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Naramura Window System
Autor Wiadomo¶æ
Izaya 




Pomóg³: 2 razy
Do³±czy³: 20 Mar 2010
Posty: 127
Sk±d: z Netaa !
Wys³any: Sob 07 Sie, 2010 10:44
Naramura Window System
Hey, znalaz³em na jednej z japoñskich stron Bardzo ³adny window System.
Który pozwoli³em sobie przet³umaczyæ :)
Informacje dotycz±ce Skryptu:
Nazwa: Naramura Window System
Kompatybilno¶æ: XP
Opis: Skrypt zmienia okno Statusu, oraz poszerza WindowSkin'a.
Do tej pory nie wiadomo mi nic o zgrywaniu siê ze innymi Skryptami.

Screeny:
Spoiler:






Potrzebne:
Dodam ¿e trzeba umie¶ciæ grafiki do wyboru pod nazw± "menu_system01" i umie¶ciæ
je w folderze "Windowskins". Nie ustawiamy ich jako Widnowskina.
Oto grafiki:
Spoiler:
















No i wreszcie Skrypt (przepraszam za te wszystkie japoñskie znaczki lecz nie umiem
ich usuwaæ bo wywala mi Error, je¶li Redakcja jest w stanie to poprawiæ by³bym wdziêczny)
Spoiler:


module NARAMURA_RGSS2
# MENU_BACKEX
# �±�ü�µ�½���j���[�w�i�æ���¼

# WIN_BACKPATTERN
# ���j���[�à�T�u�E�B���h�E�â���j���[�È�O�Ì�E�B���h�E�w�i�Ì����
# �±�ü�µ�½�E�B���h�E�X�L���É� �í�¹�½�Ý�è�ð�µ�Ä�­�¾�³�¢�B
# false�F�^�C�����O�·�é true�F�ø�«�L�Î�·

# WIN_BOPACITY
# ���j���[�à�T�u�E�B���h�E�â���j���[�È�O�Ì�E�B���h�E�w�i�Ì�s�§�¾�x

# TEXT_NORMAL,TEXT_NOUSE,TEXT_SYSTEM,TEXT_PINCH,TEXT_DEATH
# �Ê�í,�³�ø,�V�X�e��,�s���`,�í�¬�s�\�¶���F

# ���Ý�è�p�f�[�^�@�«�±�±�©�ç�«��
MENU_BACKEX = "menu_system01"
WIN_BACKPATTERN = false
WIN_BOPACITY = 255
TEXT_NORMAL = Color.new(255, 255, 255, 255)
TEXT_NOUSE = Color.new(255, 255, 255, 128)
TEXT_SYSTEM = Color.new(192, 224, 255, 255)
TEXT_PINCH = Color.new(255, 255, 64, 255)
TEXT_DEATH = Color.new(255, 64, 0, 255)
# ���Ý�è�p�f�[�^�@�ª�±�±�Ü�Å�ª��
end

# �¡ �w�i�Ì�^�C�����O�AWindow_Base�Ì�¶���F�Ý�è�Ï�X
class Window_Base < Window
#--------------------------------------------------------------------------
# �� �I�u�W�F�N�g���ú�»
#--------------------------------------------------------------------------
alias initialize_naramura_rgss2 initialize
def initialize(x, y, width, height)
initialize_naramura_rgss2(x, y, width, height)
self.stretch = NARAMURA_RGSS2::WIN_BACKPATTERN
end
#--------------------------------------------------------------------------
# �� ������F���
#--------------------------------------------------------------------------
def normal_color
return NARAMURA_RGSS2::TEXT_NORMAL
end
#--------------------------------------------------------------------------
# �� �³�ø�¶���F�Ì�æ�¾
#--------------------------------------------------------------------------
def disabled_color
return NARAMURA_RGSS2::TEXT_NOUSE
end
#--------------------------------------------------------------------------
# �� �V�X�e���¶���F�Ì�æ�¾
#--------------------------------------------------------------------------
def system_color
return NARAMURA_RGSS2::TEXT_SYSTEM
end
#--------------------------------------------------------------------------
# �� �s���`�¶���F�Ì�æ�¾
#--------------------------------------------------------------------------
def crisis_color
return NARAMURA_RGSS2::TEXT_PINCH
end
#--------------------------------------------------------------------------
# �� �í�¬�s�\�¶���F�Ì�æ�¾
#--------------------------------------------------------------------------
def knockout_color
return NARAMURA_RGSS2::TEXT_DEATH
end
end

