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Menu z Final Fantasy 13
Autor Wiadomość
Christo 




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Menu z Final Fantasy 13
Siemka. Ostatnio znalazłem niezły skrypcik. Sam używam go w swoich Tomb Raiderach xD. 8-) . Trochę go też poprawiłem. Według mnie jest to najlepsze menu z jakim się spotkałem.

Screen:
Spoiler:



Potrzebne grafiki: (Wkleić do folderu Graphics/System)
Spoiler:

menuback.png

menubackitem.png

MenuRalph.png

MenuUlrika.png

MenuBennett.png

MenuYlva.png



Skrypt:
Spoiler:

Kod:
#===============================================================================
#
# Shanghai Simple Script - Final Fantasy 13 Main Menu
# Last Date Updated: 2010.06.02
# Level: Normal
# Poprawki by Faranir
#
# NOTE! This requires Yanfly Engine Melody's Main Menu Melody script to be
# installed and located above this script to work. This makes your main menu
# ordered like Final Fantasy 13's.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# Umieść nad Main w edytorze skryptu
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
#===============================================================================

$imported = {} if $imported == nil
$imported["FinalFantasy13Menu"] = true

module SSS
# This is the image file for the menu background. Place this inside of the
# Graphics\System folder.
MENU_BACK_IMAGE = "MenuBack"

# This is the image file used for the back of each of the menu items. This
# image must be 160x24 pixels and placed inside of the Graphics\System folder.
MENU_BACK_ITEM_IMAGE = "MenuBackItem"

# This sets the menu help window's text color.
MENU_HELP_TEXT_COLOR = Color.new(0, 0, 0)

# This is the text format used to write out the current map.
MENU_LOCATION = " "

# This hash sets the image files for your actors. These images must be placed
# inside of the Graphics\System folder and they have to be 104x288 pixels.
MENU_ACTOR_IMAGES ={
1 => "MenuRalph",
2 => "MenuUlrika",
3 => "MenuBennett",
4 => "MenuYlva",
} # Remove this and perish.

# This hash sets what colors belong to which class when drawn.
MENU_CLASS_COLORS ={
1 => 2,
2 => 6,
3 => 4,
4 => 5,
} # Remove this and perish.

# This sets the help window descripts for the menu commands.
MENU_HELP_WINDOW ={
"Item" => "Wyświetl swoje Przedmioty.",
"Status" => "Wyświetl status.",
"Skill" => "Manage a party member's skills.",
"Equip" => "Manage a party member's equipment.",
"Save" => "Zapisz swoją grę.",
"Game End" => "End the current game.",
"System" => "Opcje dotyczące Muzyki, Chodzenia i Wyświetlania.",
} # Remove this and perish.
end

#==============================================================================
# ** Window_Base
#==============================================================================

class Window_Base < Window
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_sss_ff13_menu_window_base initialize unless $@
def initialize(x, y, width, height)
initialize_sss_ff13_menu_window_base(x, y, width, height)
self.opacity = 0 if $scene.is_a?(Scene_Menu)
end
end

#==============================================================================
# ** Window_MenuHelp
#==============================================================================

class Window_MenuHelp < Window_Help
#--------------------------------------------------------------------------
# * Set Text
#--------------------------------------------------------------------------
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
self.contents.font.shadow = false
self.contents.font.color = SSS::MENU_HELP_TEXT_COLOR
self.contents.draw_text(4, 0, self.width - 40, WLH, text, align)
@text = text
@align = align
end
end
end

#==============================================================================
# ** Window_MainMenuParty
#==============================================================================

