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Autor Thema: (Börse) Umscripter für Menü gesucht!  (Gelesen 1378 mal)

Offline CliXx

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(Börse) Umscripter für Menü gesucht!
« am: Juli 23, 2010, 00:16:37 »
Hi,
Da ich schon mal nach einem Scripter gesucht hatte der mir das Menü umscriptet habe ich gemerkt das das Standard Menü nichtmehr so ganz in den Stil meines Projectes passt.
Jetzt suche ich jmd der mir das Lite Menü von Woratana so umscripten kann das nur noch Items, Speichern und Beenden in dem Menü ist.
Nach etlichen selbstversuchen wollts bei mir nicht klappen deshalb frag ich jetzt einfach hier^^
« Letzte Änderung: September 17, 2010, 12:46:23 von Maryon »

Re: Umscripter für Menü gesucht!

Offline FlipelyFlip

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Re: Umscripter für Menü gesucht!
« Antwort #1 am: Juli 23, 2010, 01:32:57 »
hier haste (=

Spoiler for Hiden:
#==============================================================================
# ¦ [RMVX] Lite Menu Version 1.01
#------------------------------------------------------------------------------
# by Woratana [woratana@hotmail.com]
# released on 03/02/2008
#
# Features Version 1.01
# - Fixed Bug in Gold_Text
# Features Version 1.0
# - Allow user to config menu
# - Add Gold/Location Window (user can turn on/off)
#==============================================================================
module Wor_Litemenu
  #================
  # SETUP Script Here!
  #================
  MENU_WINDOW_Y = 50
  CHARA_WINDOW_Y = 160
  CHARA_WINDOW_WIDTH = 175
  SHOW_LV = true
  SHOW_LOCATION_WINDOW = true
  VOCAB_LOCATION = "Location:"
  VOCAB_GOLD = "Gold:"
  LOCATION_WINDOW_Y = 295
  LOCATION_TEXT_X = 96
  GOLD_TEXT_X = 84
end
class Scene_Menu < Scene_Base
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  def start
    super
    create_menu_background
    create_command_window
    lite_create_location_window if Wor_Litemenu::SHOW_LOCATION_WINDOW == true
    lite_create_actor_window
  end
# START LITE METHOD
  def lite_create_actor_window
    member = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
     member.push ((actor.name) + " Lv." + (actor.level.to_s)) if Wor_Litemenu::SHOW_LV == true
     member.push (actor.name) if Wor_Litemenu::SHOW_LV == false
    end
    @status_window = Window_Command.new(Wor_Litemenu::CHARA_WINDOW_WIDTH, member)
    @status_window.index = @menu_index
    @status_window.x = (554 /2) - (@status_window.width/2)
    @status_window.y = Wor_Litemenu::CHARA_WINDOW_Y
    @status_window.visible = false
  end
  def lite_get_map_name
    mapdata = load_data("Data/MapInfos.rvdata")
    map_id = $game_map.map_id
    @map_name = mapdata[map_id].name
  end
  def lite_draw_currency_value(value, x, y, width)
    cx = @location_window.contents.text_size(Vocab::gold).width
    @location_window.contents.font.color = @location_window.normal_color
    @location_window.contents.draw_text(x+53, y, @location_window.width+cx, 24, value, 0)
    @location_window.contents.font.color = @location_window.system_color
    @location_window.contents.draw_text(x+(($game_party.gold).to_s.size * 8)+68, y, @location_window.width, 24, Vocab::gold, 0)
  end
  def lite_create_location_window
    width = 300
    height = 90
    x = (554 /2) - (width/2)
    y = Wor_Litemenu::LOCATION_WINDOW_Y
    @location_window = Window_Base.new(x, y, width, height)
    @location_window.create_contents
    lite_get_map_name
    @location_window.contents.font.color = @location_window.system_color
    @location_window.contents.draw_text(0, 0, 300, 24, Wor_Litemenu::VOCAB_GOLD)
    @location_window.contents.font.color = @location_window.normal_color
    lite_draw_currency_value($game_party.gold, 4, 0, Wor_Litemenu::GOLD_TEXT_X)
    @location_window.contents.font.color = @location_window.system_color
    @location_window.contents.draw_text(0, 32, 300, 24, Wor_Litemenu::VOCAB_LOCATION)
    @location_window.contents.font.color = @location_window.normal_color
    @location_window.contents.draw_text(Wor_Litemenu::LOCATION_TEXT_X, 32, 300, 24, @map_name)
  end
# END LITE METHOD
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @location_window.dispose if @location_window
    @status_window.dispose
  end  
  def update
    super
    update_menu_background
    @command_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      @status_window.update
      update_actor_selection
    end
  end
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::save
    s3 = Vocab::game_end
    @command_window = Window_Command.new(200, [s1, s2, s3],2,3)
    @command_window.index = @menu_index
    @command_window.x = (554 /2) - (@command_window.width/2) #167
    @command_window.y = Wor_Litemenu::MENU_WINDOW_Y
    if $game_party.members.size == 0
      @command_window.draw_item(0, false)
    end
    if $game_system.save_disabled
      @command_window.draw_item(1, false)
    end
  end
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1
        $scene = Scene_File.new(true,false,false)
      when 2
        $scene = Scene_End.new
      end
    end
  end
end

