Brikou Paysan (niveau 6)
Messages postés : 61 Date d'inscription : 28/02/2014 Jauge LPC :
| Sujet: Menu Parchemin 1.0 (Menu Principal personnalisé) Mar 16 Juin 2015 - 20:40 | |
| Vous réalisez un jeu avec des pirates, des chasseurs de trésors, des complots moyenâgeux ? Ou bien vous souhaitez seulement un Menu Principal original et personnalisé ? Ce script est fait pour vous ! Menu Parchemin 1.0 par Brikou : - Remplace le menu classique de RPG Maker VX - Possibilité d'ajouter une option en plus pour rediriger vers un autre script, comme un Journal de Quêtes, ou un Bestiaire ! - Possibilité d'afficher une jauge d'alignement, à gérer avec deux variables : une pour les bonnes actions, et une pour les mauvaises. Placez ce script au dessus de "Main". Toutes les informations pour l'utilisation et la configuration sont expliquées au début du script. LE SCRIPT : - Code:
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#============================================================================== # ~ MENU PARCHEMIN ~ # Version : 1.0 # # Script par : Brikou # Textures par : Brikou # Contact : brikoumaker@gmail.com # # Date de Création : 16/ 06/ 2015 # Genre : Système de Menu Custom (CMS) # Script adapté pour RPG maker VX # Gratuit pour utilisations non commerciales et commerciales # Merci de créditer. #==============================================================================
#--------------------------------------------------------------------------------------------- # Features : # --- # v 1.0 # Possibilité d'ajouter une nouvelle option au menu. #--- # v 1.0 # Affichage d'une jauge d'alignement déterminée par 2 variables. #--- #-------------------------------------------------------------------------------------------
#------------------------------------------------------------------------------------------- # Utilisation : # Insérer le script au dessus de Main. # Configurer avec le module de configuration. (voir ci-dessous) # -----Si utilisation de la jauge d'alignement : # ----- Augmenter la première variable quand le joueur fait une bonne action. # ----- Augmenter la seconde variable quand le joueur fait une mauvaise action. #-------------------------------------------------------------------------------------------
#-------------------------------------------------------------------------- # * MODULE DE CONFIGURATION #-------------------------------------------------------------------------- module Brikou_MenuPARCH #---------------------------------------------------- # Configuration Nouvelle Option #--------------------------------------------------- # > Afficher oui ou non une 7ème option entre "Statut" et "Sauvegarder". #> ("NewOption = true" => Oui / "NewOption = false" => Non) NewOption = false #> Nom de la Scène vers laquelle la nouvelle option va rediriger. #> (Exemple : "Scene_NewOption = Scene_Bounty") #> (Si pas de nouvelle option, laisser "Scene_NewOption = nil") Scene_NewOption = nil #---------------------------------------------------- # Configuration Alignement #--------------------------------------------------- #> Afficher oui ou non la jauge d'alignement. #> ("Reputation = true" => Oui / "Reputation = false" => Non) Reputation = true #> Choisir un nom pour la jauge d'Alignement (si vous souhaitez changer). #> (Exemple : "Reputation_Name = "Mentalité"") Reputation_Name = "Alignement" #> Numéro de la variable à augmenter quand le joueur fait une bonne action. GoodAct_Variable = 2 #> Numéro de la variable à augmenter quand le joueur fait une mauvaise action. BadAct_Variable = 3 #------------------------------------------------------------- #FIN DU MODULE DE CONFIGURATION #------------------------------------------------------------- end #-------------------------------------------------------------------------------------------------------------- # RESSOURCES NECESSAIRES AU FONCTIONNEMENT DU SCRIPT : # # Toutes les ressources listées ci-dessous doivent se trouver dans le dossier # "Graphics/ System". # #> Image de Fond du Menu : #--- MenuBack # #> Image de fond du statut des héros dans le Menu : #--- ActorBox # #> Images des noms des options : # > Objets # --- MenuOp1 # > Compétences # --- MenuOp2 # > Equipement # --- MenuOp3 # > Statut # --- MenuOp4 # > Sauvegarder # --- MenuOp5 # > Quitter # --- MenuOp6 # > Nouvelle Option (Annexe) # --- Menu Op7 # #--------------------------------------------------------------------------------------------------------------
