- RafidelisMembre
- Nombre de messages : 55
Distinction : aucune
Date d'inscription : 01/05/2008
*~ Styled Chrono Trigger ~*
Sam 10 Jan 2009 - 21:48
Styled Chrono Trigger Menu
By: Rafidelis
About the Script:
This script makes the menu looking like of the classic snes game Chorno Trigger
With it you can customize the pictures that will be used as options.
ScreenShots:
Instructions
Paste above the Main, then put 7 files in Pictures folder of your game, with the names you set in the script.
Script:
Demo Download:
Download Demo(Click Here)
RGSS and RGSS2 Scripts and RGSS1/2 Tutorials by Rafidelis is licensed under a
Creative Commons Atribuição-Uso Não-Comercial-Compartilhamento pela mesma Licença 2.5 Brasil License.
Permissions beyond the scope of this license may be available at ReinoRPG.com
By: Rafidelis
About the Script:
This script makes the menu looking like of the classic snes game Chorno Trigger
With it you can customize the pictures that will be used as options.
ScreenShots:
Instructions
Paste above the Main, then put 7 files in Pictures folder of your game, with the names you set in the script.
Script:
- Spoiler:
- Code:
#======================================================================
=========
# STYLED CHRONO TRIGGER MENU
# BY : RAFIDELIS
#-------------------------------------------------------------------------------
# Rafa_Fidelis@hotmail.com ou Rafa_Fidelis@yahoo.com.br
# www.ReinoRpg.com
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Modo de Uso:
#-------------------------------------------------------------------------------
# Paste above the Main and take pictures 7 files in the folder where each will
# Represents a different option and the "cursor".
# In line 25 to line 31 defines the names of images that you will use.
# Note - the images must have at most 80 x 74 pixels, images larger than
# This can lead to error in the script, I recommend that you use the images of
# Iconset of VX RpgMaker ..
# If you use the images that are not centralized, go 57 and change this line:
# @ Img.x = (544 - @ img.width) / 14 and the 14 where it is changing the value you ate
# The images become centralized, so simple / ~
# If you do not want to use the cursor leaves the image name in the script "
#==============================================================================
module SCTM_RAFIDELIS
IMAGE_CURSOR_NAME = "seta"
IMAGE_ITEM_NAME = "item"
IMAGE_SKILL_NAME = "skill"
IMAGE_EQUIP_NAME = "equip"
IMAGE_STATUS_NAME = "status"
IMAGE_SAVE_NAME = "Save"
IMAGE_ENDGAME_NAME = "endgame"
end
class Scene_Menu < Scene_Base
include SCTM_RAFIDELIS
def initialize(index=0)
@index = index
end
def start
create_menu_background
@cursor = Sprite.new
@cursor.bitmap = Cache.picture(IMAGE_CURSOR_NAME)
@img = Sprite.new
@img.bitmap = Cache.picture(IMAGE_ITEM_NAME)
@img2 = Sprite.new
@img2.bitmap = Cache.picture(IMAGE_SKILL_NAME)
@img3 = Sprite.new
@img3.bitmap = Cache.picture(IMAGE_EQUIP_NAME)
@img4 = Sprite.new
@img4.bitmap = Cache.picture(IMAGE_STATUS_NAME)
@img5 = Sprite.new
@img5.bitmap = Cache.picture(IMAGE_SAVE_NAME)
@img6 = Sprite.new
@img6.bitmap = Cache.picture(IMAGE_ENDGAME_NAME)
#===============================================
# Establish the positions of images
#===============================================
@img.x = (544 - @img.width)/14
@img.y = (416 - @img.height)/2
@img2.x = (@img.x + @img2.width)
@img2.y = (416 - @img2.height)/2
@img3.x = (@img2.x + @img3.width)
@img3.y = (416 - @img.height)/2
@img4.x = (@img3.x + @img4.width)
@img4.y = (416 - @img4.height)/2
@img5.x = (@img4.x + @img5.width)
@img5.y = (416 - @img5.height)/2
@img6.x = (@img5.x + @img6.width)
@img6.y = (416 - @img6.height)/2
@cursor.x = @img.x
@cursor.y = @img.y
@cursor.z = 100
#===============================================
# Creating the Windows
#===============================================
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
@window_mapname = Window_Mapname.new(0,0)
@window_playtime = Window_PlayTime.new(0,@window_mapname.height)
@gold_window.opacity = 0
@status_window.z = 0
@window = Window_Base.new(0,0,544,@img.height + 10)
@window.y = (416 - @window.height)/2
@window.z = 0
@window.opacity = 0
#===============================================
# Deixando as imagens com Tom Escuro
#===============================================