# �¡ �¶���F�Ý�è�ª�½�f�³�ê�È�¢�E�B���h�E�Ì�C�³
class Window_ShopCommand < Window_Selectable
alias naramura_rgss2_ref refresh
def refresh
self.contents.font.color = normal_color
naramura_rgss2_ref
end
end

class Window_NameEdit < Window_Base
alias naramura_rgss2_ref refresh
def refresh
self.contents.font.color = normal_color
naramura_rgss2_ref
end
end

class Window_NameInput < Window_Base
alias naramura_rgss2_ref refresh
def refresh
self.contents.font.color = normal_color
naramura_rgss2_ref
end
end

#==============================================================================
# �¡ Window_Menu
#------------------------------------------------------------------------------
# �@���j���[�Ì�w�i�E�B���h�E�\�¦
#==============================================================================

class Window_MenuBase < Window_Base
#--------------------------------------------------------------------------
# �� �I�u�W�F�N�g���ú�»
#--------------------------------------------------------------------------
def initialize(type)
super(-16,-16,672,512)
self.contents = Bitmap.new(width - 32, height - 32)
bitmap = Bitmap.new("Graphics/Windowskins/"+NARAMURA_RGSS2::MENU_BACKEX)
y = 0
case type
when 0 # ���C�����j���|
rect = Rect.new(0,64,640,480)
when 1 # �X�e�[�^�X���j���[
rect = Rect.new(160,64,640,480)
when 2 # �A�C�e�����j���[
rect = Rect.new(160,0,640,480)
when 3 # �X�L�����j���[
rect = Rect.new(160,0,640,416)
y = 64
self.contents.blt(0,0,bitmap,Rect.new(160,0,640,64))
end
self.opacity = 0
self.z = 0
self.contents.blt(0,y,bitmap,rect)
end
end

# �È�º�A�eScene�²�Æ�Ì�w�i�æ���Ý�u�Ì�½�ß�Ì�Ï�X
class Scene_Menu
#--------------------------------------------------------------------------
# �� ���C������
#--------------------------------------------------------------------------
def main
# �R�}���h�E�B���h�E�ð�ì�¬
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "�X�e�[�^�X"
s5 = "�Z�[�u"
s6 = "�Q�[���I�¹"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
# �p�[�e�B�l���ª 0 �l�Ì�ê��
if $game_party.actors.size == 0
# �A�C�e���A�X�L���A���õ�A�X�e�[�^�X�ð�³�ø�»
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# �Z�[�u��~���
if $game_system.save_disabled
# �Z�[�u�ð�³�ø�É�·�é
@command_window.disable_item(4)
end
# �v���C���Ô�E�B���h�E�ð�ì�¬
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# �à���E�B���h�E�ð�ì�¬
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# �S�[���h�E�B���h�E�ð�ì�¬
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# �X�e�[�^�X�E�B���h�E�ð�ì�¬
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0

# ���Ç�Á���ª�@�«�±�±�©�ç
@menubase_window = Window_MenuBase.new(0)
@command_window.opacity = 0
@playtime_window.opacity = 0
@steps_window.opacity = 0
@gold_window.opacity = 0
@status_window.opacity = 0
# ���Ç�Á���ª�@�ª�±�±�Ü�Å

