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 Menu ressemblant à l'original mais mieux

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Menu ressemblant à l'original mais mieux Empty
MessageSujet: Menu ressemblant à l'original mais mieux   Menu ressemblant à l'original mais mieux Icon_minitimeVen 30 Mai - 11:54

Voici un nouveau menu ressemblant à l'original mais mieux^^

Auteur : Krazplay

Système: Créé un nouveau script au dessus de main et nommé le ''Menu_CMS'' et collé le code:

Code:
#---------------------------------
#Par Krazplay
#---------------------------------
def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch / 2, bitmap, src_rect)
end


#---------------------------------
#Def draw line
#---------------------------------
def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
# ???????????????????
distance = (start_x - end_x).abs + (start_y - end_y).abs
# ????
if end_color == start_color
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
if width == 1
self.set_pixel(x, y, start_color)
else
self.fill_rect(x, y, width, width, start_color)
end
end
else
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
r = start_color.red * (distance-i)/distance + end_color.red * i/distance
g = start_color.green * (distance-i)/distance + end_color.green * i/distance
b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
if width == 1
self.set_pixel(x, y, Color.new(r, g, b, a))
else
self.fill_rect(x, y, width, width, Color.new(r, g, b, a))
end
end
end
end


#---------------------------------
#Def draw polygon (pour faire les contours des faces)
#---------------------------------
def draw_polygon(peaks, color, width = 1)
# ?(=??)??????????
for i in 0 ... (peaks.size - 1)
# ?????????
draw_line( peaks[i][0], peaks[i][1], peaks[i+1][0], peaks[i+1][1], color, width )
end
# ??????????????
draw_line( peaks[peaks.size - 1][0], peaks[peaks.size - 1][1], peaks[0][0], peaks[0][1], color, width )
end


#---------------------------------
#def draw face (les faces à proprement parler ^^)
#---------------------------------
def draw_facesquare(character_name, character_hue, x, y, size = 24)
bitmap = RPG::Cache.character(character_name, character_hue)
src_rect = Rect.new((bitmap.width/4 - size)/2, 0, size, size)
self.blt(x, y, bitmap, src_rect)
self.draw_polygon([[x,y],[x+size,y],[x+size,y+size],[x,y+size]], Color.new(255,255,255,128))
end
# HP/SP/EXPƒQ?[ƒW•\´¦ƒXƒNƒ¦ƒvƒg Ver 1.00
# ”z•z¼³?EƒTƒ|?[ƒgURL
# http://members.jcom.home.ne.jp/cogwheel/

#==============================================================================
# ?¡ Game_Actor
#------------------------------------------------------------------------------
# ?@ƒAƒNƒ^?[‚ðˆµ‚¤ƒNƒ‰ƒX‚Å‚•?B‚±‚̃Nƒ‰ƒX‚Í Game_Actors ƒNƒ‰ƒX ($game_actors)
# ‚Ì“à•”‚Å´g—p‚³‚ê?AGame_Party ƒNƒ‰ƒX ($game_party) ‚©‚ç‚à´Q?Æ‚³‚ê‚Ü‚•?B
#==============================================================================

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
#------------------------------------------------------------------------------
# ?@ƒQ?[ƒ¤’†‚Ì‚•‚ׂẴEƒBƒ“ƒhƒE‚̃X?[ƒp?[ƒNƒ‰ƒX‚Å‚•?B
#==============================================================================

