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Zamknięty przez: Ayene Pon 10 Sty, 2011 13:00 |
Pomoc w budowie menu ff 7. |
Autor |
Wiadomość |
CrasheR
Pomógł: 123 razy Dołączył: 20 Gru 2010 Posty: 609 Skąd: Nibelheim
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Wysłany: Czw 06 Sty, 2011 13:19
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Pomoc w budowie menu ff 7.
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Jak zrobić tak by w menu lista komend była przed status_window?
Chcę przestawić komendy, ale niestety o okno mi je zasłania.
Screen:
Gdy skończę skrypt dodam go na forum. |
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Ayene
Ranga RM:
Pomogła: 232 razy Dołączyła: 18 Wrz 2007 Posty: 2424
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Wysłany: Czw 06 Sty, 2011 14:56
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CrasheR, wklej skrypt na forum (albo wyślij mi na PW). |
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Angius
Nie wkurzać
Preferowany:
Pomógł: 104 razy Dołączył: 30 Paź 2010 Posty: 1276 Skąd: wROCK
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Wysłany: Pią 07 Sty, 2011 14:39
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A czy czasami na forum nie ma gotowego skryptu na menu FF7? |
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"Na trolla pewne są tylko dwie pewne metody, jedna samopowtarzalna i druga, wymagająca przeładowania ręcznego."
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Ayene
Ranga RM:
Pomogła: 232 razy Dołączyła: 18 Wrz 2007 Posty: 2424
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CrasheR
Pomógł: 123 razy Dołączył: 20 Gru 2010 Posty: 609 Skąd: Nibelheim
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Wysłany: Sob 08 Sty, 2011 21:51
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Ja tworzę własny skrypt, który zmienia menu na te z FF 7, a nie 9. Jedynym minusem jest to, że nie potrafię odsłonić okna komend. Widać to na zdjęciu.
Oto skrypt:
Kod: |
##################################################
# FF VII menu version 1.0 #
##################################################
# By CrasheR
# Są to zmiksowane skrypty menu_z_dodatkami i FF 9
menu.
# Skrypt tworzyłem metodą na klikanie gdyż nie
znam się na skryptowaniu.
# Skypt należy dodać nad Main
module FF7_Config
# ID ikonki złota: Jeśli chcesz zmienić ikonkę,
która znajduje się obok liczby złota w menu
wybierz inną
# z pliku "Iconset" np. 194
GOLD_ICON_ID = 0
# Nazwa obrazka, które ma być tłem.
# Obrazek należy umieścić w folderze
Graphics/Pictures.
BACK_NAME = 'black'
# Animowany kursor - do przodu i do tyłu (true
/ false)
ANIMATE_CURSOR = false
end
#=================================================
=============================
# ■ Window_Base
#-------------------------------------------------
-----------------------------
#=================================================
=============================
class Window_Base < Window
#-------------------------------------------------
-------------------------
# ● 定数
#-------------------------------------------------
-------------------------
WLH = 24 # 行の高さ基準値 (Window Line
Height)
#-------------------------------------------------
-------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# width : ウィンドウの幅
# height : ウィンドウの高さ
#-------------------------------------------------
-------------------------
def initialize(x, y, width, height)
super()
self.windowskin = Cache.system("Window")
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
self.back_opacity = 20000
self.openness = 255
create_contents
@opening = false
@closing = false
end
#-------------------------------------------------
-------------------------
# ● 解放
#-------------------------------------------------
-------------------------
def dispose
super
end
#-------------------------------------------------
-------------------------
# ● ウィンドウ内容の作成
#-------------------------------------------------
-------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32, height
- 32)
end
#-------------------------------------------------
-------------------------
# ● フレーム更新
#-------------------------------------------------
-------------------------
def update
super
if @opening
self.openness += 48
@opening = false if self.openness == 255
elsif @closing
self.openness -= 48
@closing = false if self.openness == 0
end
end
#-------------------------------------------------
