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Autor Thema: Final Fantasy X-2  (Gelesen 2308 mal)

Offline GR-FoxDie

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  • Beiträge: 52
    • --¯=+Anti Borns Armee+=¯--
Final Fantasy X-2
« am: Januar 21, 2008, 19:08:05 »


ffx-2cmsv2-2.zip

Spoiler for Hiden:
[code]#=========================================================
  # This is the ffx-2 Custom Menu System by Catchm.
  # version 2, revised, shortened code
  # It is a long script and includes many alterations and images attached to it.
  # These images can be edited, and the script can be edited, you are free to do so
  # credit to Catchm is the only thing needed.
  # this is to be copied into a new script in the script editor
  #
  # Have fun with the script!
  #=========================================================
  
  class Bitmap
  def draw_text_shadow_rect(rect, text, align = 0)
    self.font.size -= 2
    old_col = self.font.color.clone
    # Dark shadow
    self.font.color = Color.new(0,0,0, 255)
    draw_text(Rect.new(rect.x+1, rect.y+1, rect.width,
      rect.height), text, align)
    # Small outline
    self.font.color = Color.new(96,96,96,96)
    draw_text(Rect.new(rect.x+1, rect.y, rect.width,
      rect.height), text, align)
    draw_text(Rect.new(rect.x-1, rect.y, rect.width,
      rect.height), text, align)
    draw_text(Rect.new(rect.x, rect.y-1, rect.width,
      rect.height), text, align)
    draw_text(Rect.new(rect.x, rect.y+1, rect.width,
      rect.height), text, align)
    # Normal text
    self.font.color = old_col
    draw_text(rect, text, align)
    self.font.size += 2
  end
  def draw_text_shadow(x, y, wid, hei, text, align = 0)
    self.font.size -= 2
    old_col = self.font.color.clone
    # Dark shadow
    self.font.color = Color.new(0,0,0, 255)
    draw_text(x+1,y+1,wid,hei,text, align)
    # Small outline
    self.font.color = Color.new(96,96,96,96)
    draw_text(x+1,y,wid,hei,text, align)
    draw_text(x+2,y,wid,hei,text, align)
    draw_text(x+2,y,wid,hei,text, align)
    draw_text(x,y-1,wid,hei,text, align)
    draw_text(x,y+1,wid,hei,text, align)
    draw_text(x,y+2,wid,hei,text, align)
    # Normal
    self.font.color = old_col
    draw_text(x,y,wid,hei,text, align)
    self.font.size += 2
  end
  def draw_text_outline(x, y, wid, hei, text, align = 0)
    self.font.color = Color.new(0, 0, 0, 255)
      draw_text(x + 1,y + 1,wid,hei,text, align)
      draw_text(x + 1,y - 1,wid,hei,text, align)
      draw_text(x - 1,y - 1,wid,hei,text, align)
      draw_text(x - 1,y + 1,wid,hei,text, align)
     self.font.color = Color.new(255, 255, 255, 255)
      draw_text(x,y,wid,hei,text, align)
    end
  def draw_text_outline2(x, y, wid, hei, text, align = 0)
    self.font.color = Color.new(0, 0, 0, 255)
      draw_text(x + 1,y + 1,wid,hei,text, align)
      draw_text(x + 1,y - 1,wid,hei,text, align)
      draw_text(x - 1,y - 1,wid,hei,text, align)
      draw_text(x - 1,y + 1,wid,hei,text, align)
     self.font.color = Color.new(255, 255, 255, 200)
      draw_text(x,y,wid,hei,text, align)
    end
    def draw_text_outline3(x, y, wid, hei, text, align = 0)
    self.font.color = Color.new(0, 0, 0, 255)
      draw_text(x + 1,y + 1,wid,hei,text, align)
      draw_text(x + 1,y - 1,wid,hei,text, align)
      draw_text(x - 1,y - 1,wid,hei,text, align)
      draw_text(x - 1,y + 1,wid,hei,text, align)
     self.font.color = Color.new(192, 224, 255, 255)
      draw_text(x,y,wid,hei,text, align)
    end
    def draw_text_outline4(x, y, wid, hei, text, align = 0)
    self.font.color = Color.new(0, 0, 0, 190)
      draw_text(x + 1,y + 1,wid,hei,text, align)
      draw_text(x + 1,y - 1,wid,hei,text, align)
      draw_text(x - 1,y - 1,wid,hei,text, align)
      draw_text(x - 1,y + 1,wid,hei,text, align)
     self.font.color = Color.new(255, 255, 255, 255)
      draw_text(x,y,wid,hei,text, align)
    end
  end
  class Window_Base < Window
    #=====================================
    # Gradient Bars , thanks to Acedent Prone
    def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
     if type == "horizontal"
       width = length
       height = thick
       self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
       self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
       w = width * e1 / e2
       for i in 0..height
       r = c1.red + (c2.red - c1.red)   * (height -i)/height  + 0   * i/height
       g = c1.green + (c2.green - c1.green) * (height -i)/height  + 0 * i/height
