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Opcje w Menu
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Greed 




Preferowany:
RPG Maker VX

Dołączył: 26 Wrz 2009
Posty: 42
Skąd: Tokio
Wysłany: Sro 04 Lis, 2009 11:13
Opcje w Menu
Witajcie, to mój pierwszy skrypt który zamieszczam na forum, więc proszę o wyrozumiałość. :-D

Do rzeczy: Skrypt podmienia okno "Koniec Gry" na nowe w którym będą także ustawienia.

Screen


Aby skrypt działał potrzebna jest ta paczka zawierająca windowskin
http://www.ultimateam.pl/download.php?id=73
http://www.megaupload.com/?d=3BT99NO0
(dostępna również w załączniku)

Skrypt
Spoiler:

Kod:
#===============================================================================
#
# Yanfly Engine RD - Menu System Options
# Last Date Updated: 2009.05.12
# Level: Easy, Normal
#
# The "End Game" option is quite possibly the most useless function in RPG Maker
# VX games. Not only does it have little functionality but its functions can
# be reproduced by Alt+F4 and F12. This script replaces "End Game" with a new
# menu altogether and giving the player some familiar options seen in many of
# today's commercial RPG's such as changing window skins, adjust sound volume,
# turning off animations during battle, and the like.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.05.12 - Auto-Dash update. If player holds down the dash button when
#                this option is enabled, the player will walk instead of dash.
# o 2009.05.09 - Compatibility update with Woratana's NeoMessage.
#                Compatibility update with Modern Algebra's ATS.
# o 2009.05.07 - Started script and finished.
#===============================================================================
# Instructions
#===============================================================================
#
# Input this script anywhere above Main. It's plug and play outside of changing
# a few variables and switches, which will be listed below:
#
# - If you have variables bound to variables 91, 92, 93, and 94, scroll down and
#   bind them to unused variables.
# - If you have switches bound to switches 91, 92, 93, 94, 95, or 96, scroll
#   down and bind them to unused switches.
#
# Then, download the windows pack, and create a "Windows" folder inside your
# Graphics folder. Input the windows pack there. You're all set to go.
#
#===============================================================================
#
# Compatibility
# - Works With: Woratana's NeoMessage
# - Works With: Modern Algebra's ATS
# - Alias: Game_Player: dash?
# - Alias: Window_Base: initialize
# - Alias: Scene_Battle: display_normal_animation
# - Overwrites: Scene_End: All of it
# - Overwrites: Vocab: game_end
#
#===============================================================================

$imported = {} if $imported == nil
$imported["MenuSystemOptions"] = true

module YE
  module SYSTEM
     
    # This changes the "End Game" string to a new string. This completely
    # overrides the default term from the database for a reason and that's
    # because this is adjustable from the title menu as well.
    TITLE = "System"
   
    #---------------------
    # Window Configuration
    #---------------------
   
    # This will affect what string data will appear for the window selection
    # portion of the system menu.
    WINDOW_HELP = "Wybierz używaną skórkę okna."
    WINDOW_SKIN = "Skóra okna"
   
    # This sets the default window used when nothing is selected. This also
    # determines the window skin used at the title screen. Reference it to
    # the list below to determine which window skin. Don't make this 0.
    DEFAULT_WINDOW = 7
   
    # Ta zmienna jest używana do wybierania skórki okna.
    WINDOW_VARIABLE = 91
   
    # This below determines what the variable refers to when it's used as
    # reference. Put your windows inside the Graphics/Windows folder. ID 0 will
    # automatically push back to the default window's ID.
    WINDOW_HASH ={
    # Window ID => Window Name
              1 => "Red",
              2 => "Orange",
              3 => "Yellow",
              4 => "Green",
              5 => "Cyan",
              6 => "Navy",
              7 => "Blue",
              8 => "Violet",
              9 => "Purple",
             10 => "Pink",
             11 => "Grey",
             12 => "Black",
    } # Do not remove this.
   
    #---------------------
    # Volume Configuration
    #---------------------
   
    # This will affect what string data will appear for the volume adjustment
    # portion of the system menu.
    BGM_HELP  = "Ustaw głośność BGM . Naciśnij L/P aby wyciszyć."
    SFX_HELP  = "Ustaw głośność SFX. Naciśnij L/P aby wyciszyć"
    BGS_HELP  = "Ustaw głośność BGS . Naciśnij L/P aby wyciszyć."
    BGM_TITLE = "Głośność BGM"
    SFX_TITLE = "Głośność SFX"
    BGS_TITLE = "Głośność BGS"
    VOL_MUTE  = "Wycisz"
   
    # These are the variables and switches that govern the sound effect volumes.
    # Note that for the variables, the higher they are, the lower the volume.
    BGM_VOLUME_VAR  = 92    # Variable
    SFX_VOLUME_VAR  = 93    # Variable
    BGS_VOLUME_VAR  = 94    # Variable
    BGM_MUTE_SWITCH = 92    # Switch
    SFX_MUTE_SWITCH = 93    # Switch
    BGS_MUTE_SWITCH = 94    # Switch
   
    # This adjusts the gradient colours for each of the volume controls.
    BGM_COLOUR1 = 30
    BGM_COLOUR2 = 31
    SFX_COLOUR1 = 28
    SFX_COLOUR2 = 29
    BGS_COLOUR1 = 20
    BGS_COLOUR2 = 21
   
    #---------------------
    # Battle Animations
    #---------------------
   
    # This will affect what string data will appear for the toggling of
    # battle animations portion of the system menu.
    ANI_TITLE = "Animacje walki"
    ANI_HELP  = "Ustaw czy animacje mają być wyświetlane podczas walk."
    ANI_ON    = "Wyświetlaj"
    ANI_OFF   = "Ukryj"
   
    # This is the switch used to adjust battle animations. If it is off,
    # animations are enabled. If it is on, animations are disabled.
    ANI_SWITCH = 91
   
