Day.png);">
Apprendre


Vous êtes
nouveau sur
Oniromancie?

Visite guidée
du site


Découvrir
RPG Maker

RM 95
RM 2000/2003
RM XP
RM VX/VX Ace
RM MV/MZ

Apprendre
RPG Maker

Tutoriels
Guides
Making-of

Dans le
Forum

Section Entraide

Sorties: "Dread Mac Farlane", (...) / Tutos: Checklist de la composition (...) / Sorties: Dread Mac Farlane - episode 8 / Sorties: Dread Mac Farlane - episode 7 / Jeux: Ce qui vit Dessous / Chat

Bienvenue
visiteur !




publicité RPG Maker!

Statistiques

Liste des
membres


Contact

Mentions légales

490 connectés actuellement

29433026 visiteurs
depuis l'ouverture

7402 visiteurs
aujourd'hui



Barre de séparation

Partenaires

Indiexpo

Akademiya RPG Maker

Blog Alioune Fall

Fairy Tail Constellations

Level Up!

ConsoleFun

RPG Maker Détente

Le Temple de Valor

Tous nos partenaires

Devenir
partenaire



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

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
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
#==============================================================================
# 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

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

Haut de page

Merci de ne pas reproduire le contenu de ce site sans autorisation.
Contacter l'équipe - Mentions légales

Plan du site

Communauté: Accueil | Forum | Chat | Commentaires | News | Flash-news | Screen de la semaine | Sorties | Tests | Gaming-Live | Interviews | Galerie | OST | Blogs | Recherche
Apprendre: Visite guidée | RPG Maker 95 | RPG Maker 2003 | RPG Maker XP | RPG Maker VX | RPG Maker MV | Tutoriels | Guides | Making-of
Télécharger: Programmes | Scripts/Plugins | Ressources graphiques / sonores | Packs de ressources | Midis | Eléments séparés | Sprites
Jeux: Au hasard | Notre sélection | Sélection des membres | Tous les jeux | Jeux complets | Le cimetière | RPG Maker 95 | RPG Maker 2000 | RPG Maker 2003 | RPG Maker XP | RPG Maker VX | RPG Maker VX Ace | RPG Maker MV | Autres | Proposer
Ressources RPG Maker 2000/2003: Chipsets | Charsets | Panoramas | Backdrops | Facesets | Battle anims | Battle charsets | Monstres | Systems | Templates
Ressources RPG Maker XP: Tilesets | Autotiles | Characters | Battlers | Window skins | Icônes | Transitions | Fogs | Templates
Ressources RPG Maker VX: Tilesets | Charsets | Facesets | Systèmes
Ressources RPG Maker MV: Tilesets | Characters | Faces | Systèmes | Title | Battlebacks | Animations | SV/Ennemis
Archives: Palmarès | L'Annuaire | Livre d'or | Le Wiki | Divers