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| | Auteur | Message |
|---|
Dudu' Hamstérophile


Nombre de messages: 2060 Age: 21 Capacités: bon Distinction: Apprenti KGB-boy en avenir
[Coco' ]
Hamsterphile de service ^^
[Balby' le Fake]
Grand prof de la MA
[Skillo]
Ce grand programmateur, mon coeur, ma vie ! [Hamu'] Date d'inscription: 22/06/2009
 | Sujet: le script Sam 19 Déc 2009 - 18:11 | |
| Et voila le début du script balb' mais il y a pas tout loin de la!!! la suite viendra quand je l'aurait codé!!! tu as juste à copier coller comme d'ab' et pour le fonctionnement bah rien de particulier à par mes "inter" pour activer et déactiver des partie du menu je t'expliquerait plus tard ou au pire tu pourras voir par toi même dans la démo je te laisse mes évent de test!!!! ----------->La Démo!!!<----------------| Code: |
#=================================================================# # By Adurna 12/12/09 maj:16/12/09 # # menu option plus version 1.0 # #=================================================================#
#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #============================================================================== module Adurna Obj = "Objet" Comp = "Compétence" Equip = "Equiper" Stat = "Statut" Sov = "Sauvegarder" Char = "Charger" Fin = "Quiter"
Balb = "F.A.C."
Or = "Or" Location ="Location :"
Affiche_Icon=1 Icon_Or=147 Icon_Loc=153 Icon_Obj=144 Icon_Comp=128 Icon_Equip=32 Icon_Stat=118 Icon_Sov=176 Icon_Char=177 Icon_Fin=117
Fac_Balb_Active=1 Icon_Balb=133
end
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 @location_window = Window_location.new(0, 240) @status_window=0 end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_window.dispose @location_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @command_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 = [Adurna::Icon_Obj, Adurna::Obj] s2 = [Adurna::Icon_Comp, Adurna::Comp] s3 = [Adurna::Icon_Equip, Adurna::Equip] s4 = [Adurna::Icon_Stat, Adurna::Stat] s5 = [Adurna::Icon_Sov, Adurna::Sov] s6 = [Adurna::Icon_Char, Adurna::Char] s7= [Adurna::Icon_Fin, Adurna::Fin] s8= [Adurna::Icon_Balb,Adurna::Balb] @command_window = Window_IconCommand.new(172, [s1, s2, s3, s4, s5, s6,s8,s7]) @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) @command_window.draw_item(1, false) @command_window.draw_item(2, false) @command_window.draw_item(3, false) end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4,false) # Disable save end if Dir.glob('Save*.rvdata').size <=0 @command_window.draw_item(5,false) end if Adurna::Fac_Balb_Active != 1 @command_window.draw_item(6, false) 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 elsif Dir.glob('Save*.rvdata').size <=0 and @command_window.index == 5 Sound.play_buzzer return elsif Adurna::Fac_Balb_Active != 1 and @command_window.index == 6 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 @status_window=Window_MenuStatus.new(160, 0) start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 $scene = Scene_File.new(false, false, false) when 7 # End Game $scene = Scene_End.new when 6 $scene = Scene_Balb_Bis.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 @status_window.dispose end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection @status_window.update 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 end end
