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/