#============================================================ # DEBUT DU CODE #============================================================
#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #============================================================================== class Scene_Menu < Scene_Base include Brikou_MenuPARCH #-------------------------------------------------------------------------- # * Alias #-------------------------------------------------------------------------- alias mod_start start alias mod_term terminate
#-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start mod_start @command_window.x = -1000 @status_window.opacity = 0 @status_window.y = -10 @gold_window.x = -10 @gold_window.y = 370 @lieu = Window_Lieu.new(165, 370) @time_window = Window_Time.new(0, 235) @time_window.opacity = 0 if Reputation == true @rep_window = Window_Reputation.new(0, 290) @rep_window.opacity = 0 end create_obox end #-------------------------------------------------------------------------- # Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = "" s2 = "" s3 = "" s4 = "" s5 = "" s6 = "" if NewOption == true s7 = "" end if NewOption == true @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) else @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) end @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4, false) # Disable save end end #-------------------------------------------------------------------------- # Create Options Box #-------------------------------------------------------------------------- def create_obox @o1 = Obox.new(20,-25) @sprite_op1 = Sprite.new @sprite_op1.bitmap = Cache.system("MenuOp1") @sprite_op1.y = 20 @sprite_op1.z = 1008 @o2 = Obox.new(52,-25) @sprite_op2 = Sprite.new @sprite_op2.bitmap = Cache.system("MenuOp2") @sprite_op2.y = 52 @sprite_op2.z = 1008 @o3 = Obox.new(84,-25) @sprite_op3 = Sprite.new @sprite_op3.bitmap = Cache.system("MenuOp3") @sprite_op3.y = 84 @sprite_op3.z = 1008 @o4 = Obox.new(116,-25) @sprite_op4 = Sprite.new @sprite_op4.bitmap = Cache.system("MenuOp4") @sprite_op4.y = 116 @sprite_op4.z = 1008 @o5 = Obox.new(148,-25) if NewOption == true @sprite_op5 = Sprite.new @sprite_op5.bitmap = Cache.system("MenuOp7") @sprite_op5.y = 148 @sprite_op5.z = 1008 @o6 = Obox.new(180,-25) @sprite_op6 = Sprite.new @sprite_op6.bitmap = Cache.system("MenuOp5") @sprite_op6.y = 180 @sprite_op6.z = 1008 @o7 = Obox.new(212,-25) @sprite_op7 = Sprite.new @sprite_op7.bitmap = Cache.system("MenuOp6") @sprite_op7.y = 212 @sprite_op7.z = 1008 else @sprite_op5 = Sprite.new @sprite_op5.bitmap = Cache.system("MenuOp5") @sprite_op5.y = 148 @sprite_op5.z = 1008 @o6 = Obox.new(180,-25) @sprite_op6 = Sprite.new @sprite_op6.bitmap = Cache.system("MenuOp6") @sprite_op6.y = 180 @sprite_op6.z = 1008 end @o1.back_opacity = 255 @o2.back_opacity = 255 @o3.back_opacity = 255 @o4.back_opacity = 255 @o5.back_opacity = 255 @o6.back_opacity = 255 if NewOption == true @o7.back_opacity = 255 end @o1.z = 1001 @o2.z = 1002 @o3.z = 1003 @o4.z = 1004 @o5.z = 1005 @o6.z = 1006 if NewOption == true @o7.z = 1007 end end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate mod_term @o1.dispose @sprite_op1.dispose @o2.dispose @sprite_op2.dispose @o3.dispose @sprite_op3.dispose @o4.dispose @sprite_op4.dispose @o5.dispose @sprite_op5.dispose @o6.dispose @sprite_op6.dispose if NewOption == true @o7.dispose @sprite_op7.dispose end @lieu.dispose @status_window.terminate @time_window.dispose if Reputation == true @rep_window.dispose end end
#-------------------------------------------------------------------------- # Update Scene Menu #-------------------------------------------------------------------------- def update super update_menu_background @command_window.update @gold_window.update @status_window.update if Reputation == true @rep_window.update end @time_window.update if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end @sprite_op1.update @sprite_op2.update @sprite_op3.update @sprite_op4.update @sprite_op5.update @sprite_op6.update if NewOption == true @sprite_op7.update end end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection
