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Menu YUI 1.5

Modifie l'affichage du menu principal.

Script pour RPG Maker VX
Ecrit par Moghunter (site de l'auteur)
Publié par cari974 (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : Moghunter
Logiciel : RPG Maker VX
Nombre de scripts : 1
Source : https://mogplugins.wordpress.com/rpg-maker-vx/

Fonctionnalités
- Changements esthétiques apportés au menu principal par défaut.
Ces changements ne s'appliquent qu'au menu principal par défaut. Les menus inventaire, sorts, équipement, statut et autres utilisent toujours les paramètres par défaut.

image

Conditions d'utilisation
- Vous devez créditer l'auteur.
- Vous pouvez utiliser ce script dans vos projets commerciaux.
- Vous pouvez utiliser ce script dans un jeu pour adulte.
- Vous pouvez traduire ce script.
- Vous pouvez éditer ce script pour vos besoins.
- Vous pouvez distribuer le script dans sa version originale/modifiée, tant que le nom de l'auteur et l'adresse du site sont conservés
- Vous ne pouvez pas vendre ce script/demander des donations.


Installation
A placer au-dessus de Main.
Vous devrez créer des ressources à placer dans le dossier Graphics/Menus. Vous pouvez en trouver un exemple dans la démo.
- Background.png
- Menu_Actor_Parameter.png
- Menu_Command.png
- Menu_HPSP.png
- Menu_Layout.png
- Menu_Layout2.png
- Menu_Select.png
Ainsi qu'une image "Number_02.png" dans le dossier Graphics/System.

Portion de code : Tout sélectionner

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#==============================================================================
# MOG VX- Menu Yui 1.5
#==============================================================================
# By Moghunter 
# http://www.atelier-rgss.com/
# https://mogplugins.wordpress.com/rpg-maker-vx/
#==============================================================================
# Menu animado com layout em pictures.
#==============================================================================
#
# Update
# 2010/12/23 -> v1.5 - Novas animações e melhor codificação.
#
#==============================================================================
# 1 - Crie uma pasta com o nome Graphics/Menus.
# 2 - Nesta pasta devem conter os seguintes arquivos.
# 
# Background.png
# Menu_Actor_Parameter.png
# Menu_Command.png
# Menu_HPSP.png
# Menu_Layout.png
# Menu_Layout2.png
# Menu_Select.png
#
# 3 - Será necessário ter a imagem Number_02.png na pasta Graphics/System.
#
#==============================================================================
 
 
#==============================================================================
# ■ Cache
#==============================================================================
module Cache
  def self.menu(filename)
    load_bitmap("Graphics/Menus/", filename)
  end
end
 
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window  
  #--------------------------------------------------------------------------
  # ● draw_picture_number(x,y,value,file_name,align, space, frame_max ,frame_index)     
  #--------------------------------------------------------------------------
  # X - Posição na horizontal
  # Y - Posição na vertical
  # VALUE - Valor Numérico
  # FILE_NAME - Nome do arquivo
  # ALIGN - Centralizar 0 - Esquerda 1- Centro 2 - Direita  
  # SPACE - Espaço entre os números.
  # FRAME_MAX - Quantidade de quadros(Linhas) que a imagem vai ter. 
  # FRAME_INDEX - Definição do quadro a ser utilizado.
  #--------------------------------------------------------------------------  
  def draw_picture_number(x,y,value, file_name,align = 0, space = 0, frame_max = 1,frame_index = 0)     
     