class Window_location < Window_Base def initialize(x, y) super(x, y, 300, (WLH*2) + 32) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear $maps = load_data("Data/MapInfos.rvdata") @map_id = $game_map.map_id @map_name = $maps[@map_id].name self.contents.font.color = system_color self.contents.draw_text(0, -4, 128, 32, Adurna::Location) self.contents.font.color = normal_color self.contents.draw_text(0, -4+WLH, 128, 32, @map_name, 1) draw_icon(Adurna::Icon_Loc,0, WLH, true) self.contents.font.color = system_color self.contents.draw_text(125, -4, 128, 32, Adurna::Or,1) self.contents.font.color = normal_color self.contents.draw_text(125, -10+WLH, 140, 42, $game_party.gold, 1) draw_icon(Adurna::Icon_Or,235, WLH, true) end end
class Window_IconCommand < Window_Selectable def initialize(width, commands, column_max = 1, row_max = 8, spacing = 20) super(0, 0, width, row_max * WLH + 32, spacing) @commands = commands @item_max = commands.size @column_max = column_max refresh self.index = 0 end def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end
def draw_item(index,enabled = true) rect = item_rect(index) rect.x += 4 + 24 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 draw_icon(@commands[index][0], rect.x - 24, rect.y) self.contents.draw_text(rect, @commands[index][1]) end def draw_item_name(index, x, y,enabled = true) draw_icon(index, x, y, enabled) end end
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Dernière édition par adurna le Lun 29 Mar 2010 - 22:58, édité 2 fois |
|  | | Dudu' Hamstérophile


Nombre de messages: 2060 Age: 21 Capacités: bon Distinction: Apprenti KGB-boy en avenir
[Coco' ]
Hamsterphile de service ^^
[Balby' le Fake]
Grand prof de la MA
[Skillo]
Ce grand programmateur, mon coeur, ma vie ! [Hamu'] Date d'inscription: 22/06/2009
 | Sujet: Re: le script Sam 19 Déc 2009 - 18:11 | |
| et | Code: |
module Balb Op_1 = "bibliothèque" Op_2="acoche" Op_3="notes" Op_4="retour" Icon_1=147 Icon_2=153 Icon_3=144 Icon_4=142
Inter_op1=1 Inter_op2=1 Inter_op3=1
end
class Scene_Balb< Scene_Base def initialize(indicator_inicial = 0) @indicator_inicial = indicator_inicial end
def start super create_menu_background create_Balb_Options end
def terminate super dispose_menu_background @Balb_Options.dispose end
def update super update_menu_background @Balb_Options.update if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Menu.new elsif Input.trigger?(Input::C) if Balb::Inter_op1 != 1 and @Balb_Options.index == 0 Sound.play_buzzer return elsif Balb::Inter_op2 != 1 and @Balb_Options.index == 1 Sound.play_buzzer return elsif Balb::Inter_op3 != 1 and @Balb_Options.index == 2 Sound.play_buzzer return end Sound.play_decision
case @Balb_Options.index when 0 $scene = Scene_Balb_B.new when 1 $scene = Scene_Balb_A.new when 2 $scene = Scene_Balb_N.new when 3 $scene = Scene_Menu.new(6) end end end
