Scene_Menu scripts

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Scene_Menu scripts

Post by IMP1 on Sun Jul 11, 2010 8:10 am

Custom Menu scripts are pretty easy, so if anyone wants one, post your request here.
Bare in mind I'm not a robot, and I'm not very consistent. Some requests I'll do in half an hour, some I won't have done in a week. It depends what frame of mind I'm in.

Oh, and tell what scripts you're using that might affect the menu, so I can work around them and stuff.

Bare in mind I'm not great graphically, but other people here are, so combine our talents for a beautiful, custom menu for your game.

I'm not gonna post a request template, 'cos i want you to roam free and not be limited by such things, but the more info you give me, the less time it'll take me as I wont keep coming back to you with questions. And of course, any requests resembling something like
OMG! maek me a menu plox!!11! I want it like FFVII which is a da best! Oh, and i relly like grapes and munnnes.
will just get ignored. Or flamed.
Don't be rude, don't be vague, don't be stupid (immature is fine), and don't be irrelevant.

Yeah. Hi.
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Re: Scene_Menu scripts

Post by ZeroManArmy on Fri Nov 19, 2010 11:24 pm

Could you possibly make a Scene_Status?
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Re: Scene_Menu scripts

Post by Peva on Fri Nov 19, 2010 11:29 pm

Necro...post...
I'll leave decisions to close this up to imp/omegas...I don't know if this counts as a necropost.

Zero, read the official RULES before posting Evil or Very Mad

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Well, happy RMing Wink
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Re: Scene_Menu scripts

Post by IMP1 on Sat Nov 20, 2010 8:23 am

Well, I'm still here. And still willing to smack out a Scene_Status. So I think we'll let it slide, eh Peva? Wink

@ZMA: How do you want it?

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Re: Scene_Menu scripts

Post by ZeroManArmy on Sat Nov 20, 2010 4:05 pm



Like that but I want the stats for all party members. Easy enough right?
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Re: Scene_Menu scripts

Post by IMP1 on Sat Nov 20, 2010 4:31 pm

Yes, that *is* easy enough.
One question: How are birthday, age, gender determined? Note-tag, variable, other script, what?

Also, what do you mean by the stats for all the party members?

And you realise there's no actor class there, right?

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Re: Scene_Menu scripts

Post by ZeroManArmy on Sat Nov 20, 2010 5:11 pm

IMP1 wrote:Yes, that *is* easy enough.
1. How are birthday, age, gender determined? Note-tag, variable, other script, what?

2. Also, what do you mean by the stats for all the party members?

3. And you realise there's no actor class there, right?
1. Inside the script if possible.

2. I meant thats how I want the status screen for all members. Wow I sound stupid now.

3. Yes I do. I removed what class they where.
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Re: Scene_Menu scripts

Post by IMP1 on Sat Nov 20, 2010 5:47 pm

3: good
2: okie dokie
1: cool.

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Re: Scene_Menu scripts

Post by ZeroManArmy on Sat Nov 20, 2010 6:19 pm

Sweet so how long until your done? No Major rush Razz
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Re: Scene_Menu scripts

Post by IMP1 on Sun Nov 21, 2010 4:53 am

It should take me like 10 minutes. But one more thing. Do you want the actor's states to be drawn? If so, where?

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Re: Scene_Menu scripts

Post by ZeroManArmy on Sun Nov 21, 2010 11:24 am

States like Poison? If so no. Lol
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Re: Scene_Menu scripts

Post by IMP1 on Sun Nov 21, 2010 2:08 pm

Code:
module IMP_Window_Status_Request_1
 
  Actor_Birthdays = [
  "Leave me Blank! :D", # This is for Actor with ID 0, except there isn't one.
  "April 16th",
  "January 1st",
  ]
  Actor_Ages = [
  "Leave me Blank! :D", # This is for Actor with ID 0, except there isn't one.
  24,
  0,
  ]
  Actor_Origins = [
  "Leave me Blank! :D", # This is for Actor with ID 0, except there isn't one.
  "Okuron",
  "Knoxville",
  ]
  Actor_Genders = [
  "Leave me Blank! :D", # This is for Actor with ID 0, except there isn't one.
  "Male",
  "Female",
  ]
  Actor_Heights = [
  "Leave me Blank! :D", # This is for Actor with ID 0, except there isn't one.
  5.8,
  1.1,
  ]
  Actor_Weights = [
  "Leave me Blank! :D", # This is for Actor with ID 0, except there isn't one.
  142,
  9001,
  ]
 