if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 $scene = Scene_Item.new when 1,2,3 start_actor_selection when 4 if NewOption == true $scene = Scene_NewOption.new else $scene = Scene_File.new(true, false, false) end when 5 if NewOption == true $scene = Scene_File.new(true, false, false) else $scene = Scene_End.new end when 6 if NewOption == true $scene = Scene_End.new end end end case @command_window.index when 0 @o1.x = -10 @sprite_op1.x = 15 @o2.x = -25 @sprite_op2.x = 0 if NewOption == true @o7.x= -25 @sprite_op7.x = 0 else @o6.x= -25 @sprite_op6.x = 0 end when 1 @o2.x = -10 @sprite_op2.x = 15 @o3.x = -25 @sprite_op3.x = 0 @o1.x= -25 @sprite_op1.x = 0 when 2 @o3.x = -10 @sprite_op3.x = 15 @o4.x = -25 @sprite_op4.x = 0 @o2.x= -25 @sprite_op2.x = 0 when 3 @o4.x = -10 @sprite_op4.x = 15 @o5.x = -25 @sprite_op5.x = 0 @o3.x= -25 @sprite_op3.x = 0 when 4 @o5.x = -10 @sprite_op5.x = 15 @o6.x = -25 @sprite_op6.x = 0 @o4.x= -25 @sprite_op4.x = 0 when 5 @o6.x = -10 @sprite_op6.x = 15 if NewOption == true @o7.x = -25 @sprite_op7.x = 0 end @o5.x= -25 @sprite_op5.x = 0 when 6 if NewOption == true @o7.x = -10 @sprite_op7.x = 15 @o1.x = -25 @sprite_op1.x = 0 @o6.x= -25 @sprite_op6.x = 0 end end end #-------------------------------------------------------------------------- # * Start Actor Selection #-------------------------------------------------------------------------- def start_actor_selection @command_window.active = false @status_window.active = true if $game_party.last_actor_index < @status_window.item_max @status_window.index = $game_party.last_actor_index else @status_window.index = 0 end end def end_actor_selection @command_window.active = true @status_window.active = false @status_window.index = -1 end def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when 1 $scene = Scene_Skill.new(@status_window.index) when 2 $scene = Scene_Equip.new(@status_window.index) when 3 $scene = Scene_Status.new(@status_window.index) end end end end
#============================================================================== # ** Scene_Base #==============================================================================
class Scene_Base #-------------------------------------------------------------------------- # Cancel the classic snapshot #-------------------------------------------------------------------------- def snapshot_for_background $game_temp.background_bitmap.dispose $game_temp.background_bitmap = Graphics.snap_to_bitmap end #-------------------------------------------------------------------------- # Create menu background #-------------------------------------------------------------------------- def create_menu_background @menuback_sprite = Sprite.new @menuback_sprite.bitmap = Cache.system("MenuBack") update_menu_background end end
#-------------------------------------------------------------------------- # * Window Options Box #-------------------------------------------------------------------------- class Obox < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(y, x) super(x, y, 217, WLH + 6) self.contents.clear end end
#-------------------------------------------------------------------------- # * Window Lieu #-------------------------------------------------------------------------- class Window_Lieu < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 450, WLH+32) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear $maps = load_data("Data/MapInfos.rvdata") @map_id = $game_map.map_id @map_name = $maps[@map_id].name self.contents.font.color = normal_color self.contents.draw_text(55, -8, 300, 32, @map_name, 0) self.contents.font.color = system_color self.contents.draw_text(0, -8, 270, 32, "Lieu :") end end