    #---------------------
    # Automatic Dashing
    #---------------------
   
    # This will affect what string data will appear for the toggling of
    # automatic dashing portion of the system menu.
    AUTO_DASH_TITLE = "Automatyczny bieg"
    AUTO_DASH_HELP  = "Ustaw czy opcja biegu ma być zawsze włączona."
    AUTO_DASH_ON    = "zawsze"
    AUTO_DASH_OFF   = "przytrzymanie"
   
    # This is the switch used to determine whether or not autodashing is on.
    AUTO_DASH_SWITCH = 95
   
    #---------------------
    # Instant Text
    #---------------------
   
    # This will affect what string data will appear for the instant text
    # portion of the system menu.
    INSTANT_TEXT_TITLE = "Wyświetlanie tekstu"
    INSTANT_TEXT_HELP  = "Ustaw Wyświetlanie wiadomości postaci."
    INSTANT_TEXT_ON    = "Natychmiastowo"
    INSTANT_TEXT_OFF   = "Normalnie"
   
    # This is the switch used to determine whether or not instant text is on.
    INSTANT_TEXT_SWITCH = 96
   
    #---------------------
    # Remaining Text
    #---------------------
   
    # This will affect what remaining string data is left for the system menu.
    RETURN_TO_TITLE   = "Wróć do tytułu"
    RETURN_TITLE_HELP = "Wróć do menu tytułowego gry."
    RETURN_TO_MENU    = "Wróć do menu"
    RETURN_MENU_HELP  = "Wróć do menu."
     
  end # SYSTEM
end # YE

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

module Vocab
  def self.game_end
    return YE::SYSTEM::TITLE
  end
end

module Cache
  def self.windows(filename)
    load_bitmap("Graphics/Windows/", filename)
  end
end

module RPG
 
  class BGM < AudioFile
    def play
      if @name.empty?
        Audio.bgm_stop
        @@last = BGM.new
      else
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
        end
        Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch)
        @@last = self
      end
    end #Play
  end # BGM
 
  class ME < AudioFile
    def play
      if @name.empty?
        Audio.me_stop
      else
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
        end
        Audio.me_play("Audio/ME/" + @name, vol, @pitch)
      end
    end
  end # ME
 
  class SE < AudioFile
    def play
      unless @name.empty?
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YE::SYSTEM::SFX_VOLUME_VAR]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
        end
        Audio.se_play("Audio/SE/" + @name, vol, @pitch)
      end
    end
    def self.stop
      Audio.se_stop
    end
  end # SE
 
  class BGS < AudioFile
    def play
      if @name.empty?
        Audio.bgs_stop
        @@last = BGS.new
      else
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YE::SYSTEM::BGS_VOLUME_VAR]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
        end
        Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch)
        @@last = self
      end
    end
  end # BGS
 
end # RPG

#===============================================================================
# Game Player
#===============================================================================

class Game_Player < Game_Character
 
  #--------------------------------------------------------------------------
  # alias dash?
  #--------------------------------------------------------------------------
  alias dash_mso dash? unless $@
  def dash?
    if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH]
      return false if @move_route_forcing
      return false if $game_map.disable_dash?
      return false if in_vehicle?
      return false if Input.press?(Input::A)
      return true
    else
      dash_mso
    end
  end
 
end

#===============================================================================
# Window
#===============================================================================

class Window
 
  #--------------------------------------------------------------------------
  # update windowskin
  #--------------------------------------------------------------------------
  def update_windowskin
    if $game_variables != nil
      winvar = YE::SYSTEM::WINDOW_VARIABLE
      if $game_variables[winvar] == 0
        $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW
      elsif !YE::SYSTEM::WINDOW_HASH.include?($game_variables[winvar])
        $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW
      end
      mso_windowskin = YE::SYSTEM::WINDOW_HASH[$game_variables[winvar]]
    else
      mso_windowskin = YE::SYSTEM::WINDOW_HASH[YE::SYSTEM::DEFAULT_WINDOW]
    end
    self.windowskin = Cache.windows(mso_windowskin)
  end
 
end

#===============================================================================
# Window Base
#===============================================================================

class Window_Base < Window
 
  #--------------------------------------------------------------------------
  # alias initialize
  #--------------------------------------------------------------------------
  alias initialize_window_mso initialize unless $@
  def initialize(x, y, width, height)
    initialize_window_mso(x, y, width, height)
    self.update_windowskin
  end
 
end

#===============================================================================
# Window Message
#===============================================================================

class Window_Message < Window_Selectable
 
  #--------------------------------------------------------------------------
  # alias update show fast
  #--------------------------------------------------------------------------
  alias update_show_fast_mso update_show_fast unless $@
  def update_show_fast
    if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH]
      if self.pause or self.openness < 255
        @show_fast = false
      else
        @show_fast = true
      end
      if @show_fast and @wait_count > 0
        @wait_count -= 1
      end
    else
      update_show_fast_mso
    end
  end

if $worale != nil
  if $worale["NMS"]
  #--------------------------------------------------------------------------
  # alias draw_name
  #--------------------------------------------------------------------------
  alias draw_name_mso draw_name unless $@
  def draw_name(name, x, y)
    draw_name_mso(name, x, y)
    @namebox.update_windowskin
  end
  end
end
 
end

#===============================================================================
# Window System
#===============================================================================

class Window_System < Window_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 56, 544, 360)
    @column_max = 1
    self.index = 0
    self.active = true
    refresh
  end
 
  #--------------------------------------------------------------------------
  # Refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    @data.push(0) # Window Skins
    @data.push(1) # Sound Volume/Sound Mute
    @data.push(2) # BGM Volume/BGM Mute
    @data.push(3) # Ambience Volume/Ambience Mute
    @data.push(4) # Battle Animations
    @data.push(5) # Auto-Dash
    @data.push(6) # Instant Text
    @data.push(7) # Return to Title
    @data.push(8) # Return to Menu
    @item_max = @data.size
    self.contents.clear
    for i in 0..@item_max
      self.contents.font.color.alpha = 255
      draw_item(i)
    end
    #---
  end
 