# �g�����W�V�����À�s
Graphics.transition
# ���C�����[�v
loop do
# �Q�[���æ�Ê�ð�X�V
Graphics.update
# �ü�Í�î�ñ�ð�X�V
Input.update
# �t���[���X�V
update
# �æ�Ê�ª�Ø�è�Ö�í�Á�½�ç���[�v�ð���f
if $scene != self
break
end
end
# �g�����W�V�������õ
Graphics.freeze
# �E�B���h�E�ð�ð�ú
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@menubase_window.dispose # �©�±�ê�à�Ç�Á
end
end

class Scene_Item
#--------------------------------------------------------------------------
# �� ���C������
#--------------------------------------------------------------------------
def main
# �w���v�E�B���h�E�A�A�C�e���E�B���h�E�ð�ì�¬
@help_window = Window_Help.new
@item_window = Window_Item.new
# �w���v�E�B���h�E�ð�Ö�A�t�¯
@item_window.help_window = @help_window
# �^�[�Q�b�g�E�B���h�E�ð�ì�¬ (�s�Â���E�ñ�A�N�e�B�u�É�Ý�è)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false

# ���Ç�Á���ª�@�«�±�±�©�ç
@menubase_window = Window_MenuBase.new(2)
@help_window.opacity = 0
@item_window.opacity = 0
@target_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY
# ���Ç�Á���ª�@�ª�±�±�Ü�Å
# �g�����W�V�����À�s
Graphics.transition
# ���C�����[�v
loop do
# �Q�[���æ�Ê�ð�X�V
Graphics.update
# �ü�Í�î�ñ�ð�X�V
Input.update
# �t���[���X�V
update
# �æ�Ê�ª�Ø�è�Ö�í�Á�½�ç���[�v�ð���f
if $scene != self
break
end
end
# �g�����W�V�������õ
Graphics.freeze
# �E�B���h�E�ð�ð�ú
@help_window.dispose
@item_window.dispose
@target_window.dispose
@menubase_window.dispose # �©�±�ê�à�Ç�Á
end
end

class Scene_Skill
#--------------------------------------------------------------------------
# �� ���C������
#--------------------------------------------------------------------------
def main
# �A�N�^�[�ð�æ�¾
@actor = $game_party.actors[@actor_index]
# �w���v�E�B���h�E�A�X�e�[�^�X�E�B���h�E�A�X�L���E�B���h�E�ð�ì�¬
@help_window = Window_Help.new
@status_window = Window_SkillStatus.new(@actor)
@skill_window = Window_Skill.new(@actor)
# �w���v�E�B���h�E�ð�Ö�A�t�¯
@skill_window.help_window = @help_window
# �^�[�Q�b�g�E�B���h�E�ð�ì�¬ (�s�Â���E�ñ�A�N�e�B�u�É�Ý�è)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false

# ���Ç�Á���ª�@�«�±�±�©�ç
@menubase_window = Window_MenuBase.new(3)
@help_window.opacity = 0
@status_window.opacity = 0
@skill_window.opacity = 0
@target_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY
# ���Ç�Á���ª�@�ª�±�±�Ü�Å

# �g�����W�V�����À�s
Graphics.transition
# ���C�����[�v
loop do
# �Q�[���æ�Ê�ð�X�V
Graphics.update
# �ü�Í�î�ñ�ð�X�V
Input.update
# �t���[���X�V
update
# �æ�Ê�ª�Ø�è�Ö�í�Á�½�ç���[�v�ð���f
if $scene != self
break
end
end
# �g�����W�V�������õ
Graphics.freeze
# �E�B���h�E�ð�ð�ú
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
@menubase_window.dispose # �©�±�ê�à�Ç�Á
end
end

class Scene_Equip
#--------------------------------------------------------------------------
# �� ���C������
#--------------------------------------------------------------------------
def main
# �A�N�^�[�ð�æ�¾
@actor = $game_party.actors[@actor_index]
# �E�B���h�E�ð�ì�¬
@help_window = Window_Help.new
@left_window = Window_EquipLeft.new(@actor)
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
# �w���v�E�B���h�E�ð�Ö�A�t�¯
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
# �J�[�\���Ê�u�ð�Ý�è
@right_window.index = @equip_index
refresh