  HP_Icon      = 1
  MP_Icon      = 2
  Level_Icon    = 3
  EXP_Icon      = 4
  EXP_left_Icon = 5
  ATK_Icon      = 6
  DEF_Icon      = 7
  SPI_Icon      = 8
  AGI_Icon      = 9
 
  Black_Background = true
 
end

class Game_Actor < Game_Battler
  attr_reader :id
  alias imp_edit_initialize initialize unless $@
  def initialize(actor_id)
    imp_edit_initialize(actor_id)
    @id = actor_id
  end
end

class Scene_Status < Scene_Base
 
  alias imp_zma_request_create_menu_background create_menu_background unless $@
  def create_menu_background
    if !IMP_Window_Status_Request_1::Black_Background
      imp_zma_request_create_menu_background
    end
  end
  alias imp_zma_request_start start unless $@
  def start
    imp_zma_request_start
    @status_window.opacity = 0
  end
  alias imp_zma_request_dispose_menu_background dispose_menu_background unless $@
  def dispose_menu_background
    if !IMP_Window_Status_Request_1::Black_Background
      imp_zma_request_dispose_menu_background
    end
  end

end

class Window_Status < Window_Base
  include IMP_Window_Status_Request_1
 
  def refresh
    self.contents.clear
    draw_actor_face(@actor, 8, 8)
    draw_actor_name(@actor, 112, 8)
    self.contents.font.color = system_color
    self.contents.draw_text(88,8+(1*WLH),112,WLH,"Birthday: ",2)
    self.contents.draw_text(88,8+(2*WLH),112,WLH,"Age: ",2)
    self.contents.draw_text(88,8+(3*WLH),112,WLH,"Origin: ",2)
    self.contents.draw_text(274,8+(1*WLH),112,WLH,"Gender: ",2)
    self.contents.draw_text(274,8+(2*WLH),112,WLH,"Height: ",2)
    self.contents.draw_text(274,8+(3*WLH),112,WLH,"Weight: ",2)
    self.contents.font.color = normal_color
    self.contents.draw_text(200,8+(1*WLH),112,WLH,Actor_Birthdays[@actor.id])
    self.contents.draw_text(200,8+(2*WLH),112,WLH,Actor_Ages[@actor.id])
    self.contents.draw_text(200,8+(3*WLH),112,WLH,Actor_Origins[@actor.id])
    self.contents.draw_text(386,8+(1*WLH),112,WLH,Actor_Genders[@actor.id])
    self.contents.draw_text(386,8+(2*WLH),112,WLH,Actor_Heights[@actor.id])
    self.contents.draw_text(386,8+(3*WLH),112,WLH,Actor_Weights[@actor.id])
    draw_icon(HP_Icon,0,144)
    draw_actor_hp(@actor,24,144,100)
    draw_icon(Level_Icon,0,176)
    self.contents.font.color = system_color
    self.contents.draw_text(24,176,180,WLH,"Level")
    self.contents.font.color = normal_color
    self.contents.draw_text(88,176,180,WLH,@actor.level)
    draw_icon(EXP_left_Icon,0,208)
    self.contents.font.color = system_color
    self.contents.draw_text(24,208,180,WLH,"Next")
    self.contents.font.color = normal_color
    self.contents.draw_text(88,208,180,WLH,@actor.next_exp_s)
    draw_icon(EXP_Icon,0,240)
    self.contents.font.color = system_color
    self.contents.draw_text(24,240,180,WLH,"EXP")
    self.contents.font.color = normal_color
    self.contents.draw_text(88,240,180,WLH,@actor.exp_s)
    draw_icon(MP_Icon,140,144)
    draw_actor_mp(@actor,164,144,100)
    draw_icon(ATK_Icon,140,176)
    self.contents.font.color = system_color
    self.contents.draw_text(164,176,180,WLH,Vocab::atk)
    self.contents.font.color = normal_color
    self.contents.draw_text(220,176,180,WLH,@actor.atk)
    draw_icon(DEF_Icon,140,208)
    self.contents.font.color = system_color
    self.contents.draw_text(164,208,180,WLH,Vocab::def)
    self.contents.font.color = normal_color
    self.contents.draw_text(220,208,180,WLH,@actor.def)
    draw_icon(SPI_Icon,140,240)
    self.contents.font.color = system_color
    self.contents.draw_text(164,240,180,WLH,Vocab::spi)
    self.contents.font.color = normal_color
    self.contents.draw_text(220,240,180,WLH,@actor.spi)
    draw_icon(AGI_Icon,140,272)
    self.contents.font.color = system_color
    self.contents.draw_text(164,272,180,WLH,Vocab::agi)
    self.contents.font.color = normal_color
    self.contents.draw_text(220,272,180,WLH,@actor.agi)
    self.contents.font.color = system_color
    self.contents.draw_text(296, 144, 120, WLH, Vocab::equip)
    for i in 0..4
      draw_item_name(@actor.equips[i], 296 + 16, 144 + WLH * (i + 1))
    end
  end
 