class Window_MainMenuParty < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x-24, y, Graphics.width-x+32, Graphics.height-y)
self.active = false
@column_max = [4, $game_party.members.size].max
@spacing = 0
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@data = $game_party.members
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
actor = @data[index]
unless actor.nil?
draw_actor_image(actor, rect)
draw_actor_name(actor, rect)
draw_actor_state(actor, rect.x, WLH*5/2, 96)
draw_actor_class(actor, rect)
draw_actor_level(actor, rect)
draw_actor_hp(actor, rect)
draw_actor_mp(actor, rect)
end
end
#--------------------------------------------------------------------------
# * Draw Actor Image
#--------------------------------------------------------------------------
def draw_actor_image(actor, rect)
filename = SSS::MENU_ACTOR_IMAGES[actor.id]
return if filename.nil?
bitmap = Cache.system(filename)
image_rect = Rect.new(2, 2, rect.width-4, 284)
self.contents.blt(rect.x+2, rect.y+2, bitmap, image_rect)
end
#--------------------------------------------------------------------------
# * Draw Actor Name
#--------------------------------------------------------------------------
def draw_actor_name(actor, rect)
name = actor.name
self.contents.font.size = Font.default_size
self.contents.font.color = normal_color
self.contents.draw_text(rect.x+4, WLH*3/2, rect.width-8, WLH, name)
end
#--------------------------------------------------------------------------
# * Draw Actor Class
#--------------------------------------------------------------------------
def draw_actor_class(actor, rect)
name = actor.class.name
self.contents.font.size = Font.default_size - 4
color_id = SSS::MENU_CLASS_COLORS[actor.class.id].to_i
self.contents.font.color = text_color(color_id)
self.contents.draw_text(rect.x+4, WLH*0, rect.width-8, WLH, name, 2)
end
#--------------------------------------------------------------------------
# * Draw Actor Level
#--------------------------------------------------------------------------
def draw_actor_level(actor, rect)
self.contents.font.size = Font.default_size - 4
self.contents.font.color = power_up_color
yy = 288 - WLH*7/2 - 8
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, Vocab.level_a, 0)
yy += WLH/2
self.contents.font.color = normal_color
self.contents.font.size += 2
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, actor.level, 2)
end
#--------------------------------------------------------------------------
# * Draw Actor HP
#--------------------------------------------------------------------------
def draw_actor_hp(actor, rect)
self.contents.font.size = Font.default_size - 4
self.contents.font.color = hp_gauge_color2
yy = 288 - WLH*5/2 - 4
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, Vocab.hp, 0)
yy += WLH/2
self.contents.font.color = normal_color
self.contents.font.size += 2
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, actor.hp, 2)
end
#--------------------------------------------------------------------------
# * Draw Actor MP
#--------------------------------------------------------------------------
def draw_actor_mp(actor, rect)
self.contents.font.size = Font.default_size - 4
self.contents.font.color = mp_gauge_color2
yy = 288 - WLH*3/2
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, Vocab.mp, 0)
yy += WLH/2
self.contents.font.color = normal_color
self.contents.font.size += 2
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, actor.mp, 2)
end
#--------------------------------------------------------------------------
# * Item Rect
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = 288
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * WLH
return rect
end
end

#==============================================================================
# ** Window_MenuTimer
#==============================================================================

class Window_MenuTimer < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, Graphics.height - 60, 120, 56)
self.contents.font.size = Font.default_size - 4
self.contents.font.shadow = false
self.contents.font.color = SSS::MENU_HELP_TEXT_COLOR
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
format = "%03d:%02d:%02d"
@game_time = Graphics.frame_count / Graphics.frame_rate
hours = @game_time / 3600
minutes = @game_time / 60 % 60
seconds = @game_time % 60
text = sprintf(format, hours, minutes, seconds)
self.contents.draw_text(0, 0, contents.width-4, WLH, text, 2)
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
super
refresh if @game_time != (Graphics.frame_count / Graphics.frame_rate)
end
end

#==============================================================================
# ** Window_MenuGold
#==============================================================================

class Window_MenuGold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(100, Graphics.height - 60, 120, 56)
self.contents.font.size = Font.default_size - 4
self.contents.font.shadow = false
self.contents.font.color = SSS::MENU_HELP_TEXT_COLOR
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
text = sprintf("%d%s", $game_party.gold, Vocab.gold)
self.contents.draw_text(0, 0, contents.width-4, WLH, text, 0)
end
end

#==============================================================================
# ** Window_MenuLocation
#==============================================================================

class Window_MenuLocation < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(Graphics.width/2-16, Graphics.height - 60, Graphics.width/2+16, 56)
self.contents.font.size = Font.default_size - 4
self.contents.font.shadow = false
self.contents.font.color = SSS::MENU_HELP_TEXT_COLOR
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
text = sprintf(SSS::MENU_LOCATION, $game_map_name)
self.contents.draw_text(4, 0, contents.width, WLH, text, 0)
end
end

