This is my first script ive only used Windows and Scenes in the Scripts index.
I just wanted to contribute something to the site as you have all been amazing and helpful to me so here goes
im not expecting brilliant replys and probably a lot of laughs
Code:
#2 Actor Menu# #By Stulee1# #Makes Rpgmaker Vx Think Your Only Using 2 Characters # #Place Above Main But Below Materials##==============================================================================# ** Window_Gold#------------------------------------------------------------------------------# This window displays the amount of gold.#==============================================================================class Window_Gold < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 160, WLH + 34) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear draw_currency_value($game_party.gold, 4, 0, 120) endend#==============================================================================# ** Scene_Menu#------------------------------------------------------------------------------# This class performs the menu screen processing.#==============================================================================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(0, 175) @status_window = Window_MenuStatus.new(160, 0) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @command_window.update @gold_window.update @status_window.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.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::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 1,2,3 # 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::B) 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 endend#==============================================================================# ** Window_MenuStatus#------------------------------------------------------------------------------# This window displays party member status on the menu screen.#==============================================================================class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 384, 233) refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members draw_actor_face(actor, 2, actor.index * 96 + 2, 92) x = 104 y = actor.index * 96 + WLH / 2 draw_actor_name(actor, x, y) draw_actor_class(actor, x + 120, y) draw_actor_level(actor, x, y + WLH * 1) draw_actor_state(actor, x, y + WLH * 2) draw_actor_hp(actor, x + 120, y + WLH * 1) draw_actor_mp(actor, x + 120, y + WLH * 2) end end #-------------------------------------------------------------------------- # * Update cursor #-------------------------------------------------------------------------- def update_cursor if @index < 0 # No cursor self.cursor_rect.empty elsif @index < @item_max # Normal self.cursor_rect.set(0, @index * 96, contents.width, 96) elsif @index >= 100 # Self self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96) else # All self.cursor_rect.set(0, 0, contents.width, @item_max * 96) end endend
本贴来自国际rpgmaker官方论坛作者:stulee1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/2-actor-menu.141029/