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Bearbeitung von Moghunters-.Scene-.Menu o.0
Hi leute, ich hab da ein(oder zwei Kleine Probleme:
Ich benutze moghunters Menü, und ich wollte fragen, ob mir jemand die Gold-Anzeige etwa dahin verschieben kann, wo die Spielzeit steht?
Ein wenig weiter unten, so 3-4 cm? Und dann noch ein wenig größer?
Die Zeitanzeige kann man rausnehmen...die brauch ich ned...
Dankeschön!!!
veranschulichung.bmp
Ich benutze moghunters Menü, und ich wollte fragen, ob mir jemand die Gold-Anzeige etwa dahin verschieben kann, wo die Spielzeit steht?
Ein wenig weiter unten, so 3-4 cm? Und dann noch ein wenig größer?
Die Zeitanzeige kann man rausnehmen...die brauch ich ned...
Dankeschön!!!
veranschulichung.bmp
#_______________________________________________________________________________
# MOG Scene Menu Itigo V1.2
#_______________________________________________________________________________
# By Moghunter
#_______________________________________________________________________________
if true # True = Enable / False = Disable (Script)
module MOG
#Transition Time.
MNTT = 30
#Transition Type (Name)
MNTP = "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_itigo"] = true
##############
# 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 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_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)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
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 = $game_party.actors
self.contents.font.name = "Georgia"
drw_face(actor,x,y + 50)
draw_maphp3(actor,x + 40, y - 5)
draw_mapsp3(actor,x + 40, y + 20 )
draw_mexp2(actor,x + 140, y + 15 )
draw_actor_state2(actor ,x + 220, y - 5)
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
end
end
end
################
# Window_Gold2 #
################
class Window_Gold2 < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.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.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.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
@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.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
end
# MOG Scene Menu Itigo V1.2
#_______________________________________________________________________________
# By Moghunter
#_______________________________________________________________________________
if true # True = Enable / False = Disable (Script)
module MOG
#Transition Time.
MNTT = 30
#Transition Type (Name)
MNTP = "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_itigo"] = true
##############
# 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 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_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)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
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 = $game_party.actors
self.contents.font.name = "Georgia"
drw_face(actor,x,y + 50)
draw_maphp3(actor,x + 40, y - 5)
draw_mapsp3(actor,x + 40, y + 20 )
draw_mexp2(actor,x + 140, y + 15 )
draw_actor_state2(actor ,x + 220, y - 5)
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
end
end
end
################
# Window_Gold2 #
################
class Window_Gold2 < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.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.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.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
@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.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
end
zum Lesen den Text mit der Maus markieren
-
Online-Flashgame-Maker
-
Willst du mir helfen?
Wer mich in einem billigen Onlinegame unterstützen will, bitte Hier klicken 
zum Lesen den Text mit der Maus markieren
Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »c-mon« (21. Mai 2009, 17:27)
Benutzerinformationen überspringen
Ankömmling
Motto: Probleme sind da um sie auf andere Leute zu übertragen...
-
Online-Flashgame-Maker
-
Willst du mir helfen?
Wer mich in einem billigen Onlinegame unterstützen will, bitte Hier klicken 
zum Lesen den Text mit der Maus markieren
Ok also willst du die Zeitanzeige ganz raus haben und dafür soll da die Gold Anzeige stehen? Wenn ja dann ist hier der Code, wenn nein erklär es nochmal ^^"
Und hier das Layout.
Ok also willst du die Zeitanzeige ganz raus haben und dafür soll da die Gold Anzeige stehen? Wenn ja dann ist hier der Code, wenn nein erklär es nochmal ^^"
Und hier das Layout.
|
|
Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 |
#==============================================================================
# ** Mog Styled Menus - Hauptmenü V1.2
# von Moghunter (28.07.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/http://www.rpg-studio.de/itzamna/node/3
# http://rmxp.org/forums/index.php?topic=18933.0
#==============================================================================
#_______________________________________________________________________________
# MOG Scene Menu Itigo V1.2
#_______________________________________________________________________________
# By Moghunter
#_______________________________________________________________________________
if true # True = Enable / False = Disable (Script)
module MOG
#Transition Time.