       b = c1.blue + (c2.blue - c1.blue)  * (height -i)/height  + 0 * i/height
       a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height  + 255 * i/height
       self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
     end
   elsif type == "vertical"
     width = thick
     height = length
       self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
       self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
     h = height * e1 / e2
     for i in 0..width
       r = c1.red + (c2.red - c1.red)   * (width -i)/width  + 0   * i/width
       g = c1.green + (c2.green - c1.green) * (width -i)/width  + 0 * i/width
       b = c1.blue + (c2.blue - c1.blue)  * (width -i)/width  + 0 * i/width
       a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width  + 255 * i/width
       self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
     end
   end
  end
  def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
     if type == "horizontal"
       width = length
       height = thick
       self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(0, 0, 0, 255))
       self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
       w = width * e1 / e2
       for i in 0..height
       r = c1.red + (c2.red - c1.red)   * (height -i)/height  + 0   * i/height
       g = c1.green + (c2.green - c1.green) * (height -i)/height  + 0 * i/height
       b = c1.blue + (c2.blue - c1.blue)  * (height -i)/height  + 0 * i/height
       a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height  + 255 * i/height
       self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
     end
   elsif type == "vertical"
     width = thick
     height = length
       self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
       self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
     h = height * e1 / e2
     for i in 0..width
       r = c1.red + (c2.red - c1.red)   * (width -i)/width  + 0   * i/width
       g = c1.green + (c2.green - c1.green) * (width -i)/width  + 0 * i/width
       b = c1.blue + (c2.blue - c1.blue)  * (width -i)/width  + 0 * i/width
       a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width  + 255 * i/width
       self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
     end
   end
  end
    #=====================================
    # New definitions
    def draw_battlegraphic(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
  #======================================
      def draw_actor_statuswindow(actor, x, y)
       bitmap = RPG::Cache.picture(actor.character_name, actor.character_hue)
      cw = bitmap.width / 4
      ch = bitmap.height / 4
      src_rect = Rect.new(0, 0, cw, ch)
      self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
    end
    #=====================================
    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
    #=====================================
    def draw_actor_name2(actor, x, y)
      self.contents.font.name = $fontface
      self.contents.font.color = outline_color
      self.contents.draw_text(x - 1, y - 1, 120, 32, actor.name)
      self.contents.draw_text(x + 1, y - 1, 120, 32, actor.name)
      self.contents.draw_text(x + 1, y + 1, 120, 32, actor.name)
      self.contents.draw_text(x - 1, y + 1, 120, 32, actor.name)
      self.contents.font.color = normal_color
      self.contents.draw_text(x, y, 120, 32, actor.name)
    end
    #=====================================
    def draw_actor_level2(actor, x, y)
      self.contents.font.name = $fontface
      self.contents.font.color = outline_color
      self.contents.draw_text(x - 1, y - 1, 32, 32, "Lv")
      self.contents.draw_text(x - 1, y + 1, 32, 32, "Lv")
      self.contents.draw_text(x + 1, y - 1, 32, 32, "Lv")
      self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")
      self.contents.font.color = Color.new(254, 230, 159, 255)
      self.contents.draw_text(x, y, 32, 32, "Lv")
      self.contents.font.color = outline_color
      self.contents.draw_text(x + 31, y + 1, 24, 32, actor.level.to_s, 2)
      self.contents.draw_text(x + 31, y - 1, 24, 32, actor.level.to_s, 2)
      self.contents.draw_text(x + 33, y + 1, 24, 32, actor.level.to_s, 2)
      self.contents.draw_text(x + 33, y - 1, 24, 32, actor.level.to_s, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
    end
    #=====================================
    def draw_actor_class2(actor, x, y)
      self.contents.font.name = "Black Chancery"