Scene_File (ersetzn würde reichen)
Spoiler for Hiden:
#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
#  This class performs the save and load screen processing.
#==============================================================================

class Scene_File < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     saving     : save flag (if false, load screen)
  #     from_title : flag: it was called from "Continue" on the title screen
  #     from_event : flag: it was called from the "Call Save Screen" event
  #--------------------------------------------------------------------------
  def initialize(saving, from_title, from_event)
    @saving = saving
    @from_title = from_title
    @from_event = from_event
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @help_window = Window_Help.new
    create_savefile_windows
    if @saving
      @index = $game_temp.last_file_index
      @help_window.set_text(Vocab::SaveMessage)
    else
      @index = self.latest_file_index
      @help_window.set_text(Vocab::LoadMessage)
    end
    @savefile_windows[@index].selected = true
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @help_window.dispose
    dispose_item_windows
  end
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    if @from_title
      $game_switches[10] = true
      $scene = Scene_Map.new
    elsif @from_event
      $scene = Scene_Map.new
    else
      $scene = Scene_Menu.new(1)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @help_window.update
    update_savefile_windows
    update_savefile_selection
  end
  #--------------------------------------------------------------------------
  # * Create Save File Window
  #--------------------------------------------------------------------------
  def create_savefile_windows
    @savefile_windows = []
    for i in 0..3
      @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
    end
    @item_max = 4
  end
  #--------------------------------------------------------------------------
  # * Dispose of Save File Window
  #--------------------------------------------------------------------------
  def dispose_item_windows
    for window in @savefile_windows
      window.dispose
    end
  end
  #--------------------------------------------------------------------------
  # * Update Save File Window
  #--------------------------------------------------------------------------
  def update_savefile_windows
    for window in @savefile_windows
      window.update
    end
  end
  #--------------------------------------------------------------------------
  # * Update Save File Selection
  #--------------------------------------------------------------------------
  def update_savefile_selection
    if Input.trigger?(Input::C)
      determine_savefile
    elsif Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    else
      last_index = @index
      if Input.repeat?(Input::DOWN)
        cursor_down(Input.trigger?(Input::DOWN))
      end
      if Input.repeat?(Input::UP)
        cursor_up(Input.trigger?(Input::UP))
      end
      if @index != last_index
        Sound.play_cursor
        @savefile_windows[last_index].selected = false
        @savefile_windows[@index].selected = true
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Confirm Save File
  #--------------------------------------------------------------------------
  def determine_savefile
    if @saving
      Sound.play_save
      do_save
    else
      if @savefile_windows[@index].file_exist
        Sound.play_load
        do_load
      else
        Sound.play_buzzer
        return
      end
    end
    $game_temp.last_file_index = @index
  end
  #--------------------------------------------------------------------------
  # * Move cursor down
  #     wrap : Wraparound allowed
  #--------------------------------------------------------------------------
  def cursor_down(wrap)
    if @index < @item_max - 1 or wrap
      @index = (@index + 1) % @item_max
    end
  end
  #--------------------------------------------------------------------------