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(0,0,0,255)
#===============================================
#Leaving the images with Dark tone
#===============================================
@img.opacity = 20
@img2.opacity = 20
@img3.opacity = 20
@img4.opacity = 20
@img5.opacity = 20
@img6.opacity = 20
@cursor.opacity = 20
end
#================================================
# Update
#================================================
def update
super
update_menu_background
@img.update
@img2.update
@img3.update
@img4.update
@img5.update
@img6.update
@gold_window.update
@status_window.update
@window_mapname.update
@window_playtime.update
if @img.opacity < 255 and @img2.opacity < 255 and
@img3.opacity < 255 and @img4.opacity < 255 and
@img5.opacity < 255 and @window.opacity < 255 and
@gold_window.opacity < 255 and @img6.opacity < 255 and @cursor.opacity < 255
@img.opacity += 5
@img2.opacity += 5
@img3.opacity += 5
@img4.opacity += 5
@img5.opacity += 5
@img6.opacity += 5
@window.opacity += 5
@gold_window.opacity += 5
@cursor.opacity += 5
end
if @index == 0
@cursor.x = @img.x
@cursor.y = @img.y
@img.tone = Tone.new(0,0,0)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(0,0,0,255)
elsif @index == 1
@cursor.x = @img2.x
@cursor.y = @img2.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(0,0,0,255)
elsif @index == 2
@cursor.x = @img3.x
@cursor.y = @img3.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(0,0,0,255)
elsif @index == 3
@cursor.x = @img4.x
@cursor.y = @img4.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(0,0,0,255)
elsif @index == 4
@cursor.x = @img5.x
@cursor.y = @img5.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0)
@img6.tone = Tone.new(0,0,0,255)
elsif @index == 5
@cursor.x = @img6.x
@cursor.y = @img6.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(120,0,0)
end
if Input.trigger?(Input::B)
$scene = Scene_Map.new
elsif Input.trigger?(Input::RIGHT) and @index == 0
@index = 1
@cursor.x = @img2.x
@cursor.y = @img2.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(0,0,0,255)
elsif Input.trigger?(Input::RIGHT) and @index == 1
@index = 2
@cursor.x = @img3.x
@cursor.y = @img3.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(0,0,0,255)
elsif Input.trigger?(Input::RIGHT) and @index == 2
@index = 3
@cursor.x = @img4.x
@cursor.y = @img4.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(0,0,0,255)
elsif Input.trigger?(Input::RIGHT) and @index == 3
@index = 4
@cursor.x = @img5.x
@cursor.y = @img5.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0)
@img6.tone = Tone.new(0,0,0,255)
elsif Input.trigger?(Input::RIGHT) and @index == 4
@index = 5
@cursor.x = @img6.x
@cursor.y = @img6.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(120,0,0)
elsif Input.trigger?(Input::RIGHT) and @index == 5
@index = 0
@cursor.x = @img.x
@cursor.y = @img.y
@img.tone = Tone.new(0,0,0)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(0,0,0,255)
elsif Input.trigger?(Input::LEFT) and @index == 5
@index = 4
@cursor.x = @img5.x
@cursor.y = @img5.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0)
@img6.tone = Tone.new(0,0,0,255)
elsif Input.trigger?(Input::LEFT) and @index == 4
@index = 3
@cursor.x = @img4.x
@cursor.y = @img4.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(0,0,0,255)
elsif Input.trigger?(Input::LEFT) and @index == 3
@index = 2
@cursor.x = @img3.x
@cursor.y = @img3.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(0,0,0,255)
elsif Input.trigger?(Input::LEFT) and @index == 2
@index = 1
@cursor.x = @img2.x
@cursor.y = @img2.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0,0)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(0,0,0,255)
elsif Input.trigger?(Input::LEFT) and @index == 1
@index = 0
@cursor.x = @img.x
@cursor.y = @img.y
@img.tone = Tone.new(0,0,0)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(0,0,0,255)
elsif Input.trigger?(Input::LEFT) and @index == 0
@index = 5
@cursor.x = @img6.x
@cursor.y = @img6.y
@img.tone = Tone.new(0,0,0,255)
@img2.tone = Tone.new(0,0,0,255)
@img3.tone = Tone.new(0,0,0,255)
@img4.tone = Tone.new(0,0,0,255)
@img5.tone = Tone.new(0,0,0,255)
@img6.tone = Tone.new(120,0,0)
elsif Input.trigger?(Input::C)
Sound.play_decision
case @index
when 0
