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  RPG-Maker VX => VX Skripte [Fertiger Code] => Thema gestartet von: Rafidelis am Januar 08, 2009, 18:51:03

Titel: Styled Chrono Trigger Menu
Beitrag von: Rafidelis am Januar 08, 2009, 18:51:03
Styled Chrono Trigger Menu
By: Rafidelis

(http://img246.imageshack.us/img246/6123/marker4ca1.png) About the Script:

This script makes the menu looking like of the classic snes game Chorno Trigger
With it you can customize the pictures that will be used as options.

(http://img246.imageshack.us/img246/6123/marker4ca1.png) ScreenShots:

(http://img136.imageshack.us/img136/4637/sctm01mm3.png)

(http://img179.imageshack.us/img179/9645/sctm02jj2.png)



(http://img246.imageshack.us/img246/6123/marker4ca1.png) Instructions

Paste above the Main, then put 7 files in Pictures folder of your game, with the names you set in the script.
If you want you can use the images below:

Item:

(http://i328.photobucket.com/albums/l332/Rafis_Maker/item.png)

Skill:

(http://i328.photobucket.com/albums/l332/Rafis_Maker/skill.png)

Equip:

(http://i328.photobucket.com/albums/l332/Rafis_Maker/equip.png)

Status:

(http://i328.photobucket.com/albums/l332/Rafis_Maker/status.png)

Save:

(http://i328.photobucket.com/albums/l332/Rafis_Maker/save.png)

End Game:

(http://i328.photobucket.com/albums/l332/Rafis_Maker/endgame.png)

"Cursor"

(http://i328.photobucket.com/albums/l332/Rafis_Maker/seta.png)

#======================================================================
=========
# STYLED CHRONO TRIGGER MENU
# BY : RAFIDELIS
#-------------------------------------------------------------------------------
# Rafa_Fidelis@hotmail.com ou Rafa_Fidelis@yahoo.com.br
# www.ReinoRpg.com
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Modo de Uso:
#-------------------------------------------------------------------------------
# Paste above the Main and take pictures 7 files in the folder where each will
# Represents a different option and the "cursor".
# In line 25 to line 31 defines the names of images that you will use.
# Note - the images must have at most 80 x 74 pixels, images larger than
# This can lead to error in the script, I recommend that you use the images of
# Iconset of VX RpgMaker ..
# If you use the images that are not centralized, go 57 and change this line:
# @ Img.x = (544 - @ img.width) / 14 and the 14 where it is changing the value you ate
# The images become centralized, so simple / ~
# If you do not want to use the cursor leaves the image name in the script "
#==============================================================================