end
Had to squish up the stuff on the left a bit. The equpiment was wider than your image allowed for.

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Re: Scene_Menu scripts

Post by ZeroManArmy on Sun Nov 21, 2010 2:40 pm

IMP1 wrote:
Had to squish up the stuff on the left a bit. The equpiment was wider than your image allowed for.
Its beautiful! I love it! Real fast though can you double check and see if I did this right?
Code:

#===============================================================================
# Status Menu
# by IMP1
# Requested by ZeroManArmy
# Last Updated 11/21/10
#===============================================================================

#===============================================================================
# CONFIGURATION
#===============================================================================

module IMP_Window_Status_Request_1

#===============================================================================
  Actor_Birthdays = [
  "Leave Blank", # Actor 0
  "April 16th",  # Actor 1
  "January 1st", # Actor 2
  "January 1st", # Actor 3
  "January 1st", # Actor 4
  ]
#===============================================================================
  Actor_Ages = [
  "Leave Blank", # Actor 0
  24,            # Actor 1
  0,            # Actor 2
  0,            # Actor 3
  0,            # Actor 4
  ]
#===============================================================================
  Actor_Origins = [
  "Leave Blank", # Actor 0
  "Okuron",      # Actor 1
  "Knoxville",  # Actor 2
  "Knoxville",  # Actor 3
  "Knoxville",  # Actor 4
  ]
#===============================================================================
  Actor_Genders = [
  "Leave Blank", # Actor 0
  "Male",        # Actor 1
  "Female",      # Actor 2
  "Female",      # Actor 3
  "Female",      # Actor 4
  ]
#===============================================================================
  Actor_Heights = [
  "Leave Blank", # Actor 0
  5.8,          # Actor 1
  1.1,          # Actor 2
  1.1,          # Actor 3
  1.1,          # Actor 4
  ]
#===============================================================================
  Actor_Weights = [
  "Leave Blank", # Actor 0
  142,          # Actor 1
  900,          # Actor 2
  900,          # Actor 3
  900,          # Actor 4
  ]
#===============================================================================
  HP_Icon      = 1
  MP_Icon      = 2
  Level_Icon    = 3
  EXP_Icon      = 4
  EXP_left_Icon = 5
  ATK_Icon      = 6
  DEF_Icon      = 7
  SPI_Icon      = 8
  AGI_Icon      = 9
#===============================================================================
  Black_Background = true
#===============================================================================