  # * Move cursor up
  #     wrap : Wraparound allowed
  #--------------------------------------------------------------------------
  def cursor_up(wrap)
    if @index > 0 or wrap
      @index = (@index - 1 + @item_max) % @item_max
    end
  end
  #--------------------------------------------------------------------------
  # * Create Filename
  #     file_index : save file index (0-3)
  #--------------------------------------------------------------------------
  def make_filename(file_index)
    return "Save#{file_index + 1}.rvdata"
  end
  #--------------------------------------------------------------------------
  # * Select File With Newest Timestamp
  #--------------------------------------------------------------------------
  def latest_file_index
    index = 0
    latest_time = Time.at(0)
    for i in 0...@savefile_windows.size
      if @savefile_windows[i].time_stamp > latest_time
        latest_time = @savefile_windows[i].time_stamp
        index = i
      end
    end
    return index
  end
  #--------------------------------------------------------------------------
  # * Execute Save
  #--------------------------------------------------------------------------
  def do_save
    file = File.open(@savefile_windows[@index].filename, "wb")
    write_save_data(file)
    file.close
    return_scene
  end
  #--------------------------------------------------------------------------
  # * Execute Load
  #--------------------------------------------------------------------------
  def do_load
    file = File.open(@savefile_windows[@index].filename, "rb")
    read_save_data(file)
    file.close
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    Graphics.fadeout(60)
    Graphics.wait(40)
    @last_bgm.play
    @last_bgs.play
  end
  #--------------------------------------------------------------------------
  # * Write Save Data
  #     file : write file object (opened)
  #--------------------------------------------------------------------------
  def write_save_data(file)
    characters = []
    for actor in $game_party.members
      characters.push([actor.character_name, actor.character_index])
    end
    $game_system.save_count += 1
    $game_system.version_id = $data_system.version_id
    @last_bgm = RPG::BGM::last
    @last_bgs = RPG::BGS::last
    Marshal.dump(characters,           file)
    Marshal.dump(Graphics.frame_count, file)
    Marshal.dump(@last_bgm,            file)
    Marshal.dump(@last_bgs,            file)
    Marshal.dump($game_system,         file)
    Marshal.dump($game_message,        file)
    Marshal.dump($game_switches,       file)
    Marshal.dump($game_variables,      file)
    Marshal.dump($game_self_switches,  file)
    Marshal.dump($game_actors,         file)
    Marshal.dump($game_party,          file)
    Marshal.dump($game_troop,          file)
    Marshal.dump($game_map,            file)
    Marshal.dump($game_player,         file)
  end
  #--------------------------------------------------------------------------
  # * Read Save Data
  #     file : file object for reading (opened)
  #--------------------------------------------------------------------------
  def read_save_data(file)
    characters           = Marshal.load(file)
    Graphics.frame_count = Marshal.load(file)
    @last_bgm            = Marshal.load(file)
    @last_bgs            = Marshal.load(file)
    $game_system         = Marshal.load(file)
    $game_message        = Marshal.load(file)
    $game_switches       = Marshal.load(file)
    $game_variables      = Marshal.load(file)
    $game_self_switches  = Marshal.load(file)
    $game_actors         = Marshal.load(file)
    $game_party          = Marshal.load(file)
    $game_troop          = Marshal.load(file)
    $game_map            = Marshal.load(file)
    $game_player         = Marshal.load(file)
    if $game_system.version_id != $data_system.version_id
      $game_map.setup($game_map.map_id)
      $game_player.center($game_player.x, $game_player.y)
    end
  end
end

