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 [XP] Nouveau Menu

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AuteurMessage
Elekami
Fondateur
Fondateur
Elekami

Masculin
Messages postés : 19071
Date d'inscription : 19/07/2008
Jauge LPC :
[XP] Nouveau Menu 8915271400100 / 100100 / 100[XP] Nouveau Menu 8915271400

[XP] Nouveau Menu Pater_10
[XP] Nouveau Menu Staffe10
[XP] Nouveau Menu Mythe_10
[XP] Nouveau Menu Membre11
[XP] Nouveau Menu Doyen10
[XP] Nouveau Menu Scanar10
[XP] Nouveau Menu Compos10
[XP] Nouveau Menu Testeu10
[XP] Nouveau Menu Membre15
[XP] Nouveau Menu Partag10
[XP] Nouveau Menu Projet10
[XP] Nouveau Menu Projet16
[XP] Nouveau Menu Riche_10
[XP] Nouveau Menu Travai10
[XP] Nouveau Menu Collec10
[XP] Nouveau Menu Collec11
[XP] Nouveau Menu Collec12
[XP] Nouveau Menu Collec13
[XP] Nouveau Menu Connar10


[XP] Nouveau Menu Empty
MessageSujet: [XP] Nouveau Menu   [XP] Nouveau Menu EmptyMar 21 Avr 2009 - 15:40

Voici un type de menu.

[XP] Nouveau Menu New_me10

Testé, il marche à merveille.

Auteur: Squall
Source: Rpg Créative

Voici les 3 scripts à placer au-dessus de Main.


Le premier, que vous devez nommer "Scene_Menu ":


Code:
#==============================================================================#
# ? Scene_Menu #
#------------------------------------------------------------------------------#
# Replaces the DMS. Made by Squall webmaster@loeher.zzn.com #
#==============================================================================#

class Scene_Menu
#----------------------------------------------------------------------------#
# ? initialize the Scene_Test #
#----------------------------------------------------------------------------#
def initialize(menu_index = 0, actor_index = 0, equip_index = 0)
@menu_index = menu_index
@actor_index = actor_index
@equip_index = equip_index
@from_skill = false
@from_item = false
@from_command = false
end
#----------------------------------------------------------------------------#
# ? setup all the windows #
#----------------------------------------------------------------------------#
def main
@actor = $game_party.actors[@actor_index]

s0 = $data_system.words.item
s1 = $data_system.words.skill
s2 = $data_system.words.equip
s3 = "Equipe"
s4 = "Sauvegarder"
s5 = "Quitter"
@command_window = Window_Command.new(160, [s0, s1, s2, s3, s4, s5])
@command_window.index = @menu_index
@command_window.x = 480

@status_window = Window_MenuStatusMenu.new(@actor)

@equip_window = Window_EquipRightMenu.new(@actor)
@equip_window.index = @equip_index

@skill_window = Window_SkillMenu.new(@actor)

@items_window = Window_ItemMenu.new

@item_window1 = Window_EquipItemMenu.new(@actor, 0)
@item_window2 = Window_EquipItemMenu.new(@actor, 1)
@item_window3 = Window_EquipItemMenu.new(@actor, 2)
@item_window4 = Window_EquipItemMenu.new(@actor, 3)
@item_window5 = Window_EquipItemMenu.new(@actor, 4)

@playtime_window = Window_PlayTime.new
@playtime_window.x = 480
@playtime_window.y = 224

@steps_window = Window_Steps.new
@steps_window.x = 480
@steps_window.y = 320

@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 416

@target_window = Window_TargetMenu.new

refresh
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@status_window.dispose
@equip_window.dispose
@skill_window.dispose
@items_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@target_window.dispose
end
#----------------------------------------------------------------------------#
# ? refresh windows when equipping items #
#----------------------------------------------------------------------------#
def refresh
@item_window1.visible = (@equip_window.index == 0)
@item_window2.visible = (@equip_window.index == 1)
@item_window3.visible = (@equip_window.index == 2)
@item_window4.visible = (@equip_window.index == 3)
@item_window5.visible = (@equip_window.index == 4)
item1 = @equip_window.item
case @equip_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 @equip_window.active
@status_window.set_new_parameters(nil, 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(@equip_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
new_eva = @actor.eva
@actor.equip(@equip_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
@status_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva)
else
unless @equip_window.active
@item_window.visible = false
end
end
end
#----------------------------------------------------------------------------#
# ? update Scene_Test #
#----------------------------------------------------------------------------#
def update
@command_window.update
@status_window.update
@equip_window.update
@skill_window.update
@items_window.update
@item_window1.update
@item_window2.update
@item_window3.update
@item_window4.update
@item_window5.update
@playtime_window.update
@steps_window.update
@gold_window.update
@target_window.update