-------------------------
# ● ウィンドウを開く
#-------------------------------------------------
-------------------------
def open
@opening = true if self.openness < 255
@closing = false
end
#-------------------------------------------------
-------------------------
# ● ウィンドウを閉じる
#-------------------------------------------------
-------------------------
def close
@closing = true if self.openness > 0
@opening = false
end
#-------------------------------------------------
-------------------------
# ● 文字色取得
# n : 文字色番号 (0~31)
#-------------------------------------------------
-------------------------
def text_color(n)
x = 64 + (n % 8) * 8
y = 96 + (n / 8) * 8
return windowskin.get_pixel(x, y)
end
#-------------------------------------------------
-------------------------
# ● HP ゲージの色 1 の取得
#-------------------------------------------------
-------------------------
def hp_gauge_color1
return text_color(23)
end
#-------------------------------------------------
-------------------------
# ● HP ゲージの色 2 の取得
#-------------------------------------------------
-------------------------
def hp_gauge_color2
return text_color(0)
end
#-------------------------------------------------
-------------------------
# ● MP ゲージの色 1 の取得
#-------------------------------------------------
-------------------------
def mp_gauge_color1
return text_color(3)
end
#-------------------------------------------------
-------------------------
# ● MP ゲージの色 2 の取得
#-------------------------------------------------
-------------------------
def mp_gauge_color2
return text_color(0)
end
#-------------------------------------------------
-------------------------
# ● 通貨単位つきの数値描画
# value : 数値 (所持金など)
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 幅
#-------------------------------------------------
-------------------------
def draw_currency_value(value, x, y, width)
cx = contents.text_size(Vocab::gold).width
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width-cx-2, WLH,
value, 2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, width, WLH,
Vocab::gold, 2)
end
end
########################################
########################################
########################################
module Szkodnik_Sae
Lokacja = "Lokacja"
Czas_gry = "Czas Gry"
Doswiadczenie = "EXP"
end
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ?
@exp_list[@level+1] - @exp_list[@level] : 0
end
end
class Window_Base < Window
def draw_actor_level_menu(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x - 200, y + 18, 32,
WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x - 185, y + 18, 24,
WLH, actor.level, 2)
end
def draw_actor_class_menu(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x + 8, y, 85, WLH,
actor.class.name)
end
def exp_gauge_color1
return text_color(30)
end
def exp_gauge_color2
return text_color(31)
end
def draw_actor_exp_meter(actor, x, y, width = 100)
if actor.next_exp != 0
exp = actor.now_exp
else
exp = 1
end
gw = width * exp / [actor.next_exp, 1].max
gc1 = exp_gauge_color1
gc2 = exp_gauge_color2
self.contents.fill_rect(x + 130, y + 30,
width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x + 125, y +
30, gw, 6, gc1, gc2)
self.contents.font.color = system_color
self.contents.draw_text(x + 130, y + 13, 30,
WLH, Szkodnik_Sae::Doswiadczenie)
self.contents.font.color = normal_color
xr = x + width
self.contents.draw_text(xr + 70, y + 13, 60,
WLH, actor.next_rest_exp_s, 2)
end
end
class Window_MenuStatus < Window_Selectable
def initialize(x, y)
super(7, 45, 420, 320)
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
draw_actor_face(actor, 2, actor.index * 96 +
2, 92)
x = 104
y = actor.index * 96 + WLH / 2
draw_actor_name(actor, x, y)
draw_actor_class_menu(actor, x + 120, y)
draw_actor_level_menu(actor, x + 200, y)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x , y + WLH + 14 * 1)
draw_actor_mp(actor, x , y + WLH + 18 * 2)
draw_actor_exp_meter(actor, x , y + WLH * 1)
end
end
def update_cursor
if @index < 0
self.cursor_rect.empty
elsif @index < @item_max
self.cursor_rect.set(0, @index * 96,
contents.width, 96)
elsif @index >= 100
self.cursor_rect.set(0, (@index - 100) * 96,
contents.width, 96)
else
self.cursor_rect.set(0, 0, contents.width,
@item_max * 96)
end
end
end
class Game_Map
attr_reader :map_id
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end
class Window_Mapname < Window_Base
def initialize(x, y)
super(x, y, 300, WLH + 30)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 200, 32,