      self.contents.font.color = outline_color
      self.contents.draw_text(x + 1, y + 1, 236, 32, actor.class_name)
      self.contents.draw_text(x + 1, y - 1, 236, 32, actor.class_name)
      self.contents.draw_text(x - 1, y + 1, 236, 32, actor.class_name)
      self.contents.draw_text(x - 1, y - 1, 236, 32, actor.class_name)
      self.contents.font.color = Color.new(238, 139, 254, 255)
      self.contents.draw_text(x, y, 236, 32, actor.class_name)
    end
    #======================================
    def draw_actor_hp2(actor, x, y, width = 144)
      self.contents.font.name = "Tahoma"
      # ??? "HP" ???
      self.contents.font.size = 24
      self.contents.font.color = outline_color
      self.contents.draw_text(x + 1, y + 1, 32, 32, $data_system.words.hp)
      self.contents.draw_text(x + 1, y - 1, 32, 32, $data_system.words.hp)
      self.contents.draw_text(x - 1, y - 1, 32, 32, $data_system.words.hp)
      self.contents.draw_text(x - 1, y + 1, 32, 32, $data_system.words.hp)
      self.contents.font.color = Color.new(254, 238, 189, 255)
      self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
      # MaxHP ???????????????
      if width - 32 >= 108
        hp_x = x + width - 108
        flag = true
      elsif width - 32 >= 48
        hp_x = x + width - 48
        flag = false
      end
      # HP ???
         self.contents.font.name = $fontface
         self.contents.font.size = $fontsize
         self.contents.font.color = outline_color
         self.contents.draw_text(hp_x - 1, y - 1, 48, 32, actor.hp.to_s, 2)
         self.contents.draw_text(hp_x - 1, y + 1, 48, 32, actor.hp.to_s, 2)
         self.contents.draw_text(hp_x + 1, y + 1, 48, 32, actor.hp.to_s, 2)
         self.contents.draw_text(hp_x + 1, y - 1, 48, 32, actor.hp.to_s, 2)
      self.contents.font.color = actor.hp == 0 ? knockout_color :
        actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
      self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
      # MaxHP ???
      if flag
        self.contents.font.color = outline_color
        self.contents.draw_text(hp_x + 60 - 1, y - 1, 48, 32, actor.maxhp.to_s)
        self.contents.draw_text(hp_x + 60 - 1, y + 1, 48, 32, actor.maxhp.to_s)
        self.contents.draw_text(hp_x + 60 + 1, y - 1, 48, 32, actor.maxhp.to_s)
        self.contents.draw_text(hp_x + 60 + 1, y + 1, 48, 32, actor.maxhp.to_s)
        self.contents.draw_text(hp_x + 48 - 1, y - 1, 12, 32, "/", 1)
        self.contents.draw_text(hp_x + 48 + 1, y + 1, 12, 32, "/", 1)
        self.contents.draw_text(hp_x + 48 - 1, y + 1, 12, 32, "/", 1)
        self.contents.draw_text(hp_x + 48 + 1, y - 1, 12, 32, "/", 1)
        self.contents.font.color = normal_color
        self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
        self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
      end
    end
    #============================================
    def draw_actor_sp2(actor, x, y, width = 144)
      self.contents.font.name = "Tahoma"
      # ??? "SP" ???
      self.contents.font.size = 24
      self.contents.font.color = outline_color
      self.contents.draw_text(x + 1, y + 1, 32, 32, $data_system.words.sp)
      self.contents.draw_text(x + 1, y - 1, 32, 32, $data_system.words.sp)
      self.contents.draw_text(x - 1, y - 1, 32, 32, $data_system.words.sp)
      self.contents.draw_text(x - 1, y + 1, 32, 32, $data_system.words.sp)
      self.contents.font.color = Color.new(74, 230, 51, 225)
      self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
      # MaxSP ???????????????
      if width - 32 >= 108
        sp_x = x + width - 108
        flag = true
      elsif width - 32 >= 48
        sp_x = x + width - 48
        flag = false
      end
      # SP ???
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
      self.contents.font.color = outline_color
      self.contents.draw_text(sp_x - 1, y - 1, 48, 32, actor.sp.to_s, 2)
      self.contents.draw_text(sp_x - 1, y + 1, 48, 32, actor.sp.to_s, 2)
      self.contents.draw_text(sp_x + 1, y - 1, 48, 32, actor.sp.to_s, 2)
      self.contents.draw_text(sp_x + 1, y + 1, 48, 32, actor.sp.to_s, 2)
      self.contents.font.color = actor.sp == 0 ? knockout_color :
        actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
      self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
      # MaxSP ???
      if flag
        self.contents.font.color = outline_color
        self.contents.draw_text(sp_x + 60 - 1, y - 1, 48, 32, actor.maxsp.to_s)