class Window_Base < Window
#--------------------------------------------------------------------------
# ?½ HP ƒQ?[ƒW‚Ì•`‰æ
#--------------------------------------------------------------------------
# ƒIƒ¦ƒWƒiƒ‹‚ÌHP•`‰æ‚ð draw_actor_hp_original ‚Æ–¼‘O•Ï?X
alias :draw_actor_hp_original :draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
# •Ï?”rate‚É ¼»?Ý‚ÌHP/MHP‚ð‘ã“ü
if actor.maxhp != 0
rate = actor.hp.to_f / actor.maxhp
else
rate = 0
end
# plus_x:X?À•W‚̈ʒu•â?³ rate_x:X?À•W‚̈ʒu•â?³(%) plus_y:Y?À•W‚̈ʒu•â?³
# plus_width:•?‚Ì•â?³ rate_width:•?‚Ì•â?³(%) height:?c•?
# align1:•`‰æƒ^ƒCƒv1 0:?¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß
# align2:•`‰æƒ^ƒCƒv2 0:?ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß
# align3:ƒQ?[ƒWƒ^ƒCƒv 0:?¶‹l‚ß 1:‰E‹l‚ß
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# ƒOƒ‰ƒf?[ƒVƒ‡ƒ“?Ý’è grade1:‹óƒQ?[ƒW grade2:´ÀƒQ?[ƒW
# (0:‰¡‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 1:?c‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 2:´Î‚߂ɃOƒ‰ƒf?[ƒVƒ‡ƒ“(¼ƒ?d)?j
grade1 = 1
grade2 = 0
# ?F?Ý’è?Bcolor1:¦O˜g?Ccolor2:’†˜g
# color3:‹óƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor4:‹óƒQ?[ƒWƒ‰ƒCƒgƒJƒ‰?[
# color5:´ÀƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor6:´ÀƒQ?[ƒWƒ‰ƒCƒgƒJƒ‰?[
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
# •Ï?”sp‚É•`‰æ‚•‚éƒQ?[ƒW‚Ì•?‚ð‘ã“ü
if actor.maxhp != 0
hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
else
hp = 0
end
# ƒQ?[ƒW‚Ì•`‰æ
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, hp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# ƒIƒ¦ƒWƒiƒ‹‚ÌHP•`‰æ?ˆ—?‚ð¼Ä‚Ñ?o‚µ
draw_actor_hp_original(actor, x, y, width)
end
#--------------------------------------------------------------------------
# ?½ SP ƒQ?[ƒW‚Ì•`‰æ
#--------------------------------------------------------------------------
# ƒIƒ¦ƒWƒiƒ‹‚ÌSP•`‰æ‚ð draw_actor_sp_original ‚Æ–¼‘O•Ï?X
alias :draw_actor_sp_original :draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
# •Ï?”rate‚É ¼»?Ý‚ÌSP/MSP‚ð‘ã“ü
if actor.maxsp != 0
rate = actor.sp.to_f / actor.maxsp
else
rate = 1
end
# plus_x:X?À•W‚̈ʒu•â?³ rate_x:X?À•W‚̈ʒu•â?³(%) plus_y:Y?À•W‚̈ʒu•â?³
# plus_width:•?‚Ì•â?³ rate_width:•?‚Ì•â?³(%) height:?c•?
# align1:•`‰æƒ^ƒCƒv1 0:?¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß
# align2:•`‰æƒ^ƒCƒv2 0:?ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß
# align3:ƒQ?[ƒWƒ^ƒCƒv 0:?¶‹l‚ß 1:‰E‹l‚ß
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# ƒOƒ‰ƒf?[ƒVƒ‡ƒ“?Ý’è grade1:‹óƒQ?[ƒW grade2:´ÀƒQ?[ƒW
