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Jhonn
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[RMVX] MOG Menu Status Aya Empty [RMVX] MOG Menu Status Aya

Qua Jul 14, 2010 7:17 pm
Reputação da mensagem: 100% (1 votos)
MOG Menu Status Aya v1.0
por Moghunter


Introdução
Menu status com layout baseado em pictures.


Screenshot
[RMVX] MOG Menu Status Aya Mogmenu01


Como usar
Crie uma pasta com o nome de Menus e coloque todas as imagens dentro dela, de resto é só criar o seu próprio estilo de layout através de um editor de imagens. Uma demo pode ser baixada aqui. A demo está em japonês, basta entrar no menu e escolher a 4ª opção (ステータス)


Script
Código:
##################################################
# Mog Menu_Status_Aya V 1.0
##################################################
# By Moghunter
# http://www.atelier-rgss.com
##################################################
# Menu Status com layout em pictures.
# É necessário criar uma pasta com o nome de
# Menus e colocar todas as imagens dentro dela, de resto
# é só criar o seu próprio estilo de menu através de um
#editor de imagem.
#-------------------------------------------------
module MOG_VX07
#Definição do parameter maximo.
MAX_PARAMETER = 999
end
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# module Cache #
###############
module Cache
def self.menu(filename)
load_bitmap("Graphics/Menus/", filename)
end
end
##############
# Window_Base #
##############
class Window_Base < Window 
 def draw_actor_atk_menu_status(actor, x, y)
 back = Cache.menu("Parameter_Bar_Back")   
 cw = back.width 
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)   
 self.contents.blt(x , y - ch + 30, back, src_rect)
 meter = Cache.menu("Parameter_Bar")   
 cw = meter.width  * actor.atk / MOG_VX07::MAX_PARAMETER
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch + 30, meter, src_rect)
 self.contents.font.size = 14
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.atk.to_s , 2)
 end   
 def draw_actor_def_menu_status(actor, x, y)
 back = Cache.menu("Parameter_Bar_Back")   
 cw = back.width 
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)   
 self.contents.blt(x , y - ch + 30, back, src_rect)
 meter = Cache.menu("Parameter_Bar")   
 cw = meter.width  * actor.def / MOG_VX07::MAX_PARAMETER
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch + 30, meter, src_rect)
 self.contents.font.size = 14
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.def.to_s , 2)
 end   
 def draw_actor_spi_menu_status(actor, x, y)
 back = Cache.menu("Parameter_Bar_Back")   
 cw = back.width 
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)   
 self.contents.blt(x , y - ch + 30, back, src_rect)
 meter = Cache.menu("Parameter_Bar")   
 cw = meter.width  * actor.spi / MOG_VX07::MAX_PARAMETER
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch + 30, meter, src_rect)
 self.contents.font.size = 14
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.spi.to_s , 2)
 end   
 def draw_actor_agi_menu_status(actor, x, y)
 back = Cache.menu("Parameter_Bar_Back")   
 cw = back.width 
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)   
 self.contents.blt(x , y - ch + 30, back, src_rect)
 meter = Cache.menu("Parameter_Bar")   
 cw = meter.width  * actor.agi / MOG_VX07::MAX_PARAMETER
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch + 30, meter, src_rect)
 self.contents.font.size = 14
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.agi.to_s , 2)
 end
 def draw_item_name_menu_status(item, x, y, enabled = true)
 if item != nil
 draw_icon(item.icon_index, x, y, enabled)
 self.contents.font.color = normal_color
 self.contents.font.color.alpha = enabled ? 255 : 128
 self.contents.draw_text(x + 30, y, 155, WLH, item.name)
 end
 end
 def draw_equipments_menu_status(actor, x, y)
 draw_item_name_menu_status(actor.equips[0], x , y)
 draw_item_name_menu_status(actor.equips[1], x , y + 45)
 draw_item_name_menu_status(actor.equips[2], x , y + 90)
 draw_item_name_menu_status(actor.equips[3], x + 125, y + 20)
 draw_item_name_menu_status(actor.equips[4], x + 125, y + 65)
 end
 def draw_actor_hp_menu_status(actor, x, y)
 back = Cache.menu("MeterBack")   
 cw = back.width 
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)   
 self.contents.blt(x , y - ch + 30, back, src_rect)
 meter = Cache.menu("HPMeter")   
 cw = meter.width  * actor.hp / actor.maxhp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch + 30, meter, src_rect)
 self.contents.font.size = 14
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 22, y + 5 , 80, 32, actor.hp.to_s + " / " + actor.maxhp.to_s, 1)
 end 
 def draw_actor_mp_menu_status(actor, x, y)
 back = Cache.menu("MeterBack")   
 cw = back.width 
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)   
 self.contents.blt(x , y - ch + 30, back, src_rect)
 meter = Cache.menu("MPMeter")   
 cw = meter.width  * actor.mp / actor.maxmp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch + 30, meter, src_rect)
 self.contents.font.size = 14
