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necesito quitar casi todas las opciones del menu

 :: RPG Maker :: Ayuda RPG

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necesito quitar casi todas las opciones del menu

Mensaje por keko el 2015-03-23, 06:22

buenos dias, tardes o noches. necesito ayuda ya que estoy trabajando en un juego de terror y necesito quitar del menu todas las opciones menos guardar y salir. logre quitar las opciones de item, skill, status y equip, pero me queda la ventanita de dinero hay abajo y nose como sacarla. aun mas importante quiero sacar toda la ventana que sale a la derecha, con la cara del personaje, las caracteristicas el daño y todo eso. quiero que al tocar escape solo queden las opciones salir y guardar. agradeceria que me dijeran como resolver este problema, ya que no me muevo muy bien con los scripts, gracias.

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Re: necesito quitar casi todas las opciones del menu

Mensaje por rpgmanumaker el 2015-03-23, 11:14

¿Qué rpg usas?

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Re: necesito quitar casi todas las opciones del menu

Mensaje por keko el 2015-03-23, 16:01

estoy usando el rpg maker vx ace, cuando estas probando el juego y presionas escape y se abre el menu, estan todas esas opciones, logre sacar skills, equip, item y status pero no pude quitar la ventanita del dinero y toda la ventana de la derecha, donde esta tu personaje, sus caracteristicas y su foto. quiero sacar todo eso para que al tocar escape solo te quede guardar y salir, podrias ayudarme?

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Re: necesito quitar casi todas las opciones del menu

Mensaje por luistop12 el 2015-03-23, 16:32

debería funcionar en teoría

Código:
#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  This command window appears on the menu screen.
#==============================================================================

class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Initialize Command Selection Position (Class Method)
  #--------------------------------------------------------------------------
  def self.init_command_position
    @@last_command_symbol = nil
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0)
    select_last
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    return 160
  end
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    item_max
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
    add_main_commands
    #add_formation_command
    #add_original_commands
    add_save_command
    add_game_end_command
  end
  #--------------------------------------------------------------------------
  # * Add Main Commands to List
  #--------------------------------------------------------------------------
  def add_main_commands
    #add_command(Vocab::item,   :item,   main_commands_enabled)
    #add_command(Vocab::skill,  :skill,  main_commands_enabled)
    #add_command(Vocab::equip,  :equip,  main_commands_enabled)
    #add_command(Vocab::status, :status, main_commands_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Formation to Command List
  #--------------------------------------------------------------------------
  def add_formation_command
    add_command(Vocab::formation, :formation, formation_enabled)
  end
  #--------------------------------------------------------------------------
  # * For Adding Original Commands
  #--------------------------------------------------------------------------
  def add_original_commands
  end
  #--------------------------------------------------------------------------
  # * Add Save to Command List
  #--------------------------------------------------------------------------
  def add_save_command
    add_command(Vocab::save, :save, save_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Exit Game to Command List
  #--------------------------------------------------------------------------
  def add_game_end_command
    add_command(Vocab::game_end, :game_end)
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Main Commands
  #--------------------------------------------------------------------------
  def main_commands_enabled
    $game_party.exists
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Formation
  #--------------------------------------------------------------------------
  def formation_enabled
    $game_party.members.size >= 2 && !$game_system.formation_disabled
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Save
  #--------------------------------------------------------------------------
  def save_enabled
    !$game_system.save_disabled
  end
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
    @@last_command_symbol = current_symbol
    super
  end
  #--------------------------------------------------------------------------
  # * Restore Previous Selection Position
  #--------------------------------------------------------------------------
  def select_last
    select_symbol(@@last_command_symbol)
  end
end