$scene = Scene_Item.new
when 1
$scene = Scene_Skill.new
when 2
$scene = Scene_Equip.new
when 3
$scene = Scene_Status.new
when 4
$scene = Scene_File.new(true, false, false)
when 5
$scene = Scene_End.new
end
end
#===============================================
# Dispose
#===============================================
def terminate
dispose_menu_background
@img.dispose
@img2.dispose
@img3.dispose
@img4.dispose
@img5.dispose
@img6.dispose
@window.dispose
@status_window.dispose
@gold_window.dispose
@window_mapname.dispose
@window_playtime.dispose
@cursor.dispose
end
end
end
#=============================================
#Window with MapNAme
#=============================================
class Window_Mapname < Window_Base
def initialize(x, y)
super(x, y, 160, 86)
update
end
def update
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0,0,128,32,"Mapa:")
self.contents.font.color = normal_color
self.contents.draw_text(0,24,128,32,$game_map.map_name.to_s)
end
end
class Game_Map
attr_reader :map_id
def map_name
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end
#=============================================
# Window with Play Time
#=============================================
class Window_PlayTime < Window_Base
def initialize(x,y)
super(x, y, 160, 80)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 24, "Tempo de Jogo")
@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(4, 24, 120, 24, text, 2)
end
def update
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#===============================================================================
#END OF SCRIPT - Find more Rafidelis scripts in www.ReinoRpg.com / forum
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Demo Download:
Download Demo(Click Here)
RGSS and RGSS2 Scripts and RGSS1/2 Tutorials by Rafidelis is licensed under a
Creative Commons Atribuição-Uso Não-Comercial-Compartilhamento pela mesma Licença 2.5 Brasil License.
Permissions beyond the scope of this license may be available at ReinoRPG.com
- AzakiModérateur
- Nombre de messages : 1742
Age : 31
Localisation : Dans ton cul(stom), t'as vu, tarba? é_è
Distinction : Commentateur sportif
Indépendantiste Breton
Chevalier de lumière
Membre du Haruhi fan-club
Membre du Tsukasa Nishino fan-club.
[Chou n°3]
Mist'
Fils caché de Francis L'Alan
[Coco' ]
Chevalier Noir
Ex-Empereur d'Erem Vehyx (ou pas!! x) )
Date d'inscription : 14/05/2008
Re: *~ Styled Chrono Trigger ~*
Sam 10 Jan 2009 - 23:01
Instructions
Paste above the Main, then put 7 files in Pictures folder of your game, with the names you set in the script.
Traduction:
Collez le avant main, puis mettez les 7 images (les icônes qu'on peut voir sur les screens) dans le fichier Pictures (= images) de votre jeu, puis nommez les comme demandés dans le script.
I don't find It looks like the original chrono Trigger, but t approach, that's cool).
- RafidelisMembre
- Nombre de messages : 55
Distinction : aucune
Date d'inscription : 01/05/2008
Re: *~ Styled Chrono Trigger ~*
Dim 11 Jan 2009 - 15:06
Thankz for translate^^
He is not quite equal to the menu of Chrono Trigger, is similar
He is not quite equal to the menu of Chrono Trigger, is similar
- PhilouMembre
- Nombre de messages : 91
Age : 35
Localisation : Canada,Québec
Distinction : aucune
Date d'inscription : 15/08/2008
Re: *~ Styled Chrono Trigger ~*
Dim 22 Mar 2009 - 17:13
Great idea! Thanks for sharing!
- RafidelisMembre
- Nombre de messages : 55
Distinction : aucune
Date d'inscription : 01/05/2008
Re: *~ Styled Chrono Trigger ~*
Mer 25 Mar 2009 - 23:17
Thanzk O_O'
- PhilouMembre
- Nombre de messages : 91
Age : 35
Localisation : Canada,Québec
Distinction : aucune
Date d'inscription : 15/08/2008
Re: *~ Styled Chrono Trigger ~*
Jeu 26 Mar 2009 - 0:02
lol I know it's concidered as a necro-post but it was kind of my first post and I was new... sorry but still the scripts is great
- RafidelisMembre
- Nombre de messages : 55
Distinction : aucune
Date d'inscription : 01/05/2008
Re: *~ Styled Chrono Trigger ~*
Ven 27 Mar 2009 - 0:26
Philou a écrit:lol I know it's concidered as a necro-post but it was kind of my first post and I was new... sorry but still the scripts is great
Ok,no problems for me..e thanzk for the praise.
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