  #--------------------------------------------------------------------------
  # Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
    sw = self.width - 32
    dw = sw
    #---
    case index
    when 0
      dx = 0
      dy = 0
      text = YE::SYSTEM::WINDOW_SKIN
      self.contents.draw_text(dx, dy, dw, WLH, text, 1)
      winvar = $game_variables[YE::SYSTEM::WINDOW_VARIABLE]
      text = YE::SYSTEM::WINDOW_HASH[winvar - 2]
      self.contents.draw_text(dx + dw * 0/5, dy + WLH, dw/5, WLH, text, 1)
      text = YE::SYSTEM::WINDOW_HASH[winvar - 1]
      self.contents.draw_text(dx + dw * 1/5, dy + WLH, dw/5, WLH, text, 1)
      text = YE::SYSTEM::WINDOW_HASH[winvar]
      self.contents.draw_text(dx + dw * 2/5, dy + WLH, dw/5, WLH, text, 1)
      text = YE::SYSTEM::WINDOW_HASH[winvar + 1]
      self.contents.draw_text(dx + dw * 3/5, dy + WLH, dw/5, WLH, text, 1)
      text = YE::SYSTEM::WINDOW_HASH[winvar + 2]
      self.contents.draw_text(dx + dw * 4/5, dy + WLH, dw/5, WLH, text, 1)
    when 1
      dx = 0
      dy = WLH * 2
      text = YE::SYSTEM::BGM_TITLE
      self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
    when 2
      dx = 0
      dy = WLH * 4
      text = YE::SYSTEM::SFX_TITLE
      self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
    when 3
      dx = 0
      dy = WLH * 6
      text = YE::SYSTEM::BGS_TITLE
      self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
    when 4
      dx = 0
      dy = WLH * 8
      text = YE::SYSTEM::ANI_TITLE
      self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
      if $game_switches[YE::SYSTEM::ANI_SWITCH]
        en1 = false
        en2 = true
      else
        en1 = true
        en2 = false
      end
      text1 = YE::SYSTEM::ANI_ON
      text2 = YE::SYSTEM::ANI_OFF
      self.contents.font.color.alpha = en1 ? 255 : 128
      self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
      self.contents.font.color.alpha = en2 ? 255 : 128
      self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
    #---
    when 5
      dx = 0
      dy = WLH * 9
      text = YE::SYSTEM::AUTO_DASH_TITLE
      self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
      if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH]
        en1 = true
        en2 = false
      else
        en1 = false
        en2 = true
      end
      text1 = YE::SYSTEM::AUTO_DASH_ON
      text2 = YE::SYSTEM::AUTO_DASH_OFF
      self.contents.font.color.alpha = en1 ? 255 : 128
      self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
      self.contents.font.color.alpha = en2 ? 255 : 128
      self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
    #---
    when 6
      dx = 0
      dy = WLH * 10
      text = YE::SYSTEM::INSTANT_TEXT_TITLE
      self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
      if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH]
        en1 = true
        en2 = false
      else
        en1 = false
        en2 = true
      end
      text1 = YE::SYSTEM::INSTANT_TEXT_ON
      text2 = YE::SYSTEM::INSTANT_TEXT_OFF
      self.contents.font.color.alpha = en1 ? 255 : 128
      self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
      self.contents.font.color.alpha = en2 ? 255 : 128
      self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
    #---
    when 7
      dx = 0
      dy = WLH * 11
      text = YE::SYSTEM::RETURN_TO_TITLE
      self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0)
    #---
    when 8
      dx = 0
      dy = WLH * 12
      text = YE::SYSTEM::RETURN_TO_MENU
      self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0)
    end
  end
 
  #--------------------------------------------------------------------------
  # Update Cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0
      self.cursor_rect.empty
    elsif @index < 4
      self.cursor_rect.set(0, @index * 48, self.width - 32, 48)
    else
      self.cursor_rect.set(0, @index * 24 + 96, self.width - 32, 24)
    end
  end
 
end

#===============================================================================
# Window Volume
#===============================================================================

class Window_Volume < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(wx, wy, ww, wh, var)
    super(wx, wy, ww, wh)
    @var = var
    if @var == YE::SYSTEM::BGM_VOLUME_VAR
      @gc1 = text_color(YE::SYSTEM::BGM_COLOUR1)
      @gc2 = text_color(YE::SYSTEM::BGM_COLOUR2)
      @mute = YE::SYSTEM::BGM_MUTE_SWITCH
    elsif @var == YE::SYSTEM::SFX_VOLUME_VAR
      @gc1 = text_color(YE::SYSTEM::SFX_COLOUR1)
      @gc2 = text_color(YE::SYSTEM::SFX_COLOUR2)
      @mute = YE::SYSTEM::SFX_MUTE_SWITCH
    else
      @gc1 = text_color(YE::SYSTEM::BGS_COLOUR1)
      @gc2 = text_color(YE::SYSTEM::BGS_COLOUR2)
      @mute = YE::SYSTEM::BGS_MUTE_SWITCH
    end
    self.opacity = 0
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    sw = self.width - 32
    self.contents.fill_rect(0, 14, sw-80, 20, gauge_back_color)
    gw = sw-84
    gw *= 100 - $game_variables[@var]
    gw /= 100
    gw = [[gw, 0].max, sw-84].min
    self.contents.gradient_fill_rect(2, 16, gw, 16, @gc1, @gc2)
    if $game_switches[@mute]
      text = YE::SYSTEM::VOL_MUTE
    else
      text = sprintf("%d%%", 100 - $game_variables[@var])
    end
    self.contents.draw_text(sw-76, 0, 76, WLH*2, text, 0)
  end
 
end

#===============================================================================
# Modern Algebra ATS Compatibility
#===============================================================================

class Window_FaceBox < Window_Base
unless method_defined?(:initialize)
 
  #--------------------------------------------------------------------------
  # alias initialize
  #--------------------------------------------------------------------------
  alias initialize_fb_mso initialize unless $@
  def initialize
    initialize_fb_mso
    self.update_windowskin
  end
 
end
end

class Window_NameBox < Window_Base
unless method_defined?(:initialize)
 
  #--------------------------------------------------------------------------
  # alias initialize
  #--------------------------------------------------------------------------
  alias initialize_nb_mso initialize unless $@
  def initialize(string = '')
    initialize_nb_mso(string)
    self.update_windowskin
  end
 
end
end

class Window_ChoiceBox < Window_Command
unless method_defined?(:initialize)
 