        self.contents.draw_text(sp_x + 60 - 1, y + 1, 48, 32, actor.maxsp.to_s)
        self.contents.draw_text(sp_x + 60 + 1, y + 1, 48, 32, actor.maxsp.to_s)
        self.contents.draw_text(sp_x + 60 + 1, y - 1, 48, 32, actor.maxsp.to_s)
        self.contents.draw_text(sp_x + 48 - 1, y - 1, 12, 32, "/", 1)
        self.contents.draw_text(sp_x + 48 - 1, y - 1, 12, 32, "/", 1)
        self.contents.draw_text(sp_x + 48 + 1, y + 1, 12, 32, "/", 1)
        self.contents.draw_text(sp_x + 48 + 1, y + 1, 12, 32, "/", 1)
        self.contents.font.color = normal_color
        self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
        self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
      end
    end
    #=========================================
    def draw_actor_state2(actor, x, y, width = 120)
      self.contents.font.name = $fontface
      text = make_battler_state_text(actor, width, true)
      self.contents.font.color = outline_color
      self.contents.draw_text(x - 1, y - 1, width, 32, text)
      self.contents.draw_text(x - 1, y + 1, width, 32, text)
      self.contents.draw_text(x + 1, y + 1, width, 32, text)
      self.contents.draw_text(x + 1, y - 1, width, 32, text)
      self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
      self.contents.draw_text(x, y, width, 32, text)
    end
      #=====================================
    def draw_actor_parameter2(actor, x, y, type, writing)
      case type
      when 0
        parameter_name = $data_system.words.atk
        parameter_value = actor.atk
      when 1
        parameter_name = $data_system.words.pdef
        parameter_value = actor.pdef
      when 2
        parameter_name = "Magic Def"
        parameter_value = actor.mdef
      when 3
        parameter_name = $data_system.words.str
        parameter_value = actor.str
      when 4
        parameter_name = $data_system.words.dex
        parameter_value = actor.dex
      when 5
        parameter_name = $data_system.words.agi
        parameter_value = actor.agi
      when 6
        parameter_name = $data_system.words.int
        parameter_value = actor.int
      end
      self.contents.font.color = normal_color
      if writing == 1
      self.contents.draw_text_outline(x, y, 120, 32, parameter_name)
      self.contents.font.color = normal_color
      self.contents.draw_text_outline(x + 130, y, 36, 32, parameter_value.to_s, 2)
    end
      if writing == 2
      self.contents.draw_text_shadow(x, y, 120, 32, parameter_name)
      self.contents.font.color = normal_color
      self.contents.draw_text_shadow(x + 130, y, 36, 32, parameter_value.to_s, 2)
      end
    end
    def draw_actor_parameter3(actor, x, y, type)
      case type
      when 0
        parameter_name = $data_system.words.atk
        parameter_value = new_atk
      when 1
        parameter_name = $data_system.words.pdef
        parameter_value = new_pdef
      when 2
        parameter_name = "Magic Def"
        parameter_value = new_mdef
      when 3
        parameter_name = $data_system.words.str
        parameter_value = new_str
      when 4
        parameter_name = $data_system.words.dex
        parameter_value = new_dex
      when 5
        parameter_name = $data_system.words.agi
        parameter_value = new_agi
      when 6
        parameter_name = $data_system.words.int
        parameter_value = new_int
      end
      self.contents.font.color = system_color
      self.contents.draw_text_outline(x, y, 120, 32, parameter_name)
      self.contents.font.color = normal_color
      self.contents.draw_text_outline(x + 130, y, 36, 32, parameter_value.to_s, 2)
    end
    #=========================================
    def draw_item_name2(item, x, y)
      if item == nil
         self.contents.draw_text_outline(x + 28, y, 212, 32, "EMPTY")
        return
      end
      bitmap = RPG::Cache.icon(item.icon_name)
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
      self.contents.draw_text_outline(x + 28, y, 212, 32, item.name)
    end
     # New colour for outlining text - Black
    def outline_color
     return Color.new(0, 0, 0, 255)
   end
    end
    #==========================================================================
  ====
  # ¦ Window_Selectable
  #------------------------------------------------------------------------------
  #  ??????????????????????????????
  #==========================================================================
====
  
