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[RPG MAKER VX ACE]GONZO-MENU LOCAL 3.0

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RPG Maker VX ACE [RPG MAKER VX ACE]GONZO-MENU LOCAL 3.0

Mensaje por GONZO, el 2012-03-03, 23:09

Al menos es mejor que el que lleva el RPG MAKER VX ACE
____
Creditos:GONZO
Creditos:Yanfly
____

Hoy os traigo mi Script de GONZO-MENU LOCAL V.3.0

¿Que Tiene?:
1=Mustra la Ubicacion del Mapa en el Menu
2=elejir el fondo del menu incluso podeis crearlo vosotros
3=1284 Lineas de Script

Mejoras:
Añadido Menu de Systema
Añadido Systema de Mouse Menu

Instrucciones:
Copiar y Pegar
Sobre Main
Facil verdad ^_^

Screens:


Script:
Código:
#==============================================================================
# ■ Created By:GONZO  # # Version 3.0
#  Created System By Yanfly
#  Created Menu Cursor Yanfly
#------------------------------------------------------------------------------
# Oficial web site: http://imperial-maker.net/
#------------------------------------------------------------------------------
# RGSS 3 LENGUAJE GAME SCRIPTING
#------------------------------------------------------------------------------
# Name Script Menu Local
#==============================================================================
class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # ● Aqui empiezan los comandos
  #--------------------------------------------------------------------------
  def start
    super
    create_command_window
    create_gold_window
    create_status_window
    @local = GON_Location.new(0, 288)
    #@sprite = Sprite.new
    #@sprite.bitmap = Cache.picture("Fondo Menu") #Aquie pueden elejir la
  end                                                #Imagen para el fondo del
                                                      #Titulo
  #--------------------------------------------------------------------------
  # ● Comandos del Menu
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # ● Crea la ventana de la gold
  #--------------------------------------------------------------------------
  def create_gold_window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = Graphics.height - @gold_window.height
  end
  #--------------------------------------------------------------------------
  # ● Crea la ventana del estado
  #--------------------------------------------------------------------------
  def create_status_window
    @status_window = Window_MenuStatus.new(@command_window.width, 0)
  end
  #--------------------------------------------------------------------------
  # ● Comando objeto
  #--------------------------------------------------------------------------
  def command_item
    SceneManager.call(Scene_Item)
  end
  #--------------------------------------------------------------------------
  # ● Comando personal
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # ● Comando Formacion
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # ● Comando de Guardado
  #--------------------------------------------------------------------------
  def command_save
    SceneManager.call(Scene_Save)
  end
  #--------------------------------------------------------------------------
  # ● Comando de fin del juego
  #--------------------------------------------------------------------------
  def command_game_end
    SceneManager.call(Scene_End)
  end
  #--------------------------------------------------------------------------
  # ● 個人コマンド[決定]
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # ● ON Personal cancelar
  #--------------------------------------------------------------------------
  def on_personal_cancel
    @status_window.unselect
    @command_window.activate
    @local.dispose
  end
  #--------------------------------------------------------------------------
  # ● ON Formacion aceptar
  #--------------------------------------------------------------------------
  def on_formation_ok
    if @status_window.pending_index >= 0
      $game_party.swap_order(@status_window.index,
                            @status_window.pending_index)
      @status_window.pending_index = -0
      @status_window.redraw_item(@status_window.index)
    else
      @status_window.pending_index = @status_window.index
    end
    @status_window.activate
  end
  #--------------------------------------------------------------------------
  # ON FORMACION CANCELAR
  #--------------------------------------------------------------------------
  def on_formation_cancel
    if @status_window.pending_index >= 0
      @status_window.pending_index = -1
      @status_window.activate
    else
      @status_window.unselect
      @command_window.activate
    end
  end
end
#---------------------------------------------------------------------------
# Muestra la ubicacion del Mapa
#---------------------------------------------------------------------------
class GON_Location < Window_Base
  def initialize(x=0, y=0)
    super(x, y, 160, 80)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.size = 18
    self.contents.font.bold = true
    self.contents.draw_text(0, -5, 150, 32, "Ubicacion")
    data = load_data("Data/MapInfos.rvdata2")
    self.contents.draw_text(0, 25, self.width, 32, data[$game_map.map_id].name)
  end
end
#==============================================================================
#
# ▼ Yanfly Engine Ace - System Options v1.00
# -- Last Updated: 2012.01.01
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-SystemOptions"] = true