    number_image = Cache.system(file_name) 
     frame_max = 1 if frame_max < 1
     frame_index = frame_max -1 if frame_index > frame_max -1
     align = 2 if align > 2
     cw = number_image.width / 10
     ch = number_image.height / frame_max
     h = ch * frame_index
     number = value.abs.to_s.split(//)
     case align
        when 0
           plus_x = (-cw + space) * number.size 
        when 1
           plus_x = (-cw + space) * number.size 
           plus_x /= 2 
        when 2  
           plus_x = 0
     end
     for r in 0..number.size - 1       
         number_abs = number[r].to_i 
         number_rect = Rect.new(cw * number_abs, h, cw, ch)
         self.contents.blt(plus_x + x + ((cw - space) * r), y , number_image, number_rect)        
      end      
      number_image.dispose 
   end  
  #--------------------------------------------------------------------------
  # ● draw_menu_parameter
  #--------------------------------------------------------------------------     
  def draw_menu_parameter( x, y)
      image = Cache.menu("Menu_Actor_Parameter")    
      cw = image.width  
      ch = image.height 
      src_rect = Rect.new(0, 0, cw, ch)    
      self.contents.blt(x - (cw / 2), y - (ch / 2) - 25, image, src_rect)
      image.dispose
  end  
  #--------------------------------------------------------------------------
  # ● draw_meter
  #--------------------------------------------------------------------------     
  def draw_meter( x, y,name,value1,value2,frames_max,frame_index)
      image = Cache.menu(name)    
      cw = image.width * value1 / value2  
      ch = image.height / frames_max
      h = ch * frame_index
      src_rect = Rect.new(0, h, cw, ch)    
      self.contents.blt(x , y , image, src_rect)
      image.dispose
   end      
    
  #--------------------------------------------------------------------------
  # ● draw_actor_state2
  #--------------------------------------------------------------------------     
  def draw_actor_state2(actor, x, y, width = 96)
    count = 0
    for state in actor.states
      plus_x = (24 * actor.states.size / 2)
      draw_icon(state.icon_index, x + 24 * count - plus_x, y)
      count += 1
      break if (24 * count > width - 24)
    end
  end      
end
 
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
  #--------------------------------------------------------------------------
  # ● mpname
  #--------------------------------------------------------------------------     
  def mpname
      $mpname = load_data("Data/MapInfos.rvdata") 
      $mpname[@map_id].name
  end
end
 
#==============================================================================
# ■ Window_Selectable_Menu
#==============================================================================
class Window_Selectable_Menu < Window_Base
  attr_reader   :item_max              
  attr_reader   :column_max            
  attr_reader   :index    
  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------       
  def initialize(x, y, width, height, spacing = 32)
    @item_max = 1
    @column_max = 1
    @index = -1
    @spacing = spacing
    super(x, y, width, height)
  end
  #--------------------------------------------------------------------------
  # ● create_contents
  #--------------------------------------------------------------------------         
  def create_contents
    self.contents.dispose
    self.contents = Bitmap.new(width - 32, [height - 32, row_max * WLH].max)
  end  
  #--------------------------------------------------------------------------
  # ● index
  #--------------------------------------------------------------------------           
  def index=(index)
    @index = index
  end
  #--------------------------------------------------------------------------
  # ● row_max
  #--------------------------------------------------------------------------             
  def row_max
    return (@item_max + @column_max - 1) / @column_max
  end
  #--------------------------------------------------------------------------
  # ● top_row
  #--------------------------------------------------------------------------               
  def top_row
    return self.oy / WLH
  end
  #--------------------------------------------------------------------------
  # ● top_row
  #--------------------------------------------------------------------------                 
  def top_row=(row)
    row = 0 if row < 0
    row = row_max - 1 if row > row_max - 1
    self.oy = row * WLH
  end
  #--------------------------------------------------------------------------
  # ● page_row_max
  #--------------------------------------------------------------------------                   
  def page_row_max
    return (self.height - 32) / WLH
  end
  #--------------------------------------------------------------------------
  # ● page_item_max
  #--------------------------------------------------------------------------                     
  def page_item_max
    return page_row_max * @column_max
  end
  #--------------------------------------------------------------------------
  # ● bottom_row
  #--------------------------------------------------------------------------                       
  def bottom_row
    return top_row + page_row_max - 1
  end
  #--------------------------------------------------------------------------
  # ● bottom_row=(row)
  #--------------------------------------------------------------------------                       
  def bottom_row=(row)
    self.top_row = row - (page_row_max - 1)
  end
  #--------------------------------------------------------------------------
  # ● cursor_movable?
  #--------------------------------------------------------------------------   
  def cursor_movable?
    return false if (not visible or not active)
    return false if (index < 0 or index > @item_max or @item_max == 0)
    return false if (@opening or @closing)
    return true
  end
  #--------------------------------------------------------------------------
  # ● cursor_down
  #--------------------------------------------------------------------------   
  def cursor_down(wrap = false)
    if (@index < @item_max - @column_max) or (wrap and @column_max == 1)
      @index = (@index + @column_max) % @item_max
    end
  end
  #--------------------------------------------------------------------------
  # ● cursor_up
  #--------------------------------------------------------------------------   
  def cursor_up(wrap = false)
    if (@index >= @column_max) or (wrap and @column_max == 1)
      @index = (@index - @column_max + @item_max) % @item_max
    end
  end
  #--------------------------------------------------------------------------
  # ● cursor_right
  #--------------------------------------------------------------------------   
  def cursor_right(wrap = false)
    if (@column_max >= 2) and
       (@index < @item_max - 1 or (wrap and page_row_max == 1))
      @index = (@index + 1) % @item_max
    end
  end
  #--------------------------------------------------------------------------
  # ● cursor_left
  #--------------------------------------------------------------------------   
  def cursor_left(wrap = false)
    if (@column_max >= 2) and
       (@index > 0 or (wrap and page_row_max == 1))
      @index = (@index - 1 + @item_max) % @item_max
    end
  end
  #--------------------------------------------------------------------------
  # ● update
  #--------------------------------------------------------------------------   
  def update
    super
    if cursor_movable?
      last_index = @index
      if Input.repeat?(Input::DOWN)
        cursor_down(Input.trigger?(Input::DOWN))
      end
      if Input.repeat?(Input::UP)
        cursor_up(Input.trigger?(Input::UP))
      end
      if Input.repeat?(Input::RIGHT)
        cursor_down(Input.trigger?(Input::DOWN))
      end
      if Input.repeat?(Input::LEFT)
        cursor_up(Input.trigger?(Input::UP))
      end
 
