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Autor Thema: FF7 Menü  (Gelesen 765 mal)

Offline GR-FoxDie

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FF7 Menü
« am: Januar 21, 2008, 18:49:28 »
FF7 Menü (nur Aussehen)



Spoiler for Hiden:
#*********************************************************
 #Final Fantasy VII menu setup by AcedentProne
 #*********************************************************
 #To use:
 #Create a new folder in the Characters folder, and call it Faces
 #Adding faces: add a 80x80 picture with the same name as the characterset it
 #corrosponds with in the Faces folder
 #If text does not appear, right click and select Replace
 #Put $defaultfonttype in the Search String box
 #Put $fontface in the Replacement String box
 #Hit replace all.
 #Put $defaultfontsize in the Search String box
 #Put $fontsize in the Replacement String box
 #Hit replace all.
 #
 #If you do not want Faces, go to line 102
 #and change delete the # of draw_actor_graphic
 #and put a # infront of draw_actor_face
 
 
 
 #========================================
 #¦ Window_Base
 #--------------------------------------------------------------------------
 # Setting functions for the "Base"
 #========================================
 
 class Window_Base < Window
   def draw_actor_face(actor, x, y)
     face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
     fw = face.width
     fh = face.height
     src_rect = Rect.new(0, 0, fw, fh)
     self.contents.blt(x - fw / 23, y - fh, face, src_rect)
   end
 end
   def draw_actor_battler_graphic(actor, x, y)
     bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
     cw = bitmap.width
     ch = bitmap.height
     src_rect = Rect.new(0, 0, cw, ch)
     self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
   end
 
 #========================================
 #¦ Game_Map
 #--------------------------------------------------------------------------
 # Setting functions for the Map
 #========================================
 class Game_Map
   def name
     $map_infos[@map_id]
   end
 end
 
 #========================================
 #¦ Window_Title
 #--------------------------------------------------------------------------
 # Setting functions for the Title
 #========================================
 class Scene_Title
   $map_infos = load_data("Data/MapInfos.rxdata")
   for key in $map_infos.keys
     $map_infos[key] = $map_infos[key].name
   end
 end
 
 
 
 
 #========================================================
 # ¦ Window_MenuStatus
 #------------------------------------------------------------------------
 # Sets up the Choosing.
 #========================================================
 
 class Window_MenuStatus < Window_Selectable
 #--------------------------------------------------------------------------
 # Set up
 #--------------------------------------------------------------------------
   def initialize
     super(0, 0, 560, 454)
     self.contents = Bitmap.new(width - 32, height - 32)
     self.contents.font.name = "Arial"
     self.contents.font.size = 24
     refresh
     self.active = false
     self.index = -1
   end
 #--------------------------------------------------------------------------
 # Drawing Info on Screen
 #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     @item_max = $game_party.actors.size
     for i in 0...$game_party.actors.size
       x = 94
       y = i * 110
       actor = $game_party.actors[i]
       draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line
      #draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
       draw_actor_name(actor, x, y)
       draw_actor_class(actor, x + 80, y)
       draw_actor_level(actor, x, y + 18)
       draw_actor_state(actor, x + 200, y)
       draw_actor_exp(actor, x+ 144, y + 38)
       draw_actor_hp(actor, x, y + 38)
       draw_actor_sp(actor, x, y + 58)
     end
   end
 #--------------------------------------------------------------------------
 # Update of Cursor
 #--------------------------------------------------------------------------
   def update_cursor_rect
     if @index < 0
       self.cursor_rect.empty
     else
       self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
     end
   end
 end
 
 #=======================================#
 # ¦Window_GameStats #
 # written by AcedentProne #
 #-----------------------------------------------------------------------#
 
 class Window_GameStats < Window_Base
   def initialize
     super(0, 0, 160, 80)
     self.contents = Bitmap.new(width - 32, height - 32)
     self.contents.font.name = "Arial"
     self.contents.font.size = 22
     refresh
   end
 
   def refresh
     self.contents.clear
     self.contents.font.color = system_color
     # Draw "Time"
     @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, 6, 120, 32, text, 2)
     self.contents.font.color = system_color
     self.contents.draw_text(4, -10, 120, 32, "Temps")
     #Drawing Gold
     self.contents.font.color = normal_color
     self.contents.draw_text(4, 22, 120, 32,$game_party.gold.to_s + "" +$data_system.words.gold, 2)
     self.contents.font.color = system_color
     self.contents.draw_text(4, 22, 120, 32, $data_system.words.gold, 2)
   end
 #--------------------------------------------------------------------------
 # Update of The count
 
 
 
 
 #--------------------------------------------------------------------------
   def update
     super
     if Graphics.frame_count / Graphics.frame_rate != @total_sec
       refresh
     end
   end
 end
 