#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
  module SYSTEM
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Setting -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are the general settings that govern the System settings. This will
    # change the "Game End" vocab, and disable or enable autodash, instant
    # messages, or animations by default.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    COMMAND_NAME = "Systema"      # Command name used to replace Game End.
    DEFAULT_AUTODASH  = true    # Enable automatic dashing by default?
    DEFAULT_INSTANTMSG = false  # Enable instant message text by default?
    DEFAULT_ANIMATIONS = true    # Enable battle animations by default?
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Command Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These settings adjust the commands shown in the command list. Add, remove
    # or rearrange the commands as you see fit. Here's a list of which commands
    # do what:
    #
    # -------------------------------------------------------------------------
    # :command        Description
    # -------------------------------------------------------------------------
    # :blank          Inserts an empty blank space.
    #
    # :window_red      Changes the red tone for all windows.
    # :window_grn      Changes the green tone for all windows.
    # :window_blu      Changes the blue tone for all windows.
    #
    # :volume_bgm      Changes the BGM volume used.
    # :volume_bgs      Changes the BGS volume used.
    # :volume_sfx      Changes the SFX volume used.
    #
    # :autodash        Sets the player to automatically dash.
    # :instantmsg      Sets message text to appear instantly.
    # :animations      Enables battle animations or disables them.
    #
    # :to_title        Returns to the title screen.
    # :shutdown        Shuts down the game.
    #
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    COMMANDS =[
      :window_rojo,  # Changes the red tone for all windows.
      :window_grn,  # Changes the green tone for all windows.
      :window_blu,  # Changes the blue tone for all windows.
      :volume_bgm,  # Changes the BGM volume used.
      :volume_bgs,  # Changes the BGS volume used.
      :volume_sfx,  # Changes the SFX volume used.
      :blank,
      :autodash,    # Sets the player to automatically dash.
      :instantmsg,  # Sets message text to appear instantly.
      :animations,  # Enables battle animations or disables them.
    # :switch_1,    # Custom Switch 1. Adjust settings below.
    # :switch_2,    # Custom Switch 2. Adjust settings below.
    # :variable_1,  # Custom Variable 1. Adjust settings below.
    # :variable_2,  # Custom Variable 2. Adjust settings below.
      :blank,
      :to_title,    # Returns to the title screen.
      :shutdown,    # Shuts down the game.
    ] # Do not remove this.
   
    #--------------------------------------------------------------------------
    # - Custom Switches -
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # If you want your game to have system options other than just the ones
    # listed above, you can insert custom switches here to produce such an
    # effect. Adjust the settings here as you see fit.
    #--------------------------------------------------------------------------
    CUSTOM_SWITCHES ={
    # -------------------------------------------------------------------------
    # :switch    => [Switch, Name, Off Text, On Text,
    #                Help Window Description
    #              ], # Do not remove this.
    # -------------------------------------------------------------------------
      :switch_1  => [ 1, "Custom Switch 1", "OFF", "ON",
                    "Help description used for custom switch 1."
                    ],
    # -------------------------------------------------------------------------
      :switch_2  => [ 2, "Custom Switch 2", "OFF", "ON",
                    "Help description used for custom switch 2."
                    ],
    # -------------------------------------------------------------------------
    } # Do not remove this.
   