Código:
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    super
    create_command_window
    #create_gold_window
    #create_status_window
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_MenuCommand.new
    #@command_window.set_handler(:item,      method(:command_item))
    #@command_window.set_handler(:skill,     method(:command_personal))
    #@command_window.set_handler(:equip,     method(:command_personal))
    #@command_window.set_handler(:status,    method(:command_personal))
    #@command_window.set_handler(:formation, method(:command_formation))
    @command_window.set_handler(:save,      method(:command_save))
    @command_window.set_handler(:game_end,  method(:command_game_end))
    @command_window.set_handler(:cancel,    method(:return_scene))
  end
  #--------------------------------------------------------------------------
  # * Create Gold Window
  #--------------------------------------------------------------------------
  #def create_gold_window
    #@gold_window = Window_Gold.new
    #@gold_window.x = 0
    #@gold_window.y = Graphics.height - @gold_window.height
  #end
  #--------------------------------------------------------------------------
  # * Create Status Window
  #--------------------------------------------------------------------------
  #def create_status_window
    #@status_window = Window_MenuStatus.new(@command_window.width, 0)
  #end
  #--------------------------------------------------------------------------
  # * [Item] Command
  #--------------------------------------------------------------------------
  #def command_item
    #SceneManager.call(Scene_Item)
  #end
  #--------------------------------------------------------------------------
  # * [Skill], [Equipment] and [Status] Commands
  #--------------------------------------------------------------------------
  #def command_personal
    #@status_window.select_last
    #@status_window.activate
    #@status_window.set_handler(:ok,     method(:on_personal_ok))
    #@status_window.set_handler(:cancel, method(:on_personal_cancel))
  #end
  #--------------------------------------------------------------------------
  # * [Formation] Command
  #--------------------------------------------------------------------------
  #def command_formation
    #@status_window.select_last
    #@status_window.activate
    #@status_window.set_handler(:ok,     method(:on_formation_ok))
    #@status_window.set_handler(:cancel, method(:on_formation_cancel))
  #end
  #--------------------------------------------------------------------------
  # * [Save] Command
  #--------------------------------------------------------------------------
  def command_save
    SceneManager.call(Scene_Save)
  end
  #--------------------------------------------------------------------------
  # * [Exit Game] Command
  #--------------------------------------------------------------------------
  def command_game_end
    SceneManager.call(Scene_End)
  end
  #--------------------------------------------------------------------------
  # * [OK] Personal Command
  #--------------------------------------------------------------------------
  #def on_personal_ok
    #case @command_window.current_symbol
    #when :skill
      #SceneManager.call(Scene_Skill)
    #when :equip
      #SceneManager.call(Scene_Equip)
    #when :status
      #SceneManager.call(Scene_Status)
    #end
  #end
  #--------------------------------------------------------------------------
  # * [Cancel] Personal Command
  #--------------------------------------------------------------------------
  def on_personal_cancel
    @status_window.unselect
    @command_window.activate
  end
  #--------------------------------------------------------------------------
  # * Formation [OK]
  #--------------------------------------------------------------------------
  def on_formation_ok
    if @status_window.pending_index >= 0
      $game_party.swap_order(@status_window.index,
                             @status_window.pending_index)
      @status_window.pending_index = -1
      @status_window.redraw_item(@status_window.index)
    else
      @status_window.pending_index = @status_window.index
    end
    @status_window.activate
  end
  #--------------------------------------------------------------------------
  # * Formation [Cancel]
  #--------------------------------------------------------------------------
  def on_formation_cancel
    if @status_window.pending_index >= 0
      @status_window.pending_index = -1
      @status_window.activate
    else
      @status_window.unselect
      @command_window.activate
    end
  end
end

ediz cutril, este script añade una imagen de fondo al menu pa que no se vea tan vacío y feo. crea una carpeta dentro de "graphics" y llamala "menu". dentro de esa nueva carpeta pon la imagen como "bg".

o puedes descargar este rar y descomprimirlo en "graphics". vienen dos imagenes. una con nombre y otra sin nombre.