def create_Balb_Options s1 = [Balb::Icon_1, Balb::Op_1] s2 = [Balb::Icon_2, Balb::Op_2] s3 =[Balb::Icon_3, Balb::Op_3] s4 = [Balb::Icon_4, Balb::Op_4] @Balb_Options = Window_Balb_Icon_Command .new(172, [s1, s2, s3, s4]) @Balb_Options.index = @indicator_inicial @Balb_Options.x = Graphics.width/2 - @Balb_Options.width/2 @Balb_Options.y = Graphics.height/2 - @Balb_Options.height/2 if Balb::Inter_op1 != 1 @Balb_Options.draw_item(0, false) end if Balb::Inter_op2 != 1 @Balb_Options.draw_item(1, false) end if Balb::Inter_op3 != 1 @Balb_Options.draw_item(2, false) end end end
class Window_Balb_Icon_Command < Window_Selectable def initialize(width, commands, column_max = 1, row_max = 4, spacing = 20) super(0, 0, width, row_max * WLH + 32, spacing) @commands = commands @item_max = commands.size @column_max = column_max refresh self.index = 0 end def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end
def draw_item(index,enabled = true) rect = item_rect(index) rect.x += 4 + 24 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 draw_icon(@commands[index][0], rect.x - 24, rect.y) self.contents.draw_text(rect, @commands[index][1]) end def draw_item_name(index, x, y,enabled = true) draw_icon(index, x, y, enabled) end end
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Dernière édition par adurna le Lun 29 Mar 2010 - 22:58, édité 1 fois |
|  | | Dudu' Hamstérophile


Nombre de messages: 2060 Age: 21 Capacités: bon Distinction: Apprenti KGB-boy en avenir
[Coco' ]
Hamsterphile de service ^^
[Balby' le Fake]
Grand prof de la MA
[Skillo]
Ce grand programmateur, mon coeur, ma vie ! [Hamu'] Date d'inscription: 22/06/2009
 | Sujet: Re: le script Dim 20 Déc 2009 - 12:58 | |
| puis | Code: |
module Balb_op_a Op_1 = "option1" Op_2 = "option2" Op_3 = "option3" Op_4 = "option4" Op_5 = "option5" Op_6 = "option6" Op_7 = "option7" Op_8 = "option8" Op_9 = "option9" Op_10 ="retour" Icon_1=147 Icon_2=153 Icon_3=144 Icon_4=144 Icon_5=144 Icon_6=144 Icon_7=144 Icon_8=144 Icon_9=144 Icon_10=142
Inter_op1=1 Inter_op2=1 Inter_op3=1 Inter_op4=1 Inter_op5=1 Inter_op6=1 Inter_op7=1 Inter_op8=1 Inter_op9=1
end
class Scene_Balb_A < Scene_Base def initialize(index_inicial = 0) @index_inicial = index_inicial end
def start super create_menu_background create_Balb_Options_A @A_window = Window_A.new(0, 0) end
def terminate super dispose_menu_background @Balb_Options_A.dispose @A_window.dispose end
def update super update_menu_background @Balb_Options_A.update if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Balb.new(1) elsif Input.trigger?(Input::C) if Balb_op_a::Inter_op1 != 1 and @Balb_Options_A.index == 0 Sound.play_buzzer return elsif Balb_op_a::Inter_op2 != 1 and @Balb_Options_A.index == 1 Sound.play_buzzer return elsif Balb_op_a::Inter_op3 != 1 and @Balb_Options_A.index == 2 Sound.play_buzzer return elsif Balb_op_a::Inter_op4 != 1 and @Balb_Options_A.index == 3 Sound.play_buzzer return elsif Balb_op_a::Inter_op5 != 1 and @Balb_Options_A.index == 4 Sound.play_buzzer return elsif Balb_op_a::Inter_op6 != 1 and @Balb_Options_A.index == 5 Sound.play_buzzer return elsif Balb_op_a::Inter_op7 != 1 and @Balb_Options_A.index == 6 Sound.play_buzzer return elsif Balb_op_a::Inter_op8 != 1 and @Balb_Options_A.index == 7 Sound.play_buzzer return elsif Balb_op_a::Inter_op9 != 1 and @Balb_Options_A.index == 8 Sound.play_buzzer return end Sound.play_decision