    #--------------------------------------------------------------------------
    # - Custom Variables -
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # If you want your game to have system options other than just the ones
    # listed above, you can insert custom variables here to produce such an
    # effect. Adjust the settings here as you see fit.
    #--------------------------------------------------------------------------
    CUSTOM_VARIABLES ={
    # -------------------------------------------------------------------------
    # :variable  => [Switch, Name, Colour1, Colour2, Min, Max,
    #                Help Window Description
    #                ], # Do not remove this.
    # -------------------------------------------------------------------------
      :variable_1 => [ 1, "Custom Variable 1", 9, 1, -100, 100,
                      "Help description used for custom variable 1."
                    ],
    # -------------------------------------------------------------------------
      :variable_2 => [ 2, "Custom Variable 2", 10, 2, -10, 10,
                      "Help description used for custom variable 2."
                    ],
    # -------------------------------------------------------------------------
    } # Do not remove this.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Vocab Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This hash adjusts the vocab used for both the commands and the help
    # description that appears above the command window. Note that for the
    # command help descriptions, you may use text codes. Use \n to linebreak.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    COMMAND_VOCAB ={
    # -------------------------------------------------------------------------
    # :command    => [Command Name, Option1, Option2
    #                Help Window Description,
    #                ], # Do not remove this.
    # -------------------------------------------------------------------------
      :blank      => ["", "None", "None",
                      ""
                    ], # Do not remove this.
    # -------------------------------------------------------------------------
      :window_rojo => ["Window Red", "None", "None",
                      "Change the red colour tone for windows.\n" +
                      "Hold SHIFT to change increment by 10."
                    ], # Do not remove this.
    # -------------------------------------------------------------------------
      :window_grn => ["Window Green", "None", "None",
                      "Change the green colour tone for windows.\n" +
                      "Hold SHIFT to change increment by 10."
                    ], # Do not remove this.
    # -------------------------------------------------------------------------
      :window_blu => ["Window Blue", "None", "None",
                      "Change the blue colour tone for windows.\n" +
                      "Hold SHIFT to change increment by 10."
                    ], # Do not remove this.
    # -------------------------------------------------------------------------
      :volume_bgm => ["BGM Volume", 12, 4, # Options 1 & 2 are Gauge Colours.
                      "Change the volume used for background music.\n" +
                      "Hold SHIFT to change increment by 10."
                    ], # Do not remove this.
    # -------------------------------------------------------------------------
      :volume_bgs => ["BGS Volume", 13, 5, # Options 1 & 2 are Gauge Colours.
                      "Change the volume used for background sound.\n" +
                      "Hold SHIFT to change increment by 10."
                    ], # Do not remove this.
    # -------------------------------------------------------------------------
      :volume_sfx => ["SFX Volume", 14, 6, # Options 1 & 2 are Gauge Colours.
                      "Change the volume used for sound effects.\n" +
                      "Hold SHIFT to change increment by 10."
                    ], # Do not remove this.
    # -------------------------------------------------------------------------
      :autodash  => ["Auto-Dash", "Walk", "Dash",
                      "Automatically dash without holding the run button."
                    ], # Do not remove this.
    # -------------------------------------------------------------------------
      :instantmsg => ["Instant Text", "Normal", "Instant",
                      "Set message text to appear one-by-one or instantly."
                    ], # Do not remove this.
    # -------------------------------------------------------------------------
      :animations => ["Battle Animations", "Hide", "Show",
                      "Hide animations during battle to speed up battles?"
                    ], # Do not remove this.
    # -------------------------------------------------------------------------
      :to_title  => ["Return to Title Screen", "None", "None",
                      "Go back to the title screen."
                    ], # Do not remove this.
    # -------------------------------------------------------------------------
      :shutdown  => ["Shutdown Game", "None", "None",
                      "Turns off the game."
                    ], # Do not remove this.
    # -------------------------------------------------------------------------
    } # Do not remove this.
   
  end # SYSTEM
end # YEA

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

#==============================================================================
# ■ Vocab
#==============================================================================

module Vocab
 
  #--------------------------------------------------------------------------
  # overwrite method: self.game_end
  #--------------------------------------------------------------------------
  def self.game_end
    return YEA::SYSTEM::COMMAND_NAME
  end
 
end # Vocab

#==============================================================================
# ■ RPG::BGM
#==============================================================================

class RPG::BGM < RPG::AudioFile
 
  #--------------------------------------------------------------------------
  # overwrite method: play
  #--------------------------------------------------------------------------
  def play(pos = 0)
    if @name.empty?
      Audio.bgm_stop
      @@last = RPG::BGM.new
    else
      volume = @volume
      volume *= $game_system.volume(:bgm) * 0.01 unless $game_system.nil?
      Audio.bgm_play('Audio/BGM/' + @name, volume, @pitch, pos)
      @@last = self.clone
    end
  end
 
end # RPG::BGM

#==============================================================================
# ■ RPG::ME
#==============================================================================

class RPG::ME < RPG::AudioFile
 
  #--------------------------------------------------------------------------
  # overwrite method: play
  #--------------------------------------------------------------------------
  def play
    if @name.empty?
      Audio.me_stop
    else
      volume = @volume
      volume *= $game_system.volume(:bgm) * 0.01 unless $game_system.nil?
      Audio.me_play('Audio/ME/' + @name, volume, @pitch)
    end
  end
 
end # RPG::ME

#==============================================================================
# ■ RPG::BGS
#==============================================================================

class RPG::BGS < RPG::AudioFile
 
  #--------------------------------------------------------------------------
  # overwrite method: play
  #--------------------------------------------------------------------------
  def play(pos = 0)
    if @name.empty?
      Audio.bgs_stop
      @@last = RPG::BGS.new
    else
      volume = @volume
      volume *= $game_system.volume(:bgs) * 0.01 unless $game_system.nil?
      Audio.bgs_play('Audio/BGS/' + @name, volume, @pitch, pos)
      @@last = self.clone
    end
  end
 
end # RPG::BGS

#==============================================================================
# ■ RPG::SE
#==============================================================================

class RPG::SE < RPG::AudioFile
 
  #--------------------------------------------------------------------------
  # overwrite method: play
  #--------------------------------------------------------------------------
  def play
    unless @name.empty?
      volume = @volume
      volume *= $game_system.volume(:sfx) * 0.01 unless $game_system.nil?
      Audio.se_play('Audio/SE/' + @name, volume, @pitch)
    end
  end
 
end # RPG::SE

#==============================================================================
# ■ Game_System
#==============================================================================

class Game_System
 
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias game_system_initialize_so initialize
  def initialize
    game_system_initialize_so
    init_volume_control
    init_autodash
    init_instantmsg
    init_animations
  end
 