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 22, y + 5 , 80, 32, actor.mp.to_s + " / " + actor.maxmp.to_s, 1)
 end 
 def draw_actor_class_menu_status(actor, x, y)
 self.contents.font.color = normal_color
 self.contents.draw_text(x, y, 90, WLH, actor.class.name, 1)
 end
 def draw_actor_level_menu_status(actor, x, y)
 self.contents.font.color = normal_color
 self.contents.draw_text(x + 32, y, 24, WLH, actor.level, 1)
 end 
 def draw_menu_status_obj(x,y)
 lay = Cache.menu("Menu_Status_OBJ")
 cw = lay.width
 ch = lay.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch, lay, src_rect)   
 end
 def draw_actor_exp_meter_status_menu(actor, x, y) 
 if actor.next_exp != 0
 rate = actor.now_exp.to_f / actor.next_exp
 else
 rate = 1
 end
 back = Cache.menu("MeterBack")   
 cw = back.width 
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)   
 self.contents.blt(x , y - ch , back, src_rect)
 bitmap = Cache.menu("EXPMeter")
 if actor.level < 99
 cw = bitmap.width * rate
 else
 cw = bitmap.width
 end 
 ch = bitmap.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x  , y - ch , bitmap, src_rect)
 if actor.next_exp != 0
 self.contents.draw_text(x + 30, y - 20, 80, 32, actor.next_rest_exp_s, 2)   
 else
 self.contents.draw_text(x + 30, y - 20, 80, 32, "Max", 2)
 end
 self.contents.draw_text(x - 30, y + 10, 120, 32, actor.exp_s.to_s, 2)
 end 
end
####################
# Window_Status_Left #
####################
class Window_Status_Left < Window_Base
  def initialize(actor)
    super(0, 0, 560, 430)
    @actor = actor
    self.opacity = 0
    self.contents.font.bold = true
    self.contents.font.shadow = true
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_face(@actor, 350, 90)
    draw_actor_class_menu_status(@actor, 350, 195)
    draw_actor_level_menu_status(@actor, 450, 195)
    draw_actor_hp_menu_status(@actor, 350, 213)
    draw_actor_mp_menu_status(@actor, 380, 240)
    draw_actor_exp_meter_status_menu(@actor, 350, 300)
    draw_actor_atk_menu_status(@actor, 50, 170)
    draw_actor_def_menu_status(@actor, 70, 200)
    draw_actor_spi_menu_status(@actor, 90, 230)
    draw_actor_agi_menu_status(@actor, 110, 260)
    draw_equipments_menu_status(@actor, 30, 40)
    draw_actor_state(@actor,190, 320)
  end
end
#####################
# Window_Status_Right #
#####################
class Window_Status_Right < Window_Base
  def initialize(actor)
    super(0, 0, 560, 430)
    @actor = actor
    self.opacity = 0
    self.contents.font.bold = true
    self.contents.font.shadow = true
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 55, 367)
    draw_menu_status_obj(0, 380)
  end
end
###############
# Scene_Status #
###############
class Scene_Status
  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(actor_index = 0)
    @actor_index = actor_index
  end
  def start
    @actor = $game_party.members[@actor_index]
    @status_window_right = Window_Status_Right.new(@actor)
    @status_window_right.x = 544
    @status_window_right.contents_opacity = 0
    @status_window_left = Window_Status_Left.new(@actor)
    @status_window_left.x = -544
    @status_window_left.contents_opacity = 0
    @menu_back = Plane.new   
    @menu_back.bitmap = Cache.menu("Background")
    @menu_layout = Sprite.new 
    @menu_layout.bitmap = Cache.menu("Menu_Status_Layout") 
 end
  def perform_transition
    Graphics.transition(0)
  end 
  def pre_terminate
      for i in 0..25
      @status_window_right.x += 25
      @status_window_left.x -= 25 
      @status_window_right.contents_opacity -= 15     
      @status_window_left.contents_opacity -= 15
      @menu_back.ox += 1     
      Graphics.update 
      end
  end 
  def terminate
    @status_window_right.dispose
    @status_window_left.dispose
    @menu_back.dispose
    @menu_layout.dispose
  end
  def return_scene
    $scene = Scene_Menu.new(3)
  end
  def next_actor
    @actor_index += 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Status.new(@actor_index)
  end
  def prev_actor
    @actor_index += $game_party.members.size - 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Status.new(@actor_index)
  end
  def update
    @menu_back.ox += 1
    @status_window_right.contents_opacity += 10   
    @status_window_left.contents_opacity += 10   
    if @status_window_right.x  > 0
      @status_window_right.x -= 25
    elsif @status_window_right.x  <= 0
      @status_window_right.x = 0
      @status_window_right.contents_opacity = 255
    end
    if @status_window_left.x  < 0
      @status_window_left.x += 25
    elsif @status_window_left.x  >=0
      @status_window_left.x = 0
      @status_window_left.contents_opacity = 255     
    end   
    @status_window_right.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
      Sound.play_cursor
      prev_actor
    end
    super
  end
end
#-------------------------------------------------
$mogscript = {} if $mogscript == nil
$mogscript["menu_status_aya"] = true
#-------------------------------------------------