mediafire.com download/lqf3qm6728hw318/menu.rar

Código:
#===============================================================================
# ** Custom Menu Backgrounds 2.0 **
#===============================================================================
#
# Version:      2.0
# Datum:        29.06.2014
# Author:       eugene222
#  
#===============================================================================
#   CHANGELOG:
#
#   Version 2.0  ,  29.06.2014:   rewrote the script, added many features
#   Version 1.1a ,  13.05.2014:   improved compatibility
#   Version 1.1  ,  24.04.2014:   layouts added
#   Version 1.01 ,  21.03.2014:   code optimized
#   Version 1.0  ,  02.03.2014:   Script created
#
#===============================================================================
# Features:
#
#   - Custom Background For Every Scene (Custom Scenes should work, too)
#   - Custom Layout Which Will Be Displayed Over The Background
#   - Custom Opacity For The Windows
#   - Particle Effects
#
#===============================================================================
# Installation:
#
#  Place this script above main but below the default scripts
#
#  The background and layout pictures have to be in "Graphics\Menu"
#   => Create the Folder if you dont have one.
#  The particle picture has to be in "Graphics\Menu", too.
#  The size dont matter but I recommend 32x32
#
#===============================================================================
module EVG
  module SceneBG
    
    USED_SCENES = ["Scene_Menu", "Scene_Save", "Scene_Load", "Scene_End"] #["Scene_Menu", "Scene_Item", "Scene_Skill", "Scene_Equip",
                   #"Scene_Status", "Scene_Save", "Scene_Load", "Scene_End"]
    
    #---------------------------------------------------------------------------
    # You need to define the default Attributes below
    # All Scenes in USED_SCENES will use these values as their default
    # A little bit more below you can overwrite attributes for certain scenes
    #----------------------------------------------------------------------------
    DEFAULT_CONFIG = {
      #------------------------------------------------------------------------
      # You can set :opacity, :background, :layout and :particle to :disabled
      # This means, that this script wont touch disabled attributes
      # But you can overwrite them for certain scenes.
      #-------------------------------------------------------------------------
      
      # :opacity => value or :disabled,
      :opacity          => 128,
      
      # :background => "filename" or :disabled,
      :background       => "bg",
      
      # :layout => "filename" or :disabled,
      :layout           => :disabled,
      
      # :particle => "filename" or :disabled,
      :particle         => :disabled,
      
      # How many particles should be shown on the screen?
      :particle_number  => 10,
      
      # The x-axis speed per frame
      :particle_speed_x => 0,
      
      # The y-axis speed per frame
      :particle_speed_y => 3,
      
      # The angle speed per frame
      :particle_speed_a => 1,
    #---------------------------------------------------------------------------
    } # Diese Zeile nicht verändern
    #---------------------------------------------------------------------------
    # Here you can define individual settings for the used scenes
    # The default attributes get overwriten by this.
    #---------------------------------------------------------------------------
    OVERWRITE = { # Diese Zeile nicht verändern
    #---------------------------------------------------------------------------
    # Custom Scene Config:
    #  - The overwriten attributes needs to be seperated by a comma
    #---------------------------------------------------------------------------
    