  #--------------------------------------------------------------------------
  # new method: init_volume_control
  #--------------------------------------------------------------------------
  def init_volume_control
    @volume = {}
    @volume[:bgm] = 100
    @volume[:bgs] = 100
    @volume[:sfx] = 100
  end
 
  #--------------------------------------------------------------------------
  # new method: volume
  #--------------------------------------------------------------------------
  def volume(type)
    init_volume_control if @volume.nil?
    return [[@volume[type], 0].max, 100].min
  end
 
  #--------------------------------------------------------------------------
  # new method: volume_change
  #--------------------------------------------------------------------------
  def volume_change(type, increment)
    init_volume_control if @volume.nil?
    @volume[type] += increment
    @volume[type] = [[@volume[type], 0].max, 100].min
  end
 
  #--------------------------------------------------------------------------
  # new method: init_autodash
  #--------------------------------------------------------------------------
  def init_autodash
    @autodash = YEA::SYSTEM::DEFAULT_AUTODASH
  end
 
  #--------------------------------------------------------------------------
  # new method: autodash?
  #--------------------------------------------------------------------------
  def autodash?
    init_autodash if @autodash.nil?
    return @autodash
  end
 
  #--------------------------------------------------------------------------
  # new method: set_autodash
  #--------------------------------------------------------------------------
  def set_autodash(value)
    @autodash = value
  end
 
  #--------------------------------------------------------------------------
  # new method: init_instantmsg
  #--------------------------------------------------------------------------
  def init_instantmsg
    @instantmsg = YEA::SYSTEM::DEFAULT_INSTANTMSG
  end
 
  #--------------------------------------------------------------------------
  # new method: instantmsg?
  #--------------------------------------------------------------------------
  def instantmsg?
    init_instantmsg if @instantmsg.nil?
    return @instantmsg
  end
 
  #--------------------------------------------------------------------------
  # new method: set_instantmsg
  #--------------------------------------------------------------------------
  def set_instantmsg(value)
    @instantmsg = value
  end
 
  #--------------------------------------------------------------------------
  # new method: init_animations
  #--------------------------------------------------------------------------
  def init_animations
    @animations = YEA::SYSTEM::DEFAULT_ANIMATIONS
  end
 
  #--------------------------------------------------------------------------
  # new method: animations?
  #--------------------------------------------------------------------------
  def animations?
    init_animations if @animations.nil?
    return @animations
  end
 
  #--------------------------------------------------------------------------
  # new method: set_animations
  #--------------------------------------------------------------------------
  def set_animations(value)
    @animations = value
  end
 
end # Game_System

#==============================================================================
# ■ Game_Player
#==============================================================================

class Game_Player < Game_Character
 
  #--------------------------------------------------------------------------
  # alias method: dash?
  #--------------------------------------------------------------------------
  alias game_player_dash_so dash?
  def dash?
    if $game_system.autodash?
      return false if @move_route_forcing
      return false if $game_map.disable_dash?
      return false if vehicle
      return !Input.press?(:A)
    else
      return game_player_dash_so
    end
  end
 
end # Game_Player

#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias method: show_fast?
  #--------------------------------------------------------------------------
  alias scene_battle_show_fast_so show_fast?
  def show_fast?
    return true unless $game_system.animations?
    return scene_battle_show_fast_so
  end
 
  #--------------------------------------------------------------------------
  # alias method: show_normal_animation
  #--------------------------------------------------------------------------
  alias scene_battle_show_normal_animation_so show_normal_animation
  def show_normal_animation(targets, animation_id, mirror = false)
    return unless $game_system.animations?
    scene_battle_show_normal_animation_so(targets, animation_id, mirror)
  end
 
end # Scene_Battle

#==============================================================================
# ■ Window_Message
#==============================================================================

class Window_Message < Window_Base
 
  #--------------------------------------------------------------------------
  # alias method: clear_flags
  #--------------------------------------------------------------------------
  alias window_message_clear_flags_so clear_flags
  def clear_flags
    window_message_clear_flags_so
    @show_fast = true if $game_system.instantmsg?
  end
 
end # Window_Message

#==============================================================================
# ■ Window_SystemOptions
#==============================================================================

class Window_SystemOptions < Window_Command
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(help_window)
    @help_window = help_window
    super(0, @help_window.height)
    refresh
  end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return Graphics.width; end
 
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height; return Graphics.height - @help_window.height; end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    if current_symbol == :custom_switch || current_symbol == :custom_variable
      text = @help_descriptions[current_ext]
    else
      text = @help_descriptions[current_symbol]
    end
    text = "" if text.nil?
    @help_window.set_text(text)
  end
 