$game_map.mpname.to_s, 2)
end
end
class Scene_Menu
def main
start
perform_transition
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def initialize(menu_index = 0)
@menu_index = menu_index
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap =
$game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
update_menu_background
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap =
Cache.picture(FF7_Config::BACK_NAME)
@menuback_sprite.color.set(16, 16, 16, 128)
update_menu_background
end
def dispose_menu_background
@menuback_sprite.dispose
end
def update_menu_background
end
def perform_transition
Graphics.transition(10)
end
def start
create_menu_background
create_command_window
@status_window = Window_MenuStatus.new(0, 0)
@mapname_window = Window_Mapname.new(230, 360)
@status_window.openness = 2000
@mapname_window.openness = 2000
@status_window.open
@mapname_window.open
@gold_window = Window_TimeGold.new(480, 360)
@gold_window.y -= @gold_window.height
@gold_window.x = 528 - @gold_window.width
end
def pre_terminate
@status_window.close
@gold_window.close
@mapname_window.close
@gold_window.close
@command_window.close
begin
@status_window.update
@gold_window.update
@mapname_window.update
@gold_window.update
@command_window.update
Graphics.update
end until @status_window.openness == 0
end
def terminate
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
@gold_window.dispose
@mapname_window.dispose
end
def update
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
@mapname_window.update
@gold_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1,
s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.openness = 2000
@command_window.open
if $game_party.members.size == 0
@command_window.draw_item(0, false)
@command_window.draw_item(1, false)
@command_window.draw_item(2, false)
@command_window.draw_item(3, false)
end
if $game_system.save_disabled
@command_window.draw_item(4, false)
end
@command_window.index = -1
@command_window.x = 528 -
@command_window.width
@command_window.y = 16
@command_window.back_opacity = 255
@command_window.refresh
@command_window.index = @menu_index
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 end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
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
$mogscript = {} if $mogscript == nil
$mogscript["basic_menu_plus"] = true
class Window_TimeGold < Window_Base
def initialize(x, y)
width = find_window_width("9999999")
width = 140 if width < 140
super(x, y, width, WLH + 58)
self.back_opacity = 255
@time_icon = Cache.picture('Timer')
@intern_frame_count = 0
refresh
end
def draw_time
sec = (Graphics.frame_count / 60) % 60
min = (Graphics.frame_count / 3600) % 60
hrs = Graphics.frame_count / 216000
self.contents.font.color = Color.new(255, 255,
255)
time = "%02d:%02d:%02d" % [hrs, min, sec]
self.contents.draw_text(0, 0,
self.contents.width, WLH, time, 2)
end
def refresh
self.contents.clear
self.contents.blt(0, 0, @time_icon,
@time_icon.rect)
draw_icon(FF7_Config::GOLD_ICON_ID, 2, WLH)
draw_currency_value($game_party.gold, 0, WLH,
self.contents.width)
draw_time
end
def draw_currency_value(value, x, y, width)
gold_text = Vocab.gold
cx = contents.text_size(gold_text[0,1]).width
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width - cx - 2,
WLH, value, 2)
end
def update
super
@intern_frame_count += 1
return if (@intern_frame_count % 60) != 0
refresh
end
def find_window_width(text)
return Bitmap.new(544,
416).text_size(text).width + 80
end
end |
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Ayene
Ranga RM:
Pomogła: 232 razy Dołączyła: 18 Wrz 2007 Posty: 2424
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Wysłany: Nie 09 Sty, 2011 18:53
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Znajdź linijkę:
Kod: | @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) |
i pod nią wklej, np:
Kod: | @command_window.z = 1000 |
Radziłam uporządkować choć trochę skrypt... ciężko się w nim czegokolwiek doszukać. |
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CrasheR
Pomógł: 123 razy Dołączył: 20 Gru 2010 Posty: 609 Skąd: Nibelheim
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Wysłany: Nie 09 Sty, 2011 23:20
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Dziękuję działa bardzo ładnie. Teraz mogę ukończyć skrypt i dodać go na forum;]
Pozdrawiam. |
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