  #--------------------------------------------------------------------------
  # alias initialize
  #--------------------------------------------------------------------------
  alias initialize_cb_mso initialize unless $@
  def initialize
    initialize_cb_mso
    self.update_windowskin
  end
 
end
end

class Window_Message < Window_Selectable
unless method_defined?(:initialize)
 
  #--------------------------------------------------------------------------
  # alias initialize
  #--------------------------------------------------------------------------
  alias initialize_wm_mso initialize unless $@
  def initialize
    initialize_wm_mso
    self.update_windowskin
  end
 
end
end

#===============================================================================
# Scene_Battle
#===============================================================================

class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias display_normal_animation
  #--------------------------------------------------------------------------
  alias display_normal_animation_mso display_normal_animation unless $@
  def display_normal_animation(targets, animation_id, mirror = false)
    return if $game_switches[YE::SYSTEM::ANI_SWITCH]     
    display_normal_animation_mso(targets, animation_id, mirror)
  end
 
end

#===============================================================================
# Scene_End
#===============================================================================

class Scene_End < Scene_Base

  #--------------------------------------------------------------------------
  # Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @help_window = Window_Base.new(0, 0, 544, 56)
    @help_window.contents.clear
    #---
    text = YE::SYSTEM::WINDOW_HELP
    @help_window.contents.draw_text(4,  0, 504, 24, text, 0)
    @system_window = Window_System.new
    var = YE::SYSTEM::BGM_VOLUME_VAR
    @bgm_vol_window = Window_Volume.new(160, 104, 384, 80, var)
    var = YE::SYSTEM::SFX_VOLUME_VAR
    @sfx_vol_window = Window_Volume.new(160, 152, 384, 80, var)
    var = YE::SYSTEM::BGS_VOLUME_VAR
    @bgs_vol_window = Window_Volume.new(160, 200, 384, 80, var)
    #---
    @last_index = 100
  end
 
  #--------------------------------------------------------------------------
  # Post-Start Processing
  #--------------------------------------------------------------------------
  def post_start
    super
  end
 
  #--------------------------------------------------------------------------
  # Pre-termination Processing
  #--------------------------------------------------------------------------
  def pre_terminate
    super
  end
 
  #--------------------------------------------------------------------------
  # Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    @help_window.dispose
    @system_window.dispose
    @bgm_vol_window.dispose
    @sfx_vol_window.dispose
    @bgs_vol_window.dispose
    dispose_menu_background
  end
 
  #--------------------------------------------------------------------------
  # Update Help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.contents.clear
    case @system_window.index
    when 0; text = YE::SYSTEM::WINDOW_HELP
    when 1; text = YE::SYSTEM::BGM_HELP
    when 2; text = YE::SYSTEM::SFX_HELP
    when 3; text = YE::SYSTEM::BGS_HELP
    when 4; text = YE::SYSTEM::ANI_HELP
    when 5; text = YE::SYSTEM::AUTO_DASH_HELP
    when 6; text = YE::SYSTEM::INSTANT_TEXT_HELP
    when 7; text = YE::SYSTEM::RETURN_TITLE_HELP
    when 8; text = YE::SYSTEM::RETURN_MENU_HELP
    end
    @help_window.contents.draw_text(4,  0, 504, 24, text, 0)
  end
 
  #--------------------------------------------------------------------------
  # Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @system_window.update
   
    if @last_index != @system_window.index
      @last_index = @system_window.index
      update_help
    end
   
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    else
      #---
      if Input.repeat?(Input::LEFT) and @system_window.index == 0
        $game_variables[YE::SYSTEM::WINDOW_VARIABLE] -= 1
        if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] == 0
          $game_variables[YE::SYSTEM::WINDOW_VARIABLE] = 1
        else
          Sound.play_cursor
        end
        @system_window.refresh
        @system_window.update_windowskin
        @help_window.update_windowskin
      elsif Input.repeat?(Input::RIGHT) and @system_window.index == 0
        $game_variables[YE::SYSTEM::WINDOW_VARIABLE] += 1
        if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] >
        YE::SYSTEM::WINDOW_HASH.size
          $game_variables[YE::SYSTEM::WINDOW_VARIABLE] =
          YE::SYSTEM::WINDOW_HASH.size
        else
          Sound.play_cursor
        end
        @system_window.refresh
        @system_window.update_windowskin
        @help_window.update_windowskin
      #---
      elsif Input.repeat?(Input::LEFT) and @system_window.index == 1
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 10
        else
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 1
        end
        if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] >= 100
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 100
        end
        Sound.play_cursor
        @bgm_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.repeat?(Input::RIGHT) and @system_window.index == 1
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 10
        else
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 1
        end
        if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] <= 0
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 0
        end
        Sound.play_cursor
        @bgm_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::L) and @system_window.index == 1
        if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @bgm_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::R) and @system_window.index == 1
        if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @bgm_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.repeat?(Input::LEFT) and @system_window.index == 2
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 10
        else
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 1
        end
        if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] >= 100
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 100
        end
        Sound.play_cursor
        @sfx_vol_window.refresh
      elsif Input.repeat?(Input::RIGHT) and @system_window.index == 2
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 10
        else
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 1
        end
        if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] <= 0
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 0
        end
        Sound.play_cursor
        @sfx_vol_window.refresh
      elsif Input.trigger?(Input::L) and @system_window.index == 2
        if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @sfx_vol_window.refresh
      elsif Input.trigger?(Input::R) and @system_window.index == 2
        if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @sfx_vol_window.refresh
      elsif Input.repeat?(Input::LEFT) and @system_window.index == 3
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 10
        else
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 1
        end
        if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] >= 100
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 100
        end
        Sound.play_cursor
        @bgs_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.repeat?(Input::RIGHT) and @system_window.index == 3
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 10
        else
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 1
        end
        if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] <= 0
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 0
        end
        Sound.play_cursor
        @bgs_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::L) and @system_window.index == 3
        if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @bgs_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::R) and @system_window.index == 3
        if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @bgs_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::LEFT) and @system_window.index == 4
        $game_switches[YE::SYSTEM::ANI_SWITCH] = false
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::RIGHT) and @system_window.index == 4
        $game_switches[YE::SYSTEM::ANI_SWITCH] = true
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::LEFT) and @system_window.index == 5
        $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = true
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::RIGHT) and @system_window.index == 5
        $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = false
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::LEFT) and @system_window.index == 6
        $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = true
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::RIGHT) and @system_window.index == 6
        $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = false
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::C) and @system_window.index == 7
        Sound.play_decision
        RPG::BGM.fade(800)
        RPG::BGS.fade(800)
        RPG::ME.fade(800)
        $scene = Scene_Title.new
        Graphics.fadeout(60)
      elsif Input.trigger?(Input::C) and @system_window.index == 8
        Sound.play_cancel
        return_scene
      end
      #---
    end
  end
 