  #--------------------------------------------------------------------------
  # ok_enabled?
  #--------------------------------------------------------------------------
  def ok_enabled?
    return true if [:to_title, :shutdown].include?(current_symbol)
    return false
  end
 
  #--------------------------------------------------------------------------
  # make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    @help_descriptions = {}
    for command in YEA::SYSTEM::COMMANDS
      case command
      when :blank
        add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command)
        @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3]
      when :window_rojo, :window_grn, :window_blu
        add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command)
        @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3]
      when :volume_bgm, :volume_bgs, :volume_sfx
        add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command)
        @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3]
      when :autodash, :instantmsg, :animations
        add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command)
        @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3]
      when :to_title, :shutdown
        add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command)
        @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3]
      else
        process_custom_switch(command)
        process_custom_variable(command)
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # process_custom_switch
  #--------------------------------------------------------------------------
  def process_custom_switch(command)
    return unless YEA::SYSTEM::CUSTOM_SWITCHES.include?(command)
    name = YEA::SYSTEM::CUSTOM_SWITCHES[command][1]
    add_command(name, :custom_switch, true, command)
    @help_descriptions[command] = YEA::SYSTEM::CUSTOM_SWITCHES[command][4]
  end
 
  #--------------------------------------------------------------------------
  # process_custom_variable
  #--------------------------------------------------------------------------
  def process_custom_variable(command)
    return unless YEA::SYSTEM::CUSTOM_VARIABLES.include?(command)
    name = YEA::SYSTEM::CUSTOM_VARIABLES[command][1]
    add_command(name, :custom_variable, true, command)
    @help_descriptions[command] = YEA::SYSTEM::CUSTOM_VARIABLES[command][6]
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    reset_font_settings
    rect = item_rect(index)
    contents.clear_rect(rect)
    case @list[index][:symbol]
    when :window_rojo, :window_grn, :window_blu
      draw_window_tone(rect, index, @list[index][:symbol])
    when :volume_bgm, :volume_bgs, :volume_sfx
      draw_volume(rect, index, @list[index][:symbol])
    when :autodash, :instantmsg, :animations
      draw_toggle(rect, index, @list[index][:symbol])
    when :to_title, :shutdown
      draw_text(item_rect_for_text(index), command_name(index), 1)
    when :custom_switch
      draw_custom_switch(rect, index, @list[index][:ext])
    when :custom_variable
      draw_custom_variable(rect, index, @list[index][:ext])
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_window_tone
  #--------------------------------------------------------------------------
  def draw_window_tone(rect, index, symbol)
    name = @list[index][:name]
    draw_text(0, rect.y, contents.width/2, line_height, name, 1)
    #---
    dx = contents.width / 2
    tone = $game_system.window_tone
    case symbol
    when :window_rojo
      rate = (tone.red + 255.0) / 510.0
      colour1 = Color.new(128, 0, 0)
      colour2 = Color.new(255, 0, 0)
      value = tone.red.to_i
    when :window_grn
      rate = (tone.green + 255.0) / 510.0
      colour1 = Color.new(0, 128, 0)
      colour2 = Color.new(0, 255, 0)
      value = tone.green.to_i
    when :window_blu
      rate = (tone.blue + 255.0) / 510.0
      colour1 = Color.new(0, 0, 128)
      colour2 = Color.new(0, 0, 255)
      value = tone.blue.to_i
    end
    draw_gauge(dx, rect.y, contents.width - dx - 48, rate, colour1, colour2)
    draw_text(dx, rect.y, contents.width - dx - 48, line_height, value, 2)
  end
 
  #--------------------------------------------------------------------------
  # draw_volume
  #--------------------------------------------------------------------------
  def draw_volume(rect, index, symbol)
    name = @list[index][:name]
    draw_text(0, rect.y, contents.width/2, line_height, name, 1)
    #---
    dx = contents.width / 2
    case symbol
    when :volume_bgm
      rate = $game_system.volume(:bgm)
    when :volume_bgs
      rate = $game_system.volume(:bgs)
    when :volume_sfx
      rate = $game_system.volume(:sfx)
    end
    colour1 = text_color(YEA::SYSTEM::COMMAND_VOCAB[symbol][1])
    colour2 = text_color(YEA::SYSTEM::COMMAND_VOCAB[symbol][2])
    value = sprintf("%d%%", rate)
    rate *= 0.01
    draw_gauge(dx, rect.y, contents.width - dx - 48, rate, colour1, colour2)
    draw_text(dx, rect.y, contents.width - dx - 48, line_height, value, 2)
  end
 
