设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 96|回复: 0

[转载发布] Simple Modded Menu

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    慵懒
    3 天前
  • 签到天数: 207 天

    连续签到: 1 天

    [LV.7]常住居民III

    3646

    主题

    862

    回帖

    2万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    21262
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    25800

    灌水之王

    发表于 4 天前 | 显示全部楼层 |阅读模式
    Simple Modded Menu 1.0.1

    by Todd (or DoctorTodd on RMRK)

    Introduction

    Replaces default menu and adds a new one that has the command and status windows flipped, a location window is also added. This was my first script (More of an edit).

    Features

    Simple

    Screenshots

    http://img401.images...4/capturevq.png

    How to Use

    Paste above main

    Demo

    I don't think it's really necessary.

    Script

    Spoiler                 Code:        
    #=============================================================================== # # DT's Modded Menu # Author: DoctorTodd # Date (01/17/2012) # Type: (Menu) # Version: (1.0.1) # Level: (Simple) # #=============================================================================== # # Description: Replaces default menu and adds a new one that has the command and # status windows flipped, a location window is also added. # # Credits: Me (DoctorTodd), Syvkal for the Location Window, you can also give # credit to Pacman for his severely modified template. # #=============================================================================== # # Instructions # Paste above main.  #=============================================================================== # # This script requires no editing. # #===============================================================================  class Scene_Menu < Scene_Base   #--------------------------------------------------------------------------   # * Object Initialization   #         menu_index : command cursor's initial position   #--------------------------------------------------------------------------   def initialize(menu_index = 0)         @menu_index = menu_index   end   #--------------------------------------------------------------------------   # * Start processing   #--------------------------------------------------------------------------   def start         super         create_menu_background         create_command_window         @gold_window = Window_Gold.new(384, 281)         @status_window = Window_MenuStatus.new(0, 0)         @win_loc = Scene_Menu::Window_location.new(384, 336)   end   #--------------------------------------------------------------------------   # * Termination Processing   #--------------------------------------------------------------------------   def terminate         super         dispose_menu_background         @command_window.dispose         @gold_window.dispose         @status_window.dispose         @win_loc.dispose   end   #--------------------------------------------------------------------------   # * Frame Update   #--------------------------------------------------------------------------   def update         super         update_menu_background         @command_window.update         @gold_window.update         @status_window.update         @win_loc.update         if @command_window.active           update_command_selection         elsif @status_window.active           update_actor_selection         end   end   #--------------------------------------------------------------------------   # * Create Command Window   #--------------------------------------------------------------------------   def create_command_window         s1 = Vocab::item         s2 = Vocab::skill         s3 = Vocab::equip         s4 = Vocab::status         s5 = Vocab::save         s6 = Vocab::game_end         @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])         @command_window.x = (574 - @command_window.width) - 30         @command_window.y         @command_window.index = @menu_index         if $game_party.members.size == 0                  # If number of party members is 0           @command_window.draw_item(0, false)         # Disable item           @command_window.draw_item(1, false)         # Disable skill           @command_window.draw_item(2, false)         # Disable equipment           @command_window.draw_item(3, false)         # Disable status         end         if $game_system.save_disabled                         # If save is forbidden           @command_window.draw_item(4, false)         # Disable save         end   end   #--------------------------------------------------------------------------   # * Update Command Selection   #--------------------------------------------------------------------------   def update_command_selection         if Input.trigger?(Input::           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 1,2,3  # Skill, equipment, status                 start_actor_selection           when 4          # Save                 $scene = Scene_File.new(true, false, false)           when 5          # End Game                 $scene = Scene_End.new           end         end   end    #--------------------------------------------------------------------------   # * Start Actor Selection   #--------------------------------------------------------------------------   def start_actor_selection         @command_window.active = false         @status_window.active = true         if $game_party.last_actor_index < @status_window.item_max           @status_window.index = $game_party.last_actor_index         else           @status_window.index = 0         end   end   #--------------------------------------------------------------------------   # * End Actor Selection   #--------------------------------------------------------------------------   def end_actor_selection         @command_window.active = true         @status_window.active = false         @status_window.index = -1   end   #--------------------------------------------------------------------------   # * Update Actor Selection   #--------------------------------------------------------------------------   def update_actor_selection         if Input.trigger?(Input::           Sound.play_cancel           end_actor_selection         elsif Input.trigger?(Input::C)           $game_party.last_actor_index = @status_window.index           Sound.play_decision           case @command_window.index           when 1  # skill                 $scene = Scene_Skill.new(@status_window.index)           when 2  # equipment                 $scene = Scene_Equip.new(@status_window.index)           when 3  # status                 $scene = Scene_Status.new(@status_window.index)           end         end   end end #============================================================================== # ** Window_Location #------------------------------------------------------------------------------ #  This class shows the current map name. #==============================================================================  class Window_location < Window_Base   #--------------------------------------------------------------------------   # * Object Initialization   #--------------------------------------------------------------------------   def initialize(x, y)         super(x, y, 160, (WLH*2) + 32)         self.contents = Bitmap.new(width - 32, height - 32)         refresh   end   #--------------------------------------------------------------------------   # * Refresh   #--------------------------------------------------------------------------   def refresh         self.contents.clear         $maps = load_data("Data/MapInfos.rvdata")         @map_id = $game_map.map_id         @currmap = $maps[@map_id].name         self.contents.font.color = system_color         self.contents.draw_text(0, -4, 128, 32, "Location :")         self.contents.font.color = normal_color         self.contents.draw_text(0, -4+WLH, 128, 32, @currmap, 1)   end end





    FAQ

    None right now.

    Credit and Thanks

    - Todd

    - Syvkal for the location window

    Author's Notes

    Free for non-commercial and commercial games. You must credit me! If you use this in a commercial game I expect a free copy.


    本贴来自国际rpgmaker官方论坛作者:Todd处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/simple-modded-menu.180/
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-7-10 02:11 , Processed in 0.145433 second(s), 52 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表