case @Balb_Options_A.index when 0 $scene = Scene_Menu.new when 1 $scene = Scene_Menu.new when 2 $scene = Scene_Menu.new when 3 $scene = Scene_Menu.new when 4 $scene = Scene_Menu.new when 5 $scene = Scene_Menu.new when 6 $scene = Scene_Menu.new when 7 $scene = Scene_Menu.new when 8 $scene = Scene_Menu.new when 9 $scene = Scene_Balb.new(1) end end end
def create_Balb_Options_A s1 = [Balb_op_a::Icon_1, Balb_op_a::Op_1] s2 = [Balb_op_a::Icon_2, Balb_op_a::Op_2] s3 = [Balb_op_a::Icon_3, Balb_op_a::Op_3] s4 = [Balb_op_a::Icon_4, Balb_op_a::Op_4] s5 = [Balb_op_a::Icon_5, Balb_op_a::Op_5] s6 = [Balb_op_a::Icon_6, Balb_op_a::Op_6] s7 = [Balb_op_a::Icon_7, Balb_op_a::Op_7] s8 = [Balb_op_a::Icon_8, Balb_op_a::Op_8] s9 = [Balb_op_a::Icon_9, Balb_op_a::Op_9] s10 = [Balb_op_a::Icon_10, Balb_op_a::Op_10] @Balb_Options_A = Window_Balb_A_Icon_Command .new(172, [s1, s2, s3, s4,s5,s6,s7,s8,s9,s10]) @Balb_Options_A.index = @index_inicial @Balb_Options_A.x = 10#Graphics.width/2 - @Balb_Options_A.width/2 @Balb_Options_A.y =10 #Graphics.height/2 - @Balb_Options_A.height/2 if Balb_op_a::Inter_op1 != 1 @Balb_Options_A.draw_item(0, false) end if Balb_op_a::Inter_op2 != 1 @Balb_Options_A.draw_item(1, false) end if Balb_op_a::Inter_op3 != 1 @Balb_Options_A.draw_item(2, false) end if Balb_op_a::Inter_op4 != 1 @Balb_Options_A.draw_item(3, false) end if Balb_op_a::Inter_op5 != 1 @Balb_Options_A.draw_item(4, false) end if Balb_op_a::Inter_op6 != 1 @Balb_Options_A.draw_item(5, false) end if Balb_op_a::Inter_op7 != 1 @Balb_Options_A.draw_item(6, false) end if Balb_op_a::Inter_op8 != 1 @Balb_Options_A.draw_item(7, false) end if Balb_op_a::Inter_op9 != 1 @Balb_Options_A.draw_item(8, false) end end end
#################################################################### class Window_Balb_A_Icon_Command < Window_Selectable def initialize(width, commands, column_max = 1, row_max = 10, spacing = 20) super(0, 0, width, row_max * WLH + 32, spacing) @commands = commands @item_max = commands.size @column_max = column_max refresh self.index = 0 end def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end
def draw_item(index,enabled = true) rect = item_rect(index) rect.x += 4 + 24 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 draw_icon(@commands[index][0], rect.x - 24, rect.y) self.contents.draw_text(rect, @commands[index][1]) end def draw_item_name(index, x, y,enabled = true) draw_icon(index, x, y, enabled) end end
#################################################################### class Window_A < Window_Base def initialize(x, y) super(x, y, 300, (WLH*2) + 32) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(0, -4, 128, 32, Balb::Op_2) draw_icon(Balb::Icon_2,0, WLH, true) end end
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Dernière édition par adurna le Lun 29 Mar 2010 - 22:58, édité 1 fois |
|  | | Dudu' Hamstérophile


Nombre de messages: 2060 Age: 21 Capacités: bon Distinction: Apprenti KGB-boy en avenir
[Coco' ]
Hamsterphile de service ^^
[Balby' le Fake]
Grand prof de la MA
[Skillo]
Ce grand programmateur, mon coeur, ma vie ! [Hamu'] Date d'inscription: 22/06/2009
 | Sujet: Re: le script Dim 20 Déc 2009 - 12:59 | |
| puis encore: | Code: |