  #--------------------------------------------------------------------------
  # draw_toggle
  #--------------------------------------------------------------------------
  def draw_toggle(rect, index, symbol)
    name = @list[index][:name]
    draw_text(0, rect.y, contents.width/2, line_height, name, 1)
    #---
    dx = contents.width / 2
    case symbol
    when :autodash
      enabled = $game_system.autodash?
    when :instantmsg
      enabled = $game_system.instantmsg?
    when :animations
      enabled = $game_system.animations?
    end
    dx = contents.width/2
    change_color(normal_color, !enabled)
    option1 = YEA::SYSTEM::COMMAND_VOCAB[symbol][1]
    draw_text(dx, rect.y, contents.width/4, line_height, option1, 1)
    dx += contents.width/4
    change_color(normal_color, enabled)
    option2 = YEA::SYSTEM::COMMAND_VOCAB[symbol][2]
    draw_text(dx, rect.y, contents.width/4, line_height, option2, 1)
  end
 
  #--------------------------------------------------------------------------
  # cursor_right
  #--------------------------------------------------------------------------
  def draw_custom_switch(rect, index, ext)
    name = @list[index][:name]
    draw_text(0, rect.y, contents.width/2, line_height, name, 1)
    #---
    dx = contents.width / 2
    enabled = $game_switches[YEA::SYSTEM::CUSTOM_SWITCHES[ext][0]]
    dx = contents.width/2
    change_color(normal_color, !enabled)
    option1 = YEA::SYSTEM::CUSTOM_SWITCHES[ext][2]
    draw_text(dx, rect.y, contents.width/4, line_height, option1, 1)
    dx += contents.width/4
    change_color(normal_color, enabled)
    option2 = YEA::SYSTEM::CUSTOM_SWITCHES[ext][3]
    draw_text(dx, rect.y, contents.width/4, line_height, option2, 1)
  end
 
  #--------------------------------------------------------------------------
  # draw_custom_variable
  #--------------------------------------------------------------------------
  def draw_custom_variable(rect, index, ext)
    name = @list[index][:name]
    draw_text(0, rect.y, contents.width/2, line_height, name, 1)
    #---
    dx = contents.width / 2
    value = $game_variables[YEA::SYSTEM::CUSTOM_VARIABLES[ext][0]]
    colour1 = text_color(YEA::SYSTEM::CUSTOM_VARIABLES[ext][2])
    colour2 = text_color(YEA::SYSTEM::CUSTOM_VARIABLES[ext][3])
    minimum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][4]
    maximum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][5]
    rate = (value - minimum).to_f / [(maximum - minimum).to_f, 0.01].max
    dx = contents.width/2
    draw_gauge(dx, rect.y, contents.width - dx - 48, rate, colour1, colour2)
    draw_text(dx, rect.y, contents.width - dx - 48, line_height, value, 2)
  end
 
  #--------------------------------------------------------------------------
  # cursor_right
  #--------------------------------------------------------------------------
  def cursor_right(wrap = false)
    cursor_change(:right)
    super(wrap)
  end
 
  #--------------------------------------------------------------------------
  # cursor_left
  #--------------------------------------------------------------------------
  def cursor_left(wrap = false)
    cursor_change(:left)
    super(wrap)
  end
 
  #--------------------------------------------------------------------------
  # cursor_change
  #--------------------------------------------------------------------------
  def cursor_change(direction)
    case current_symbol
    when :window_rojo, :window_blu, :window_grn
      change_window_tone(direction)
    when :volume_bgm, :volume_bgs, :volume_sfx
      change_volume(direction)
    when :autodash, :instantmsg, :animations
      change_toggle(direction)
    when :custom_switch
      change_custom_switch(direction)
    when :custom_variable
      change_custom_variables(direction)
    end
  end
 
  #--------------------------------------------------------------------------
  # change_window_tone
  #--------------------------------------------------------------------------
  def change_window_tone(direction)
    Sound.play_cursor
    value = direction == :left ? -1 : 1
    value *= 10 if Input.press?(:A)
    tone = $game_system.window_tone.clone
    case current_symbol
    when :window_rojo; tone.red += value
    when :window_grn; tone.green += value
    when :window_blu; tone.blue += value
    end
    $game_system.window_tone = tone
    draw_item(index)
  end
 
  #--------------------------------------------------------------------------
  # change_window_tone
  #--------------------------------------------------------------------------
  def change_volume(direction)
    Sound.play_cursor
    value = direction == :left ? -1 : 1
    value *= 10 if Input.press?(:A)
    case current_symbol
    when :volume_bgm
      $game_system.volume_change(:bgm, value)
      RPG::BGM::last.play
    when :volume_bgs
      $game_system.volume_change(:bgs, value)
      RPG::BGS::last.play
    when :volume_sfx
      $game_system.volume_change(:sfx, value)
    end
    draw_item(index)
  end
 