end

#===============================================================================
#
# END OF FILE
#
#===============================================================================


Instrukcja
1.Jak to zwykle bywa kopiujemy skrypt i wklejamy go nad "Main" w edytorze skryptu.
2. Tworzymy folder "Windows" w folderze "Graphics" i wklejamy skórki z paczki którą
zamieściłem powyżej (można zastąpić te pliki własnymi skórkami)
3.Ważną rzeczą jest także to że skrypt wykorzystuje przełączniki od 91 do 96, i zmienne od 91 do 94. W skrypcie można je zmienić na inne.

Skrypt nie dodaje nowego okna menu lecz podmienia "koniec gry" na nowe w którym gracz będzie miał więcej opcji. Skrypt prawdopodobnie będzie kompatybilny z innymi skryptami zmieniającymi menu.
W skrypcie przetłumaczyłem jedynie komendy na polskie (jak komuś nie odpowiadają może je zmienić według swojego uznania).
Myślę że każdy sobie z nim poradzi, wszystko co ważniejsze napisałem. Jeśli ktoś chce może go przetłumaczyć ale uważam że nie jest to konieczne.

Windows.rar
Pobierz PACZKĘ
Pobierz Plik ściągnięto 740 raz(y) 79,74 KB

system.txt
Pobierz SKRYPT
Pobierz Plik ściągnięto 444 raz(y) 32,85 KB

________________________
"Darker than Black"
Może taki jestem.
Ostatnio zmieniony przez Ayene Pią 28 Paź, 2011 12:30, w całości zmieniany 2 razy  
 
 
 
MomoMarcin3 




Preferowany:
RPG Maker XP

Pomógł: 2 razy
Dołączył: 20 Sty 2010
Posty: 109
Skąd: 11111
Wysłany: Czw 25 Lut, 2010 09:42
Da się ten skrypt dać do xp proszę o pomoc jest mi bardzo potrzebny.
 
 
Czeliosss 



Ranga RM:
1 gra

Pomógł: 49 razy
Dołączył: 02 Lis 2009
Posty: 661
Skąd: Wa-wa
Wysłany: Sro 11 Sie, 2010 12:09
A ja mam taką prośbę do skrypterów.
Dało by radę zrobić odkrywanie skinów, czyli że jak przełącznik 1 jest ON to pokaże się nowy skin do zmiany. Na początku byłby jeden skin, z z rozgrywką zdobywamy kolejne.
Mam nadzieję, że zrozumiale napisałem.
________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
 
 
Angius 

Nie wkurzać



Preferowany:
RPG Maker VX

Pomógł: 104 razy
Dołączył: 30 Paź 2010
Posty: 1276
Skąd: wROCK
Wysłany: Pią 05 Lis, 2010 19:38
A czy jest ewentualna możliwość usunięcia możliwości wyboru skórki i grafiki pasków?
 
 
FireBlade 




Preferowany:
RPG Maker VX

Pomogła: 8 razy
Dołączyła: 04 Kwi 2010
Posty: 243
Skąd: Opole
Wysłany: Pią 05 Lis, 2010 20:47
MomoMarcin3 napisał/a:
Da się ten skrypt dać do xp proszę o pomoc jest mi bardzo potrzebny.
Przyłączam się do prośby.
________________________
"Nigdy się nie tłumacz, przyjaciele tego nie potrzebują a wrogowie i tak nie uwierzą.,"

"Oklaski są z łaski a brawa to wielka sprawa"

"Akcpetuję tylko wodę, mountain dew i coca colę zero..."

DeviantArt : http://divinekataroshie.deviantart.com/
 
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Pią 05 Lis, 2010 20:58
Usunęłam wybór skórki:
Spoiler:

Kod:
#===============================================================================
#
# Yanfly Engine RD - Menu System Options
# Last Date Updated: 2009.05.12
# Level: Easy, Normal
#
# The "End Game" option is quite possibly the most useless function in RPG Maker
# VX games. Not only does it have little functionality but its functions can
# be reproduced by Alt+F4 and F12. This script replaces "End Game" with a new
# menu altogether and giving the player some familiar options seen in many of
# today's commercial RPG's such as changing window skins, adjust sound volume,
# turning off animations during battle, and the like.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.05.12 - Auto-Dash update. If player holds down the dash button when
#                this option is enabled, the player will walk instead of dash.
# o 2009.05.09 - Compatibility update with Woratana's NeoMessage.
#                Compatibility update with Modern Algebra's ATS.
# o 2009.05.07 - Started script and finished.
#===============================================================================
# Instructions
#===============================================================================
#
# Input this script anywhere above Main. It's plug and play outside of changing
# a few variables and switches, which will be listed below:
#
# - If you have variables bound to variables 91, 92, 93, and 94, scroll down and
#   bind them to unused variables.
# - If you have switches bound to switches 91, 92, 93, 94, 95, or 96, scroll
#   down and bind them to unused switches.
#
# Then, download the windows pack, and create a "Windows" folder inside your
# Graphics folder. Input the windows pack there. You're all set to go.
#
#===============================================================================
#
# Compatibility
# - Works With: Woratana's NeoMessage
# - Works With: Modern Algebra's ATS
# - Alias: Game_Player: dash?
# - Alias: Window_Base: initialize
# - Alias: Scene_Battle: display_normal_animation
# - Overwrites: Scene_End: All of it
# - Overwrites: Vocab: game_end
#
#===============================================================================