      if @index != last_index
        Sound.play_cursor
      end
    end
  end
end
 
 
#==============================================================================
# ■ Window_MenuStatus_Yui
#==============================================================================
class Window_MenuStatus_Yui < Window_Selectable_Menu
  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------   
  def initialize(x, y)
    super(x, y, 480, 300)
    refresh
    self.opacity = 0
    self.contents_opacity = 0
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # ● refresh
  #--------------------------------------------------------------------------   
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    p1 = [85,110]    
    p2 = [165,210]
    p3 = [265,110]
    p4 = [365,210]
    for actor in $game_party.members
      case actor.index
        when 0
          draw_menu_parameter(p1[0], p1[1])           
          draw_actor_graphic(actor, p1[0], p1[1])
          draw_picture_number(p1[0] + 45 ,p1[1] - 82,actor.hp,"Number_01",0,0,3,0)  
          draw_picture_number(p1[0] + 83 ,p1[1] - 61,actor.mp,"Number_01",0,0,3,0)
          draw_picture_number(p1[0] - 38 ,p1[1] - 55,actor.level,"Number_01",1,0,3,1)
          draw_actor_state2(actor,p1[0] ,p1[1])
          draw_meter(p1[0] - 27,p1[1] - 63,"Menu_HPSP",actor.hp,actor.maxhp,2,0)
          draw_meter(p1[0] + 10,p1[1] - 42,"Menu_HPSP",actor.mp,actor.maxmp,2,1)
          draw_actor_name(actor, p1[0] + 30, p1[1] - 25)
        when 1
          draw_menu_parameter(p2[0], p2[1])                      
          draw_actor_graphic(actor, p2[0], p2[1])
          draw_picture_number(p2[0] + 45 ,p2[1] - 82,actor.hp,"Number_01",0,0,3,0)  
          draw_picture_number(p2[0] + 83 ,p2[1] - 61,actor.mp,"Number_01",0,0,3,0)
          draw_picture_number(p2[0] - 38 ,p2[1] - 55,actor.level,"Number_01",1,0,3,1)
          draw_actor_state2(actor,p2[0] ,p2[1])
          draw_meter(p2[0] - 27,p2[1] - 63,"Menu_HPSP",actor.hp,actor.maxhp,2,0)
          draw_meter(p2[0] + 10,p2[1] - 42,"Menu_HPSP",actor.mp,actor.maxmp,2,1)
          draw_actor_name(actor, p2[0] - 90, p2[1] - 25)
        when 2
          draw_menu_parameter(p3[0], p3[1])                      
          draw_actor_graphic(actor, p3[0], p3[1])
          draw_picture_number(p3[0] + 45 ,p3[1] - 82,actor.hp,"Number_01",0,0,3,0)  
          draw_picture_number(p3[0] + 83 ,p3[1] - 61,actor.mp,"Number_01",0,0,3,0)
          draw_picture_number(p3[0] - 38 ,p3[1] - 55,actor.level,"Number_01",1,0,3,1)
          draw_actor_state2(actor,p3[0] ,p3[1])  
          draw_meter(p3[0] - 27,p3[1] - 63,"Menu_HPSP",actor.hp,actor.maxhp,2,0)
          draw_meter(p3[0] + 10,p3[1] - 42,"Menu_HPSP",actor.mp,actor.maxmp,2,1)
          draw_actor_name(actor, p3[0] + 30, p3[1] - 25)
        when 3
          draw_menu_parameter(p4[0], p4[1])                      
          draw_actor_graphic(actor, p4[0], p4[1])    
          draw_picture_number(p4[0] + 45 ,p4[1] - 82,actor.hp,"Number_01",0,0,3,0)  
          draw_picture_number(p4[0] + 83 ,p4[1] - 61,actor.mp,"Number_01",0,0,3,0)
          draw_picture_number(p4[0] - 38 ,p4[1] - 55,actor.level,"Number_01",1,0,3,1)
          draw_actor_state2(actor,p4[0] ,p4[1])
          draw_meter(p4[0] - 27,p4[1] - 63,"Menu_HPSP",actor.hp,actor.maxhp,2,0)
          draw_meter(p4[0] + 10,p4[1] - 42,"Menu_HPSP",actor.mp,actor.maxmp,2,1)
          draw_actor_name(actor, p4[0] - 90, p4[1] - 25)
        end
    end
  end
  