#-------------------------------------------------------------------------- # * Window menu Status #-------------------------------------------------------------------------- class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 384, 426) refresh for actor in $game_party.members x = 100 y = actor.index * 88 + WLH / 2 if actor.index == 0 @sprite_actorbox1 = Sprite.new @sprite_actorbox1.bitmap = Cache.system("ActorBox") @sprite_actorbox1.x = 222 @sprite_actorbox1.y = y + WLH * 1 - 26 @sprite_actorbox1.z = 98 elsif actor.index == 1 @sprite_actorbox2 = Sprite.new @sprite_actorbox2.bitmap = Cache.system("ActorBox") @sprite_actorbox2.x = 222 @sprite_actorbox2.y = y + WLH * 1 - 26 @sprite_actorbox2.z = 98 elsif actor.index == 2 @sprite_actorbox3 = Sprite.new @sprite_actorbox3.bitmap = Cache.system("ActorBox") @sprite_actorbox3.x = 222 @sprite_actorbox3.y = y + WLH * 1 - 26 @sprite_actorbox3.z = 98 elsif actor.index == 3 @sprite_actorbox4 = Sprite.new @sprite_actorbox4.bitmap = Cache.system("ActorBox") @sprite_actorbox4.x = 222 @sprite_actorbox4.y = y + WLH * 1 - 26 @sprite_actorbox4.z = 98 end end self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members x = 100 y = actor.index * 88 + WLH / 2 draw_actor_name(actor, x + 18, y + WLH * 1 - 22) draw_actor_level(actor, x + 18, y + WLH * 1 - 4) draw_actor_hp_menu(actor, x + 120, y + WLH * 1 -12) draw_actor_mp_menu(actor, x + 120, y + WLH * 1 + 18) draw_actor_graphic(actor, x - 18, y + WLH * 1 + 24) draw_actor_class(actor,x + 18, y + WLH * 1 + 14) end end #-------------------------------------------------------------------------- # Terminate #-------------------------------------------------------------------------- def terminate if $game_party.members.size >=1 @sprite_actorbox1.dispose end if $game_party.members.size >=2 @sprite_actorbox2.dispose end if $game_party.members.size >=3 @sprite_actorbox3.dispose end if $game_party.members.size >=4 @sprite_actorbox4.dispose end end #-------------------------------------------------------------------------- # Show #-------------------------------------------------------------------------- def show if $game_party.members.size >=1 @sprite_actorbox1.opacity = 255 end if $game_party.members.size >=2 @sprite_actorbox2.opacity = 255 end if $game_party.members.size >=3 @sprite_actorbox3.opacity = 255 end if $game_party.members.size >=4 @sprite_actorbox4.opacity = 255 end end #-------------------------------------------------------------------------- # Hide #-------------------------------------------------------------------------- def hide if $game_party.members.size >=1 @sprite_actorbox1.opacity = 0 end if $game_party.members.size >=2 @sprite_actorbox2.opacity = 0 end if $game_party.members.size >=3 @sprite_actorbox3.opacity = 0 end if $game_party.members.size >=4 @sprite_actorbox4.opacity = 0 end end #-------------------------------------------------------------------------- # Update Cursor #-------------------------------------------------------------------------- def update_cursor if @index < 0 # No cursor self.cursor_rect.empty elsif @index < @item_max # Normal self.cursor_rect.set(47, @index * 88 + 3, 290, 82) elsif @index >= 100 # Self self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96) else # All self.cursor_rect.set(0, 0, contents.width, @item_max * 96) end end end
#-------------------------------------------------------------------------- # * Window base #--------------------------------------------------------------------------
class Window_Base < Window
#-------------------------------------------------------------------------- # Draw Actor HP #-------------------------------------------------------------------------- def draw_actor_hp_menu(actor, x, y, width = 120) self.contents.font.color = hp_color(actor) last_font_size = self.contents.font.size xr = x + width if width < 120 self.contents.draw_text(xr - 44, y, 36, WLH, actor.hp, 2) else self.contents.draw_text(xr - 99, y, 36, WLH, actor.hp, 2) self.contents.font.color = normal_color self.contents.draw_text(xr - 62, y, 11, WLH, "/", 2) self.contents.draw_text(xr - 50, y, 36, WLH, actor.maxhp, 2) end end
