Cache.picture("SP_Bar2") cw = meter.width * actor.sp / actor.maxsp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65 , y - ch + 30, meter, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1) end def draw_mexp5(actor, x, y) bitmap2 = RPG::Cache.picture("Exp_Back") cw = bitmap2.width ch = bitmap2.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect) rate = actor.now_exp.to_f / actor.next_exp bitmap = RPG::Cache.picture("Exp_Meter") if actor.level < 99 cw = bitmap.width * rate else cw = bitmap.width end ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 54, y, 84, 32, "Exp",0) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 20, y + 5, 30, 32, actor.level.to_s, 1) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 21, y + 6, 30, 32, actor.level.to_s, 1) end end ################## # Window_Status2 # ################## class Window_Status2 < Window_Base def initialize(actor) super(0, 0, 660, 480) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor self.opacity = 0 refresh end def refresh self.contents.clear self.contents.font.name = "Georgia" draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 510, -5 ) draw_mexp5(@actor,310,130) draw_actor_state(@actor, 450, 20) draw_maphp5(@actor, 275, 165) draw_mapsp5(@actor, 430, 165) draw_actor_parameter2(@actor, 280, 108, 0) draw_actor_parameter2(@actor, 460, 137, 1) draw_actor_parameter2(@actor, 460, 108, 2) draw_actor_parameter2(@actor, 280, 53, 3) draw_actor_parameter2(@actor, 460, 53, 4) draw_actor_parameter2(@actor, 280, 80, 5) draw_actor_parameter2(@actor, 460, 80, 6) self.contents.font.color = system_color draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 228) draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 258) draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 288) draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 318) draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 348) end def dummy self.contents.font.color = system_color self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon) self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1) self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2) self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3) self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4) draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144) draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208) draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272) draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336) draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400) end end ############### # Window_Face # ############### class Window_Face < Window_Base def initialize(actor) super(0, -20, 300, 520) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor self.opacity = 0 refresh end def refresh self.contents.clear draw_heroface2(@actor,10,485) end end ################ # Scene_Status # ################ class Scene_Status def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end def main @actor = $game_party.actors[@actor_index] @status_window = Window_Status2.new(@actor) @status_face = Window_Face.new(@actor) @status_face.z = 20 @status_face.x = -300 @status_face.contents_opacity = 0 @mst_lay = Sprite.new @mst_lay.bitmap = RPG::Cache.picture("MST_Lay") @mst_lay.z = 100 @mst_back1 = Plane.new @mst_back1.bitmap = RPG::Cache.picture("MN_BK") @mst_back1.z = 10 Graphics.transition(MOG::MST_TT, "Graphics/Transitions/" + MOG::MST_TTT) loop do Graphics.update Input.update update if $scene != self break end end for i in 0..30 @status_face.x -= 20 @status_face.contents_opacity -= 15 Graphics.update end Graphics.freeze @mst_lay.dispose @mst_back1.dispose @status_face.dispose @status_window.dispose end def update @mst_back1.ox += 1 @mst_back1.oy += 1 if @status_face.x < 0 @status_face.x += 20 @status_face.contents_opacity += 15 elsif @status_face.x >= 0 @status_face.x = 0 @status_face.contents_opacity = 255 end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(3) return end if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) @actor_index += 1 @actor_index %= $game_party.actors.size $scene = Scene_Status.new(@actor_index) return end if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT) $game_system.se_play($data_system.cursor_se) @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size $scene = Scene_Status.new(@actor_index) return end end end
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| | | Invité Invité
| Sujet: Re: Super beau menu Ven 11 Avr - 19:49 | |
| |
| | | Invité Invité
| Sujet: Re: Super beau menu Ven 11 Avr - 19:51 | |
| Et voici juste un screen du menu: |
| | | Invité Invité
| Sujet: Re: Super beau menu Ven 11 Avr - 20:05 | |
| - Couvaloure a écrit:
- Tu devrais le m'être dans le code PHP ''Code''
Et avec des screen stp ^^
Sinon, j'essayerais tout à l'air Je pouvait pas mettre en [code] sa buger sa se mettais pas donc j'ai mis en couleur pour mieux voir |
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| Sujet: Re: Super beau menu Ven 11 Avr - 20:35 | |
| D'accord, et désoler de faire ''tache'' dans le script XD |
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| Sujet: Re: Super beau menu Mar 15 Avr - 19:13 | |
| |
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| Sujet: Re: Super beau menu Mer 16 Avr - 14:36 | |
| ...
...
...
...
...
EXCELLENT,désolé je trouve pas les mots... |
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| Sujet: Re: Super beau menu Mer 16 Avr - 14:40 | |
| |
| | | Shikamaru Designer
Nombre de messages : 1560 Age : 31 Localisation : Tunisie > Mon ordinateur > RM LAND Date d'inscription : 31/12/2007
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| Sujet: Re: Super beau menu Jeu 17 Avr - 22:35 | |
| Tien le menu mog hunter. sa m etonne que se site ne l aye pas connu avant, car tout l monde l utilise |
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| Sujet: Re: Super beau menu Dim 20 Avr - 23:12 | |
| Moi perso je le connaissait pas avant que je trouve se super menu, et ils existent aussi encore pleins d'autres scripts Mog Hunter entiérement personnalisable |
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| Sujet: Re: Super beau menu Sam 24 Mai - 21:41 | |
| J'ai trouvé ce menu dans une demo mais s'est toujours meilleur de le propager à travers les forums.
Aussi, si vous cherchez à faire une amélioration dont: les arrièreplans et les images, je vous conseil de ne pas changer le nom de l'image choisise.
Exemple: -Vous trouvez une nouvelle image comme un nouvel arrière plan. -Vous le copiez dans le dossier Garaphique/picture. -Et vous remplacez l'image désirée par votre image mais en gardant son véritable nom.
(Je ne peu pas vous faire part de seenshot en ce moment) |
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| Sujet: Re: Super beau menu Dim 25 Mai - 16:00 | |
| Ben si c'est la meilleur condition, si par exemple dans le script le nom de l'image arrière plan est appelé Mog Plan ben il faut juste renommé l'image que vous avez trouvé sur internet et l'appelé Mog Plan comme sa pas de bug. |
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| Sujet: Re: Super beau menu Mar 27 Mai - 22:45 | |
| Je tourne la page. Je choisi ce scripts pour mon rpg finalement, je vais seulment changer les noms des images. |
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| Sujet: Re: Super beau menu Mar 27 Mai - 22:47 | |
| N'oubli pas de les importés dans "Pictures"^^ |
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| Sujet: Re: Super beau menu | |
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| | | | Super beau menu | |
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