  #--------------------------------------------------------------------------
  # ● update_cursor
  #--------------------------------------------------------------------------     
  def update_cursor
    
  end
end
#==============================================================================
# ■ Window_Mapname
#==============================================================================
class Window_Mapname < Window_Base
  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------   
  def initialize(x, y)
    super(x, y, 160, WLH + 32)
    self.opacity = 0
    self.contents_opacity = 0
    self.contents.font.bold = true
    self.contents.font.size = 16    
    refresh
  end  
  #--------------------------------------------------------------------------
  # ● refresh
  #--------------------------------------------------------------------------   
def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120, 32, $game_map.mpname.to_s, 1)
end
end
#==============================================================================
# ■ Window_Gold_Menu
#==============================================================================
class Window_Gold_Menu < Window_Base
  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------   
  def initialize(x, y)
    super(x, y, 190, WLH + 32)
    self.opacity = 0
    self.contents_opacity = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # ● refresh
  #--------------------------------------------------------------------------   
  def refresh
    self.contents.clear
    gold = $game_party.gold
    draw_picture_number( 70, 0 ,gold, "Number_01",1,0,3,0)
  end
end
 
#==============================================================================
# ■ Window_Time_Menu 
#==============================================================================
class Window_Time_Menu < Window_Base
  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------   
  def initialize(x, y)
    super(x, y, 240, WLH + 32)
    self.opacity = 0
    self.contents_opacity = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # ● refresh
  #--------------------------------------------------------------------------   
  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
    plus_x = -130
    draw_picture_number(plus_x + x + 18 * 0, 0,0, "Number_01",0,0,3,1) if hour < 10 
    draw_picture_number(plus_x + x + 18 * 1, 0 ,hour, "Number_01",0,0,3,1) 
    draw_picture_number(plus_x + x + 18 * 3, 0 ,0, "Number_01",0,0,3,1) if min < 10 
    draw_picture_number(plus_x + x + 18 * 4, 0 ,min, "Number_01",0,0,3,1) 
    draw_picture_number(plus_x + x + 18 * 6, 0 ,0, "Number_01",0,0,3,1) if sec < 10 
    draw_picture_number(plus_x + x + 18 * 7, 0 ,sec , "Number_01",0,0,3,1)    
  end
  #--------------------------------------------------------------------------
  # ● update 
  #--------------------------------------------------------------------------   
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
 
