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 [XP] Menu FF7

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AuteurMessage
Zexion
Administrateur
Administrateur
Zexion

Masculin
Messages postés : 6228
Date d'inscription : 04/01/2012
Jauge LPC :
[XP] Menu FF7 891527140097 / 10097 / 100[XP] Menu FF7 8915271400

[XP] Menu FF7 Membre15
[XP] Menu FF7 Event-10
[XP] Menu FF7 Altrui10
[XP] Menu FF7 Action10
[XP] Menu FF7 Travai10
[XP] Menu FF7 Collec10
[XP] Menu FF7 Collec11
[XP] Menu FF7 Collec12
[XP] Menu FF7 Staffe11
[XP] Menu FF7 Dessin10


[XP] Menu FF7 Empty
MessageSujet: [XP] Menu FF7   [XP] Menu FF7 EmptyVen 24 Mai 2013 - 0:38

Ce script permet d'avoir un menu dont les éléments imitent la position de ceux de FF7.
L'auteur est AcedentProne.

1) Image:
[XP] Menu FF7 Menu_f10

2) Ressources:
Pour que le script fonctionne, vous devez obligatoirement créer un nouveau dossier nommé "Faces" dans le dossier "Characters" de votre jeu. Mettez-y les faceset, portant les nom de vos héros (dans la base de donnée).

3) Le script:
Créez un nouveau script au dessus de main et nommez le comme bon vous semble. Puis collez-y ceci:
Code:
#*********************************************************

#Final Fantasy VII menu setup by AcedentProne

#*********************************************************

#To use:

#Create a new folder in the Characters folder, and call it Faces

#Adding faces: add a 80x80 picture with the same name as the
characterset it

#corrosponds with in the Faces folder

#If text does not appear, right click and select Replace

#Put $defaultfonttype in the Search String box

#Put $fontface in the Replacement String box

#Hit replace all.

#Put $defaultfontsize in the Search String box

#Put $fontsize in the Replacement String box

#Hit replace all.

#

#If you do not want Faces, go to line 102

#and change delete the # of draw_actor_graphic

#and put a # infront of draw_actor_face







#========================================

#■ Window_Base

#--------------------------------------------------------------------------

# Setting functions for the "Base"

#========================================



class Window_Base < Window



def draw_actor_face(actor, x, y)

face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)

fw = face.width

fh = face.height

src_rect = Rect.new(0, 0, fw, fh)

self.contents.blt(x - fw
 / 23, y
 - fh, face, src_rect)

end

end

def draw_actor_battler_graphic(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, bitmap, src_rect)

end



#========================================

#■ Game_Map

#--------------------------------------------------------------------------

# Setting functions for the Map

#========================================

class Game_Map



def name

$map_infos[@map_id]

end

end



#========================================

#■ Window_Title

#--------------------------------------------------------------------------

# Setting functions for the Title

#========================================

class Scene_Title

$map_infos = load_data("Data/MapInfos.rxdata")

for key in $map_infos.keys

$map_infos[key] = $map_infos[key].name

end

end









#========================================================

# ■ Window_MenuStatus

#------------------------------------------------------------------------

# Sets up the Choosing.

#========================================================



class Window_MenuStatus < Window_Selectable

#--------------------------------------------------------------------------

# Set up

#--------------------------------------------------------------------------

def initialize

super(0, 0, 560, 454)

self.contents = Bitmap.new(width - 32, height - 32)

self.contents.font.name =
 "Arial"

self.contents.font.size =
 24

refresh

self.active = false

self.index = -1

end

#--------------------------------------------------------------------------

# Drawing Info on Screen

#--------------------------------------------------------------------------

def refresh

self.contents.clear

@item_max = $game_party.actors.size

for i in 0...$game_party.actors.size

x = 94

y = i * 110

actor = $game_party.actors[i]

draw_actor_face(actor, 12, y + 90) #To get
rid of the Face, put a "#" before the draw_ of this line

#draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of
draw of this line

draw_actor_name(actor, x, y)

draw_actor_class(actor, x
 + 80, y)

draw_actor_level(actor, x, y + 18)

draw_actor_state(actor, x
 + 200, y)

draw_actor_exp(actor, x+ 144, y
 + 38)

draw_actor_hp(actor, x, y + 38)

draw_actor_sp(actor, x, y + 58)

end

end

#--------------------------------------------------------------------------

# Update of Cursor

#--------------------------------------------------------------------------

def update_cursor_rect

if @index < 0

self.cursor_rect.empty

else

self.cursor_rect.set(0, @index * 116, self.width - 32, 96)

end

end

end



#=======================================#

# ■Window_GameStats #

# written by AcedentProne #

#-----------------------------------------------------------------------#



class Window_GameStats < Window_Base

def initialize

super(0, 0, 160, 80)

self.contents = Bitmap.new(width - 32, height - 32)

self.contents.font.name =
 "Arial"

self.contents.font.size =
 22

refresh

end



def refresh

self.contents.clear

self.contents.font.color =
 system_color

# Draw "Time"

@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, 6, 120, 32, text, 2)

self.contents.font.color =
 system_color

self.contents.draw_text(4, -10, 120, 32, "Temps")

