Menu Personalizado
Por lb_guilherme
Características:Por lb_guilherme
Um
menu diferente do padrão. Nele você pode definir quase tudo a seu
gosto. Você ordena as janelas do seu menu como você quiser, e se não as
quiser, pode escolher quais ficam e quais não ficam. O menu é muito
bonito e completo, vale a pena conferir!
Como usar:
Cole
acima do Main, no seu editor de scripts. Dá incompatibilidade com
scripts que também mexam com o menu. Customização no script
Screen:
Script:
- Código:
###########################################################
################### MENU PERSONALIZADO ####################
#### V 1.3.1 ##############################################
################################### Por: lb_guilherme #####
###########################################################
module Conf_Menu
Exibir_Char = true
Exibir_Classe = true
Exibir_Exp = true
Exibir_Status = true
Exibir_Map = true
Exibir_Status_Pos = 2
# 0 = Posição da exp
# 1 = Posição da classe
# 2 = Canto da imagem de face
Ordem = ["Tempo", "Passos", "Gold"]
# Escreva a ordem em que a janelas aparecerão.
# Para desativar uma dessas janelas, deixe o
# espaço em branco, exemplo:
# Ordem = ["Gold", "Passos", ""]
Ordem2 = 1
# 1 = Organização das janelas começa de cima
# 2 = Organização das janelas começa de baixo
Lado_Menu = 2
# 1 = Lado Esquedo
# 2 = Lado Direito
Texto_Map = "Local:"
Texto_Passos = "Passos:"
Texto_Tempo = "Tempo de Jogo:"
end
class Window_Base < Window
def draw_actor_exp(actor, x, y, t)
s1 = actor.exp_s
s2 = actor.next_rest_exp_s + s1
text = s1.to_s + "/" + s2.to_s
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, "E")
self.contents.font.color = normal_color
self.contents.draw_text(x + 20, y, t, WLH, text, 2)
end
end
class Window_MenuStatus < Window_Selectable
def initialize(x, y)
super(x, y, 384, 360)
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 84 + 2, 74)
x = 80
y = actor.index * 84
draw_actor_name(actor, x, y)
draw_actor_level(actor, x, y + WLH * 1)
if Conf_Menu::Exibir_Status == true
if Conf_Menu::Exibir_Status_Pos == 0
draw_actor_state(actor, x, y + WLH * 2)
elsif Conf_Menu::Exibir_Status_Pos == 1
draw_actor_state(actor, x + 100, y)
elsif Conf_Menu::Exibir_Status_Pos == 2
draw_actor_state(actor, 0, y + 53)
end
end
if Conf_Menu::Exibir_Exp == true
draw_actor_exp(actor, x, y + WLH * 2, 70)
end
if Conf_Menu::Exibir_Classe == true
draw_actor_class(actor, x + 100, y)
end
if Conf_Menu::Exibir_Char == true
draw_actor_graphic(actor, x + 245, y + 68)
draw_actor_hp(actor, x + 100, y + WLH * 1)
draw_actor_mp(actor, x + 100, y + WLH * 2)
else
draw_actor_hp(actor, x + 100, y + WLH * 1, 170)
draw_actor_mp(actor, x + 100, y + WLH * 2, 170)
end
end
end
def update_cursor
if @index < 0
self.cursor_rect.empty
elsif @index < @item_max
self.cursor_rect.set(0, @index * 84, contents.width, 78)
elsif @index >= 100
self.cursor_rect.set(0, (@index - 100) * 84, contents.width, 78)
else
self.cursor_rect.set(0, 0, contents.width, @item_max * 78)
end
end
end
class Window_Steps < Window_Base
def initialize
super(0, 0, 160, 90)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, Conf_Menu::Texto_Passos)
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
end
end
class Window_PlayTime < 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 = system_color
self.contents.draw_text(4, 0, 120, 32, Conf_Menu::Texto_Tempo)
@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
class Game_Map
def name
$map_infos[@map_id]
end
end
class Scene_Title
$map_infos = load_data("Data/MapInfos.rvdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
class Window_Map < Window_Base
def initialize
super(0, 360, 384, WLH + 32)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 25, Conf_Menu::Texto_Map)
self.contents.font.color = normal_color
self.contents.draw_text(70, 0, 286, 25, $game_map.name.to_s)
end
end
class Scene_Menu < Scene_Base
def initialize(menu_index = 0)
@menu_index = menu_index
end
def start
super
create_menu_background
create_command_window
if Conf_Menu::Lado_Menu == 1
x_pos1 = 0
x_pos2 = 160
else
x_pos1 = 385
x_pos2 = 0
end
@status_window = Window_MenuStatus.new(0, 0)
@status_window.x = x_pos2
if Conf_Menu::Exibir_Map == true
@window_local = Window_Map.new
@window_local.x = x_pos2
end
@gold_window = Window_Gold.new(0, 0)
@gold_window.x = x_pos1
@gold_window.visible = false
@window_steps = Window_Steps.new
@window_steps.x = x_pos1
@window_steps.visible = false
@window_playtime = Window_PlayTime.new
@window_playtime.x = x_pos1
@window_playtime.visible = false
if Conf_Menu::Ordem2 == 1
y_pos = 175
else
y_pos = 416
end
for i in 0...3
if Conf_Menu::Ordem[i] == "Gold"
@gold_window.visible = true
if Conf_Menu::Ordem2 == 1
@gold_window.y = y_pos
y_pos = y_pos + 56
else
y_pos = y_pos - 56
@gold_window.y = y_pos
end
end
if Conf_Menu::Ordem[i] == "Passos"
@window_steps.visible = true
if Conf_Menu::Ordem2 == 1
@window_steps.y = y_pos
y_pos = y_pos + 90
else
y_pos = y_pos - 90
@window_steps.y = y_pos
end
end
if Conf_Menu::Ordem[i] == "Tempo"
@window_playtime.visible = true
if Conf_Menu::Ordem2 == 1
@window_playtime.y = y_pos
y_pos = y_pos + 95
else
y_pos = y_pos - 95
@window_playtime.y = y_pos
end
end
end
end
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
@window_steps.dispose
if Conf_Menu::Exibir_Map == true
@window_local.dispose
end
@window_playtime.dispose
end
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
@window_steps.update
if Conf_Menu::Exibir_Map == true
@window_local.update
end
@window_playtime.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
def create_command_window
if Conf_Menu::Lado_Menu == 1
x_pos1 = 0
else
x_pos1 = 385
end
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.x = x_pos1
if $game_party.members.size == 0
@command_window.draw_item(0, false)
@command_window.draw_item(1, false)
@command_window.draw_item(2, false)
@command_window.draw_item(3, false)
end
if $game_system.save_disabled
@command_window.draw_item(4, false)
end
end
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
$scene = Scene_File.new(true, false, false)
when 5
$scene = Scene_End.new
end
end
end
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