#==============================================================================
# ■ Scene_Menu   
#==============================================================================
class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------   
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end  
  #--------------------------------------------------------------------------
  # ● perform_transition
  #--------------------------------------------------------------------------   
  def perform_transition
    Graphics.transition(10, "Graphics/System/BattleStart", 80)     
  end
  #--------------------------------------------------------------------------
  # ● start
  #--------------------------------------------------------------------------   
  def start
    super
    create_command_window
    create_layout
    @start_slide = true
    @gold_window = Window_Gold_Menu.new(185,-50)
    @status_window = Window_MenuStatus_Yui.new(180, 60)
    @playtime_window = Window_Time_Menu.new(165, -102)
    @mapname_window = Window_Mapname.new(195,460)
  end
 
  #--------------------------------------------------------------------------
  # ● create_layout
  #--------------------------------------------------------------------------     
  def create_layout
    @pre_index = @command_window.index
    @menu_back = Plane.new    
    @menu_back.bitmap = Cache.menu("Background")    
    @menu_layout = Sprite.new  
    @menu_layout.bitmap = Cache.menu("Menu_Layout")  
    @menu_layout.oy = 100
    @menu_layout.opacity = 244      
    @menu_layout2 = Sprite.new  
    @menu_layout2.bitmap = Cache.menu("Menu_Layout2")   
    @menu_layout2.y = 404
    @menu_layout2.opacity = 0    
    @menu_select = Sprite.new  
    @menu_select.bitmap = Cache.menu("Menu_Select")
    @menu_select.visible = false
    @select_blink_time = 0    
    @menu_image = Cache.menu("Menu_Command")
    @menu_bitmap = Bitmap.new(@menu_image.width,@menu_image.height)
    @menu_width = @menu_image.width / 6
    @menu_height = @menu_image.height   
    @menu_src_rect = Rect.new(@menu_width * @menu_index, 0, @menu_width, @menu_height)
    @menu_bitmap.blt(0,0, @menu_image, @menu_src_rect)     
    @menu_com = Sprite.new  
    @menu_com.bitmap = @menu_bitmap
    @menu_com.y = 105
    @menu_com.x = -100
    @menu_com.opacity = 0
  end  
  #--------------------------------------------------------------------------
  # ● pre_terminate
  #--------------------------------------------------------------------------   
  def pre_terminate
    for i in 0..15
        @menu_back.ox += 1
        @status_window.x += 7
        @status_window.contents_opacity -= 15  
        @menu_select.x += 7
        @menu_select.opacity -= 15  
        @menu_com.x -= 7
        @menu_com.opacity -= 15       
        @menu_layout.oy += 7
        @menu_layout.opacity -= 15    
        @menu_layout2.y += 7
        @menu_layout2.opacity -= 15  
        @gold_window.y -= 7
        @gold_window.contents_opacity -= 15    
        @playtime_window.y -= 7
        @playtime_window.contents_opacity -= 15    
        @mapname_window.y += 7
        @mapname_window.contents_opacity -= 15 
        Graphics.update
    end
    super
  end  
  #--------------------------------------------------------------------------
  # ● terminate
  #--------------------------------------------------------------------------   
  def terminate
      @menu_back.bitmap.dispose
      @menu_back.dispose
      @menu_layout.bitmap.dispose
      @menu_layout.dispose
      @menu_layout2.bitmap.dispose
      @menu_layout2.dispose    
      @menu_bitmap.dispose
      @menu_com.bitmap.dispose
      @menu_com.dispose
      @menu_select.bitmap.dispose
      @menu_select.dispose
      @command_window.dispose
      @gold_window.dispose
      @status_window.dispose
      @playtime_window.dispose
      @mapname_window.dispose
      super
  end
  #--------------------------------------------------------------------------
  # ● update
  #--------------------------------------------------------------------------   
  def update
      super
      update_slide
      @command_window.update
      @gold_window.update
      @status_window.update
      @mapname_window.update
      @playtime_window.update
      refresh_command_image
      update_select
      if @command_window.active
          update_command_selection
      elsif @status_window.active
          update_actor_selection
      end
   end
  