#==============================================================================
# ** Scene_Menu
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
alias start_sss_ff13_menu start unless $@
def start
start_sss_ff13_menu
start_ff13_menu_style
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
alias terminate_sss_ff13_menu terminate unless $@
def terminate
@help_window.dispose
@location_window.dispose
@menu_timer_window.dispose
@menubackitem_sprite.bitmap.dispose
@menubackitem_sprite.dispose
terminate_sss_ff13_menu
end
#--------------------------------------------------------------------------
# * Create Background for Menu Screen
#--------------------------------------------------------------------------
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = Cache.system(SSS::MENU_BACK_IMAGE)
update_menu_background
end
#--------------------------------------------------------------------------
# * Update Background for Menu Screen
#--------------------------------------------------------------------------
def update_menu_background
super
@menubackitem_sprite.update unless @menubackitem_sprite.nil?
@menu_timer_window.update unless @menu_timer_window.nil?
end
#--------------------------------------------------------------------------
# * Create Menu Back Items
#--------------------------------------------------------------------------
def create_menu_back_items
@menubackitem_sprite = Sprite.new
width = 160
height = @command_window.height-32
@menubackitem_sprite.bitmap = Bitmap.new(width, height)
bitmap = Cache.system(SSS::MENU_BACK_ITEM_IMAGE)
rect = Rect.new(0, 0, 160, 24)
y = 0
loop do
break if y >= height
@menubackitem_sprite.bitmap.blt(0, y, bitmap, rect)
y += 24
end
@menubackitem_sprite.y = @command_window.y+16
end
#--------------------------------------------------------------------------
# * Start Final Fantasy 13 Menu Style
#--------------------------------------------------------------------------
def start_ff13_menu_style
@gold_window.dispose
@gold_window = Window_MenuGold.new
@menu_timer_window = Window_MenuTimer.new
@location_window = Window_MenuLocation.new
@help_window = Window_MenuHelp.new
@help_window.x += 48
@help_window.width -= 48
@help_window.create_contents
@help_window.contents.font.size = Font.default_size - 4
@command_window.y = @help_window.height - 9
@status_window.dispose
x = @command_window.width
y = @help_window.height-9
@status_window = Window_MainMenuParty.new(x, y)
@command_window.x -= 4
@help_window.y += 12
update_help_window
create_menu_back_items
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
alias update_command_selection_sss_ff13_menu update_command_selection unless $@
def update_command_selection
update_help_window
update_command_selection_sss_ff13_menu
end
#--------------------------------------------------------------------------
# * Update Help Window
#--------------------------------------------------------------------------
def update_help_window
return if @help_window_index == @command_window.index
@help_window_index = @command_window.index
commands = @command_window.commands
text = SSS::MENU_HELP_WINDOW[commands[@help_window_index]].to_s
@help_window.set_text(text)
end
end

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

 
 
 
PaC 




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Wysłany: Czw 17 Lut, 2011 21:43
No spoko skrypt :-D Tylko gdzie ja znajdę więcej takich obrazków charactersow :?:
________________________
Obecny tajny projekt:
 
 
Christo 




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Przerób sobie to: http://w424.wrzuta.pl/sr/f/a0DfjaDJOWG aby były z taką samą nazwą i rozmiarem jak te co pobrałeś z góry.
 
 
 
Czeliosss 



Ranga RM:
1 gra

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Wysłany: Czw 17 Lut, 2011 23:32
No ogolnie fajnie, ale szkoda, ze nie ma reszty menusów. Widzialem kilka na innym forum, ale nie bylo ich wszystkich.
________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
 
 
Christo 




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Tutaj dodaje grafiki, bo tamte wygasły:

Spoiler:


Menuback.png


Menubackitem.png


Menubennett.png


Menuralph.png


MenuUlrika.png


MenuYlva.png


Profileback.png


Profileitem.png

 
 
 
MrDawnok 




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Czemu nie wyświetla mi się profileback i profileitem?
________________________



http://www.forumgalonum.pun.pl/viewtopic.php?id=5

"Bliski przyjaciel, czy to nie właściwe określenie dla kogoś, kto już przestał być bliski?"
 
 
 
mikodem 




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Mam ten sam problem ;-(
________________________
Spróbujesz ciasta?
 