  class Window_Itemselectable < Window_Base
    #--------------------------------------------------------------------------
    # ? ??????????
    #--------------------------------------------------------------------------
    attr_reader   :index                    # ??????
    attr_reader   :help_window              # ????????
    #--------------------------------------------------------------------------
    # ? ?????????
    #     x      : ?????? X ??
    #     y      : ?????? Y ??
    #     width  : ???????
    #     height : ????????
    #--------------------------------------------------------------------------
    def initialize(x, y, width, height)
      super(x, y, width, height)
      @item_max = 1
      @column_max = 1
      @index = -1
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #     index : ?????????
    #--------------------------------------------------------------------------
    def index=(index)
      @index = index
      # ?????????? (update_help ??????????)
      if self.active and @help_window != nil
        update_help
      end
      # ??????????
      update_cursor_rect
    end
    #--------------------------------------------------------------------------
    # ? ?????
    #--------------------------------------------------------------------------
    def row_max
      # ?????????????
      return (@item_max + @column_max - 1) / @column_max
    end
    #--------------------------------------------------------------------------
    # ? ???????
    #--------------------------------------------------------------------------
    def top_row
      # ??????????? Y ????1 ???? 32 ???
      return self.oy / 32
    end
    #--------------------------------------------------------------------------
    # ? ???????
    #     row : ????????
    #--------------------------------------------------------------------------
    def top_row=(row)
      # row ? 0 ?????? 0 ???
      if row < 0
        row = 0
      end
      # row ? row_max - 1 ????? row_max - 1 ???
      if row > row_max - 1
        row = row_max - 1
      end
      # row ? 1 ???? 32 ??????????????? Y ?????
      self.oy = row * 32
    end
    #--------------------------------------------------------------------------
    # ? 1 ??????????????
    #--------------------------------------------------------------------------
    def page_row_max
      # ?????????????????? 32 ????1 ???? 32 ???
      return (self.height - 32) / 32
    end
    #--------------------------------------------------------------------------
    # ? 1 ???????????????
    #--------------------------------------------------------------------------
    def page_item_max
      # ?? page_row_max ? ?? @column_max ????
      return page_row_max * @column_max
    end
    #--------------------------------------------------------------------------
    # ? ???????????
    #     help_window : ???????????
    #--------------------------------------------------------------------------
    def help_window=(help_window)
      @help_window = help_window
      # ?????????? (update_help ??????????)
      if self.active and @help_window != nil
        update_help
      end
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def update_cursor_rect
      # ??????? 0 ?????
      if @index < 0
        self.cursor_rect.empty
        return
      end
      # ???????
      row = @index / @column_max
      # ???????????????????????
      if row < self.top_row
        # ??????????????????
        self.top_row = row
      end
      # ?????????????????????????
      if row > self.top_row + (self.page_row_max - 1)
        # ???????????????????
        self.top_row = row - (self.page_row_max - 1)
      end
      # ?????????
      cursor_width = self.width / @column_max - 32
      # ??????????
      x = @index % @column_max * (cursor_width + 6) + 10
      y = @index / @column_max * 32 - self.oy
      # ??????????
      self.cursor_rect.set(x, y, cursor_width, 32)
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def update
      super
      # ????????????????
      if self.active and @item_max > 0 and @index >= 0
        # ??????????????
        if Input.repeat?(Input::DOWN)
          # ??? 1 ?? ????????????????????????
          # ??????????(??? - ??)??????
          if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
             @index < @item_max - @column_max
            # ?????????
            $game_system.se_play($data_system.cursor_se)
            @index = (@index + @column_max) % @item_max
          end
        end
        # ??????????????
        if Input.repeat?(Input::UP)
          # ??? 1 ?? ????????????????????????
          # ???????????????????
          if (@column_max == 1 and Input.trigger?(Input::UP)) or
             @index >= @column_max
            # ?????????
            $game_system.se_play($data_system.cursor_se)
            @index = (@index - @column_max + @item_max) % @item_max
          end
        end
        # ??????????????
        if Input.repeat?(Input::RIGHT)
          # ??? 2 ???????????(??? - 1)??????
          if @column_max >= 2 and @index < @item_max - 1
            # ?????????
            $game_system.se_play($data_system.cursor_se)
            @index += 1
          end
        end
        # ??????????????
        if Input.repeat?(Input::LEFT)
          # ??? 2 ??????????? 0 ???????
          if @column_max >= 2 and @index > 0
            # ?????????
            $game_system.se_play($data_system.cursor_se)
            @index -= 1
          end
        end
        # R ??????????
        if Input.repeat?(Input::R)
          # ??????????????????????????????
          if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
            # ????? 1 ????????
            $game_system.se_play($data_system.cursor_se)
            @index = [@index + self.page_item_max, @item_max - 1].min
            self.top_row += self.page_row_max
          end
        end
        # L ??????????
        if Input.repeat?(Input::L)
          # ???????????? 0 ???????
          if self.top_row > 0
            # ????? 1 ???????
            $game_system.se_play($data_system.cursor_se)
            @index = [@index - self.page_item_max, 0].max
            self.top_row -= self.page_row_max
          end
        end
      end
      # ?????????? (update_help ??????????)
      if self.active and @help_window != nil
        update_help
      end
      # ??????????
      update_cursor_rect
    end
  end
  #==========================================================================
====
  # ¦ Window_Menuselectable
  #------------------------------------------------------------------------------
  #  ??????????????????????????????
  #==========================================================================
====
  