MNTT = 30
#Transition Type (Name)
MNTP = "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_itigo"] = true
##############
# 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 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_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)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
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.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_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.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
@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
@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 = 5
@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
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@mnlay.dispose
@mnback.dispose
@mnback2.dispose
@mnsel.dispose
Graphics.update
end
def update
@command_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
end |
Und hier das Layout.
Ok also willst du die Zeitanzeige ganz raus haben und dafür soll da die Gold Anzeige stehen? Wenn ja dann ist hier der Code, wenn nein erklär es nochmal ^^"
|
|
Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 |
#==============================================================================
# ** Mog Styled Menus - Hauptmenü V1.2
# von Moghunter (28.07.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/http://www.rpg-studio.de/itzamna/node/3
# http://rmxp.org/forums/index.php?topic=18933.0
#==============================================================================
#_______________________________________________________________________________
# MOG Scene Menu Itigo V1.2
#_______________________________________________________________________________
# By Moghunter
#_______________________________________________________________________________
if true # True = Enable / False = Disable (Script)
module MOG
#Transition Time.
MNTT = 30
#Transition Type (Name)
MNTP = "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_itigo"] = true
##############
# 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 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_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)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
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.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_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.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
@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
@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 = 5
@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
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@mnlay.dispose
@mnback.dispose
@mnback2.dispose
@mnsel.dispose
Graphics.update
end
def update
@command_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
end |
Und hier das Layout.
Nur noch selten hier.
'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
Benutzerinformationen überspringen
Ankömmling
Motto: Probleme sind da um sie auf andere Leute zu übertragen...
Cool danke…!
Aber, ich bräucht es größer, also die Schrift…also 2 oder 3 pt größer…
Ginge das?
Aber, ich bräucht es größer, also die Schrift…also 2 oder 3 pt größer…
Ginge das?
-
Online-Flashgame-Maker
-
Willst du mir helfen?
Wer mich in einem billigen Onlinegame unterstützen will, bitte Hier klicken 
zum Lesen den Text mit der Maus markieren
So groß genug? Wenn nicht dan sag Bescheid dann sag ich dir wo du selbst was verändern musst bis du die richtige Größe hast xD"
|
|
Quellcode |
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#==============================================================================
# ** Mog Styled Menus - Hauptmenü V1.2
# von Moghunter (28.07.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/http://www.rpg-studio.de/itzamna/node/3
# http://rmxp.org/forums/index.php?topic=18933.0
#==============================================================================
#_______________________________________________________________________________
# MOG Scene Menu Itigo V1.2
#_______________________________________________________________________________
# By Moghunter
#_______________________________________________________________________________
if true # True = Enable / False = Disable (Script)
module MOG
#Transition Time.
MNTT = 30
#Transition Type (Name)
MNTP = "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_itigo"] = true
##############
# 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 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_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)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
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 = $game_party.actors[i]
self.contents.font.name = "Georgia"
drw_face(actor,x,y + 50)
draw_maphp3(actor,x + 40, y - 5)
draw_mapsp3(actor,x + 40, y + 20 )
draw_mexp2(actor,x + 140, y + 15 )
draw_actor_state2(actor ,x + 220, y - 5)
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
end
end
end
################
# Window_Gold2 #
################
class Window_Gold2 < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.size = 30
cx = contents.text_size($data_system.words.gold).width
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_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.font.size = 30
self.contents.clear
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
@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
@steps_window = Window_Steps2.new
@steps_window.x = 210
@steps_window.y = 375
@steps_window.opacity = 0
@steps_window.z = 15
@gold_window = Window_Gold2.new
@gold_window.x = 5
@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
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@mnlay.dispose
@mnback.dispose
@mnback2.dispose
@mnsel.dispose
Graphics.update
end
def update
@command_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
end |
Nur noch selten hier.
'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
Benutzerinformationen überspringen
Ankömmling
Motto: Probleme sind da um sie auf andere Leute zu übertragen...
ja, die größe passt, aba die position is ned ganz...
ein bisschen wweiter unten wär noch gut...
aber danke für die mühe!!!
ein bisschen wweiter unten wär noch gut...
aber danke für die mühe!!!
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