  #--------------------------------------------------------------------------
  # change_toggle
  #--------------------------------------------------------------------------
  def change_toggle(direction)
    value = direction == :left ? false : true
    case current_symbol
    when :autodash
      current_case = $game_system.autodash?
      $game_system.set_autodash(value)
    when :instantmsg
      current_case = $game_system.instantmsg?
      $game_system.set_instantmsg(value)
    when :animations
      current_case = $game_system.animations?
      $game_system.set_animations(value)
    end
    Sound.play_cursor if value != current_case
    draw_item(index)
  end
 
  #--------------------------------------------------------------------------
  # change_custom_switch
  #--------------------------------------------------------------------------
  def change_custom_switch(direction)
    value = direction == :left ? false : true
    ext = current_ext
    current_case = $game_switches[YEA::SYSTEM::CUSTOM_SWITCHES[ext][0]]
    $game_switches[YEA::SYSTEM::CUSTOM_SWITCHES[ext][0]] = value
    Sound.play_cursor if value != current_case
    draw_item(index)
  end
 
  #--------------------------------------------------------------------------
  # change_custom_variables
  #--------------------------------------------------------------------------
  def change_custom_variables(direction)
    Sound.play_cursor
    value = direction == :left ? -1 : 1
    value *= 10 if Input.press?(:A)
    ext = current_ext
    var = YEA::SYSTEM::CUSTOM_VARIABLES[ext][0]
    minimum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][4]
    maximum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][5]
    $game_variables[var] += value
    $game_variables[var] = [[$game_variables[var], minimum].max, maximum].min
    draw_item(index)
  end
 
end # Window_SystemOptions

#==============================================================================
# ■ Scene_Menu
#==============================================================================

class Scene_Menu < Scene_MenuBase
 
  #--------------------------------------------------------------------------
  # overwrite method: command_game_end
  #--------------------------------------------------------------------------
  def command_game_end
    SceneManager.call(Scene_System)
  end
 
end # Scene_Menu

#==============================================================================
# ■ Scene_System
#==============================================================================

class Scene_System < Scene_MenuBase
 
  #--------------------------------------------------------------------------
  # start
  #--------------------------------------------------------------------------
  def start
    super
    create_help_window
    create_command_window
  end
 
  #--------------------------------------------------------------------------
  # create_command_window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_SystemOptions.new(@help_window)
    @command_window.set_handler(:cancel, method(:return_scene))
    @command_window.set_handler(:to_title, method(:command_to_title))
    @command_window.set_handler(:shutdown, method(:command_shutdown))
  end
 
  #--------------------------------------------------------------------------
  # command_to_title
  #--------------------------------------------------------------------------
  def command_to_title
    fadeout_all
    SceneManager.goto(Scene_Title)
  end
 
  #--------------------------------------------------------------------------
  # command_shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    fadeout_all
    SceneManager.exit
  end
 
end # Scene_System
#==============================================================================
#
# ▼ Yanfly Engine Ace - Menu Cursor v1.00
# -- Last Updated: 2012.01.16
# -- Level: Easy
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-MenuCursor"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.16 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script creates visible menu cursors for your game. Whenever a window is
# selectable and active, the menu cursor will appear for it. Menu cursors catch
# the player's attention better and helps the player figure out quickly which
# window became the active window. Also included with this script is the
# ability to disable the highlighted selection bar since the window menu cursor
# can replace it.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Make sure you have a cursor image within your project's Graphics\System\
# folder. By default, the cursor's filename should be MenuCursor.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
  module MENU_CURSOR
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Adjust the general settings here for the menu cursor, such as the
    # filename used for the menu cursor, the x position buffer and the y
    # position buffer for the cursor.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    FILENAME = "MenuCursor"    # Filename used for cursor in Graphics\System\
    BUFFER_X = -4              # X position buffer for icon.
    BUFFER_Y = 16              # Y position buffer for icon.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Remove Highlighted Selection Bar -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Normally, when an entry is selected, that entry is highlighted. You can
    # opt to turn this effect off.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    REMOVE_HIGHLIGHTED_SELECTION_BAR = false
   
  end # MENU_CURSOR
end # YEA

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

#==============================================================================
# ■ Sprite_MenuCursor
#==============================================================================

class Sprite_MenuCursor < Sprite_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(window)
    super(window.viewport)
    @window = window
    create_bitmap
  end
 
  #--------------------------------------------------------------------------
  # create_bitmap
  #--------------------------------------------------------------------------
  def create_bitmap
    self.bitmap = Cache.system(YEA::MENU_CURSOR::FILENAME)
    self.z = @window.z + 100
    self.opacity = 0
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    update_visibility
    update_position
  end
 