  class Window_Menuselectable < Window_Base
    #--------------------------------------------------------------------------
    # ? ??????????
    #--------------------------------------------------------------------------
    attr_reader   :index                    # ??????
    attr_reader   :help_window              # ????????
    #--------------------------------------------------------------------------
    # ? ?????????
    #     x      : ?????? X ??
    #     y      : ?????? Y ??
    #     width  : ???????
    #     height : ????????
    #--------------------------------------------------------------------------
    def initialize(x, y, width, height)
      super(x, y, width, height)
      @item_max = 1
      @column_max = 1
      @index = -1
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #     index : ?????????
    #--------------------------------------------------------------------------
    def index=(index)
      @index = index
      # ?????????? (update_help ??????????)
      if self.active and @help_window != nil
        update_help
      end
      # ??????????
      update_cursor_rect
    end
    #--------------------------------------------------------------------------
    # ? ?????
    #--------------------------------------------------------------------------
    def row_max
      # ?????????????
      return (@item_max + @column_max - 1) / @column_max
    end
    #--------------------------------------------------------------------------
    # ? ???????
    #--------------------------------------------------------------------------
    def top_row
      # ??????????? Y ????1 ???? 32 ???
      return self.oy / 32
    end
    #--------------------------------------------------------------------------
    # ? ???????
    #     row : ????????
    #--------------------------------------------------------------------------
    def top_row=(row)
      # row ? 0 ?????? 0 ???
      if row < 0
        row = 0
      end
      # row ? row_max - 1 ????? row_max - 1 ???
      if row > row_max - 1
        row = row_max - 1
      end
      # row ? 1 ???? 32 ??????????????? Y ?????
      self.oy = row * 32
    end
    #--------------------------------------------------------------------------
    # ? 1 ??????????????
    #--------------------------------------------------------------------------
    def page_row_max
      # ?????????????????? 32 ????1 ???? 32 ???
      return (self.height - 32) / 32
    end
    #--------------------------------------------------------------------------
    # ? 1 ???????????????
    #--------------------------------------------------------------------------
    def page_item_max
      # ?? page_row_max ? ?? @column_max ????
      return page_row_max * @column_max
    end
    #--------------------------------------------------------------------------
    # ? ???????????
    #     help_window : ???????????
    #--------------------------------------------------------------------------
    def help_window=(help_window)
      @help_window = help_window
      # ?????????? (update_help ??????????)
      if self.active and @help_window != nil
        update_help
      end
    end
    #--------------------------------------------------------------------------
    # ? ????????&
« Letzte Änderung: Januar 21, 2008, 20:10:06 von GR-FoxDie »


