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 Menu personalizado (RPG MAKER VX)

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Jason_Hawks
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Número de Mensagens : 5
Idade : 33
Data de inscrição : 12/04/2009

Menu personalizado (RPG MAKER VX) Empty
MensagemAssunto: Menu personalizado (RPG MAKER VX)   Menu personalizado (RPG MAKER VX) 89-1Dom Abr 12, 2009 11:47 am

study #===============================================================================
# Menu Personalizavel V 1.2
#-------------------------------------------------------------------------------
# Criado por: Jason_Hawks
#===============================================================================
#======================================================================
# Para trocar a imagem de fundo bote a imagem que deseja #
# Na pasta Graphics/System do seu projeto com o nome de "Fundo.png" #
# Sem as aspas #
# Na linha 17 pode trocar a opacidade da janela facilmente #
# By Shepher #
#======================================================================
module Shepher
Imagem_Fundo = "Fundo" # Bote o nome da imagem
Opacidade = 50 # Bote aqui a opacidade que deseja
end

$Shepher = {} if $Shepher.nil?
$Shepher["Tempo de Jogo"] = true

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(0, 57, 544, 280)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, actor.index * 96 + 2, 2, 92)
x = actor.index * 97 + WLH / 2
y = 104
draw_actor_name(actor, x, y)
draw_actor_graphic(actor, x + 70, 92)
draw_actor_class(actor, x , y + 120)
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 5 , y + 60, 60)
draw_actor_mp(actor, x + 5, y + 80, 60)
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set( @index * 96, 0, 96, 250)
elsif @index >= 100 # Self
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else # All
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@sprite = Sprite.new
@sprite.bitmap = Cache.system(Shepher::Imagem_Fundo)
@gold_window = Window_Gold.new(0, 337)
@status_window = Window_MenuStatus.new(160, 337)
@window_play = Window_PlayTime.new(160,337)
@window_local = Window_Local.new(320,337)
@status_window.opacity = (Shepher::Opacidade)
@gold_window.opacity = (Shepher::Opacidade)
@window_play.opacity = (Shepher::Opacidade)
@command_window.opacity = (Shepher::Opacidade)
@window_local.opacity = (Shepher::Opacidade)
@window_play.opacity = (Shepher::Opacidade)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
@window_play.dispose
@sprite.dispose
@window_local.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
@window_play.update
@sprite.update
@sprite.update
@window_local.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = "Sair"
@command_window = Window_Command.new(544, [s1, s2, s3, s4, s5, s6], 6, 0, 10)
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(4, false) # Disable save
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 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, status
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5 # End Game
$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 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end

class Window_PlayTime < Window_Base

def initialize(x,y)
super(x, y, 160, WLH + 50)
self.x = x # Cordenada X
self.y = y # Cordenada Y
refresh
end

def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 24, "Tempo de Jogo")
@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, 24, 120, 24, text, 2)
end

def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
class Game_Map
attr_reader :map_id
def namemap
$name_map = load_data("Data/MapInfos.rvdata")
$name_map[@map_id].name
end
end
class Window_Local < Window_Base

def initialize(x,y)
super(x, y, 230, WLH + 35)
refresh
end

def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, -8, 200, 32, "Local:")
self.contents.font.color = normal_color
self.contents.draw_text(59, -8, 210, 32, $game_map.namemap.to_s)
end
end
#===============================================================================
# FIM DO SCRIPT
#-------------------------------------------------------------------------------
# Criado por: Jason_Hawks
#===============================================================================

E crie uma imagem chamada Fundo.png na pasta exemplo: seu projeto/graphics/system

Obs: Tamanho da imagem deve ser 544x416
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Sefirot
Aventureiro
Aventureiro
Sefirot


Número de Mensagens : 65
Idade : 29
Localização : com um rifle no prédio ao lado de sua casa,ta vendo o pontinho vermelho?
Data de inscrição : 21/02/2008

Menu personalizado (RPG MAKER VX) Empty
MensagemAssunto: Re: Menu personalizado (RPG MAKER VX)   Menu personalizado (RPG MAKER VX) 89-1Sex Jul 03, 2009 2:38 pm

Esse menu déve ser postado no mural de VX!
Acesse: www.suportemaker.forumeiros.com
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http://www.naruto.gooforum.com
 
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