# ���Ç�Á���ª�@�«�±�±�©�ç
@menubase_window = Window_MenuBase.new(2)
@help_window.opacity = 0
@item_window1.opacity = 0
@item_window2.opacity = 0
@item_window3.opacity = 0
@item_window4.opacity = 0
@item_window5.opacity = 0
@left_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY
@right_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY
# ���Ç�Á���ª�@�ª�±�±�Ü�Å

# �g�����W�V�����À�s
Graphics.transition
# ���C�����[�v
loop do
# �Q�[���æ�Ê�ð�X�V
Graphics.update
# �ü�Í�î�ñ�ð�X�V
Input.update
# �t���[���X�V
update
# �æ�Ê�ª�Ø�è�Ö�í�Á�½�ç���[�v�ð���f
if $scene != self
break
end
end
# �g�����W�V�������õ
Graphics.freeze
# �E�B���h�E�ð�ð�ú
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@menubase_window.dispose # �©�±�ê�à�Ç�Á
end
end

class Scene_Status
#--------------------------------------------------------------------------
# �� ���C������
#--------------------------------------------------------------------------
def main
# �A�N�^�[�ð�æ�¾
@actor = $game_party.actors[@actor_index]
# �X�e�[�^�X�E�B���h�E�ð�ì�¬
@status_window = Window_Status.new(@actor)

# ���Ç�Á���ª�@�«�±�±�©�ç
@menubase_window = Window_MenuBase.new(1)
@status_window.opacity = 0
# ���Ç�Á���ª�@�ª�±�±�Ü�Å

# �g�����W�V�����À�s
Graphics.transition
# ���C�����[�v
loop do
# �Q�[���æ�Ê�ð�X�V
Graphics.update
# �ü�Í�î�ñ�ð�X�V
Input.update
# �t���[���X�V
update
# �æ�Ê�ª�Ø�è�Ö�í�Á�½�ç���[�v�ð���f
if $scene != self
break
end
end
# �g�����W�V�������õ
Graphics.freeze
# �E�B���h�E�ð�ð�ú
@status_window.dispose
@menubase_window.dispose # �©�±�ê�à�Ç�Á
end
end

class Scene_File
#--------------------------------------------------------------------------
# �� ���C������
#--------------------------------------------------------------------------
def main
# �w���v�E�B���h�E�ð�ì�¬
@help_window = Window_Help.new
@help_window.set_text(@help_text)
# �Z�[�u�t�@�C���E�B���h�E�ð�ì�¬
@savefile_windows = []
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
# �Å�ã�É���ì�µ�½�t�@�C���ð�I�ð
@file_index = $game_temp.last_file_index
@savefile_windows[@file_index].selected = true

# ���Ç�Á���ª�@�«�±�±�©�ç
@menubase_window = Window_MenuBase.new(2)
@help_window.opacity = 0
for i in 0..3
@savefile_windows[i].opacity = 0
end
# ���Ç�Á���ª�@�ª�±�±�Ü�Å

# �g�����W�V�����À�s
Graphics.transition
# ���C�����[�v
loop do
# �Q�[���æ�Ê�ð�X�V
Graphics.update
# �ü�Í�î�ñ�ð�X�V
Input.update
# �t���[���X�V
update
# �æ�Ê�ª�Ø�è�Ö�í�Á�½�ç���[�v�ð���f
if $scene != self
break
end
end
# �g�����W�V�������õ
Graphics.freeze
# �E�B���h�E�ð�ð�ú
@help_window.dispose
@menubase_window.dispose # �©�±�ê�à�Ç�Á
for i in @savefile_windows
i.dispose
end
end
end