module SCTM_RAFIDELIS
  IMAGE_CURSOR_NAME = "seta"
  IMAGE_ITEM_NAME = "item"
  IMAGE_SKILL_NAME = "skill"
  IMAGE_EQUIP_NAME = "equip"
  IMAGE_STATUS_NAME = "status"
  IMAGE_SAVE_NAME = "Save"
  IMAGE_ENDGAME_NAME = "endgame"
  end
class Scene_Menu < Scene_Base
  include SCTM_RAFIDELIS
  def initialize(index=0)
    @index = index
  end
  def start
    create_menu_background
    @cursor = Sprite.new
    @cursor.bitmap = Cache.picture(IMAGE_CURSOR_NAME)   
    @img = Sprite.new
    @img.bitmap = Cache.picture(IMAGE_ITEM_NAME)
    @img2 = Sprite.new
    @img2.bitmap = Cache.picture(IMAGE_SKILL_NAME)
    @img3 = Sprite.new
    @img3.bitmap = Cache.picture(IMAGE_EQUIP_NAME)
    @img4 = Sprite.new
    @img4.bitmap = Cache.picture(IMAGE_STATUS_NAME)
    @img5 = Sprite.new
    @img5.bitmap = Cache.picture(IMAGE_SAVE_NAME)
    @img6 = Sprite.new
    @img6.bitmap = Cache.picture(IMAGE_ENDGAME_NAME)
#===============================================
# Establish the positions of images
#===============================================
    @img.x = (544 - @img.width)/14
    @img.y = (416 - @img.height)/2
    @img2.x = (@img.x + @img2.width)
    @img2.y = (416 - @img2.height)/2
    @img3.x = (@img2.x + @img3.width)
    @img3.y = (416 - @img.height)/2
    @img4.x = (@img3.x + @img4.width)
    @img4.y = (416 - @img4.height)/2
    @img5.x = (@img4.x + @img5.width)
    @img5.y = (416 - @img5.height)/2
    @img6.x = (@img5.x + @img6.width)
    @img6.y = (416 - @img6.height)/2
    @cursor.x = @img.x
    @cursor.y = @img.y
    @cursor.z = 100
#===============================================
# Creating the Windows
#===============================================
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(160, 0)
    @window_mapname = Window_Mapname.new(0,0)
    @window_playtime = Window_PlayTime.new(0,@window_mapname.height)
    @gold_window.opacity = 0
    @status_window.z = 0
    @window = Window_Base.new(0,0,544,@img.height + 10)
    @window.y = (416 - @window.height)/2
    @window.z = 0
    @window.opacity = 0
#===============================================
# Deixando as imagens com Tom Escuro
#===============================================
    @img2.tone = Tone.new(0,0,0,255)
    @img3.tone = Tone.new(0,0,0,255)
    @img4.tone = Tone.new(0,0,0,255)
    @img5.tone = Tone.new(0,0,0,255)
    @img6.tone = Tone.new(0,0,0,255)
#===============================================
#Leaving the images with Dark tone
#===============================================
    @img.opacity = 20
    @img2.opacity = 20
    @img3.opacity = 20
    @img4.opacity = 20
    @img5.opacity = 20
    @img6.opacity = 20
    @cursor.opacity = 20
  end
#================================================
# Update
#================================================
  def update
    super
    update_menu_background
    @img.update
    @img2.update
    @img3.update
    @img4.update
    @img5.update
    @img6.update
    @gold_window.update
    @status_window.update
    @window_mapname.update
    @window_playtime.update
    if @img.opacity < 255 and @img2.opacity < 255 and
      @img3.opacity < 255 and @img4.opacity < 255 and
      @img5.opacity < 255 and @window.opacity < 255 and
      @gold_window.opacity < 255 and  @img6.opacity < 255 and @cursor.opacity < 255
      @img.opacity += 5
      @img2.opacity += 5
      @img3.opacity += 5
      @img4.opacity += 5
      @img5.opacity += 5
      @img6.opacity += 5
      @window.opacity += 5
      @gold_window.opacity += 5
      @cursor.opacity += 5
    end
    if @index == 0
      @cursor.x = @img.x
      @cursor.y = @img.y
      @img.tone = Tone.new(0,0,0)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 1
      @cursor.x = @img2.x
      @cursor.y = @img2.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 2
      @cursor.x = @img3.x
      @cursor.y = @img3.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 3
      @cursor.x = @img4.x
      @cursor.y = @img4.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 4
      @cursor.x = @img5.x
      @cursor.y = @img5.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 5
      @cursor.x = @img6.x
      @cursor.y = @img6.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(120,0,0)

end
    if Input.trigger?(Input::B)
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::RIGHT) and @index == 0
      @index = 1
      @cursor.x = @img2.x
      @cursor.y = @img2.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::RIGHT) and @index == 1
      @index = 2
      @cursor.x = @img3.x
      @cursor.y = @img3.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::RIGHT) and @index == 2
      @index = 3
      @cursor.x = @img4.x
      @cursor.y = @img4.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::RIGHT) and @index == 3
      @index = 4
      @cursor.x = @img5.x
      @cursor.y = @img5.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::RIGHT) and @index == 4
      @index = 5
      @cursor.x = @img6.x
      @cursor.y = @img6.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(120,0,0)
    elsif Input.trigger?(Input::RIGHT) and @index == 5
      @index = 0
      @cursor.x = @img.x
      @cursor.y = @img.y
      @img.tone = Tone.new(0,0,0)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 5
      @index = 4
      @cursor.x = @img5.x
      @cursor.y = @img5.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 4
      @index = 3
      @cursor.x = @img4.x
      @cursor.y = @img4.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 3
      @index = 2
      @cursor.x = @img3.x
      @cursor.y = @img3.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 2
      @index = 1
      @cursor.x = @img2.x
      @cursor.y = @img2.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,0)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)     
    elsif Input.trigger?(Input::LEFT) and @index == 1
      @index = 0
      @cursor.x = @img.x
      @cursor.y = @img.y
      @img.tone = Tone.new(0,0,0)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 0
      @index = 5
      @cursor.x = @img6.x
      @cursor.y = @img6.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)

      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(120,0,0)
    elsif Input.trigger?(Input::C)
      Sound.play_decision
    case @index
      when 0
       $scene = Scene_Item.new
      when 1
        $scene = Scene_Skill.new
      when 2
        $scene = Scene_Equip.new
      when 3
        $scene = Scene_Status.new
      when 4
        $scene = Scene_File.new(true, false, false)
      when 5
        $scene = Scene_End.new
    end   
  end
#===============================================
# Dispose
#===============================================
  def terminate
    dispose_menu_background
    @img.dispose
    @img2.dispose
    @img3.dispose
    @img4.dispose
    @img5.dispose
    @img6.dispose
    @window.dispose
    @status_window.dispose
    @gold_window.dispose
    @window_mapname.dispose
    @window_playtime.dispose
    @cursor.dispose
    end
  end
end
#=============================================
#Window with MapNAme
#=============================================
class Window_Mapname < Window_Base
  def initialize(x, y)
    super(x, y, 160, 86)
    update
  end
  def update
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0,0,128,32,"Mapa:")
    self.contents.font.color = normal_color
    self.contents.draw_text(0,24,128,32,$game_map.map_name.to_s)
  end
end

