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    [RGSS2]Menu Personalizado

    PaiN*-*
    PaiN*-*
    Kirby
    Kirby


    Mensagens : 48
    Fama : 3
    Data de inscrição : 20/04/2010
    Idade : 28
    Localização : Monte Sião - MG

    [RGSS2]Menu Personalizado Empty [RGSS2]Menu Personalizado

    Mensagem por PaiN*-* Ter Abr 20, 2010 3:28 pm

    Ola galera, estou aqui denovo disponibilizando mais um script recuperado da antiga RMB, façam bom aproveito ;D.

    SS:
    [RGSS2]Menu Personalizado Menupersonalizado

    O que tem no menu:
    *Número de Passos
    *Tempo de Jogo
    *Nome do Mapa
    *Música (permite colocar uma música no menu, procure por essa linha
    "BGM = ['Field2', 100, 100]" no script, utilizando a combinação de teclas Ctrl + F
    e no lugar de 'Field2' coloque o nome da música, ou MIDI... Lembrando que deve ser dentros das aspas 'nome da música')

    script:

    Copie e cole o script no lugar de Scene_Menu de seu jogo.
    Código:

              ###########################################################
              ################### MENU PERSONALIZADO ####################
              #### V 1.3.1 ##############################################
              ################################### Por: lb_guilherme #####
              ###########################################################


    module Conf_Menu
      Exibir_Char = false
      Exibir_Classe = true
      Exibir_Exp = true
      Exibir_Status = true
      Exibir_Map = true
     
      Exibir_Status_Pos = 2
      # 0 = Posição da exp
      # 1 = Posição da classe
      # 2 = Canto da imagem de face
     
      Ordem = ["Passos", "Tempo", "Gold"]
      # Escreva a ordem em que a janelas aparecerão.
      # Para desativar uma dessas janelas, deixe o
      # espaço em branco, exemplo:
      # Ordem = ["Gold", "Passos", ""]
     
      Ordem2 = 1
      # 1 = Organização das janelas começa de cima
      # 2 = Organização das janelas começa de baixo
     
      Lado_Menu = 2
      # 1 = Lado Esquedo
      # 2 = Lado Direito
     
      Texto_Map = "Local:"
      Texto_Passos = "Passos:"
      Texto_Tempo = "Tempo de Jogo:"
     
    end
    class Window_Base < Window
      def draw_actor_exp(actor, x, y, t)
        s1 = actor.exp_s
        s2 = actor.next_rest_exp_s + s1
        text = s1.to_s + "/" + s2.to_s
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 32, WLH, "E")
        self.contents.font.color = normal_color
        self.contents.draw_text(x + 20, y, t, WLH, text, 2)
      end
    end
    class Window_MenuStatus < Window_Selectable
      def initialize(x, y)
        super(x, y, 384, 360)
        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 * 84 + 2, 74)
          x = 80
          y = actor.index * 84
          draw_actor_name(actor, x, y)
          draw_actor_level(actor, x, y + WLH * 1)     
          if Conf_Menu::Exibir_Status == true
            if Conf_Menu::Exibir_Status_Pos == 0
              draw_actor_state(actor, x, y + WLH * 2)
            elsif Conf_Menu::Exibir_Status_Pos == 1
              draw_actor_state(actor, x + 100, y)
            elsif Conf_Menu::Exibir_Status_Pos == 2
              draw_actor_state(actor, 0, y + 53)
            end
          end
          if Conf_Menu::Exibir_Exp == true
            draw_actor_exp(actor, x, y + WLH * 2, 70)
          end
          if Conf_Menu::Exibir_Classe == true
            draw_actor_class(actor, x + 100, y)
          end
          if Conf_Menu::Exibir_Char == true
            draw_actor_graphic(actor, x + 245, y + 68)
            draw_actor_hp(actor, x + 100, y + WLH * 1)
            draw_actor_mp(actor, x + 100, y + WLH * 2)
          else
            draw_actor_hp(actor, x + 100, y + WLH * 1, 170)
            draw_actor_mp(actor, x + 100, y + WLH * 2, 170)
          end
         