class Scene_Shop
#--------------------------------------------------------------------------
# �� ���C������
#--------------------------------------------------------------------------
def main
# �w���v�E�B���h�E�ð�ì�¬
@help_window = Window_Help.new
# �R�}���h�E�B���h�E�ð�ì�¬
@command_window = Window_ShopCommand.new
# �S�[���h�E�B���h�E�ð�ì�¬
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 64
# �_�~�[�E�B���h�E�ð�ì�¬
@dummy_window = Window_Base.new(0, 128, 640, 352)
# �w�ü�E�B���h�E�ð�ì�¬
@buy_window = Window_ShopBuy.new($game_temp.shop_goods)
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
# ���p�E�B���h�E�ð�ì�¬
@sell_window = Window_ShopSell.new
@sell_window.active = false
@sell_window.visible = false
@sell_window.help_window = @help_window
# �Â���ü�Í�E�B���h�E�ð�ì�¬
@number_window = Window_ShopNumber.new
@number_window.active = false
@number_window.visible = false
# �X�e�[�^�X�E�B���h�E�ð�ì�¬
@status_window = Window_ShopStatus.new
@status_window.visible = false

# ���Ç�Á���ª�@�«�±�±�©�ç
@menubase_window = Window_MenuBase.new(3)
@help_window.opacity = 0
@command_window.opacity = 0
@gold_window.opacity = 0
@dummy_window.opacity = 0
@buy_window.opacity = 0
@sell_window.opacity = 0
@number_window.opacity = 0
@status_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY
# ���Ç�Á���ª�@�ª�±�±�Ü�Å

# �g�����W�V�����À�s
Graphics.transition
# ���C�����[�v
loop do
# �Q�[���æ�Ê�ð�X�V
Graphics.update
# �ü�Í�î�ñ�ð�X�V
Input.update
# �t���[���X�V
update
# �æ�Ê�ª�Ø�è�Ö�í�Á�½�ç���[�v�ð���f
if $scene != self
break
end
end
# �g�����W�V�������õ
Graphics.freeze
# �E�B���h�E�ð�ð�ú
@help_window.dispose
@command_window.dispose
@gold_window.dispose
@dummy_window.dispose
@buy_window.dispose
@sell_window.dispose
@number_window.dispose
@status_window.dispose
@menubase_window.dispose # �©�±�ê�à�Ç�Á
end
end

class Scene_Name
#--------------------------------------------------------------------------
# �� ���C������
#--------------------------------------------------------------------------
def main
# �A�N�^�[�ð�æ�¾
@actor = $game_actors[$game_temp.name_actor_id]
# �E�B���h�E�ð�ì�¬
@edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
@input_window = Window_NameInput.new

# ���Ç�Á���ª�@�«�±�±�©�ç
@menubase_window = Window_MenuBase.new(1)
@edit_window.opacity = 0
@input_window.opacity = 0
# ���Ç�Á���ª�@�ª�±�±�Ü�Å

# �g�����W�V�����À�s
Graphics.transition
# ���C�����[�v
loop do
# �Q�[���æ�Ê�ð�X�V
Graphics.update
# �ü�Í�î�ñ�ð�X�V
Input.update
# �t���[���X�V
update
# �æ�Ê�ª�Ø�è�Ö�í�Á�½�ç���[�v�ð���f
if $scene != self
break
end
end
# �g�����W�V�������õ
Graphics.freeze
# �E�B���h�E�ð�ð�ú
@edit_window.dispose
@input_window.dispose
@menubase_window.dispose # �©�±�ê�à�Ç�Á
end
end



Dziêkujê za obejrzenie Tematu oraz pozdrawiam ! :przytul:
________________________
Pad³ mi laptop ... wszystko, RPG Maker i projekty, wszystko siê skoñczy³o. Nie bawiê siê ju¿ w RPGM'a, Zmieniam wizerunek.

Nowa strona, szukam t³umaczy, edytorów, korektorów i HTMLowców ! :D

P.S.: Aga Organization rlz ! =>
 
 
 
poko67 




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³adnie wygl±da nawet ale niestety nie u¿yje bo mam blizza ale oki...:D
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erienus 




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Status, zapisz i wyj¶cie by³o skopane (tzn nazwa), ale sobie to naprawi³em ;p fajne menu, dziêki
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Agumon 




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Pomóg³: 53 razy
Do³±czy³: 30 Gru 2009
Posty: 515
Sk±d: Ruda ¦l±ska
Wys³any: Nie 24 Pa¼, 2010 19:56
Bardzo fajne menu. Thx
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