module Balb_op_B Op_1 = "option1" Op_2 = "option2" Op_3 = "option3" Op_4 = "option4" Op_5 = "option5" Op_6 = "option6" Op_7 = "option7" Op_8 = "option8" Op_9 = "option9" Op_10 ="retour" Icon_1=147 Icon_2=153 Icon_3=144 Icon_4=144 Icon_5=144 Icon_6=144 Icon_7=144 Icon_8=144 Icon_9=144 Icon_10=142
Inter_op1=1 Inter_op2=1 Inter_op3=1 Inter_op4=1 Inter_op5=1 Inter_op6=1 Inter_op7=1 Inter_op8=1 Inter_op9=1
end
class Scene_Balb_B < Scene_Base def initialize(indexB_inicial = 0) @indexB_inicial = indexB_inicial end
def start super create_menu_background create_Balb_Options_B @B_window = Window_B.new(0, 0) end
def terminate super dispose_menu_background @Balb_Options_B.dispose @B_window.dispose end
def update super update_menu_background @Balb_Options_B.update if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Balb.new(0) elsif Input.trigger?(Input::C) if Balb_op_B::Inter_op1 != 1 and @Balb_Options_B.index == 0 Sound.play_buzzer return elsif Balb_op_B::Inter_op2 != 1 and @Balb_Options_B.index == 1 Sound.play_buzzer return elsif Balb_op_B::Inter_op3 != 1 and @Balb_Options_B.index == 2 Sound.play_buzzer return elsif Balb_op_B::Inter_op4 != 1 and @Balb_Options_B.index == 3 Sound.play_buzzer return elsif Balb_op_B::Inter_op5 != 1 and @Balb_Options_B.index == 4 Sound.play_buzzer return elsif Balb_op_B::Inter_op6 != 1 and @Balb_Options_B.index == 5 Sound.play_buzzer return elsif Balb_op_B::Inter_op7 != 1 and @Balb_Options_B.index == 6 Sound.play_buzzer return elsif Balb_op_B::Inter_op8 != 1 and @Balb_Options_B.index == 7 Sound.play_buzzer return elsif Balb_op_B::Inter_op9 != 1 and @Balb_Options_B.index == 8 Sound.play_buzzer return end Sound.play_decision
case @Balb_Options_B.index when 0 $scene = Scene_Menu.new when 1 $scene = Scene_Menu.new when 2 $scene = Scene_Menu.new when 3 $scene = Scene_Menu.new when 4 $scene = Scene_Menu.new when 5 $scene = Scene_Menu.new when 6 $scene = Scene_Menu.new when 7 $scene = Scene_Menu.new when 8 $scene = Scene_Menu.new when 9 $scene = Scene_Balb.new(0) end end end
def create_Balb_Options_B s1 = [Balb_op_B::Icon_1, Balb_op_B::Op_1] s2 = [Balb_op_B::Icon_2, Balb_op_B::Op_2] s3 = [Balb_op_B::Icon_3, Balb_op_B::Op_3] s4 = [Balb_op_B::Icon_4, Balb_op_B::Op_4] s5 = [Balb_op_B::Icon_5, Balb_op_B::Op_5] s6 = [Balb_op_B::Icon_6, Balb_op_B::Op_6] s7 = [Balb_op_B::Icon_7, Balb_op_B::Op_7] s8 = [Balb_op_B::Icon_8, Balb_op_B::Op_8] s9 = [Balb_op_B::Icon_9, Balb_op_B::Op_9] s10 = [Balb_op_B::Icon_10, Balb_op_B::Op_10] @Balb_Options_B = Window_Balb_B_Icon_Command .new(172, [s1, s2, s3, s4,s5,s6,s7,s8,s9,s10]) @Balb_Options_B.index = @indexB_inicial @Balb_Options_B.x = Graphics.width/2 - @Balb_Options_B.width/2 @Balb_Options_B.y =Graphics.height/2 - @Balb_Options_B.height/2 if Balb_op_B::Inter_op1 != 1 @Balb_Options_B.draw_item(0, false) end if Balb_op_B::Inter_op2 != 1 @Balb_Options_B.draw_item(1, false) end if Balb_op_B::Inter_op3 != 1 @Balb_Options_B.draw_item(2, false) end if Balb_op_B::Inter_op4 != 1 @Balb_Options_B.draw_item(3, false) end if Balb_op_B::Inter_op5 != 1 @Balb_Options_B.draw_item(4, false) end if Balb_op_B::Inter_op6 != 1 @Balb_Options_B.draw_item(5, false) end if Balb_op_B::Inter_op7 != 1 @Balb_Options_B.draw_item(6, false) end if Balb_op_B::Inter_op8 != 1 @Balb_Options_B.draw_item(7, false) end if Balb_op_B::Inter_op9 != 1 @Balb_Options_B.draw_item(8, false) end end end