class Game_Map
attr_reader   :map_id 
def map_name
  $mpname = load_data("Data/MapInfos.rvdata")
  $mpname[@map_id].name
end
end
#=============================================
# Window with Play Time
#=============================================
class Window_PlayTime < Window_Base
  def initialize(x,y)
    super(x, y, 160, 80)
    refresh
  end 
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 24, "Tempo de Jogo")
    @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, 24, 120, 24, text, 2)
  end
 
  def update
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
#===============================================================================
#END OF SCRIPT - Find more Rafidelis scripts in www.ReinoRpg.com / forum
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(http://img246.imageshack.us/img246/6123/marker4ca1.png) Demo Download:

Download (http://www.4shared.com/file/78659160/5cf92b5d/Styled_Chrono_Trigger_Menu.html?dirPwdVerified=184905c)

(http://i.creativecommons.org/l/by-nc-sa/2.5/br/88x31.png) (http://"http://creativecommons.org/licenses/by-nc-sa/2.5/br/")

RGSS and RGSS2 Scripts and RGSS1/2 Tutorials by Rafidelis (http://"http://www.reinorpg.com") is licensed under a
Creative Commons Atribuição-Uso Não-Comercial-Compartilhamento pela mesma Licença 2.5 Brasil License. (http://"http://creativecommons.org/licenses/by-nc-sa/2.5/br/")
Permissions beyond the scope of this license may be available at ReinoRPG.com (http://"http://reinorpg.com/portal/index.php?option=com_content&task=view&id=68&Itemid=1")
Titel: Re: Styled Chrono Trigger Menu
Beitrag von: Redeemer am Januar 09, 2009, 10:39:38
Sorry, but the download link does not work.

Could you please upload the Demo again?
Titel: Re: Styled Chrono Trigger Menu
Beitrag von: Kisuke Urahara am Januar 09, 2009, 12:48:57
The Link is ok, it is only wrong written: the Link: http://www.4shared.com/file/78659160/5cf92b5d/Styled_Chrono_Trigger_Menu.html?dirPwdVerified=184905c (http://www.4shared.com/file/78659160/5cf92b5d/Styled_Chrono_Trigger_Menu.html?dirPwdVerified=184905c)

mfg Ryu
Titel: Re: Styled Chrono Trigger Menu
Beitrag von: Redeemer am Januar 09, 2009, 13:05:41
@Ryu
Danke Ryu jetz gehts.

@Rafidelis
Its a very nice Script.
Great Job!^^
I like it and i use it in my Project.
Titel: Re: Styled Chrono Trigger Menu
Beitrag von: Rafidelis am Januar 10, 2009, 12:44:43
The download link was arranged at the main post, thanks for the warning.
And thanks also to praise the script =D
Titel: Re: Styled Chrono Trigger Menu
Beitrag von: Jisatsu am Januar 10, 2009, 13:26:15
It looks great ^^... I think, I use it in my game, too. Is it possible to add more options, or can I use just 7?
Titel: Re: Styled Chrono Trigger Menu
Beitrag von: Rafidelis am Januar 10, 2009, 18:56:28
No, for this I have to modify the script, if you want to send me the picture, the 7 option I change it for you
Titel: Re: Styled Chrono Trigger Menu
Beitrag von: Jisatsu am Januar 11, 2009, 00:12:23
Thx ^^... The Picture is belove the post. I need teh Option for a Materia-Script.

Jisatsu

[gelöscht durch Administrator]
Titel: Re: Styled Chrono Trigger Menu
Beitrag von: Rafidelis am Januar 12, 2009, 04:01:31
Okay, also post the script of the materia system , for me I got the script worked delivering 100%

PS:SOrry if my english is bad xD
Titel: Re: Styled Chrono Trigger Menu
Beitrag von: Jisatsu am Januar 12, 2009, 13:03:16
Your English isn't bad... MY English is bad XD
Here you can find the Materiascript: http://www.rpgrevolution.com/forums/index.php?showtopic=25128&hl=materia
Thx, that you help me ^^
Titel: Re: Styled Chrono Trigger Menu
Beitrag von: Rafidelis am Januar 12, 2009, 18:04:05
I will do, I post tomorrow or after tomorrow because I'm too busy today
Titel: Re: Styled Chrono Trigger Menu
Beitrag von: Jisatsu am Januar 12, 2009, 18:39:53
No problem, I've got time ^^... Thank you very, very much, for your help ^^
Titel: Re: Styled Chrono Trigger Menu
Beitrag von: PalaserGmbH am Januar 26, 2009, 15:33:54
It look´s good,but you can´t switch to a another guy in the party,to show the equipment...
*sry for my english :D*
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