    "Scene_Menu"  =>   {
    
      :particle_number => 20,
        
    },  
 
 
    #---------------------------------------------------------------------------
    # CONFIG END
    #---------------------------------------------------------------------------  
    } # Diese Zeile nicht verändern
    #---------------------------------------------------------------------------
  end
end
#===============================================================================
# ** Cache
#===============================================================================
class Scene_MenuBase
  #---------------------------------------------------------------------------
  # Post Start
  #---------------------------------------------------------------------------
  alias :evg_smb_ps_cmb          :post_start
  #---------------------------------------------------------------------------
  def post_start
    if custom_bg_scene?
      change_opacity
      create_layout
      create_particles
    end
    evg_smb_ps_cmb
  end
  #--------------------------------------------------------------------------
  # * Custom Background Scene?
  #--------------------------------------------------------------------------  
  def custom_bg_scene?
    return EVG::SceneBG::USED_SCENES.include?(current_scene)
  end
  #--------------------------------------------------------------------------
  # * Current Scene
  #--------------------------------------------------------------------------  
  def current_scene
    return SceneManager.scene.class.to_s
  end
  #--------------------------------------------------------------------------
  # * Is type An Overwrite Type?
  #--------------------------------------------------------------------------
  def overwrite_type?(type)
    EVG::SceneBG::OVERWRITE[current_scene.to_s] &&
    EVG::SceneBG::OVERWRITE[current_scene.to_s][type]
  end
  #--------------------------------------------------------------------------
  # * Create Viewport
  #--------------------------------------------------------------------------
  alias :evg_smb_cmv_cmb      :create_main_viewport
  def create_main_viewport
    evg_smb_cmv_cmb
    w = Graphics.width + 32; h = Graphics.height + 32
    @particle_viewport = Viewport.new(-32, -32, w, h)
    @particle_viewport.z = 5
  end
  #---------------------------------------------------------------------------
  #  Return Value For Type
  #---------------------------------------------------------------------------
  def return_value(type)
    if overwrite_type?(type)
      return EVG::SceneBG::OVERWRITE[current_scene.to_s][type]
    else
      return EVG::SceneBG::DEFAULT_CONFIG[type]
    end
  end
  #---------------------------------------------------------------------------
  # Get Opacity
  #---------------------------------------------------------------------------
  def get_opacity
    return_value(:opacity)
  end
  #---------------------------------------------------------------------------
  # Get Background
  #---------------------------------------------------------------------------
  def get_background
    return_value(:background)
  end
  #---------------------------------------------------------------------------
  # Get Layout
  #---------------------------------------------------------------------------
  def get_layout
    return_value(:layout)
  end
  #---------------------------------------------------------------------------
  # New Create Background
  #---------------------------------------------------------------------------
  def new_create_background
    @background_sprite = Sprite.new
    @background_sprite.bitmap = Cache.menu(get_background)
  end
  #---------------------------------------------------------------------------
  # Create Background
  #---------------------------------------------------------------------------
  alias :evg_smb_cb_cmb          :create_background
  #---------------------------------------------------------------------------
  def create_background
    if custom_bg_scene?
      return evg_smb_cb_cmb if get_background == :disabled
      return new_create_background
    else
      evg_smb_cb_cmb
    end
  end
  #---------------------------------------------------------------------------
  # Create Öayout
  #---------------------------------------------------------------------------
  def create_layout
    return if get_layout == :disabled
    @layout_sprite = Sprite.new
    @layout_sprite.z = @background_sprite.z + 1
    @layout_sprite.bitmap = Cache.menu(get_layout)
  end
  #--------------------------------------------------------------------------
  # Create Particles
  #--------------------------------------------------------------------------  
  def create_particles
    return if return_value(:particle) == :disabled
    dispose_particles
    file = return_value(:particle)
    speed_x = return_value(:particle_speed_x)
    speed_y = return_value(:particle_speed_y)
    speed_a = return_value(:particle_speed_a)
    @particles = Array.new(return_value(:particle_number)) do
      EVGParticle.new(@particle_viewport, speed_x, speed_y, speed_a, file)
    end
  end
  #---------------------------------------------------------------------------
  # Change Opacity
  #---------------------------------------------------------------------------
  def change_opacity
    return if get_opacity == :disabled
    instance_variables.each do |name|
      instance = instance_variable_get(name)
      set_opacity(instance) if instance.is_a?(Window)
    end
    update_file_opacity if @savefile_windows
  end
  #---------------------------------------------------------------------------
  # For Scene File
  #---------------------------------------------------------------------------
  def update_file_opacity
    @savefile_windows.each do |window|  
      set_opacity(window)
    end
  end
  #---------------------------------------------------------------------------
  # Set Window Opacity
  #---------------------------------------------------------------------------
  def set_opacity(window)