refresh

if @command_window.active
@equip_window.index = -1
update_command
return
end
if @items_window.active
update_items
return
end
if @skill_window.active
update_skill
return
end
if @equip_window.active
update_equip
return
end
if @from_skill == true
if @target_window.active
update_target_skill
return
end
elsif @from_item == true
if @target_window.active
update_target_item
return
end
elsif @from_command == true
if @target_window.active
update_target_party
return
end
end
if @item_window != nil and @item_window.active
update_itemequip
return
end
end
#----------------------------------------------------------------------------#
# ? update the command window #
#----------------------------------------------------------------------------#
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::RIGHT)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Menu.new(0, @actor_index)
return
end

if 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_Menu.new(0, @actor_index)
return
end

if Input.trigger?(Input::R)
@skill_window.page_up
@skill_window.index = -1
return
end

if Input.trigger?(Input::L)
@skill_window.page_down
@skill_window.index = -1
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
@items_window.visible = true
@items_window.active = true
@items_window.index = 0
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@skill_window.active = true
@skill_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@equip_window.active = true
@equip_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@target_window.active = true
@target_window.visible = true
@target_window.index = 0
@command_window.active = false
@from_command = true
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
#----------------------------------------------------------------------------#
# ? update the item window #
#----------------------------------------------------------------------------#
def update_items
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@items_window.visible = false
@items_window.active = false
@items_window.index = -1
return
end

if Input.trigger?(Input::C)
@item = @items_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
@items_window.active = false
@target_window.visible = true
@target_window.active = true
@from_item = true
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)
@items_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
#----------------------------------------------------------------------------#
# ? update the skill window #
#----------------------------------------------------------------------------#
def update_skill
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@skill_window.active = false
@skill_window.index = -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
@from_skill = 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
end
#----------------------------------------------------------------------------#
# ? update the equip window #
#----------------------------------------------------------------------------#
def update_equip
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@item_window.visible = false
@equip_window.active = false
@equip_window.index = -1
return
end

if Input.trigger?(Input::C)
if @actor.equip_fix?(@equip_window.index)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@equip_window.active = false
@item_window.active = true
@item_window.index = 0
return
end
end
#----------------------------------------------------------------------------#
# ? update the skill target window #
#----------------------------------------------------------------------------#
def update_target_skill
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.active = true
@target_window.active = false
@target_window.visible = false
@from_skill = 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
#----------------------------------------------------------------------------#
# ? update the item target window #
#----------------------------------------------------------------------------#
def update_target_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@items_window.active = true
@target_window.active = false
@target_window.visible = false
@from_item = 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)
@items_window.draw_item(@items_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
#----------------------------------------------------------------------------#
# ? update the party target window #
#----------------------------------------------------------------------------#
def update_target_party
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@target_window.active = false
@target_window.visible = false
@from_command = false
return
end

if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new(3, @target_window.index)
return
end
end
#----------------------------------------------------------------------------#
# ? update the item equip window #
#----------------------------------------------------------------------------#
def update_itemequip
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@equip_window.active = true
@item_window.active = false
@item_window.visible = false
@item_window.index = -1
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.equip_se)
item = @item_window.item
@actor.equip(@equip_window.index, item == nil ? 0 : item.id)
@equip_window.active = true
@item_window.active = false
@item_window.visible = false
@item_window.index = -1
@equip_window.refresh
@item_window.refresh
return
end
end
end
Revenir en haut Aller en bas
https://www.ledijonshow.fr https://twitter.com/EleKoptes
Elekami
Fondateur
Fondateur
Elekami

Masculin
Messages postés : 19071
Date d'inscription : 19/07/2008
Jauge LPC :
[XP] Nouveau Menu 8915271400100 / 100100 / 100[XP] Nouveau Menu 8915271400

[XP] Nouveau Menu Pater_10
[XP] Nouveau Menu Staffe10
[XP] Nouveau Menu Mythe_10
[XP] Nouveau Menu Membre11
[XP] Nouveau Menu Doyen10
[XP] Nouveau Menu Scanar10
[XP] Nouveau Menu Compos10
[XP] Nouveau Menu Testeu10
[XP] Nouveau Menu Membre15
[XP] Nouveau Menu Partag10
[XP] Nouveau Menu Projet10
[XP] Nouveau Menu Projet16
[XP] Nouveau Menu Riche_10
[XP] Nouveau Menu Travai10
[XP] Nouveau Menu Collec10
[XP] Nouveau Menu Collec11
[XP] Nouveau Menu Collec12
[XP] Nouveau Menu Collec13
[XP] Nouveau Menu Connar10


[XP] Nouveau Menu Empty
MessageSujet: Re: [XP] Nouveau Menu   [XP] Nouveau Menu EmptyMar 21 Avr 2009 - 16:09

Le second, à nommer " Window_ItemMenu ".
Et le troisième, " Widow_EquipItem ".
Je n'ai pas assez de place, donc je vous passe le lien


Rolling Eyes


Les deux autres scripts sur RPG Creative.
Revenir en haut Aller en bas
https://www.ledijonshow.fr https://twitter.com/EleKoptes
 
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