#Drawing Gold

self.contents.font.color =
 normal_color

self.contents.draw_text(4, 22, 120, 32,$game_party.gold.to_s + " " +$data_system.words.gold, 2)

self.contents.font.color =
 system_color

self.contents.draw_text(4, 22, 120, 32, $data_system.words.gold, 2)

end

#--------------------------------------------------------------------------

# Update of The count









#--------------------------------------------------------------------------

def update

super

if Graphics.frame_count
 / Graphics.frame_rate != @total_sec

refresh

end

end

end



#========================================================

# ■ Window_Mapname

#------------------------------------------------------------------------

#  Draws the Map name

#========================================================



class Window_Mapname < Window_Base

#--------------------------------------------------------------------------

# Set up

#--------------------------------------------------------------------------

def initialize

super(0, 0, 320, 60)

self.contents = Bitmap.new(width - 52, height - 32)

self.contents.font.name =
 "Arial"

self.contents.font.size =
 24

refresh

end

#--------------------------------------------------------------------------

# Draws info on screen

#--------------------------------------------------------------------------

def refresh

self.contents.clear



# Map Name

#map = $game_map.name

self.contents.font.color =
 system_color

self.contents.draw_text(4, 0, 220, 32, "Lieu")

self.contents.font.color =
 normal_color

self.contents.draw_text(175, 0, 80, 32, $game_map.name)

end

end



#========================================================

# ■ Scene_Menu

#------------------------------------------------------------------------

# FF7 menu laytout as requested by AcedentProne.

#========================================================



class Scene_Menu

#---------------------------
edit-------------------------------

attr_reader :status_window

#/---------------------------
edit-------------------------------



def initialize(menu_index = 0)

@menu_index = menu_index

end



def main

s1 = $data_system.words.item

s2 = $data_system.words.skill

s3 = $data_system.words.equip

s4 = "Status"

s5 = "Sauvegarder"

s6 = "Quitter"



#---------------------------
edit-------------------------------

# Command menu

# Size = Screen height - border sizes -

# GameStatus menu - Spacing from GameStatus

@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])

@command_window.x
 = 640 -
 @command_window.width

@command_window.y = 0

@command_window.z
 = 110

@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

if $game_system.save_disabled

@command_window.disable_item(4)

end

@map = Window_Mapname.new

@map.x =
 640 - @map.width

@map.y =
 480 - @map.height -
 1

@map.z = 110





# Lower right box

@game_stats_window = Window_GameStats.new

@game_stats_window.x = 640 - @game_stats_window.width

@game_stats_window.y = 640 - @command_window.height - @game_stats_window.height + 3

@game_stats_window.z
 =110





# Status window

@status_window = Window_MenuStatus.new

@status_window.x = 0

@status_window.y = 8

@status_window.z = 100







Graphics.transition

loop do

Graphics.update

Input.update

update

if $scene != self

break

end

end

Graphics.freeze

@command_window.dispose

@game_stats_window.dispose

@status_window.dispose

@map.dispose

end

#--------------------------------------------------------------------

# Updating

#--------------------------------------------------------------------

def update

@command_window.update

@game_stats_window.update

@status_window.update

@map.update

if @command_window.active

update_command

return

end

if @status_window.active

update_status

return

end

end

#--------------------------------------------------------------------

# Updating the Command Selection

#--------------------------------------------------------------------

def update_command

# If B button is pused

if Input.trigger?(Input::B)

# Plays assigned SE

$game_system.se_play($data_system.cancel_se)

# Go to Map

$scene = Scene_Map.new

return

end

# If C button is pused

if Input.trigger?(Input::C)

# Checks actor size

if $game_party.actors.size ==
 0 and @command_window.index < 4

# plays SE

$game_system.se_play($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

#--------------------------------------------------------------------

# Updating Status Screen

#--------------------------------------------------------------------



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
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Masculin
Messages postés : 1955
Date d'inscription : 18/10/2011
Jauge LPC :
[XP] Menu FF7 891527140068 / 10068 / 100[XP] Menu FF7 8915271400

[XP] Menu FF7 Membre10
[XP] Menu FF7 Doyen10
[XP] Menu FF7 Travai10
[XP] Menu FF7 Membre15
[XP] Menu FF7 Altrui10
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[XP] Menu FF7 Projet16
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[XP] Menu FF7 Collec10
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[XP] Menu FF7 Collec12
[XP] Menu FF7 Collec13
[XP] Menu FF7 Antino10
[XP] Menu FF7 Serial10


[XP] Menu FF7 Empty
MessageSujet: Re: [XP] Menu FF7   [XP] Menu FF7 EmptyVen 24 Mai 2013 - 10:10

Merci Zexion pour ce partage.
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