 
Leoś 




Pomógł: 2 razy
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Wysłany: Czw 15 Wrz, 2011 19:41
profileback


profileitem


menuback


menubackitem
 
 
CrasheR 




Pomógł: 123 razy
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Wysłany: Czw 15 Wrz, 2011 20:35
Im nie chodziło o zdjęcia na stronie, tylko o błąd w skrypcie. Skrypt im nie wyświetla zdjęcia w menu.
________________________



 
 
 
PaayJer 




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Spróbójcie zamienić tamten skrypt na to:

Spoiler:

Kod:
#===============================================================================
#
# Shanghai Simple Script - Final Fantasy 13 Main Menu
# Last Date Updated: 2010.06.02
# Level: Normal
# Poprawki by Faranir
#
# NOTE! This requires Yanfly Engine Melody's Main Menu Melody script to be
# installed and located above this script to work. This makes your main menu
# ordered like Final Fantasy 13's.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# Umieść nad Main w edytorze skryptu
# to an open slot below  Materials but above  Main. Remember to save.
#
#===============================================================================

$imported = {} if $imported == nil
$imported["FinalFantasy13Menu"] = true

module SSS
# This is the image file for the menu background. Place this inside of the
# Graphics\System folder.
MENU_BACK_IMAGE = "MenuBack"

# This is the image file used for the back of each of the menu items. This
# image must be 160x24 pixels and placed inside of the Graphics\System folder.
MENU_BACK_ITEM_IMAGE = "MenuBackItem"

# This sets the menu help window's text color.
MENU_HELP_TEXT_COLOR = Color.new(0, 0, 0)

# This is the text format used to write out the current map.
MENU_LOCATION = " "

# This hash sets the image files for your actors. These images must be placed
# inside of the Graphics\System folder and they have to be 104x288 pixels.
MENU_ACTOR_IMAGES ={
1 => "MenuRalph",
2 => "MenuUlrika",
3 => "MenuBennett",
4 => "MenuYlva",
} # Remove this and perish.

# This hash sets what colors belong to which class when drawn.
MENU_CLASS_COLORS ={
1 => 2,
2 => 6,
3 => 4,
4 => 5,
} # Remove this and perish.

# This sets the help window descripts for the menu commands.
MENU_HELP_WINDOW ={
"Item" => "Wyświetl swoje Przedmioty.",
"Status" => "Wyświetl status.",
"Skill" => "Manage a party member's skills.",
"Equip" => "Manage a party member's equipment.",
"Save" => "Zapisz swoją grę.",
"Game End" => "End the current game.",
"System" => "Opcje dotyczące Muzyki, Chodzenia i Wyświetlania.",
} # Remove this and perish.
end

#==============================================================================
# ** Window_Base
#==============================================================================

class Window_Base < Window
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_sss_ff13_menu_window_base initialize unless $@
def initialize(x, y, width, height)
initialize_sss_ff13_menu_window_base(x, y, width, height)
self.opacity = 0 if $scene.is_a?(Scene_Menu)
end
end

#==============================================================================
# ** Window_MenuHelp
#==============================================================================

class Window_MenuHelp < Window_Help
#--------------------------------------------------------------------------
# * Set Text
#--------------------------------------------------------------------------
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
self.contents.font.shadow = false
self.contents.font.color = SSS::MENU_HELP_TEXT_COLOR
self.contents.draw_text(4, 0, self.width - 40, WLH, text, align)
@text = text
@align = align
end
end
end

#==============================================================================
# ** Window_MainMenuParty
#==============================================================================