#-------------------------------------------------------------------------- # Draw Actor MP #-------------------------------------------------------------------------- def draw_actor_mp_menu(actor, x, y, width = 120) self.contents.font.color = mp_color(actor) last_font_size = self.contents.font.size xr = x + width if width < 120 self.contents.draw_text(xr - 44, y, 36, WLH, actor.mp, 2) else self.contents.draw_text(xr - 99, y, 36, WLH, actor.mp, 2) self.contents.font.color = normal_color self.contents.draw_text(xr -62, y, 11, WLH, "/", 2) self.contents.draw_text(xr - 50, y, 36, WLH, actor.maxmp, 2) end end #-------------------------------------------------------------------------- # Draw Actor Class #-------------------------------------------------------------------------- def draw_actor_class(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 110, WLH, actor.class.name) end
end
#-------------------------------------------------------------------------- # * Window Reputation #--------------------------------------------------------------------------
class Window_Reputation < Window_Base include Brikou_MenuPARCH #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 221, 85) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(0, 0, 120, 32, Reputation_Name) @mauvais = $game_variables[BadAct_Variable] + 0.0 @bon = $game_variables[GoodAct_Variable] + 0.0 if @bon == 0 if @mauvais == 0 #équilibré self.contents.fill_rect(0, 28, 190, 24, text_color(15)) self.contents.gradient_fill_rect(2, 30, 186, 20, text_color(18), text_color(19)) self.contents.gradient_fill_rect(2, 30, 93, 20, text_color(11), text_color(29)) else #tout mauvais self.contents.fill_rect(0, 28, 190, 24, text_color(15)) self.contents.gradient_fill_rect(2, 30, 186, 20, text_color(18), text_color(19)) end elsif @bon >= 0 #jauge @total = @mauvais + @bon @pour = (@bon / @total) * 186 self.contents.fill_rect(0, 28, 190, 24, text_color(15)) self.contents.gradient_fill_rect(2, 30, 186, 20, text_color(18), text_color(19)) self.contents.gradient_fill_rect(2, 30, @pour, 20, text_color(11), text_color(29)) end self.contents.font.color = normal_color self.contents.draw_text(2, 23, 220, 32, "Bon / Mauvais") end end
#-------------------------------------------------------------------------- # * Window Time #--------------------------------------------------------------------------
class Window_Time < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 160, 85) refresh end #-------------------------------------------------------------------------- # Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Temps de Jeu") @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 22, 120, 32, text, 2) end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
#============================================================================== # ** Window_Gold #------------------------------------------------------------------------------ # This window displays the amount of gold. #==============================================================================
class Window_Gold < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 160, WLH + 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear draw_currency_value($game_party.gold, 4, -4, 120) end end
#-------------------------------------------------------------------------- # * Scene Item #-------------------------------------------------------------------------- class Scene_Item < Scene_Base
#-------------------------------------------------------------------------- # Start processing #-------------------------------------------------------------------------- def start super create_menu_background @viewport = Viewport.new(0, 0, 544, 416) @help_window = Window_Help.new @help_window.viewport = @viewport @item_window = Window_Item.new(0, 56, 544, 416) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.active = false @target_window = Window_MenuStatus.new(0, -10) @target_window.back_opacity = 0 hide_target_window end #-------------------------------------------------------------------------- # Show Target Window #-------------------------------------------------------------------------- def show_target_window(right) @target_window.show @item_window.active = false width_remain = 544 - @target_window.width @target_window.x = width_remain @target_window.visible = true @target_window.active = true @viewport.rect.set(0, 0, width_remain, 416) @viewport.ox = 0 end #-------------------------------------------------------------------------- # Hide Target Window #-------------------------------------------------------------------------- def hide_target_window @item_window.active = true @target_window.visible = false @target_window.active = false @viewport.rect.set(0, 0, 544, 416) @viewport.ox = 0 @target_window.hide end end