        end
      end
      def update_cursor
        if @index < 0
          self.cursor_rect.empty
        elsif @index < @item_max
          self.cursor_rect.set(0, @index * 84, contents.width, 78)
        elsif @index >= 100
          self.cursor_rect.set(0, (@index - 100) * 84, contents.width, 78)
        else
          self.cursor_rect.set(0, 0, contents.width, @item_max * 78)
        end
      end
    end
    class Window_Steps < Window_Base
      def initialize
        super(0, 0, 160, 90)
        self.contents = Bitmap.new(width - 32, height - 32)
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.font.color = system_color
        self.contents.draw_text(4, 0, 120, 32, Conf_Menu::Texto_Passos)
        self.contents.font.color = normal_color
        self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
      end
    end
    class Window_PlayTime < Window_Base
      def initialize
        super(0, 0, 160, 96)
        self.contents = Bitmap.new(width - 32, height - 32)
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.font.color = system_color
        self.contents.draw_text(4, 0, 120, 32, Conf_Menu::Texto_Tempo)
        @total_sec = Graphics.frame_count / Graphics.frame_rate
        hour = @total_sec / 60 / 60
        min = @total_sec / 60 % 60
        sec = @total_sec % 60
        text = sprintf("%02d:%02d:%02d", hour, min, sec)
        self.contents.font.color = normal_color
        self.contents.draw_text(4, 32, 120, 32, text, 2)
      end
      def update
        super
        if Graphics.frame_count / Graphics.frame_rate != @total_sec
          refresh
        end
      end
    end
    class Game_Map
      def name
        $map_infos[@map_id]
      end
    end
    class Scene_Title
      $map_infos = load_data("Data/MapInfos.rvdata")
      for key in $map_infos.keys
        $map_infos[key] = $map_infos[key].name
      end
    end
    class Window_Map < Window_Base
      def initialize
        super(0, 360, 384, WLH + 32)
        self.contents = Bitmap.new(width - 32, height - 32)
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.font.color = system_color
        self.contents.draw_text(4, 0, 120, 25, Conf_Menu::Texto_Map)
        self.contents.font.color = normal_color
        self.contents.draw_text(70, 0, 286, 25, $game_map.name.to_s)
      end
    end
    class Scene_Menu < Scene_Base
      def initialize(menu_index = 0)
        @menu_index = menu_index
      end
      def start
        super
        create_menu_background
        create_command_window
        if Conf_Menu::Lado_Menu == 1
          x_pos1 = 0
          x_pos2 = 160
        else
          x_pos1 = 385
          x_pos2 = 0
        end
        @status_window = Window_MenuStatus.new(0, 0)
        @status_window.x = x_pos2
        if Conf_Menu::Exibir_Map == true
          @window_local = Window_Map.new
          @window_local.x = x_pos2
        end
        @gold_window = Window_Gold.new(0, 0)
        @gold_window.x = x_pos1
        @gold_window.visible = false
        @window_steps = Window_Steps.new
        @window_steps.x = x_pos1
        @window_steps.visible = false
        @window_playtime = Window_PlayTime.new
        @window_playtime.x = x_pos1
        @window_playtime.visible = false
        if Conf_Menu::Ordem2 == 1
          y_pos = 175
        else
          y_pos = 416
        end
        for i in 0...3
          if Conf_Menu::Ordem[i] == "Gold"
            @gold_window.visible = true
            if Conf_Menu::Ordem2 == 1
              @gold_window.y = y_pos
              y_pos = y_pos + 56
            else
              y_pos = y_pos - 56
              @gold_window.y = y_pos
            end
          end
          if Conf_Menu::Ordem[i] == "Passos"
            @window_steps.visible = true
            if Conf_Menu::Ordem2 == 1
              @window_steps.y = y_pos
              y_pos = y_pos + 90
            else
              y_pos = y_pos - 90
              @window_steps.y = y_pos
            end
          end
          if Conf_Menu::Ordem[i] == "Tempo"
            @window_playtime.visible = true
            if Conf_Menu::Ordem2 == 1
              @window_playtime.y = y_pos
              y_pos = y_pos + 95
            else
              y_pos = y_pos - 95
              @window_playtime.y = y_pos
            end
          end
        end
      end
      def terminate
        super
        dispose_menu_background
        @command_window.dispose
        @gold_window.dispose
        @status_window.dispose
        @window_steps.dispose
        if Conf_Menu::Exibir_Map == true
          @window_local.dispose
        end
        @window_playtime.dispose
      end
      def update
        super
        update_menu_background
        @command_window.update
        @gold_window.update
        @status_window.update
        @window_steps.update
        if Conf_Menu::Exibir_Map == true
          @window_local.update
        end
        @window_playtime.update
        if @command_window.active
          update_command_selection
        elsif @status_window.active
          update_actor_selection
        end
      end
      def create_command_window
        if Conf_Menu::Lado_Menu == 1
          x_pos1 = 0
        else
          x_pos1 = 385
        end
        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.x = x_pos1
        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
      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      # Salvar
            $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
    end