class Window_MainMenuParty < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x-24, y, Graphics.width-x+32, Graphics.height-y)
self.active = false
@column_max = [4, $game_party.members.size].max
@spacing = 0
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@data = $game_party.members
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
actor = @data[index]
unless actor.nil?
draw_actor_image(actor, rect)
draw_actor_name(actor, rect)
draw_actor_state(actor, rect.x, WLH*5/2, 96)
draw_actor_class(actor, rect)
draw_actor_level(actor, rect)
draw_actor_hp(actor, rect)
draw_actor_mp(actor, rect)
end
end
#--------------------------------------------------------------------------
# * Draw Actor Image
#--------------------------------------------------------------------------
def draw_actor_image(actor, rect)
filename = SSS::MENU_ACTOR_IMAGES[actor.id]
return if filename.nil?
bitmap = Cache.system(filename)
image_rect = Rect.new(2, 2, rect.width-4, 284)
self.contents.blt(rect.x+2, rect.y+2, bitmap, image_rect)
end
#--------------------------------------------------------------------------
# * Draw Actor Name
#--------------------------------------------------------------------------
def draw_actor_name(actor, rect)
name = actor.name
self.contents.font.size = Font.default_size
self.contents.font.color = normal_color
self.contents.draw_text(rect.x+4, WLH*3/2, rect.width-8, WLH, name)
end
#--------------------------------------------------------------------------
# * Draw Actor Class
#--------------------------------------------------------------------------
def draw_actor_class(actor, rect)
name = actor.class.name
self.contents.font.size = Font.default_size - 4
color_id = SSS::MENU_CLASS_COLORS[actor.class.id].to_i
self.contents.font.color = text_color(color_id)
self.contents.draw_text(rect.x+4, WLH*0, rect.width-8, WLH, name, 2)
end
#--------------------------------------------------------------------------
# * Draw Actor Level
#--------------------------------------------------------------------------
def draw_actor_level(actor, rect)
self.contents.font.size = Font.default_size - 4
self.contents.font.color = power_up_color
yy = 288 - WLH*7/2 - 8
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, Vocab.level_a, 0)
yy += WLH/2
self.contents.font.color = normal_color
self.contents.font.size += 2
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, actor.level, 2)
end
#--------------------------------------------------------------------------
# * Draw Actor HP
#--------------------------------------------------------------------------
def draw_actor_hp(actor, rect)
self.contents.font.size = Font.default_size - 4
self.contents.font.color = hp_gauge_color2
yy = 288 - WLH*5/2 - 4
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, Vocab.hp, 0)
yy += WLH/2
self.contents.font.color = normal_color
self.contents.font.size += 2
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, actor.hp, 2)
end
#--------------------------------------------------------------------------
# * Draw Actor MP
#--------------------------------------------------------------------------
def draw_actor_mp(actor, rect)
self.contents.font.size = Font.default_size - 4
self.contents.font.color = mp_gauge_color2
yy = 288 - WLH*3/2
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, Vocab.mp, 0)
yy += WLH/2
self.contents.font.color = normal_color
self.contents.font.size += 2
self.contents.draw_text(rect.x+4, yy, rect.width-8, WLH, actor.mp, 2)
end
#--------------------------------------------------------------------------
# * Item Rect
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = 288
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * WLH
return rect
end
end

#==============================================================================
# ** Window_MenuTimer
#==============================================================================

class Window_MenuTimer < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(2, Graphics.height - 60, 120, 56)
self.contents.font.size = Font.default_size - 6
self.contents.font.shadow = false
self.contents.font.color = SSS::NONE_MENU_TEXT_COLOR
self.contents.picture.color = SSS::COLOR_BLACK_YELLOW_CYAN_MAGNETA_MENU_PICTURE
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
format = "%03d:%02d:%02d"
@game_time = Graphics.frame_count / Graphics.frame_rate
hours = @game_time / 3600
minutes = @game_time / 60 % 60
seconds = @game_time % 60
text = sprintf(format, hours, minutes, seconds)
self.contents.draw_text(0, 0, contents.width-4, WLH, text, 2)
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
super
refresh if @game_time != (Graphics.frame_count / Graphics.frame_rate)
end
end

#==============================================================================
# ** Window_MenuGold
#==============================================================================

class Window_MenuGold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(100, Graphics.height - 60, 120, 56)
self.contents.font.size = Font.default_size - 4
self.contents.font.shadow = false
self.contents.font.color = SSS::MENU_HELP_TEXT_COLOR
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
text = sprintf("%d%s", $game_party.gold, Vocab.gold)
self.contents.draw_text(0, 0, contents.width-4, WLH, text, 0)
end
end

#==============================================================================
# ** Window_MenuLocation
#==============================================================================

class Window_MenuLocation < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(Graphics.width/2-16, Graphics.height - 60, Graphics.width/2+16, 56)
self.contents.font.size = Font.default_size - 4
self.contents.font.shadow = false
self.contents.font.color = SSS::MENU_HELP_TEXT_COLOR
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
text = sprintf(SSS::MENU_LOCATION, $game_map_name)
self.contents.draw_text(4, 0, contents.width, WLH, text, 0)
end
end