Neustes Projekt von Red und Mir
Renascor Adoria II - Das Urteil der Finsternis (RMXP)

Final Fantasy X-2

Offline Snake

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Final Fantasy X-2
« Antwort #1 am: Januar 21, 2008, 19:12:06 »
Wenn du schon die ganzen Scripts postest solltest
du auch die dazgehörigen Grafiken posten^^
Zitat
Snake 23:50

ich lads schnell


Silvanus 23:50

bist ne geile sau
:)

Final Fantasy X-2

Offline GR-FoxDie

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Final Fantasy X-2
« Antwort #2 am: Januar 21, 2008, 19:51:59 »
Sorry habe ich vergessen.

Ich habe das test project rein gepostet.

Da sind alle grafiken dabei.


Neustes Projekt von Red und Mir
Renascor Adoria II - Das Urteil der Finsternis (RMXP)

Final Fantasy X-2

ERZENGEL

  • Gast
Final Fantasy X-2
« Antwort #3 am: Januar 21, 2008, 20:03:22 »
Cooles und auch sehr bekanntes Script. Ansonsten würde ich mal dir SPOILER-Tag empfehlen ^^ und auch immer den Autor nennen. EDIT: Ok, in den Kommentaren gefunden :)

Spoiler for Hiden:

Final Fantasy X-2

Offline GR-FoxDie

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Final Fantasy X-2
« Antwort #4 am: Januar 21, 2008, 20:13:05 »
nochmals Sorry wusste nicht das es geht mit spoiler bbcode.

Habe das auch bei mir im Board aber ich sehe den Code hier nicht im Forum.