#===============================================================================
# END CONFIGURATION
#===============================================================================
 
end

class Game_Actor < Game_Battler
  attr_reader :id
  alias imp_edit_initialize initialize unless $@
  def initialize(actor_id)
    imp_edit_initialize(actor_id)
    @id = actor_id
  end
end

class Scene_Status < Scene_Base
 
  alias imp_zma_request_create_menu_background create_menu_background unless $@
  def create_menu_background
    if !IMP_Window_Status_Request_1::Black_Background
      imp_zma_request_create_menu_background
    end
  end
  alias imp_zma_request_start start unless $@
  def start
    imp_zma_request_start
    @status_window.opacity = 0
  end
  alias imp_zma_request_dispose_menu_background dispose_menu_background unless $@
  def dispose_menu_background
    if !IMP_Window_Status_Request_1::Black_Background
      imp_zma_request_dispose_menu_background
    end
  end

end

class Window_Status < Window_Base
  include IMP_Window_Status_Request_1
 
  def refresh
    self.contents.clear
    draw_actor_face(@actor, 8, 8)
    draw_actor_name(@actor, 112, 8)
    self.contents.font.color = system_color
    self.contents.draw_text(88,8+(1*WLH),112,WLH,"Birthday: ",2)
    self.contents.draw_text(88,8+(2*WLH),112,WLH,"Age: ",2)
    self.contents.draw_text(88,8+(3*WLH),112,WLH,"Origin: ",2)
    self.contents.draw_text(274,8+(1*WLH),112,WLH,"Gender: ",2)
    self.contents.draw_text(274,8+(2*WLH),112,WLH,"Height: ",2)
    self.contents.draw_text(274,8+(3*WLH),112,WLH,"Weight: ",2)
    self.contents.font.color = normal_color
    self.contents.draw_text(200,8+(1*WLH),112,WLH,Actor_Birthdays[@actor.id])
    self.contents.draw_text(200,8+(2*WLH),112,WLH,Actor_Ages[@actor.id])
    self.contents.draw_text(200,8+(3*WLH),112,WLH,Actor_Origins[@actor.id])
    self.contents.draw_text(386,8+(1*WLH),112,WLH,Actor_Genders[@actor.id])
    self.contents.draw_text(386,8+(2*WLH),112,WLH,Actor_Heights[@actor.id])
    self.contents.draw_text(386,8+(3*WLH),112,WLH,Actor_Weights[@actor.id])
    draw_icon(HP_Icon,0,144)
    draw_actor_hp(@actor,24,144,100)
    draw_icon(Level_Icon,0,176)
    self.contents.font.color = system_color
    self.contents.draw_text(24,176,180,WLH,"Level")
    self.contents.font.color = normal_color
    self.contents.draw_text(88,176,180,WLH,@actor.level)
    draw_icon(EXP_left_Icon,0,208)
    self.contents.font.color = system_color
    self.contents.draw_text(24,208,180,WLH,"Next")
    self.contents.font.color = normal_color
    self.contents.draw_text(88,208,180,WLH,@actor.next_exp_s)
    draw_icon(EXP_Icon,0,240)
    self.contents.font.color = system_color
    self.contents.draw_text(24,240,180,WLH,"EXP")
    self.contents.font.color = normal_color
    self.contents.draw_text(88,240,180,WLH,@actor.exp_s)
    draw_icon(MP_Icon,140,144)
    draw_actor_mp(@actor,164,144,100)
    draw_icon(ATK_Icon,140,176)
    self.contents.font.color = system_color
    self.contents.draw_text(164,176,180,WLH,Vocab::atk)
    self.contents.font.color = normal_color
    self.contents.draw_text(220,176,180,WLH,@actor.atk)
    draw_icon(DEF_Icon,140,208)
    self.contents.font.color = system_color
    self.contents.draw_text(164,208,180,WLH,Vocab::def)
    self.contents.font.color = normal_color
    self.contents.draw_text(220,208,180,WLH,@actor.def)
    draw_icon(SPI_Icon,140,240)
    self.contents.font.color = system_color
    self.contents.draw_text(164,240,180,WLH,Vocab::spi)
    self.contents.font.color = normal_color
    self.contents.draw_text(220,240,180,WLH,@actor.spi)
    draw_icon(AGI_Icon,140,272)
    self.contents.font.color = system_color
    self.contents.draw_text(164,272,180,WLH,Vocab::agi)
    self.contents.font.color = normal_color
    self.contents.draw_text(220,272,180,WLH,@actor.agi)
    self.contents.font.color = system_color
    self.contents.draw_text(296, 144, 120, WLH, Vocab::equip)
    for i in 0..4
      draw_item_name(@actor.equips[i], 296 + 16, 144 + WLH * (i + 1))
    end
  end
 