#==============================================================================
# ** Scene_Menu
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
alias start_sss_ff13_menu start unless $@
def start
start_sss_ff13_menu
start_ff13_menu_style
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
alias terminate_sss_ff13_menu terminate unless $@
def terminate
@help_window.dispose
@location_window.dispose
@menu_timer_window.dispose
@menubackitem_sprite.bitmap.dispose
@menubackitem_sprite.dispose
terminate_sss_ff13_menu
end
#--------------------------------------------------------------------------
# * Create Background for Menu Screen
#--------------------------------------------------------------------------
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = Cache.system(SSS::MENU_BACK_IMAGE)
update_menu_background
end
#--------------------------------------------------------------------------
# * Update Background for Menu Screen
#--------------------------------------------------------------------------
def update_menu_background
super
@menubackitem_sprite.update unless @menubackitem_sprite.nil?
@menu_timer_window.update unless @menu_timer_window.nil?
end
#--------------------------------------------------------------------------
# * Create Menu Back Items
#--------------------------------------------------------------------------
def create_menu_back_items
@menubackitem_sprite = Sprite.new
width = 160
height = @command_window.height-32
@menubackitem_sprite.bitmap = Bitmap.new(width, height)
bitmap = Cache.system(SSS::MENU_BACK_ITEM_IMAGE)
rect = Rect.new(0, 0, 160, 24)
y = 0
loop do
break if y >= height
@menubackitem_sprite.bitmap.blt(0, y, bitmap, rect)
y += 24
end
@menubackitem_sprite.y = @command_window.y+16
end
#--------------------------------------------------------------------------
# * Start Final Fantasy 13 Menu Style
#--------------------------------------------------------------------------
def start_ff13_menu_style
@gold_window.dispose
@gold_window = Window_MenuGold.new
@menu_timer_window = Window_MenuTimer.new
@location_window = Window_MenuLocation.new
@help_window = Window_MenuHelp.new
@help_window.x += 48
@help_window.width -= 48
@help_window.create_contents
@help_window.contents.font.size = Font.default_size - 4
@command_window.y = @help_window.height - 9
@status_window.dispose
x = @command_window.width
y = @help_window.height-9
@status_window = Window_MainMenuParty.new(x, y)
@command_window.x -= 4
@help_window.y += 12
update_help_window
create_menu_back_items
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
alias update_command_selection_sss_ff13_menu update_command_selection unless $@
def update_command_selection
update_help_window
update_command_selection_sss_ff13_menu
end
#--------------------------------------------------------------------------
# * Update Help Window
#--------------------------------------------------------------------------
def update_help_window
return if @help_window_index == @command_window.index
@help_window_index = @command_window.index
commands = @command_window.commands
text = SSS::MENU_HELP_WINDOW[commands[@help_window_index]].to_s
@help_window.set_text(text)
end
end

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



Trochę go zmodyfikowałem, przez co czcionka będzie grubsza ale obrazki powinny zadziałać i pokazać się... Spróbójcie!!!
 
 
pw1602 



Preferowany:
RPG Maker VX

Pomógł: 11 razy
Dołączył: 09 Paź 2011
Posty: 119
Wysłany: Sob 15 Paź, 2011 16:36
Nadal nie działa. Próbowałem te dwa skrypty i nic. Proszę o poprawienie go ;/
________________________



 
 
CrasheR 




Pomógł: 123 razy
Dołączył: 20 Gru 2010
Posty: 609
Skąd: Nibelheim
Wysłany: Sob 15 Paź, 2011 18:24
pw1602, 5 postow, a zachowuje się jak admin. Skoro tyle czasu nikt go nie naprawił teraz tez tego nie zrobi. Moze poszukaj tego skryptu lub podobnego na innych stronach.
________________________



 
 
 
pw1602 



Preferowany:
RPG Maker VX

Pomógł: 11 razy
Dołączył: 09 Paź 2011
Posty: 119
Wysłany: Sob 15 Paź, 2011 20:11
Dobra i przepraszam za to, ale dziś mam zły dzień ;/
________________________



 
 
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