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    • Da Ally
      Nome Script: MSX - Window_Grid
      Versione: 1.0
      Autore/i: Melosx
       
      Informazioni:
      Se passate più tempo a sistemare le coordinate che a scrivere il codice degli elementi delle vostre window quest script fa per voi.
       
      Screenshots:
       
       
       
      Istruzioni:
      Inseritelo sopra Main e sotto Materials.
      Dovete chiamare la window nella Scene in cui vi serve e impostare le coordinate... La griglia si sistemera da sola in larghezza e lunghezza...
       
      Script:
       
       
      #==============================================================================# ** [scripter's Tool] MSX - Window_Grid v1.0#==============================================================================# Author: Melosx# Release Date: 10/04/2012 => v1.0##==============================================================================# * Instructions# -----------------------------------# Place the script under Material and above Main.# You need to call this script in the Scene like a normal window.# For example to call in Scene_Map use this code:## class Scene_Map < Scene_Base# # alias msx_start start# def start# msx_start# create_grid# end# # def create_grid# @grid_window = Window_Grid.new# end# # end##==============================================================================# * Description# -----------------------------------# The script generate a grid that help you to place the elements on your window# like text or image.##==============================================================================class Window_Grid < Window_Base#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|CONFIGURATION|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# GRID_SIZE = 20 LINE_COLOR = Color.new(255, 0, 0, 128) X = 160 Y = 0#=-=-=-=-=-=-=-=-=-=-=-=-=-=-==--=-=-|END|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# def initialize super(X, Y, Graphics.width - X, Graphics.height - Y) self.windowskin = nil draw_grid end def draw_grid contents.font.size = 12 contents.font.outline = false w = (Graphics.width - <img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt=':hihi' /> / GRID_SIZE for i in 0..w if i < w contents.fill_rect(0 + i * GRID_SIZE, 0, 1, Graphics.height, line_color) draw_text(0 + i * GRID_SIZE, -6, 15, 24, (i * GRID_SIZE).to_s, 0) else break end end h = (Graphics.height - Y) / GRID_SIZE for i in 0..h if i < h contents.fill_rect(0, 0 + i * GRID_SIZE, Graphics.width, 1, line_color) draw_text(0, 0 + i * GRID_SIZE - 6, 15, 24, (i * GRID_SIZE).to_s, 0) else break end end end def line_color color = LINE_COLOR color endend
    • Da Ally
      Nome script : Mog Basic Menu Plus V 1.0
      Versione : Rgss2
      Autore : MogHunter
       
      Informazioni
      Un nuovo stile di menù base che al posto del face, mette il charset e l'arma equipaggiata
       
      Screen:

       
      Script:
       