Neustes Projekt von Red und Mir
Renascor Adoria II - Das Urteil der Finsternis (RMXP)

Final Fantasy X-2

ERZENGEL

  • Gast
Final Fantasy X-2
« Antwort #5 am: Januar 21, 2008, 22:33:22 »
Nich so schlimm :)Nur das Skript war so lang ;)

Weiß jemand, ob's für das CMS auch andere Designs gibt? Vllt hau ich ein XP Game mit dem FFX2-CMS noch raus was bei mir auf der Platte liegt. Aber ich will nicht das Standardding nehmen ^^

Final Fantasy X-2

Offline Snake

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Final Fantasy X-2
« Antwort #6 am: Januar 21, 2008, 22:51:35 »
Zitat von: ERZENGEL
Nich so schlimm :)Nur das Skript war so lang ;)

Weiß jemand, ob's für das CMS auch andere Designs gibt? Vllt hau ich ein XP Game mit dem FFX2-CMS noch raus was bei mir auf der Platte liegt. Aber ich will nicht das Standardding nehmen ^^


Ichdamals als es rauskamn versucht in denn FF7 Style zu bringen...
Aber is schwerer als anfangs gedacht xD
Kannsts ja ma angucken:
http://rapidshare.com/files/85534578/FFX-2..._Snake.rar.html
Zitat
Snake 23:50

ich lads schnell


Silvanus 23:50

bist ne geile sau
:)

Final Fantasy X-2

Offline GR-FoxDie

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Final Fantasy X-2
« Antwort #7 am: Februar 28, 2008, 09:49:06 »
http://forum.rpgvx.net/index.php?showtopic=197

Hier ist das FF7 Menü aber nur vom aussehen.

Heute oder morgen Poste ich das richtige FF7 Menü mit Substanzen MenÜ für die Zauber.

Ist ganz cool.

Habe ca. 500 MB XP Scripts. Fragt mich wenn Ihr was sucht vielleicht habe ich es ja.

Ist keine Werbung lol ^^

gruss GR-FoxDie
« Letzte Änderung: Februar 28, 2008, 09:49:36 von GR-FoxDie »


Neustes Projekt von Red und Mir
Renascor Adoria II - Das Urteil der Finsternis (RMXP)

Final Fantasy X-2

Offline Rosa Canina

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Final Fantasy X-2
« Antwort #8 am: Februar 28, 2008, 12:36:06 »
Kann es sein, dass deine Demo kennwortgeschützt ist ???

Vom Aussehen find ichs klasse, auch wenn ich es ein wenig editieren würde xD

Ninja

Final Fantasy X-2

Offline GR-FoxDie

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Final Fantasy X-2
« Antwort #9 am: März 06, 2008, 08:42:26 »
Ja kann sein. Sorry

Lade heut die datei auf meinem Server hoch.

Bin immer erst Wochenende online.

(Bin grad im PC Kurz online. ^^)

(Der ist richtig langweilig. "WIE ERSTELLT MAN EINEN NEUEN ORDNER" man was für ein müll.)


Neustes Projekt von Red und Mir
Renascor Adoria II - Das Urteil der Finsternis (RMXP)

Final Fantasy X-2

Offline Rosa Canina

  • I can see... your death...
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  • Mystic Eyes of Death Perception
Final Fantasy X-2
« Antwort #10 am: März 06, 2008, 08:45:41 »
Ah, das ist nett. Das Menü schaut nämlich echt nett aus.

BTW: Wie groß dürfen hier Signaturen sein? Deine ist nämlich schon arg übertrieben groß o.O
« Letzte Änderung: März 06, 2008, 08:45:54 von Makerninja »

Re: Final Fantasy X-2

Offline GR-FoxDie

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Re: Final Fantasy X-2
« Antwort #11 am: August 25, 2008, 16:28:00 »


Neustes Projekt von Red und Mir
Renascor Adoria II - Das Urteil der Finsternis (RMXP)

 


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