class Window_Balb_B_Icon_Command < Window_Selectable def initialize(width, commands, column_max = 1, row_max = 10, spacing = 20) super(0, 0, width, row_max * WLH + 32, spacing) @commands = commands @item_max = commands.size @column_max = column_max refresh self.index = 0 end def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end
def draw_item(index,enabled = true) rect = item_rect(index) rect.x += 4 + 24 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 draw_icon(@commands[index][0], rect.x - 24, rect.y) self.contents.draw_text(rect, @commands[index][1]) end def draw_item_name(index, x, y,enabled = true) draw_icon(index, x, y, enabled) end end
#################################################################### class Window_B < Window_Base def initialize(x, y) super(x, y, 300, (WLH*2) + 32) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(0, -4, 128, 32, Balb::Op_1) draw_icon(Balb::Icon_1,0, WLH, true) end end
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Dernière édition par adurna le Lun 29 Mar 2010 - 22:57, édité 1 fois |
|  | | Dudu' Hamstérophile


Nombre de messages: 2060 Age: 21 Capacités: bon Distinction: Apprenti KGB-boy en avenir
[Coco' ]
Hamsterphile de service ^^
[Balby' le Fake]
Grand prof de la MA
[Skillo]
Ce grand programmateur, mon coeur, ma vie ! [Hamu'] Date d'inscription: 22/06/2009
 | Sujet: Re: le script Dim 20 Déc 2009 - 12:59 | |
| sinon y a encore ça: | Code: |
module Balb_op_N Op_1 = "option1" Op_2 = "option2" Op_3 = "option3" Op_4 = "option4" Op_5 = "option5" Op_6 = "option6" Op_7 = "option7" Op_8 = "option8" Op_9 = "option9" Op_10 ="retour" Icon_1=147 Icon_2=153 Icon_3=144 Icon_4=144 Icon_5=144 Icon_6=144 Icon_7=144 Icon_8=144 Icon_9=144 Icon_10=142
Inter_op1=1 Inter_op2=1 Inter_op3=1 Inter_op4=1 Inter_op5=1 Inter_op6=1 Inter_op7=1 Inter_op8=1 Inter_op9=1
end
class Scene_Balb_N < Scene_Base def initialize(indexN_inicial = 0) @indexN_inicial = indexN_inicial end
def start super create_menu_background create_Balb_Options_N @N_window = Window_N.new(0, 0) end
def terminate super dispose_menu_background @Balb_Options_N.dispose @N_window.dispose end
def update super update_menu_background @Balb_Options_N.update if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Balb.new(2) elsif Input.trigger?(Input::C) if Balb_op_N::Inter_op1 != 1 and @Balb_Options_N.index == 0 Sound.play_buzzer return elsif Balb_op_N::Inter_op2 != 1 and @Balb_Options_N.index == 1 Sound.play_buzzer return elsif Balb_op_N::Inter_op3 != 1 and @Balb_Options_N.index == 2 Sound.play_buzzer return elsif Balb_op_N::Inter_op4 != 1 and @Balb_Options_N.index == 3 Sound.play_buzzer return elsif Balb_op_N::Inter_op5 != 1 and @Balb_Options_N.index == 4 Sound.play_buzzer return elsif Balb_op_N::Inter_op6 != 1 and @Balb_Options_N.index == 5 Sound.play_buzzer return elsif Balb_op_N::Inter_op7 != 1 and @Balb_Options_N.index == 6 Sound.play_buzzer return elsif Balb_op_N::Inter_op8 != 1 and @Balb_Options_N.index == 7 Sound.play_buzzer return elsif Balb_op_N::Inter_op9 != 1 and @Balb_Options_N.index == 8 Sound.play_buzzer return end Sound.play_decision