      ################################################# # Mog Basic Menu Plus V 1.0 # ################################################## # By Moghunter # revu par Berka ################################################## ############## # Game_Actor # ############## class Game_Actor < Game_Battler def now_exp return @[member='experience'] - @[member='experience']_list[@level] end def next_exp return @[member='experience']_list[@level+1] > 0 ? @[member='experience']_list[@level+1] - @[member='experience']_list[@level] : 0 end end ############### # Window_Base # ############### class Window_Base < Window def draw_item_icon(item, x, y) if item != nil draw_icon(item.icon_index, x, y) end end def draw_actor_level_menu(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, WLH, Vocab::level_a) self.contents.font.color = normal_color self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2) end def draw_actor_class_menu(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 85, WLH, actor.class.name) end def exp_gauge_color1 return text_color(30) end def exp_gauge_color2 return text_color(31) end def draw_actor_exp_meter(actor, x, y, width = 100) if actor.next_exp != 0 exp = actor.now_exp else exp = 1 end gw = width * exp / [actor.next_exp, 1].max gc1 = exp_gauge_color1 gc2 = exp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, "Exp") self.contents.font.color = normal_color xr = x + width self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_rest_exp_s, 2) end end ##################### # Window_MenuStatus # ##################### class Window_MenuStatus < Window_Selectable def initialize(x, y) super(x, y, 384, 416) refresh self.active = false self.index = -1 end def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members x = 104 y = actor.index * 96 + WLH / 2 draw_item_icon($data_weapons[actor.weapon_id], x -92, y + 20) if actor.two_swords_style draw_item_icon($data_weapons[actor.armor1_id], x -35, y + 20) else draw_item_icon($data_armors[actor.armor1_id], x -35, y + 20) end draw_actor_graphic(actor, x -50, y +46) draw_actor_name(actor, x, y) draw_actor_class_menu(actor, x + 120, y) draw_actor_level_menu(actor, x + 200, y) draw_actor_state(actor, x, y + WLH * 2) draw_actor_hp(actor, x + 120, y + WLH * 1) draw_actor_mp(actor, x + 120, y + WLH * 2) draw_actor_exp_meter(actor, x , y + WLH * 1) end end def update_cursor if @index < 0 self.cursor_rect.empty elsif @index < @item_max self.cursor_rect.set(0, @index * 96, contents.width, 96) elsif @index >= 100 self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96) else self.cursor_rect.set(0, 0, contents.width, @item_max * 96) end end end ############ # Game_Map # ############ class Game_Map attr_reader :map_id def mpname $mpname = load_data("Data/MapInfos.rvdata") $mpname[@map_id].name end end ############### # Window_Time # ############### class Window_Mapname < Window_Base def initialize(x, y) super(x, y, 160, WLH + 70) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Lieu :") self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 2) end end ############### # Window_Time # ############### class Window_Time < Window_Base def initialize(x, y) super(x, y, 160, WLH + 66) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Temps de Jeu") @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 ############## # Scene_Menu # ############## class Scene_Menu def main start perform_transition Input.update loop do Graphics.update Input.update update break if $scene != self end Graphics.update pre_terminate Graphics.freeze terminate end def initialize(menu_index = 0) @menu_index = menu_index end def create_menu_background @menuback_sprite = Sprite.new @menuback_sprite.bitmap = $game_temp.background_bitmap @menuback_sprite.color.set(16, 16, 16, 128) update_menu_background end def create_menu_background @menuback_sprite = Sprite.new @menuback_sprite.bitmap = $game_temp.background_bitmap @menuback_sprite.color.set(16, 16, 16, 128) update_menu_background end def dispose_menu_background @menuback_sprite.dispose end def update_menu_background end def perform_transition Graphics.transition(10) end def start create_menu_background create_command_window @gold_window = Window_Gold.new(0, 360) @status_window = Window_MenuStatus.new(160, 0) @playtime_window = Window_Time .new(0, 270) @mapname_window = Window_Mapname.new(0, 176) @status_window.openness = 0 @playtime_window.openness = 0 @mapname_window.openness = 0 @gold_window.openness = 0 @status_window.open @playtime_window.open @mapname_window.open @gold_window.open end def pre_terminate @status_window.close @playtime_window.close @mapname_window.close @gold_window.close @command_window.close begin @status_window.update @playtime_window.update @mapname_window.update @gold_window.update @command_window.update Graphics.update end until @status_window.openness == 0 end def terminate dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose @playtime_window.dispose @mapname_window.dispose end def update update_menu_background @command_window.update @gold_window.update @status_window.update @mapname_window.update @playtime_window.update if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end end def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index @command_window.openness = 0 @command_window.open if $game_party.members.size == 0 @command_window.draw_item(0, false) @command_window.draw_item(1, false) @command_window.draw_item(2, false) @command_window.draw_item(3, false) end if $game_system.save_disabled @command_window.draw_item(4, false) end end def update_command_selection if Input.trigger?(Input:: Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 $scene = Scene_Item.new when 1,2,3 start_actor_selection when 4 $scene = Scene_File.new(true, false, false) when 5 $scene = Scene_End.new end end end def start_actor_selection @command_window.active = false @status_window.active = true if $game_party.last_actor_index < @status_window.item_max @status_window.index = $game_party.last_actor_index else @status_window.index = 0 end end def end_actor_selection @command_window.active = true @status_window.active = false @status_window.index = -1 end def update_actor_selection if Input.trigger?(Input:: 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 $mogscript = {} if $mogscript == nil $mogscript["basic_menu_plus"] = true
    • Da KenzaMe92
      Nome Script: KZM - Core
      Versione: 1.0
      Autore:
      Descrizione:
      Questo script permette di personalizzare il vostro progetto semplicemente configurandolo.
      Potete impostare la risoluzione del gioco, max 640x480; estensione dei salvataggi e numero di slot di salvataggio; font usato nei messaggi e relativi bordo, ombra, grassetto e corsivo.
       
      Istruzioni:
      Installare sotto "▼ Materials" e sopra "▼ Main".
       
      Screenshot:
      Inutili
       
      Script:
      Pastebin [guarda] o [scarica]
       
      Bug e Conflitti Noti:
      Nessuno, ma sarà necessario per qualche mio script.
       
      Note dell'autore:
      Condividetelo, usatelo nei vostri progetti free o commerciali, l'importante è creditare l'autore.
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