    return if window.nil?
    return if window.disposed?
    window.opacity = get_opacity
  end
  #---------------------------------------------------------------------------
  # Update
  #---------------------------------------------------------------------------
  alias :evg_smb_update_cbs            :update
  #---------------------------------------------------------------------------
  def update
    evg_smb_update_cbs
    @particles.each(&:update) if @particles
  end
  #---------------------------------------------------------------------------
  # Dispose Öayout
  #---------------------------------------------------------------------------
  def dispose_layout
    return unless @layout_sprite
    @layout_sprite.bitmap.dispose
    @layout_sprite.dispose
  end
  #---------------------------------------------------------------------------
  # Dispose Particles
  #---------------------------------------------------------------------------
  def dispose_particles
    return unless @particles
    @particles.each(&:dispose)
    @particle_viewport.dispose
    @particles = nil
  end
  #---------------------------------------------------------------------------
  # Terminate
  #---------------------------------------------------------------------------
  alias :evg_smb_terminate_cbs         :terminate
  #---------------------------------------------------------------------------
  def terminate
    evg_smb_terminate_cbs
    dispose_layout
    dispose_particles
  end
  #---------------------------------------------------------------------------
end
#===============================================================================
# ** Particle
#===============================================================================
class EVGParticle < Sprite
  #-----------------------------------------------------------------------------
  # Initialize
  #-----------------------------------------------------------------------------
  def initialize(viewport = nil, speed_x, speed_y, speed_angle, file)
    super(viewport)
    self.bitmap = Cache.menu(file)
    @sx = speed_x
    @sy = speed_y
    @sa = speed_angle
    reset_particle(true)
  end
  #-----------------------------------------------------------------------------
  # Particle Width
  #-----------------------------------------------------------------------------
  def pw
    return self.bitmap.width
  end
  #-----------------------------------------------------------------------------
  # Particle Height
  #-----------------------------------------------------------------------------
  def ph
    return self.bitmap.height
  end
  #-----------------------------------------------------------------------------
  # Particle Visible?
  #-----------------------------------------------------------------------------
  def on_screen?
    self.x.between?(-pw, Graphics.width + pw) &&
    self.y.between?(-ph, Graphics.height + ph)
  end
  #-----------------------------------------------------------------------------
  # Reset Particle
  #-----------------------------------------------------------------------------
  def reset_particle(init = false)
    self.opacity = 0
    reset_zoom
    reset_position(init)
    reset_speed
  end
  #-----------------------------------------------------------------------------
  # Reset Zoom
  #-----------------------------------------------------------------------------
  def reset_zoom
    zoom = (50 + rand(75)) / 100.0
    self.zoom_x = zoom
    self.zoom_y = zoom
  end
  #-----------------------------------------------------------------------------
  # Reset Position
  #-----------------------------------------------------------------------------
  def reset_position(init)
    self.x = rand(Graphics.width)
    self.y = init ? rand(Graphics.height + pw) : Graphics.height + rand(ph + 32)  
  end
  #-----------------------------------------------------------------------------
  # Reset Speed
  #-----------------------------------------------------------------------------
  def reset_speed
    @speed_x = @sx == 0 ? 0 : [[rand(@sx), 20].min, 1].max
    @speed_y = @sy == 0 ? 0 : [[rand(@sy), 20].min, 1].max
    @speed_a = @sa == 0 ? 0 : [[rand(@sa), 20].min, 1].max
  end
  #-----------------------------------------------------------------------------
  # Update
  #-----------------------------------------------------------------------------
  def update
    super
    self.x += @speed_x
    self.y -= @speed_y
    self.angle += @speed_a
    self.opacity += 5
    reset_particle unless on_screen?
  end
  #-----------------------------------------------------------------------------
  # Dispose
  #-----------------------------------------------------------------------------
  def dispose
    self.bitmap.dispose
    super
  end
end
#===============================================================================
# ** Cache
#===============================================================================
module Cache
  #-----------------------------------------------------------------------------
  def self.menu(filename)
    load_bitmap("Graphics/Menu/", filename)
  end
  #-----------------------------------------------------------------------------
end
#===============================================================================
# END
#===============================================================================

asdasdasdasd (huye)

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Re: necesito quitar casi todas las opciones del menu

Mensaje por keko el 2015-03-23, 16:54

muchas gracias luistop12 eres un genio! me sirvio, y gracias por los otros scripts hermano! :D

keko
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Re: necesito quitar casi todas las opciones del menu

Mensaje por luistop12 el 2015-03-23, 18:04

que bueno que te sirvió :3. asdasdasdasdass (huye)

Atte
yo

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Re: necesito quitar casi todas las opciones del menu

Mensaje por Contenido patrocinado Hoy a las 02:28


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