Pomogła: 1 raz Dołączyła: 26 Wrz 2009 Posty: 88 Skąd: Stumilowy Las
Wysłany: Czw 08 Paź, 2009 20:24
Brak save w menu
Dzień dobry!
Na prośbę Greeda chciałabym zamieścić na Forum malutki skrypcik usuwający save (zapis) z menu. Skrypt wklejamy nad Main w edytorze skryptu.
Spoiler:
Kod:
#==============================================================================
# ** Skrypt by Ozzma
#------------------------------------------------------------------------------
# www.ultimateam.pl
#==============================================================================
class Scene_Menu < Scene_Base
def initialize(menu_index = 0)
@menu_index = menu_index
end
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
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
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_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 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
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Scene_End < Scene_Base
def return_scene
$scene = Scene_Menu.new(4)
end
def update
super
update_menu_background
@command_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
case @command_window.index
when 0
command_to_title
when 1
command_shutdown
when 2
command_cancel
end
end
end
end
To jest dobre ale podmienia też wygląd menu a mi się nie podoba bo ja mam inny, dało by radę coś z tym zrobić? Z takiego menu dało by się usunąć opcję save-tzn zapisz?
Pomogła: 1 raz Dołączyła: 26 Wrz 2009 Posty: 88 Skąd: Stumilowy Las
Wysłany: Pią 09 Paź, 2009 17:32
Z każdego menu można usunąć zapis, ale musiałabym mieć skrypt, którego użyłeś, bo każdy jest inaczej napisany. Jak chcesz to wlej w tagu "code" swój skrypt, a ja go przerobię.
Buziaki.
#----------------------------------------------------------------
#----------------------------------------------------------------
# Menu GuiRPG 1.0
#----------------------------------------------------------------
# Criado por: GuiRPG - Guilherme Santiago
# Vers?o: 1.0
#
# Esse Script faz uma pequena modifica??o no Menu, deixando o
# Menu mais cl?ssico, cobrindo toda a tela e mostrando informa??es
# Adicionais como Mapa e Tempo de Jogo
#
#
#----------------------------------------------------------------
class Scene_Menu < Scene_Base
def initialize(menu_index = 0)
@menu_index = menu_index
end
def start
super
create_menu_background
create_command_window
@status_window = Window_MenuStatus.new(0, 80)
@window_local = Window_Local.new(120,416)
@time = Window_Time.new(360,416)
@gold_window = Window_Gold2.new(0, 416)
end
def terminate
super
dispose_menu_background
@command_window.dispose
@status_window.dispose
@window_local.dispose
@time.dispose
@gold_window.dispose
end
def update
super
update_menu_background
@command_window.update
@status_window.update
@gold_window.update
@window_local.update
@time.update
@window_local.y -= 5
if @window_local.y <= 366
@window_local.y = 366
end
@time.y -= 5
if @time.y <= 366
@time.y = 366
end
@gold_window.y -= 5
if @gold_window.y <= 366
@gold_window.y = 366
end
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
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 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
class Window_MenuStatus < Window_Selectable
def initialize(x, y)
super(x, y, 544, 288)
@column_max = 2
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
x = actor.index % @column_max * self.width/2 + 96
y = actor.index / @column_max * 96 + WLH / 2
draw_actor_face(actor, x - 96, y, 92)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x + 80, y)
draw_actor_hp(actor, x , y + WLH * 1)
draw_actor_mp(actor, x , y + WLH * 2 - 6)
end
end
def update_cursor
case @index
when -1
self.cursor_rect.empty
when 0, 1, 2, 3
self.cursor_rect.set(@index % @column_max * self.width/2 - 4, index / @column_max * 96 + WLH / 2 - 4, self.width / 2 - 32 +4, 96+4)
else
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
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, 240, WLH + 26)
refresh
end
Pomogła: 1 raz Dołączyła: 26 Wrz 2009 Posty: 88 Skąd: Stumilowy Las
Wysłany: Pią 09 Paź, 2009 18:15
Zrobiłam najpotrzebniejsze modyfikacje
Spoiler:
Kod:
#----------------------------------------------------------------
#----------------------------------------------------------------
# Menu GuiRPG 1.0
#----------------------------------------------------------------
# Criado por: GuiRPG - Guilherme Santiago
# Vers?o: 1.0
#
# Esse Script faz uma pequena modifica??o no Menu, deixando o
# Menu mais cl?ssico, cobrindo toda a tela e mostrando informa??es
# Adicionais como Mapa e Tempo de Jogo
#
#
#----------------------------------------------------------------
class Scene_Menu < Scene_Base
def initialize(menu_index = 0)
@menu_index = menu_index
end
def start
super
create_menu_background
create_command_window
@status_window = Window_MenuStatus.new(0, 80)
@window_local = Window_Local.new(120,416)
@time = Window_Time.new(360,416)
@gold_window = Window_Gold2.new(0, 416)
end
def terminate
super
dispose_menu_background
@command_window.dispose
@status_window.dispose
@window_local.dispose
@time.dispose
@gold_window.dispose
end
def update
super
update_menu_background
@command_window.update
@status_window.update
@gold_window.update
@window_local.update
@time.update
@window_local.y -= 5
if @window_local.y <= 366
@window_local.y = 366
end
@time.y -= 5
if @time.y <= 366
@time.y = 366
end
@gold_window.y -= 5
if @gold_window.y <= 366
@gold_window.y = 366
end
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
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_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 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
class Window_MenuStatus < Window_Selectable
def initialize(x, y)
super(x, y, 544, 288)
@column_max = 2
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
x = actor.index % @column_max * self.width/2 + 96
y = actor.index / @column_max * 96 + WLH / 2
draw_actor_face(actor, x - 96, y, 92)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x + 80, y)
draw_actor_hp(actor, x , y + WLH * 1)
draw_actor_mp(actor, x , y + WLH * 2 - 6)
end
end
def update_cursor
case @index
when -1
self.cursor_rect.empty
when 0, 1, 2, 3
self.cursor_rect.set(@index % @column_max * self.width/2 - 4, index / @column_max * 96 + WLH / 2 - 4, self.width / 2 - 32 +4, 96+4)
else
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
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, 240, WLH + 26)
refresh
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
# Dodane by Ozzma
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Scene_End < Scene_Base
def return_scene
$scene = Scene_Menu.new(4)
end
def update
super
update_menu_background
@command_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
case @command_window.index
when 0
command_to_title
when 1
command_shutdown
when 2
command_cancel
end
end
end
end
Mam nadzieję, że wszystko będzie ładnie, płynnie chodzić Buziaki
Pomogła: 232 razy Dołączyła: 18 Wrz 2007 Posty: 2424
Wysłany: Sob 24 Kwi, 2010 11:34
W czym zamiast Save? W domyślnym menu, czy masz inne? Wielokrotnie były tego typu prośby na forum. Jeśli chcesz to albo poszukaj rozwiązania w innych tematach, albo złóż osobne zamówienie. Podaj linki do skryptów i jakie opcje chcesz mieć w menu, a ja Tobie to zmodyfikuję.
Nie możesz pisać nowych tematów Nie możesz odpowiadać w tematach Nie możesz zmieniać swoich postów Nie możesz usuwać swoich postów Nie możesz głosować w ankietach Nie możesz załączać plików na tym forum Możesz ściągać załączniki na tym forum