end
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Re: Scene_Menu scripts

Post by IMP1 on Sun Nov 21, 2010 3:29 pm

Looks fine to me. Smile

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Re: Scene_Menu scripts

Post by Peva on Sun Nov 21, 2010 3:46 pm

Looks great Imp Smile You did a superb job Very Happy I would like to make a request. You can create whole new things, right? I'm using svykals ring menu, but that shouldn't matter. When you open up my scene (You can call it Scene_data or something, idc) it shows the players sprite, actor ones name, actor twos name with town after it, a variable labeled "Day" another variable labeled "Animals" and...I guess that's it. I hope you can do this. Just use your best judgment for where to place things, and I'll tell you if there is anything wrong with it.

EDIT: Oh also another variable labeled "Yesterday's Earnings"

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Re: Scene_Menu scripts

Post by ZeroManArmy on Sun Nov 21, 2010 6:20 pm

Also IMP I was asking about the script.
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Re: Scene_Menu scripts

Post by IMP1 on Mon Nov 22, 2010 2:30 am

@ZMA: I know.
@Peva: TOO MUCH FREEDOM. I don't know what looks good where. Give me more structure please >.<

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Re: Scene_Menu scripts

Post by Peva on Mon Nov 22, 2010 5:51 am

Ok, I'll make a crappy paint image if that's ok?

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Re: Scene_Menu scripts

Post by IMP1 on Mon Nov 22, 2010 10:43 am

Perfect.

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Re: Scene_Menu scripts

Post by Peva on Mon Nov 22, 2010 5:09 pm

Here it is, just using a window. Have actor two be in it's own window, the player be in its own window, and then the statistics be in its own window.

BEWARE! Awesome graphics skillz! Open at own risk!
Spoiler:

Also \v[x] is a customizable variable. Also after actor 2's name, put "Town"
And can the "Statistics" all have a icon that is customizable?

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Re: Scene_Menu scripts

Post by Peva on Wed Nov 24, 2010 3:52 pm

BUMP: Hey can you also add "Well: \v[x]" and "Bank: \v[x]" to the statistics side? And right under the "Actor 2 Town" can you add the play time in regular font. Please? Thank yoous!

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Re: Scene_Menu scripts

Post by Peva on Sun Nov 28, 2010 11:16 am

BUMP Waaa even started yet?

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Re: Scene_Menu scripts

Post by IMP1 on Sun Nov 28, 2010 2:03 pm

No, I've been working on a side-scrolling platformer in Ruby (not RMVX). But it shouldn't take too long. I'll do it now Smile

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Re: Scene_Menu scripts

Post by Peva on Sun Nov 28, 2010 2:11 pm

THANKZ YOUZ!!!

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Re: Scene_Menu scripts

Post by IMP1 on Sun Nov 28, 2010 3:00 pm

Code:
class Scene_MadeUpName < Scene_Base
 
  Animal_Variable  = 3
  Yest_Earn_Var    = 4
  Day_Variable      = 5
  Well_Variable    = 6
  Bank_Variable    = 7
 
  Animal_Icon_ID    = 1
  Yest_Earn_Icon_ID = 2
  Day_Icon_ID      = 3
  Well_Icon_ID      = 4
  Bank_Icon_ID      = 5
 
  Sprite_Frequency  = 16 # The higher the number, the slower the movement
  Black_Background_Behind_Windows = true
 
  WLH = Window_Base::WLH
 
  def start
    create_menu_background if !Black_Background_Behind_Windows
    @window1 = Window_Base.new(0,0,Graphics.width,Graphics.height/4)
    @window2 = Window_Base.new(0, Graphics.height/4, Graphics.width/3, 3*Graphics.height/4)
    @window3 = Window_Base.new(Graphics.width/3,Graphics.height/4,2*Graphics.width/3,3*Graphics.height/4)
   