Scene_End: (ersetzn reicht)

Spoiler for Hiden:
#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
#  This class performs game end screen processing.
#==============================================================================

class Scene_End < Scene_Base
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
  end
  #--------------------------------------------------------------------------
  # * Post-Start Processing
  #--------------------------------------------------------------------------
  def post_start
    super
    open_command_window
  end
  #--------------------------------------------------------------------------
  # * Pre-termination Processing
  #--------------------------------------------------------------------------
  def pre_terminate
    super
    close_command_window
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_command_window
    dispose_menu_background
  end
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new(2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::C)
      case @command_window.index
      when 0  # to title
        command_to_title
      when 1  # shutdown
        command_shutdown
      when 2  # quit
        command_cancel
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Update Background for Menu Screen
  #--------------------------------------------------------------------------
  def update_menu_background
    super
    @menuback_sprite.tone.set(0, 0, 0, 128)
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::to_title
    s2 = Vocab::shutdown
    s3 = Vocab::cancel
    @command_window = Window_Command.new(172, [s1, s2, s3])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = (416 - @command_window.height) / 2
    @command_window.openness = 0
  end
  #--------------------------------------------------------------------------
  # * Dispose of Command Window
  #--------------------------------------------------------------------------
  def dispose_command_window
    @command_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Open Command Window
  #--------------------------------------------------------------------------
  def open_command_window
    @command_window.open
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 255
  end
  #--------------------------------------------------------------------------
  # * Close Command Window
  #--------------------------------------------------------------------------
  def close_command_window
    @command_window.close
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 0
  end
  #--------------------------------------------------------------------------
  # * Process When Choosing [To Title] Command
  #--------------------------------------------------------------------------
  def command_to_title
    Sound.play_decision
    RPG::BGM.fade(800)
    RPG::BGS.fade(800)
    RPG::ME.fade(800)
    $scene = Scene_Title.new
    close_command_window
    Graphics.fadeout(60)
  end
  #--------------------------------------------------------------------------
  # * Process When Choosing [Shutdown] Command
  #--------------------------------------------------------------------------
  def command_shutdown
    Sound.play_decision
    RPG::BGM.fade(800)
    RPG::BGS.fade(800)
    RPG::ME.fade(800)
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # *  Process When Choosing [Cancel] Command
  #--------------------------------------------------------------------------
  def command_cancel
    Sound.play_decision
    $scene = Scene_Menu.new(9)
  end
end

lg flipely

Re: Umscripter für Menü gesucht!

Offline CliXx

  • Colovulutionär
  • Mr. MACK-Tile
  • ***
  • Beiträge: 232
Re: Umscripter für Menü gesucht!
« Antwort #2 am: Juli 23, 2010, 01:59:05 »
Also wenn ich im Menü ingame auf Beenen gehen komme ich ins Equip fenster und bei Speichern komm ich in den Status ^^
Genau das selbe hatte ich bei mir auch als ich es versucht hatte^^

Re: Umscripter für Menü gesucht!

Offline FlipelyFlip

  • Will sein Alter nicht verraten xD
  • Administrator
  • VX-Großmeister
  • ****
  • Beiträge: 884
  • Heyho (=
    • Flips Musik Kariere auf Facebook xD
Re: Umscripter für Menü gesucht!
« Antwort #3 am: Juli 23, 2010, 03:32:24 »
ach damn stimmt, da unten umändern auch vergessn^^" sry

habs gleich reineditiert (=

Re: Umscripter für Menü gesucht!

Offline CliXx

  • Colovulutionär
  • Mr. MACK-Tile
  • ***
  • Beiträge: 232
Re: Umscripter für Menü gesucht!
« Antwort #4 am: Juli 23, 2010, 11:50:54 »
Jetzt ises perfekt !
Danke

 


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