# (0:‰¡‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 1:?c‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 2:´Î‚߂ɃOƒ‰ƒf?[ƒVƒ‡ƒ“(¼ƒ?d)?j
grade1 = 1
grade2 = 0
# ?F?Ý’è?Bcolor1:¦O˜g?Ccolor2:’†˜g
# color3:‹óƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor4:‹óƒQ?[ƒWƒ‰ƒCƒgƒJƒ‰?[
# color5:´ÀƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor6:´ÀƒQ?[ƒWƒ‰ƒCƒgƒJƒ‰?[
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 64, 0, 192)
color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
# •Ï?”sp‚É•`‰æ‚•‚éƒQ?[ƒW‚Ì•?‚ð‘ã“ü
if actor.maxsp != 0
sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
else
sp = (width + plus_width) * rate_width / 100
end
# ƒQ?[ƒW‚Ì•`‰æ
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, sp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# ƒIƒ¦ƒWƒiƒ‹‚ÌSP•`‰æ?ˆ—?‚ð¼Ä‚Ñ?o‚µ
draw_actor_sp_original(actor, x, y, width)
end
#--------------------------------------------------------------------------
# ?½ EXP ƒQ?[ƒW‚Ì•`‰æ
#--------------------------------------------------------------------------
# ƒIƒ¦ƒWƒiƒ‹‚ÌEXP•`‰æ‚ð draw_actor_sp_original ‚Æ–¼‘O•Ï?X
alias :draw_actor_exp_original :draw_actor_exp
def draw_actor_exp(actor, x, y, width = 204)
# •Ï?”rate‚É ¼»?Ý‚Ìexp/nextexp‚ð‘ã“ü
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
# plus_x:X?À•W‚̈ʒu•â?³ rate_x:X?À•W‚̈ʒu•â?³(%) plus_y:Y?À•W‚̈ʒu•â?³
# plus_width:•?‚Ì•â?³ rate_width:•?‚Ì•â?³(%) height:?c•?
# align1:•`‰æƒ^ƒCƒv1 0:?¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß
# align2:•`‰æƒ^ƒCƒv2 0:?ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß
# align3:ƒQ?[ƒWƒ^ƒCƒv 0:?¶‹l‚ß 1:‰E‹l‚ß
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# ƒOƒ‰ƒf?[ƒVƒ‡ƒ“?Ý’è grade1:‹óƒQ?[ƒW grade2:´ÀƒQ?[ƒW
# (0:‰¡‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 1:?c‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 2:´Î‚߂ɃOƒ‰ƒf?[ƒVƒ‡ƒ“(¼ƒ?d)?j
grade1 = 1
grade2 = 0
# ?F?Ý’è?Bcolor1:¦O˜g?Ccolor2:’†˜g
# color3:‹óƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor4:‹óƒQ?[ƒWƒ‰ƒCƒgƒJƒ‰?[
# color5:´ÀƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor6:´ÀƒQ?[ƒWƒ‰ƒCƒgƒJƒ‰?[
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
# •Ï?”exp‚É•`‰æ‚•‚éƒQ?[ƒW‚Ì•?‚ð‘ã“ü
if actor.next_exp != 0
exp = (width + plus_width) * actor.now_exp * rate_width /
100 / actor.next_exp
else
exp = (width + plus_width) * rate_width / 100
end
# ƒQ?[ƒW‚Ì•`‰æ
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, exp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# ƒIƒ¦ƒWƒiƒ‹‚ÌEXP•`‰æ?ˆ—?‚ð¼Ä‚Ñ?o‚µ
draw_actor_exp_original(actor, x, y)
end