$imported = {} if $imported == nil
$imported["MenuSystemOptions"] = true

module YE
  module SYSTEM
     
    # This changes the "End Game" string to a new string. This completely
    # overrides the default term from the database for a reason and that's
    # because this is adjustable from the title menu as well.
    TITLE = "System"
   
    #---------------------
    # Volume Configuration
    #---------------------
   
    # This will affect what string data will appear for the volume adjustment
    # portion of the system menu.
    BGM_HELP  = "Ustaw głośność BGM . Naciśnij L/P aby wyciszyć."
    SFX_HELP  = "Ustaw głośność SFX. Naciśnij L/P aby wyciszyć"
    BGS_HELP  = "Ustaw głośność BGS . Naciśnij L/P aby wyciszyć."
    BGM_TITLE = "Głośność BGM"
    SFX_TITLE = "Głośność SFX"
    BGS_TITLE = "Głośność BGS"
    VOL_MUTE  = "Wycisz"
   
    # These are the variables and switches that govern the sound effect volumes.
    # Note that for the variables, the higher they are, the lower the volume.
    BGM_VOLUME_VAR  = 92    # Variable
    SFX_VOLUME_VAR  = 93    # Variable
    BGS_VOLUME_VAR  = 94    # Variable
    BGM_MUTE_SWITCH = 92    # Switch
    SFX_MUTE_SWITCH = 93    # Switch
    BGS_MUTE_SWITCH = 94    # Switch
   
    # This adjusts the gradient colours for each of the volume controls.
    BGM_COLOUR1 = 30
    BGM_COLOUR2 = 31
    SFX_COLOUR1 = 28
    SFX_COLOUR2 = 29
    BGS_COLOUR1 = 20
    BGS_COLOUR2 = 21
   
    #---------------------
    # Battle Animations
    #---------------------
   
    # This will affect what string data will appear for the toggling of
    # battle animations portion of the system menu.
    ANI_TITLE = "Animacje walki"
    ANI_HELP  = "Ustaw czy animacje mają być wyświetlane podczas walk."
    ANI_ON    = "Wyświetlaj"
    ANI_OFF   = "Ukryj"
   
    # This is the switch used to adjust battle animations. If it is off,
    # animations are enabled. If it is on, animations are disabled.
    ANI_SWITCH = 91
   
    #---------------------
    # Automatic Dashing
    #---------------------
   
    # This will affect what string data will appear for the toggling of
    # automatic dashing portion of the system menu.
    AUTO_DASH_TITLE = "Automatyczny bieg"
    AUTO_DASH_HELP  = "Ustaw czy opcja biegu ma być zawsze włączona."
    AUTO_DASH_ON    = "zawsze"
    AUTO_DASH_OFF   = "przytrzymanie"
   
    # This is the switch used to determine whether or not autodashing is on.
    AUTO_DASH_SWITCH = 95
   
    #---------------------
    # Instant Text
    #---------------------
   
    # This will affect what string data will appear for the instant text
    # portion of the system menu.
    INSTANT_TEXT_TITLE = "Wyświetlanie tekstu"
    INSTANT_TEXT_HELP  = "Ustaw Wyświetlanie wiadomości postaci."
    INSTANT_TEXT_ON    = "Natychmiastowo"
    INSTANT_TEXT_OFF   = "Normalnie"
   
    # This is the switch used to determine whether or not instant text is on.
    INSTANT_TEXT_SWITCH = 96
   
    #---------------------
    # Remaining Text
    #---------------------
   
    # This will affect what remaining string data is left for the system menu.
    RETURN_TO_TITLE   = "Wróć do tytułu"
    RETURN_TITLE_HELP = "Wróć do menu tytułowego gry."
    RETURN_TO_MENU    = "Wróć do menu"
    RETURN_MENU_HELP  = "Wróć do menu."
     
  end # SYSTEM
end # YE

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

module Vocab
  def self.game_end
    return YE::SYSTEM::TITLE
  end
end


module RPG
 
  class BGM < AudioFile
    def play
      if @name.empty?
        Audio.bgm_stop
        @@last = BGM.new
      else
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
        end
        Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch)
        @@last = self
      end
    end #Play
  end # BGM
 
  class ME < AudioFile
    def play
      if @name.empty?
        Audio.me_stop
      else
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
        end
        Audio.me_play("Audio/ME/" + @name, vol, @pitch)
      end
    end
  end # ME
 
  class SE < AudioFile
    def play
      unless @name.empty?
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YE::SYSTEM::SFX_VOLUME_VAR]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
        end
        Audio.se_play("Audio/SE/" + @name, vol, @pitch)
      end
    end
    def self.stop
      Audio.se_stop
    end
  end # SE
 
  class BGS < AudioFile
    def play
      if @name.empty?
        Audio.bgs_stop
        @@last = BGS.new
      else
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YE::SYSTEM::BGS_VOLUME_VAR]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
        end
        Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch)
        @@last = self
      end
    end
  end # BGS
 
end # RPG

#===============================================================================
# Game Player
#===============================================================================

class Game_Player < Game_Character
 
  #--------------------------------------------------------------------------
  # alias dash?
  #--------------------------------------------------------------------------
  alias dash_mso dash? unless $@
  def dash?
    if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH]
      return false if @move_route_forcing
      return false if $game_map.disable_dash?
      return false if in_vehicle?
      return false if Input.press?(Input::A)
      return true
    else
      dash_mso
    end
  end
 
end

#===============================================================================
# Window Message
#===============================================================================

class Window_Message < Window_Selectable
 
  #--------------------------------------------------------------------------
  # alias update show fast
  #--------------------------------------------------------------------------
  alias update_show_fast_mso update_show_fast unless $@
  def update_show_fast
    if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH]
      if self.pause or self.openness < 255
        @show_fast = false
      else
        @show_fast = true
      end
      if @show_fast and @wait_count > 0
        @wait_count -= 1
      end
    else
      update_show_fast_mso
    end
  end

if $worale != nil
  if $worale["NMS"]
  #--------------------------------------------------------------------------
  # alias draw_name
  #--------------------------------------------------------------------------
  alias draw_name_mso draw_name unless $@
  def draw_name(name, x, y)
    draw_name_mso(name, x, y)
    @namebox.update_windowskin
  end
  end
end
 
end

#===============================================================================
# Window System
#===============================================================================

class Window_System < Window_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 56, 544, 360)
    @column_max = 1
    self.index = 0
    self.active = true
    refresh
  end
 