  #--------------------------------------------------------------------------
  # ● update_slide 
  #--------------------------------------------------------------------------   
  def update_slide 
    @menu_back.ox += 1
    if @start_slide == false
        if @status_window.active
           @menu_com.opacity -= 5 if  @menu_com.opacity > 150
           @menu_com.x -= 10 if @menu_com.x > -100
           @status_window.x -= 5 if @status_window.x > 50
        else  
           @menu_com.opacity += 5
           @menu_com.x += 10 if @menu_com.x < 0
           @status_window.x += 5 if @status_window.x < 80   
         end
    else
     if @menu_layout.oy > 0
        @status_window.x -= 7
        @status_window.contents_opacity += 10       
        @menu_com.x += 7
        @menu_com.opacity += 10       
        @menu_layout.oy -= 7
        @menu_layout.opacity += 10    
        @menu_layout2.y -= 7
        @menu_layout2.opacity += 10  
        @gold_window.y += 7
        @gold_window.contents_opacity += 10    
        @playtime_window.y += 7
        @playtime_window.contents_opacity += 10    
        @mapname_window.y -= 7
        @mapname_window.contents_opacity += 10        
      else
        @status_window.x = 80
        @status_window.contents_opacity = 255        
        @menu_com.x = 0
        @menu_com.opacity = 255        
        @menu_layout.oy = 0
        @menu_layout.opacity = 255        
        @menu_layout2.y = 304
        @menu_layout2.opacity = 255
        @gold_window.y = 50
        @gold_window.contents_opacity = 255
        @playtime_window.y = 2
        @playtime_window.contents_opacity = 255
        @mapname_window.y = 360
        @mapname_window.contents_opacity = 255   
        @start_slide = false
      end
   end   
  end  
  #--------------------------------------------------------------------------
  # ● update_select
  #--------------------------------------------------------------------------   
  def update_select
    if @status_window.active 
       update_select_blink
       @menu_select.visible = true
       @menu_select.opacity += 15
       case @status_window.index
          when 0
            sel = [84,155]
          when 1
            sel = [164,255]
          when 2
            sel = [264,155]
          else 
            sel = [364,255]
        end
       @menu_select.x = sel[0]
       @menu_select.y = sel[1]
    else
      @menu_select.visible = false
      @menu_select.opacity = 0
      @select_blink_time = 0
    end
  end
  
  #--------------------------------------------------------------------------
  # ● update_select_blink
  #--------------------------------------------------------------------------   
  def update_select_blink
      @select_blink_time -= 3
      case @select_blink_time 
         when 1..100
             @menu_select.zoom_y += 0.01
         when 101..200  
             @menu_select.zoom_y -= 0.01
         else          
             @select_blink_time = 200
             @menu_select.zoom_y = 1.00
      end       
     end  
  #--------------------------------------------------------------------------
  # ● refresh_command_image
  #--------------------------------------------------------------------------   
  def refresh_command_image  
    return if @pre_index == @command_window.index
        @pre_index = @command_window
        @menu_com.bitmap.clear    
        @menu_src_rect = Rect.new(@menu_width * @command_window.index, 0, @menu_width, @menu_height)
        @menu_bitmap.blt(0,0, @menu_image, @menu_src_rect)     
  end  
  #--------------------------------------------------------------------------
  # ● create_command_window
  #--------------------------------------------------------------------------   
  def create_command_window
    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.openness = 0
    @command_window.open
    @command_window.opacity = 0
    @command_window.contents_opacity = 0
    if $game_system.save_disabled              
      @command_window.draw_item(4, false)     
    end
  end
  #--------------------------------------------------------------------------
  # ● update_command_selection    
  #--------------------------------------------------------------------------   
  def update_command_selection    
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      
        $scene = Scene_Item.new
      when 1,2,3   
        start_actor_selection
      when 4       
        $scene = Scene_File.new(true, false, false)
      when 5     
        $scene = Scene_End.new
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● start_actor_selection
  #--------------------------------------------------------------------------   
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # ● end_actor_selection
  #--------------------------------------------------------------------------   
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # ● update_actor_selection    
  #--------------------------------------------------------------------------   
  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
 
$mog_rgssvx_menu_yui = true



Démo :
http://www.atelier-rgss.com/RGSS/Demos/VX_MOG_Menu_Yui.exe
Version 1.5 (Archive)


Mis à jour le 14 juillet 2023






cari974 - posté le 10/08/2013 à 07:32:04 (38 messages postés)

❤ 0

Démo :
Miroir : https://www.dropbox.com/s/c5g68uhds5uqdd9/VX_MOG_Menu_Yui.exe

MMORPG : VX => http://www.rpg-maker.fr/scripts-342-net-gaming.html //\\ XP => http://www.rpg-maker.fr/scripts-425-netplay-master-script-mmorpg.html

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