 #========================================================
 # ¦ Window_Mapname
 #------------------------------------------------------------------------
 #  Draws the Map name
 #========================================================
 
 class Window_Mapname < Window_Base
 #--------------------------------------------------------------------------
 # Set up
 #--------------------------------------------------------------------------
   def initialize
     super(0, 0, 320, 60)
     self.contents = Bitmap.new(width - 52, height - 32)
     self.contents.font.name = "Arial"
     self.contents.font.size = 24
     refresh
   end
 #--------------------------------------------------------------------------
 # Draws info on screen
 #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     # Map Name
     #map = $game_map.name
     self.contents.font.color = system_color
     self.contents.draw_text(4, 0, 220, 32, "Lieu")
     self.contents.font.color = normal_color
     self.contents.draw_text(175, 0, 80, 32, $game_map.name)
   end
 end
 
 #========================================================
 # ¦ Scene_Menu
 #------------------------------------------------------------------------
 # FF7 menu laytout as requested by AcedentProne.
 #========================================================
 
 class Scene_Menu
 #--------------------------- edit-------------------------------
   attr_reader :status_window
 #/--------------------------- edit-------------------------------
 
   def initialize(menu_index = 0)
     @menu_index = menu_index
   end
 
   def main
     s1 = $data_system.words.item
     s2 = $data_system.words.skill
     s3 = $data_system.words.equip
     s4 = "Status"
     s5 = "Speichern"
     s6 = "Beenden"
 
 #--------------------------- edit-------------------------------
     # Command menu
     # Size = Screen height - border sizes -
     # GameStatus menu - Spacing from GameStatus
     @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
     @command_window.x = 640 - @command_window.width
     @command_window.y = 0
     @command_window.z = 110
     @command_window.index = @menu_index
     if $game_party.actors.size == 0
       @command_window.disable_item(0)
       @command_window.disable_item(1)
       @command_window.disable_item(2)
       @command_window.disable_item(3)
     end
     if $game_system.save_disabled
       @command_window.disable_item(4)
     end
     @map = Window_Mapname.new
     @map.x = 640 - @map.width
     @map.y = 480 - @map.height - 1
     @map.z = 110
     # Lower right box
     @game_stats_window = Window_GameStats.new
     @game_stats_window.x = 640 - @game_stats_window.width
     @game_stats_window.y = 640 - @command_window.height - @game_stats_window.height + 3
     @game_stats_window.z =110
     # Status window
     @status_window = Window_MenuStatus.new
     @status_window.x = 0
     @status_window.y = 8
     @status_window.z = 100
     Graphics.transition
     loop do
       Graphics.update
       Input.update
       update
       if $scene != self
         break
       end
     end
     Graphics.freeze
     @command_window.dispose
     @game_stats_window.dispose
     @status_window.dispose
     @map.dispose
   end
 #--------------------------------------------------------------------
 # Updating
 #--------------------------------------------------------------------
   def update
     @command_window.update
     @game_stats_window.update
     @status_window.update
     @map.update
     if @command_window.active
       update_command
       return
     end
     if @status_window.active
       update_status
       return
     end
   end
 #--------------------------------------------------------------------
 # Updating the Command Selection
 #--------------------------------------------------------------------
   def update_command
     # If B button is pused
     if Input.trigger?(Input::B)
       # Plays assigned SE
       $game_system.se_play($data_system.cancel_se)
       # Go to Map
       $scene = Scene_Map.new
       return
     end
     # If C button is pused
     if Input.trigger?(Input::C)
     # Checks actor size
       if $game_party.actors.size == 0 and @command_window.index < 4
         # plays SE
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       case @command_window.index
       when 0
         $game_system.se_play($data_system.decision_se)
         $scene = Scene_Item.new
       when 1
         $game_system.se_play($data_system.decision_se)
         @command_window.active = false
         @status_window.active = true
         @status_window.index = 0
       when 2
         $game_system.se_play($data_system.decision_se)
         @command_window.active = false
         @status_window.active = true
         @status_window.index = 0
       when 3
         $game_system.se_play($data_system.decision_se)
         @command_window.active = false
         @status_window.active = true
         @status_window.index = 0
       when 4
         if $game_system.save_disabled
           $game_system.se_play($data_system.buzzer_se)
           return
         end
         $game_system.se_play($data_system.decision_se)
         $scene = Scene_Save.new
       when 5
         $game_system.se_play($data_system.decision_se)
         $scene = Scene_End.new
       end
       return
     end
   end
 #--------------------------------------------------------------------
 # Updating Status Screen
 #--------------------------------------------------------------------
 
   def update_status
     if Input.trigger?(Input::B)
       $game_system.se_play($data_system.cancel_se)
       @command_window.active = true
       @status_window.active = false
       @status_window.index = -1
       return
     end
     if Input.trigger?(Input::C)
       case @command_window.index
       when 1
         if $game_party.actors[@status_window.index].restriction >= 2
           $game_system.se_play($data_system.buzzer_se)
           return
         end
         $game_system.se_play($data_system.decision_se)
         $scene = Scene_Skill.new(@status_window.index)
       when 2
         $game_system.se_play($data_system.decision_se)
         $scene = Scene_Equip.new(@status_window.index)
       when 3
         $game_system.se_play($data_system.decision_se)
         $scene = Scene_Status.new(@status_window.index)
       end
       return
     end
   end
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« Letzte Änderung: Januar 21, 2008, 20:11:20 von GR-FoxDie »


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