    @window1.contents.font.size = 32
    text = $game_actors[2].name + " Town"
    @window1.contents.draw_text(0,0,@window1.contents.width,32,text,1)
    @window1.contents.font.size = WLH
    draw_time
   
    @window2.contents.font.bold = true
    @window2.contents.draw_text(0,0,@window2.contents.width,WLH,"Player",1)
    @window2.contents.font.bold = false
    text = $game_actors[1].name
    @window2.contents.draw_text(0,48,@window2.contents.width,WLH,text,1)
    @frame = 0
    @frames = [1,2,1,0]
    draw_sprite
   
    @window3.contents.font.bold = true
    @window3.contents.draw_text(0,0,@window3.contents.width,WLH,"Statistics",1)
    @window3.contents.font.bold = false
    @window3.draw_icon(Animal_Icon_ID,0,48)
    text = "Animals: #{$game_variables[Animal_Variable]}"
    @window3.contents.draw_text(32,48,@window3.contents.width,WLH,text,0)
    @window3.draw_icon(Yest_Earn_Icon_ID,0,48+(1*WLH))
    text = "Yesterday's Earnings: #{$game_variables[Yest_Earn_Var]}"
    @window3.contents.draw_text(32,48+(1*WLH),@window3.contents.width,WLH,text,0)
    @window3.draw_icon(Day_Icon_ID,0,48+(2*WLH))
    text = "Day: #{$game_variables[Day_Variable]}"
    @window3.contents.draw_text(32,48+(2*WLH),@window3.contents.width,WLH,text,0)
    @window3.draw_icon(Well_Icon_ID,0,48+(3*WLH))
    text = "Well: #{$game_variables[Well_Variable]}"
    @window3.contents.draw_text(32,48+(3*WLH),@window3.contents.width,WLH,text,0)
    @window3.draw_icon(Bank_Icon_ID,0,48+(4*WLH))
    text = "Bank: #{$game_variables[Bank_Variable]}"
    @window3.contents.draw_text(32,48+(4*WLH),@window3.contents.width,WLH,text,0)
   
  end
 
  def update
    update_input
    draw_sprite
    draw_time
    @window1.update
    @window2.update
    @window3.update
  end
 
  def update_input
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      return_scene
    # TETSINNING!HJUKL~~~~~~~~~~~~~~
    elsif Input.repeat?(Input::A)
      @window2.contents.clear_rect(80,160,32,32)
    #~~~~~~~~~~~~~~~~~~~
    end
  end
 
  def return_scene
    $scene = Scene_Map.new
  end
 
  def draw_sprite
    if Graphics.frame_count % Sprite_Frequency == 0
      @frame += 1; @frame %= 4
      x = @window2.contents.width / 2
      @window2.draw_actor_frame($game_actors[1],x,160,@frame)
    end
  end
 
  def draw_time
    @window1.contents.clear_rect(0,32,@window1.contents.width,WLH)
    secs = sprintf("%02d", (Graphics.frame_count/Graphics.frame_rate)%60)
    mins = sprintf("%02d", ((Graphics.frame_count/Graphics.frame_rate)/60)%60)
    hours = ((Graphics.frame_count/Graphics.frame_rate)/60)/60
    text = "#{hours}:#{mins}:#{secs}"
    @window1.contents.draw_text(0,32,@window1.contents.width,WLH,text,1)
  end
 
  def terminate
    @window1.dispose
    @window2.dispose
    @window3.dispose
    dispose_menu_background if !Black_Background_Behind_Windows
  end
 
end

class Window_Base < Window
 
  def draw_actor_frame(actor, x, y, frame = 1)
    return if actor.character_name == nil
    bitmap = Cache.character(actor.character_name)
    sign = actor.character_name[/^[\!\$]./]
    if sign != nil and sign.include?('$')
      cw = bitmap.width / 3
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 12
      ch = bitmap.height / 8
    end
    n = actor.character_index
    src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
    if frame == 0
      src_rect.x -= cw
    elsif frame == 2
      src_rect.x += cw
    end
    self.contents.clear_rect(x,y,cw,ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
 
end
What d'you reckon?

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