#--------------------------------------------------------------------------
# ?½ ƒQ?[ƒW‚Ì•`‰æ
#--------------------------------------------------------------------------
def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
case align1
when 1
x += (rect_width - width) / 2
when 2
x += rect_width - width
end
case align2
when 1
y -= height / 2
when 2
y -= height
end
# ˜g•`‰æ
self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end
# ‹óƒQ?[ƒW‚Ì•`‰æ
self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
color3, color4, grade1)
if align3 == 1
x += width - gauge
end
# ´ÀƒQ?[ƒW‚Ì•`‰æ
self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
color5, color6, grade2)
end
end

#------------------------------------------------------------------------------
# ?@BitmapƒNƒ‰ƒX‚É?V‚½‚È‹@”\‚ð’ljÁ‚µ‚Ü‚•?B
#==============================================================================

class Bitmap
#--------------------------------------------------------------------------
# ?½ ‹é¼`‚ðƒOƒ‰ƒf?[ƒVƒ‡ƒ“•\´¦
# color1 : ƒXƒ^?[ƒgƒJƒ‰?[
# color2 : ƒGƒ“ƒhƒJƒ‰?[
# align : 0:‰¡‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“
# 1:?c‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“
# 2:´Î‚߂ɃOƒ‰ƒf?[ƒVƒ‡ƒ“?i¼ƒ?d‚ɂ‚«’?ˆÓ?j
#--------------------------------------------------------------------------
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red = color1.red +
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end
elsif align == 2
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
elsif align == 3
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end

#==============================================================================
# ?¡ Spriteƒ‚ƒWƒ…?[ƒ‹
#------------------------------------------------------------------------------
# ?@ƒAƒjƒ??[ƒVƒ‡ƒ“‚̦Ǘ?‚ð?s‚¤ƒ‚ƒWƒ…?[ƒ‹‚Å‚•?B
#==============================================================================

module RPG
class Sprite < ::Sprite
def damage(value, critical)
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 4 )
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
end
@_damage_sprite = ::Sprite.new
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80 + self.viewport.ox
@_damage_sprite.oy = 20 + self.viewport.oy
@_damage_sprite.x = self.x + self.viewport.rect.x
@_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
@_damage_sprite.z = 3000
@_damage_duration = 40
end
def animation(animation, hit)
dispose_animation
@_animation = animation
return if @_animation == nil
@_animation_hit = hit
@_animation_duration = @_animation.frame_max
animation_name = @_animation.animation_name
animation_hue = @_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_animation_sprites = []
if @_animation.position != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation_sprites.push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end

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Menu ressemblant à l'original mais mieux Empty
MessageSujet: Re: Menu ressemblant à l'original mais mieux   Menu ressemblant à l'original mais mieux Icon_minitimeVen 30 Mai - 11:55

Suite

Code:
end
def loop_animation(animation)
return if animation == @_loop_animation
dispose_loop_animation
@_loop_animation = animation
return if @_loop_animation == nil
@_loop_animation_index = 0
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
sprite.y = self.viewport.rect.height - 160
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
sprite.y = self.y + self.viewport.rect.y -
self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
end

APRÈS allez dans ''Window_MenuStatus'' et remplacez tout ce qu'il contient par ceci :

