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2 heroes menu

Korndor
Fondatourson !

Fondatourson !
avatar
http://www.rpgmakervx-fr.com/

Nombre de messages : 4959
Age : 104
Localisation : Erem Vehyx
Avertissements : Avertissements infinis |-)
Distinction : Champion de boxe et au lit ! :O [Wax]
Être Mythique [Mister]
Papi Korndor qui a l'ostéoporose [Skillo]
Soldat Ikéa [Coco']
Un bonhomme, un vrai ! [Neresis]
Vieillard acariâtre [Didier Gustin]
Date d'inscription : 16/12/2007

MessageSujet: 2 heroes menu   Dim 27 Juil 2008 - 11:00

By Berka! Excusively for the community Wink

Needs these pictures:

  • objets.png
    skill.png
    equip.png
    statut.png
    quitter.png


So that you can replace the horrible mario icons :P
It just supports 2 heroes.
Pictures needs tu be 96*96 pixels high.
Place the pictures in "system"



Code:
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
#                        Scene_Menu  par berka      Rgss2
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# a coller au dessus de main
#  les images ci dessous devront etre placées
#  dans le dossier system du dossier graphics du projet
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Objet = "objets.png"
Skill = "skill.png"
Equip = "equip.png"
Statut = "statut.png"
Quitter = "quitter.png"

class Scene_Menu < Scene_Base
  def initialize(menu_index = 0)
    menu_index = 0 if menu_index < 0 && menu_index > 4
    @menu_index = menu_index
  end
  def main
    @spriteset = Spriteset_Map.new
    @index = [
    Window_Obj.new, Window_Tec.new, Window_Equ.new, Window_Sta.new,
    Window_Qui.new, Window_Pie.new,  Window_Tem.new, Window_Her1.new,
    Window_Her2.new]
    for i in @index; i.opacity = 200; i.active = false; end
    @index[@menu_index].active = true
    Graphics.transition
    loop do
      Input.update
      Graphics.update
      update
      break if $scene != self
    end
    Graphics.freeze
    for i in @index; i.dispose; end
    @spriteset.dispose
  end
  def update
    for i in @index
      if i.active; i.opacity = 100; else; i.opacity = 200; end 
      i.update
    end
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    end
    if Input.trigger?(Input.dir4)
      case Input.dir4
      when 4
        if @index[0].active; @index[4].active = true; @index[0].active = false; return; end
        if @index[1].active; @index[0].active = true; @index[1].active = false; return; end
        if @index[2].active; @index[1].active = true; @index[2].active = false; return; end 
        if @index[3].active; @index[2].active = true; @index[3].active = false; return; end 
        if @index[4].active; @index[3].active = true; @index[4].active = false; return; end 
      when 6
        if @index[0].active; @index[1].active = true; @index[0].active = false; return; end
        if @index[1].active; @index[2].active = true; @index[1].active = false; return; end
        if @index[2].active; @index[3].active = true; @index[2].active = false; return; end 
        if @index[3].active; @index[4].active = true; @index[3].active = false; return; end 
        if @index[4].active; @index[0].active = true; @index[4].active = false; return; end 
      end
    end
    if Input.trigger?(Input::C)
      Sound.play_decision
      $scene = Scene_Item.new if @index[0].active
      $scene = Scene_Skill.new if @index[1].active
      $scene = Scene_Equip.new if @index[2].active
      $scene = Scene_Status.new if @index[3].active
      $scene = Scene_End.new if @index[4].active
    end
  end
end


class Window_Obj < Window_Base
  def initialize
    super(0,0,136, 208)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Objets")
    bitmap = Cache.system(Objet)
    self.contents.blt(4, 40, bitmap, Rect.new(0, 0, 96, 96), 255)
  end
end

class Window_Tec < Window_Base
  def initialize
    super(136,0,136, 208)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Techniques")
    bitmap = Cache.system(Skill)
    self.contents.blt(4, 40, bitmap, Rect.new(0, 0, 96, 96), 255)
  end
end

class Window_Equ < Window_Base
  def initialize
    super(136*2,0,136, 208)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Equiper")
    bitmap = Cache.system(Equip)
    self.contents.blt(4, 40, bitmap, Rect.new(0, 0, 96, 96), 255)
  end
end

class Window_Sta < Window_Base
  def initialize
    super(0,208,136, 208)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Statut")
    bitmap = Cache.system(Statut)
    self.contents.blt(4, 40, bitmap, Rect.new(0, 0, 96, 96), 255)
  end
end

class Window_Qui < Window_Base
  def initialize
    super(136,208,136, 208)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Quitter")
    bitmap = Cache.system(Quitter)
    self.contents.blt(4, 40, bitmap, Rect.new(0, 0, 96, 96), 255)
  end
end

class Window_Pie < Window_Base
  def initialize
    super(136*2,208,136, 104)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Pieces")
    draw_currency_value($game_party.gold, 4, 32, 120)
  end
end

class Window_Tem < Window_Base
  def initialize
    super(136*2,312,136, 104)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, "Temps")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(24, 32, 120, 32, text, 0)
  end
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

class Window_Her1 < Window_Base
  def initialize
    super(136*3,0,136, 208)
    refresh
  end
  def refresh
    self.contents.clear
    actor = $game_party.members[0]
    self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, actor.name)
    draw_actor_level(actor, 50, 18)
    draw_actor_face(actor, 8, 40)
    draw_actor_hp(actor, 0, 100 + WLH * 1, 100)
    draw_actor_mp(actor, 0, 100 + WLH * 2, 100)   
  end
end
 
class Window_Her2 < Window_Base
  def initialize
    super(136*3,208,136, 208)
    refresh
  end
  def refresh
    self.contents.clear
    actor = $game_party.members[1]
    self.contents.draw_text(0, 0 + WLH * 0, 180, WLH, actor.name)
    draw_actor_level(actor, 50, 18)
    draw_actor_face(actor, 8, 40) 
    draw_actor_hp(actor, 0, 100 + WLH * 1, 100)
    draw_actor_mp(actor, 0, 100 + WLH * 2, 100)       
  end
end