case @Balb_Options_N.index when 0 $scene = Scene_Menu.new when 1 $scene = Scene_Menu.new when 2 $scene = Scene_Menu.new when 3 $scene = Scene_Menu.new when 4 $scene = Scene_Menu.new when 5 $scene = Scene_Menu.new when 6 $scene = Scene_Menu.new when 7 $scene = Scene_Menu.new when 8 $scene = Scene_Menu.new when 9 $scene = Scene_Balb.new(2) end end end
def create_Balb_Options_N s1 = [Balb_op_N::Icon_1, Balb_op_N::Op_1] s2 = [Balb_op_N::Icon_2, Balb_op_N::Op_2] s3 = [Balb_op_N::Icon_3, Balb_op_N::Op_3] s4 = [Balb_op_N::Icon_4, Balb_op_N::Op_4] s5 = [Balb_op_N::Icon_5, Balb_op_N::Op_5] s6 = [Balb_op_N::Icon_6, Balb_op_N::Op_6] s7 = [Balb_op_N::Icon_7, Balb_op_N::Op_7] s8 = [Balb_op_N::Icon_8, Balb_op_N::Op_8] s9 = [Balb_op_N::Icon_9, Balb_op_N::Op_9] s10 = [Balb_op_N::Icon_10, Balb_op_N::Op_10] @Balb_Options_N = Window_Balb_N_Icon_Command .new(172, [s1, s2, s3, s4,s5,s6,s7,s8,s9,s10]) @Balb_Options_N.index = @indexN_inicial @Balb_Options_N.x = 100#Graphics.width/2 - @Balb_Options_N.width/2 @Balb_Options_N.y =100 #Graphics.height/2 - @Balb_Options_N.height/2 if Balb_op_N::Inter_op1 != 1 @Balb_Options_N.draw_item(0, false) end if Balb_op_N::Inter_op2 != 1 @Balb_Options_N.draw_item(1, false) end if Balb_op_N::Inter_op3 != 1 @Balb_Options_N.draw_item(2, false) end if Balb_op_N::Inter_op4 != 1 @Balb_Options_N.draw_item(3, false) end if Balb_op_N::Inter_op5 != 1 @Balb_Options_N.draw_item(4, false) end if Balb_op_N::Inter_op6 != 1 @Balb_Options_N.draw_item(5, false) end if Balb_op_N::Inter_op7 != 1 @Balb_Options_N.draw_item(6, false) end if Balb_op_N::Inter_op8 != 1 @Balb_Options_N.draw_item(7, false) end if Balb_op_N::Inter_op9 != 1 @Balb_Options_N.draw_item(8, false) end end end
class Window_Balb_N_Icon_Command < Window_Selectable def initialize(width, commands, column_max = 1, row_max = 10, spacing = 20) super(0, 0, width, row_max * WLH + 32, spacing) @commands = commands @item_max = commands.size @column_max = column_max refresh self.index = 0 end def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end
def draw_item(index,enabled = true) rect = item_rect(index) rect.x += 4 + 24 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 draw_icon(@commands[index][0], rect.x - 24, rect.y) self.contents.draw_text(rect, @commands[index][1]) end def draw_item_name(index, x, y,enabled = true) draw_icon(index, x, y, enabled) end end
#################################################################### class Window_N < Window_Base def initialize(x, y) super(x, y, 540, (WLH) + 32) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(100, -4, 128, 32, Balb::Op_3) draw_icon(Balb::Icon_3,0, -4, true) end end
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Dernière édition par adurna le Lun 29 Mar 2010 - 22:57, édité 1 fois |
|  | | Dudu' Hamstérophile


Nombre de messages: 2060 Age: 21 Capacités: bon Distinction: Apprenti KGB-boy en avenir
[Coco' ]
Hamsterphile de service ^^
[Balby' le Fake]
Grand prof de la MA
[Skillo]
Ce grand programmateur, mon coeur, ma vie ! [Hamu'] Date d'inscription: 22/06/2009
 | Sujet: Re: le script Lun 29 Mar 2010 - 22:57 | |
| les script et la démo édité pour 2-3 changement... il faut aussi y ajouté le system de note et il me reste encore un peut de travail^^ |
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