  #--------------------------------------------------------------------------
  # Refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    @data.push(0) # Sound Volume/Sound Mute
    @data.push(1) # BGM Volume/BGM Mute
    @data.push(2) # Ambience Volume/Ambience Mute
    @data.push(3) # Battle Animations
    @data.push(4) # Auto-Dash
    @data.push(5) # Instant Text
    @data.push(6) # Return to Title
    @data.push(7) # Return to Menu
    @item_max = @data.size
    self.contents.clear
    for i in 0..@item_max
      self.contents.font.color.alpha = 255
      draw_item(i)
    end
    #---
  end
 
  #--------------------------------------------------------------------------
  # Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
    sw = self.width - 32
    dw = sw
    #---
    case index
    when 0
      dx = 0
      dy = 0
      text = YE::SYSTEM::BGM_TITLE
      self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
    when 1
      dx = 0
      dy = WLH * 2
      text = YE::SYSTEM::SFX_TITLE
      self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
    when 2
      dx = 0
      dy = WLH * 4
      text = YE::SYSTEM::BGS_TITLE
      self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
    when 3
      dx = 0
      dy = WLH * 6
      text = YE::SYSTEM::ANI_TITLE
      self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
      if $game_switches[YE::SYSTEM::ANI_SWITCH]
        en1 = false
        en2 = true
      else
        en1 = true
        en2 = false
      end
      text1 = YE::SYSTEM::ANI_ON
      text2 = YE::SYSTEM::ANI_OFF
      self.contents.font.color.alpha = en1 ? 255 : 128
      self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
      self.contents.font.color.alpha = en2 ? 255 : 128
      self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
    #---
    when 4
      dx = 0
      dy = WLH * 7
      text = YE::SYSTEM::AUTO_DASH_TITLE
      self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
      if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH]
        en1 = true
        en2 = false
      else
        en1 = false
        en2 = true
      end
      text1 = YE::SYSTEM::AUTO_DASH_ON
      text2 = YE::SYSTEM::AUTO_DASH_OFF
      self.contents.font.color.alpha = en1 ? 255 : 128
      self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
      self.contents.font.color.alpha = en2 ? 255 : 128
      self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
    #---
    when 5
      dx = 0
      dy = WLH * 8
      text = YE::SYSTEM::INSTANT_TEXT_TITLE
      self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
      if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH]
        en1 = true
        en2 = false
      else
        en1 = false
        en2 = true
      end
      text1 = YE::SYSTEM::INSTANT_TEXT_ON
      text2 = YE::SYSTEM::INSTANT_TEXT_OFF
      self.contents.font.color.alpha = en1 ? 255 : 128
      self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
      self.contents.font.color.alpha = en2 ? 255 : 128
      self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
    #---
    when 6
      dx = 0
      dy = WLH * 9
      text = YE::SYSTEM::RETURN_TO_TITLE
      self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0)
    #---
    when 7
      dx = 0
      dy = WLH * 10
      text = YE::SYSTEM::RETURN_TO_MENU
      self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0)
    end
  end
 
  #--------------------------------------------------------------------------
  # Update Cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0
      self.cursor_rect.empty
    elsif @index < 3
      self.cursor_rect.set(0, @index * 48, self.width - 32, 48)
    else
      self.cursor_rect.set(0, @index * 24 + 72, self.width - 32, 24)
    end
  end
 
end

#===============================================================================
# Window Volume
#===============================================================================

class Window_Volume < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(wx, wy, ww, wh, var)
    super(wx, wy, ww, wh)
    @var = var
    if @var == YE::SYSTEM::BGM_VOLUME_VAR
      @gc1 = text_color(YE::SYSTEM::BGM_COLOUR1)
      @gc2 = text_color(YE::SYSTEM::BGM_COLOUR2)
      @mute = YE::SYSTEM::BGM_MUTE_SWITCH
    elsif @var == YE::SYSTEM::SFX_VOLUME_VAR
      @gc1 = text_color(YE::SYSTEM::SFX_COLOUR1)
      @gc2 = text_color(YE::SYSTEM::SFX_COLOUR2)
      @mute = YE::SYSTEM::SFX_MUTE_SWITCH
    else
      @gc1 = text_color(YE::SYSTEM::BGS_COLOUR1)
      @gc2 = text_color(YE::SYSTEM::BGS_COLOUR2)
      @mute = YE::SYSTEM::BGS_MUTE_SWITCH
    end
    self.opacity = 0
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    sw = self.width - 32
    self.contents.fill_rect(0, 14, sw-80, 20, gauge_back_color)
    gw = sw-84
    gw *= 100 - $game_variables[@var]
    gw /= 100
    gw = [[gw, 0].max, sw-84].min
    self.contents.gradient_fill_rect(2, 16, gw, 16, @gc1, @gc2)
    if $game_switches[@mute]
      text = YE::SYSTEM::VOL_MUTE
    else
      text = sprintf("%d%%", 100 - $game_variables[@var])
    end
    self.contents.draw_text(sw-76, 0, 76, WLH*2, text, 0)
  end
 
end

#===============================================================================
# Scene_Battle
#===============================================================================

class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias display_normal_animation
  #--------------------------------------------------------------------------
  alias display_normal_animation_mso display_normal_animation unless $@
  def display_normal_animation(targets, animation_id, mirror = false)
    return if $game_switches[YE::SYSTEM::ANI_SWITCH]     
    display_normal_animation_mso(targets, animation_id, mirror)
  end
 
end

#===============================================================================
# Scene_End
#===============================================================================

class Scene_End < Scene_Base

  #--------------------------------------------------------------------------
  # Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @help_window = Window_Base.new(0, 0, 544, 56)
    @help_window.contents.clear
    #---
    text = YE::SYSTEM::BGM_HELP
    @help_window.contents.draw_text(4,  0, 504, 24, text, 0)
    @system_window = Window_System.new
    var = YE::SYSTEM::BGM_VOLUME_VAR
    @bgm_vol_window = Window_Volume.new(160, 104 - 48, 384, 80, var)
    var = YE::SYSTEM::SFX_VOLUME_VAR
    @sfx_vol_window = Window_Volume.new(160, 152 - 48, 384, 80, var)
    var = YE::SYSTEM::BGS_VOLUME_VAR
    @bgs_vol_window = Window_Volume.new(160, 200 - 48, 384, 80, var)
    #---
    @last_index = 100
  end
 
