Pomógł: 16 razy Dołączył: 05 Lis 2009 Posty: 359 Skąd: spytaj innych
Wysłany: Pią 27 Sie, 2010 09:00
Trochę inny CMS
Uwaga: Trzeba pozmieniać opcje wyjścia z Itemów itp. Bo kolejność jest pomieszana!
Autor: Ja
Opis: Skrypt modyfikuje CMS tak, żeby nie zasłaniał on całkowicie mapki. Jest miejsce na dodatkowe komendy.
Skrypt:
Spoiler:
Kod:
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
@Ked = Spriteset_Map.new
s1 = $data_system.words.item
s2 = "Postacie"
s3 = "Zapis gry"
s4 = "Koniec"
@command_window = Window_Command.new(160, [s1, s2, s3, s4])
@command_window.index = @menu_index
@command_window.x = 480
if $game_system.save_disabled
@command_window.disable_item(2)
end
@playtime_window = Window_PlayTime.new
@playtime_window.x = 480
@playtime_window.y = 224
@steps_window = Window_Steps.new
@steps_window.x = 480
@steps_window.y = 320
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 416
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@Ked.dispose
end
def update
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Postacie.new
when 2
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
end
end
#
class Scene_Postacie
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
@Ked = Spriteset_Map.new
s1 = $data_system.words.skill
s2 = $data_system.words.equip
s3 = "Statystyki"
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.index = @menu_index
@command_window.x = 480
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
end
@playtime_window = Window_PlayTime.new
@playtime_window.x = 480
@playtime_window.y = 224
@steps_window = Window_Steps.new
@steps_window.x = 480
@steps_window.y = 320
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 416
@status_window = Window_MenuStatus.new
@status_window.x = 0
@status_window.y = 0
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@Ked.dispose
end
def update
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
end
return
end
end
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
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