Créditos e Agradecimentos
  • Criado por Moghunter
  • Backup da antiga RMB restaurado por Jhonn


Última edição por Jhonn em Qua Ago 04, 2010 5:53 pm, editado 2 vez(es) (Motivo da edição : Adequar script ao modelo do RafaelSOPA)
Alucard_2
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[RMVX] MOG Menu Status Aya Empty Re: [RMVX] MOG Menu Status Aya

Ter Jul 27, 2010 10:49 pm
Pode postar uma screen, por favor?
Jhonn
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[RMVX] MOG Menu Status Aya Empty Re: [RMVX] MOG Menu Status Aya

Qua Jul 28, 2010 6:04 pm
Reputação da mensagem: 100% (1 votos)
Screen postada! Foi mal, esqueci que esta demo estava em japonês, para ver o que o script faz basta entrar no menu e escolher a 4ª opção (ステータス)
TidusBoy
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[RMVX] MOG Menu Status Aya Empty Re: [RMVX] MOG Menu Status Aya

Qua Jul 28, 2010 6:18 pm
Nossa muito menu bom para um ABS Vou baixar e deixar salvo no meu pc , nunca se sabe o que pode contecer hahaha.

Gostei +rep
Alucard_2
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[RMVX] MOG Menu Status Aya Empty Re: [RMVX] MOG Menu Status Aya

Qui Jul 29, 2010 4:47 pm
Agora melhorou!
Gostei desses "blocos" para os ícones das armas, ficou bem estiloso, e também as imagens, ou seja, o script em si :D
+Rep pela disponibilização.
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[RMVX] MOG Menu Status Aya Empty Re: [RMVX] MOG Menu Status Aya

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