  #--------------------------------------------------------------------------
  # update_visibility
  #--------------------------------------------------------------------------
  def update_visibility
    self.visible = visible_case
    self.opacity += opacity_rate
  end
 
  #--------------------------------------------------------------------------
  # visible_case
  #--------------------------------------------------------------------------
  def visible_case
    return @window.visible
  end
 
  #--------------------------------------------------------------------------
  # opacity_rate
  #--------------------------------------------------------------------------
  def opacity_rate
    rate = 16
    return -rate unless @window.active
    return rate
  end
 
  #--------------------------------------------------------------------------
  # update_position
  #--------------------------------------------------------------------------
  def update_position
    rect = @window.cursor_rect
    self.x = @window.x + rect.x - @window.ox + YEA::MENU_CURSOR::BUFFER_X
    self.y = @window.y + rect.y - @window.oy + YEA::MENU_CURSOR::BUFFER_Y
  end
 
end # Sprite_MenuCursor

#==============================================================================
# ■ Window
#==============================================================================

class Window
 
  #--------------------------------------------------------------------------
  # alias method: windowskin=
  #--------------------------------------------------------------------------
  alias window_windowskin_change_cursor windowskin=
  def windowskin=(skin)
    if YEA::MENU_CURSOR::REMOVE_HIGHLIGHTED_SELECTION_BAR
      skin = skin.dup
      skin.clear_rect(64, 64, 32, 32)
    end
    window_windowskin_change_cursor(skin)
  end
 
end # Window

#==============================================================================
# ■ Scene_Base
#==============================================================================

class Scene_Base
 
  #--------------------------------------------------------------------------
  # alias method: post_start
  #--------------------------------------------------------------------------
  alias scene_base_post_start_cursor post_start
  def post_start
    create_menu_cursors
    scene_base_post_start_cursor
  end
 
  #--------------------------------------------------------------------------
  # new method: create_menu_cursors
  #--------------------------------------------------------------------------
  def create_menu_cursors
    @menu_cursors = []
    instance_variables.each do |varname|
      ivar = instance_variable_get(varname)
      create_cursor_sprite(ivar) if ivar.is_a?(Window_Selectable)
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: create_cursor_sprite
  #--------------------------------------------------------------------------
  def create_cursor_sprite(window)
    @menu_cursors.push(Sprite_MenuCursor.new(window))
  end
 
  #--------------------------------------------------------------------------
  # alias method: pre_terminate
  #--------------------------------------------------------------------------
  alias scene_base_pre_terminate_cursor pre_terminate
  def pre_terminate
    dispose_menu_cursors
    scene_base_pre_terminate_cursor
  end
 
  #--------------------------------------------------------------------------
  # new method: dispose_menu_cursors
  #--------------------------------------------------------------------------
  def dispose_menu_cursors
    @menu_cursors.each { |cursor| cursor.dispose }
  end
 
  #--------------------------------------------------------------------------
  # alias method: update_basic
  #--------------------------------------------------------------------------
  alias scene_base_update_basic_cursor update_basic
  def update_basic
    scene_base_update_basic_cursor
    update_menu_cursors
  end
 
  #--------------------------------------------------------------------------
  # new method: update_menu_cursors
  #--------------------------------------------------------------------------
  def update_menu_cursors
    @menu_cursors.each { |cursor| cursor.update }
  end
 
end # Scene_Base

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Espero que os guste
Very Happy Warrior

GONZO,
Baneado

3/3

Créditos 15

Gracias: 2

http://imperial-maker.forosactivos.net/

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RPG Maker VX ACE Re: [RPG MAKER VX ACE]GONZO-MENU LOCAL 3.0

Mensaje por barakasam el 2012-08-08, 13:57

Gracias lo voy a probar... muy buen aporte lo que le faltaba...

soy nuevo y estoy haciendo un proyecto muy complejo resien empiezo, lo edito tanto que todavia no empece con la historia, estoy dibujando battlers (uso batalla lateral) uso las script de shadows y sun del vx y estoy todavia sumando mas scripts de yami, yanfly, yea y otros, y sigo buscando mas cosas como tileset mas complejos son medios feos los que trae el ace bueon a mi no me gustan. bueno gracias y sos al primero que escribo soy nuevito

barakasam
Iniciado
Iniciado

0/3

Créditos 8

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RPG Maker VX ACE Re: [RPG MAKER VX ACE]GONZO-MENU LOCAL 3.0

Mensaje por Dangaioh el 2012-08-08, 18:04

barakasam escribió: bueno gracias y sos al primero que escribo soy nuevito

y no hace falta que lo jures, ya te estrenas bien
haciendo un necroposting de 5 meses y hablandore a alguien que está baneado

fíjate mejor por favor.

_________________









Dangaioh
Administrador
Administrador



Créditos 4988

Gracias: 80

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