Code:
#==============================================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------------
# Menu spécial de Silversun
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 480, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
y = 270
x = 220
actor = $game_party.actors[i]
actor1 = $game_party.actors[0]
actor2 = $game_party.actors[1]
actor3 = $game_party.actors[2]
actor4 = $game_party.actors[3]
self.contents.draw_facesquare(actor.character_name, actor.character_hue,10+32*i, 5 )
if @item_max >= 4
#variables
cnw = contents.text_size(actor4.name).width
cnh = contents.text_size(actor4.name).height
ccw = contents.text_size(actor4.class_name).width
cch = contents.text_size(actor4.class_name).height
chpw = contents.text_size(actor4.hp.to_s).width
cspw = contents.text_size(actor4.sp.to_s).width
#draw
draw_actor_battler(actor4,x, y-100)
draw_actor_name(actor4, x-cnw/2, y-275)
draw_actor_class(actor4, x-ccw/2, y-275+cnh)
draw_actor_level(actor4, x-130, y - 275+cnh+cch/2)
draw_actor_state(actor4, x +80, y - 275+cnh+cch/2)
draw_actor_hp(actor4, x-chpw*2, y - 275+cnh*2)
draw_actor_sp(actor4, x -cspw*2, y - 275+cnh*3)
end
if @item_max >= 3
#variables
cnw = contents.text_size(actor3.name).width
cnh = contents.text_size(actor3.name).height
ccw = contents.text_size(actor3.class_name).width
cch = contents.text_size(actor3.class_name).height
clw = contents.text_size(actor3.level.to_s).width
chpw = contents.text_size(actor3.hp.to_s).width
cspw = contents.text_size(actor3.sp.to_s).width
#draw
draw_actor_battler(actor3, x+70, y - 70)
draw_actor_name(actor3, x+180-cnw/2+10, y-140)
draw_actor_class(actor3, x+180-cch/2-35, y-140+cnh)
draw_actor_level(actor3, x+180-clw, y -140+cnh+cch)
draw_actor_state(actor3, x+180-35, y -140+cnh*3)
draw_actor_hp(actor3, x+180-100, y-140+cnh*4)
draw_actor_sp(actor3, x+180-100, y-140+cnh*5)
end
if @item_max >= 2
#variables
cnw = contents.text_size(actor2.name).width
cnh = contents.text_size(actor2.name).height
ccw = contents.text_size(actor2.class_name).width
cch = contents.text_size(actor2.class_name).height
#draw
draw_actor_battler(actor2, x-70,y-70)
draw_actor_name(actor2, x-220, y-140)
draw_actor_class(actor2, x-220, y-140+cnh)
draw_actor_level(actor2, x-220, y -140+cnh+cch)
draw_actor_state(actor2, x-220, y -140+cnh*3)
draw_actor_hp(actor2, x-220, y-140+cnh*4)
draw_actor_sp(actor2, x-220, y-140+cnh*5)
end
if @item_max >= 1
#variables
cnw = contents.text_size(actor1.name).width
cnh = contents.text_size(actor1.name).height
ccw = contents.text_size(actor1.class_name).width
cch = contents.text_size(actor1.class_name).height
chpw = contents.text_size(actor1.hp.to_s).width
cspw = contents.text_size(actor1.sp.to_s).width
#draw
draw_actor_battler(actor1, x,y)
draw_actor_name(actor1, x-cnw/2, y+80)
draw_actor_class(actor1, x-ccw/2, y+80+cnh)
draw_actor_level(actor1, x-130, y + 80+cnh+cch/2)
draw_actor_state(actor1, x +80, y + 80+cnh+cch/2)
draw_actor_hp(actor1, x-chpw*2, y + 80+cnh*2)
draw_actor_sp(actor1, x -cspw*2, y + 80+cnh*3)
end

end
end
#--------------------------------------------------------------------------
# ● カーソルの矩形更新
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(7+@index*32, 2, 31, 31)
end
end
end

Testez et fonctionnel^^
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Menu ressemblant à l'original mais mieux Empty
MessageSujet: Re: Menu ressemblant à l'original mais mieux   Menu ressemblant à l'original mais mieux Icon_minitimeVen 30 Mai - 12:18

Voici un petit screen du menu:

Menu ressemblant à l'original mais mieux Backvy10
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Menu ressemblant à l'original mais mieux Empty
MessageSujet: Re: Menu ressemblant à l'original mais mieux   Menu ressemblant à l'original mais mieux Icon_minitimeVen 30 Mai - 13:59

ouais pas mal mais a quoi ca sert de mettre un script pour un menu ressemblant a l'original
Menu ressemblant à l'original mais mieux 69872 commememe du partage Menu ressemblant à l'original mais mieux 770429
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Menu ressemblant à l'original mais mieux Empty
MessageSujet: Re: Menu ressemblant à l'original mais mieux   Menu ressemblant à l'original mais mieux Icon_minitimeVen 30 Mai - 14:51

oui ca c'est vrrai^^
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Menu ressemblant à l'original mais mieux Empty
MessageSujet: Re: Menu ressemblant à l'original mais mieux   Menu ressemblant à l'original mais mieux Icon_minitimeSam 31 Mai - 15:40

Justement, c'est pour sa que je les posté, et se qui change de l'original se sont les battlers et les jauges^^
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Menu ressemblant à l'original mais mieux Empty
MessageSujet: Re: Menu ressemblant à l'original mais mieux   Menu ressemblant à l'original mais mieux Icon_minitime

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