    #===============================================================================
    # Música no Menu
    #-------------------------------------------------------------------------------
    # Criado por: João B
    #===============================================================================
    #===============================================================================
    # Classe Scene_Menu
    #===============================================================================
    class Scene_Menu < Scene_Base
      # Renomeações necessárias
      alias menumusic_start start
      alias menumusic_terminate terminate
      # Defina aqui a música (BGM = ['Música', volume, tonalidade])
      BGM = ['Field2', 100, 100]
      def initialize(menu_index = 0, from_map = false)
        @menu_index = menu_index
        @from_map = from_map
      end

      def start
        if @from_map
          $game_temp.map_bgm = RPG::BGM.last
          $game_temp.map_bgs = RPG::BGS.last
        end
        @bgm = RPG::BGM.new(BGM[0], BGM[1], BGM[2])
        @bgm.play
        RPG::BGS.stop
        menumusic_start
      end
     
      def terminate
        menumusic_terminate
        if $scene.is_a?(Scene_Map)
          $game_temp.map_bgm.play
          $game_temp.map_bgs.play
          $game_temp.map_bgm = nil
          $game_temp.map_bgs = nil
          @bgm = nil
        end
      end
    end

    #===============================================================================
    # Classe Scene_Item e Scene_Skill
    #===============================================================================
    class Scene_Item < Scene_Base
      alias menumusic_terminate terminate
      def terminate
        menumusic_terminate
        if $scene.is_a?(Scene_Map)
          $game_temp.map_bgm.play
          $game_temp.map_bgs.play
          $game_temp.map_bgm = nil
          $game_temp.map_bgs = nil
          @bgm = nil
        end
      end
    end
    class Scene_Skill < Scene_Base
      alias menumusic_terminate terminate
      def terminate
        menumusic_terminate
        if $scene.is_a?(Scene_Map)
          $game_temp.map_bgm.play
          $game_temp.map_bgs.play
          $game_temp.map_bgm = nil
          $game_temp.map_bgs = nil
          @bgm = nil
        end
      end
    end

    #===============================================================================
    # Classe Scene_File
    #===============================================================================
    class Scene_File < Scene_Base
      alias menumusic_start start
      def start
        menumusic_start
      end
     
      def write_save_data(file)
        characters = []
        for actor in $game_party.members
          characters.push([actor.character_name, actor.character_index])
        end
        $game_system.save_count += 1
        $game_system.version_id = $data_system.version_id
        @last_bgm = $game_temp.map_bgm
        @last_bgs = $game_temp.map_bgs
        # Início da Modificação
        if @from_event
          @last_bgm = RPG::BGM.last
          @last_bgs = RPG::BGS.last
        end
        # Fim da Modificação
        Marshal.dump(characters,          file)
        Marshal.dump(Graphics.frame_count, file)
        Marshal.dump(@last_bgm,            file)
        Marshal.dump(@last_bgs,            file)
        Marshal.dump($game_system,        file)
        Marshal.dump($game_message,        file)
        Marshal.dump($game_switches,      file)
        Marshal.dump($game_variables,      file)
        Marshal.dump($game_self_switches,  file)
        Marshal.dump($game_actors,        file)
        Marshal.dump($game_party,          file)
        Marshal.dump($game_troop,          file)
        Marshal.dump($game_map,            file)
        Marshal.dump($game_player,        file)
      end
    end

    #===============================================================================
    # Classe Scene_Map
    #===============================================================================
    class Scene_Map < Scene_Base
      def call_menu
        if $game_temp.menu_beep
          Sound.play_decision
          $game_temp.menu_beep = false
        end
        $game_temp.next_scene = nil
        $scene = Scene_Menu.new(0, true)
      end
    end

    #===============================================================================
    # Fim do script
    #===============================================================================

    Créditos: lb_guilherme

      Data/hora atual: Dom Out 06, 2024 11:18 pm