#-------------------------------------------------------------------------- # * Scene Skill #-------------------------------------------------------------------------- class Scene_Skill < Scene_Base #-------------------------------------------------------------------------- # Start processing #-------------------------------------------------------------------------- def start super create_menu_background @actor = $game_party.members[@actor_index] @viewport = Viewport.new(0, 0, 544, 416) @help_window = Window_Help.new @help_window.viewport = @viewport @status_window = Window_SkillStatus.new(0, 56, @actor) @status_window.viewport = @viewport @skill_window = Window_Skill.new(0, 112, 544, 304, @actor) @skill_window.viewport = @viewport @skill_window.help_window = @help_window @target_window = Window_MenuStatus.new(0, -10) @target_window.back_opacity = 0 hide_target_window end #-------------------------------------------------------------------------- # Show Target Window #-------------------------------------------------------------------------- def show_target_window(right) @target_window.show @skill_window.active = false width_remain = 544 - @target_window.width @target_window.x = width_remain @target_window.visible = true @target_window.active = true @viewport.rect.set(0, 0, width_remain, 416) @viewport.ox = 0 end #-------------------------------------------------------------------------- # Hide Target Window #-------------------------------------------------------------------------- def hide_target_window @skill_window.active = true @target_window.visible = false @target_window.active = false @viewport.rect.set(0, 0, 544, 416) @viewport.ox = 0 @target_window.hide end
end
#============================================================================== # ** Scene_File #------------------------------------------------------------------------------ # This class performs the save and load screen processing. #==============================================================================
class Scene_File < Scene_Base include Brikou_MenuPARCH #-------------------------------------------------------------------------- # Return Scene #-------------------------------------------------------------------------- def return_scene if @from_title $scene = Scene_Title.new elsif @from_event $scene = Scene_Map.new else if NewOption == true $scene = Scene_Menu.new(5) else $scene = Scene_Menu.new(4) end end end end
#============================================================================== # ** Scene_End #------------------------------------------------------------------------------ # This class performs game end screen processing. #==============================================================================
class Scene_End < Scene_Base include Brikou_MenuPARCH #-------------------------------------------------------------------------- # Return Scene #-------------------------------------------------------------------------- def return_scene if NewOption == true $scene = Scene_Menu.new(6) else $scene = Scene_Menu.new(5) end end end
#===================================================================== # FIN DU CODE # # Merci d'avoir choisi MENU PARCHEMIN V1.0 par Brikou pour votre projet ! #===================================================================== Pour son fonctionnement, le script a besoin des images ci-dessous, à placer dans Graphics/ System. N'hésitez pas à modifier ces images de base pour personnaliser votre menu ! MenuBack ActorBox MenuOp1 MenuOp2 MenuOp3 MenuOp4 MenuOp5 MenuOp6 Nouvelle option à choisir (non obligatoire) L'image choisie doit être renommée "MenuOp7". - Spoiler:
EN BONUS ! : Le WindowSkin Cuir Bordé Métal, afin d'avoir le même rendu que sur l'exemple : Une base pour faire vos propres ActorBox : Script et textures par Brikou, 2015 Rendu avec des images personnalisées : Menu Principal de A Lost Dreamer : Les Rêves Oubliés de No0ony. Enjoy ! |
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