  #--------------------------------------------------------------------------
  # Post-Start Processing
  #--------------------------------------------------------------------------
  def post_start
    super
  end
 
  #--------------------------------------------------------------------------
  # Pre-termination Processing
  #--------------------------------------------------------------------------
  def pre_terminate
    super
  end
 
  #--------------------------------------------------------------------------
  # Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    @help_window.dispose
    @system_window.dispose
    @bgm_vol_window.dispose
    @sfx_vol_window.dispose
    @bgs_vol_window.dispose
    dispose_menu_background
  end
 
  #--------------------------------------------------------------------------
  # Update Help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.contents.clear
    case @system_window.index   
    when 0; text = YE::SYSTEM::BGM_HELP
    when 1; text = YE::SYSTEM::SFX_HELP
    when 2; text = YE::SYSTEM::BGS_HELP
    when 3; text = YE::SYSTEM::ANI_HELP
    when 4; text = YE::SYSTEM::AUTO_DASH_HELP
    when 5; text = YE::SYSTEM::INSTANT_TEXT_HELP
    when 6; text = YE::SYSTEM::RETURN_TITLE_HELP
    when 7; text = YE::SYSTEM::RETURN_MENU_HELP
    end
    @help_window.contents.draw_text(4,  0, 504, 24, text, 0)
  end
 
  #--------------------------------------------------------------------------
  # Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @system_window.update
   
    if @last_index != @system_window.index
      @last_index = @system_window.index
      update_help
    end
   
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    else
      #---
      if Input.repeat?(Input::LEFT) and @system_window.index == 0
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 10
        else
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 1
        end
        if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] >= 100
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 100
        end
        Sound.play_cursor
        @bgm_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.repeat?(Input::RIGHT) and @system_window.index == 0
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 10
        else
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 1
        end
        if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] <= 0
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 0
        end
        Sound.play_cursor
        @bgm_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::L) and @system_window.index == 0
        if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @bgm_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::R) and @system_window.index == 0
        if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @bgm_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.repeat?(Input::LEFT) and @system_window.index == 1
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 10
        else
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 1
        end
        if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] >= 100
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 100
        end
        Sound.play_cursor
        @sfx_vol_window.refresh
      elsif Input.repeat?(Input::RIGHT) and @system_window.index == 1
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 10
        else
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 1
        end
        if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] <= 0
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 0
        end
        Sound.play_cursor
        @sfx_vol_window.refresh
      elsif Input.trigger?(Input::L) and @system_window.index == 1
        if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @sfx_vol_window.refresh
      elsif Input.trigger?(Input::R) and @system_window.index == 1
        if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @sfx_vol_window.refresh
      elsif Input.repeat?(Input::LEFT) and @system_window.index == 2
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 10
        else
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 1
        end
        if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] >= 100
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 100
        end
        Sound.play_cursor
        @bgs_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.repeat?(Input::RIGHT) and @system_window.index == 2
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 10
        else
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 1
        end
        if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] <= 0
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 0
        end
        Sound.play_cursor
        @bgs_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::L) and @system_window.index == 2
        if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @bgs_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::R) and @system_window.index == 2
        if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @bgs_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::LEFT) and @system_window.index == 3
        $game_switches[YE::SYSTEM::ANI_SWITCH] = false
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::RIGHT) and @system_window.index == 3
        $game_switches[YE::SYSTEM::ANI_SWITCH] = true
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::LEFT) and @system_window.index == 4
        $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = true
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::RIGHT) and @system_window.index == 4
        $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = false
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::LEFT) and @system_window.index == 5
        $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = true
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::RIGHT) and @system_window.index == 5
        $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = false
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::C) and @system_window.index == 6
        Sound.play_decision
        RPG::BGM.fade(800)
        RPG::BGS.fade(800)
        RPG::ME.fade(800)
        $scene = Scene_Title.new
        Graphics.fadeout(60)
      elsif Input.trigger?(Input::C) and @system_window.index == 7
        Sound.play_cancel
        return_scene
      end
      #---
    end
  end
end

#===============================================================================
#
# END OF FILE
#
#===============================================================================

________________________


 
 
 
Draken 




Preferowany:
RPG Maker VXAce

Dołączył: 12 Mar 2011
Posty: 60
Skąd: Vroengard
Wysłany: Nie 20 Mar, 2011 07:58
:mrgreen: Fajne :mrgreen:
________________________
http://draketheslayer.deviantart.com/
 
 
Ogr78 




Preferowany:
RPG Maker VX

Dołączył: 06 Lis 2011
Posty: 47
  Wysłany: Pon 07 Lis, 2011 20:00
Sorry ale ja tez mam problem czemu jest tak ze jak wcisne Esc to mam na dole system a tam sa opcje i koniec chcialbym zeby bylo tak ze jak wcisne Esc (czyli wchodze w menu) to by byl wybor opcje i koniec ktos pomoze?
________________________
Potrzebuje kogos kto poprawi bledy w mojej grze!!!!!
 
 
MrBoomGood 




Preferowany:
RPG Maker VX

Pomógł: 3 razy
Dołączył: 07 Kwi 2011
Posty: 292
Skąd: Katowice
Wysłany: Nie 08 Lip, 2012 08:12
A dałoby rade, żeby opcje były osobno i koniec gry osobno?
 
 
 
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