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Ícones no Menu !

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Ícones no Menu ! Empty Ícones no Menu !

Mensagem por Satheios Sex Jan 13, 2012 4:54 pm

Icones no Menu

Acrescenta ícones ao lado de cada comando do menu e adiciona as opções "Carregar" e o "Local".

Screen

Spoiler:

Script

Código:


#==============================================================================
# Icon Menu Command
# Criador : Desconhecido
# Tradução e Divulgação : LegendsX
#==============================================================================
# Acrescenta ícones ao lado de cada comando do menu e adiciona
# as opções "Carregar" e o "Local"
#==============================================================================
class Scene_Menu
  #--------------------------------------------------------------------------
  def initialize (menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  def main
#==============================================================================
    $stepsicon = "020-Accessory05" #ícone dos passos
    $goldicon = "034-Item03" #ícone do dinheiro
    $itemicon = "032-Item01" #icone do item
    $skillicon = "044-Skill01" #ícone da habilidade
    $equipicon = "001-Weapon01" #ícone do equipamento
    $statusicon = "013-Body01" #ícone do status
    $saveicon = "047-Skill04" #ícone de salvar
    $loadicon = "048-Skill05" #ícone de carregar
    $exiticon = "046-Skill03" #ícone de sair
#==============================================================================
    s1 = "    " + $data_system.words.item
    s2 = "    " + $data_system.words.skill
    s3 = "    " + $data_system.words.equip
    s4 = "    " + " Status"
    s5 = "    " + " Salvar"
    s6 = "    " + " Carregar"
    s7 = "    " + " Sair"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    @command_window.x = 0
    @command_window.y = 0
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @playtime_window = Window_PlayTime1.new
    @playtime_window.x = 0
    @playtime_window.y = 320
    @steps_window = Window_Steps1.new
    @steps_window.x = 0
    @steps_window.y = 255
    @gold_window = Window_Gold1.new
    @gold_window.x = 0
    @gold_window.y = 416
    @status_window = Window_MenuStatus1.new
    @status_window.x = 160
    @status_window.y = 0
    @icon_item = Sprite.new
    @icon_item.bitmap = RPG::Cache.icon($itemicon)
    @icon_item.x = 18
    @icon_item.y = 20
    @icon_item.z = 255
    @icon_skill = Sprite.new
    @icon_skill.bitmap = RPG::Cache.icon($skillicon)
    @icon_skill.x = 19
    @icon_skill.y = 52
    @icon_skill.z = 255
    @icon_equip = Sprite.new
    @icon_equip.bitmap = RPG::Cache.icon($equipicon)
    @icon_equip.x = 18
    @icon_equip.y = 84
    @icon_equip.z = 255
    @icon_status = Sprite.new
    @icon_status.bitmap = RPG::Cache.icon($statusicon)
    @icon_status.x = 18
    @icon_status.y = 116
    @icon_status.z = 255
    @icon_save = Sprite.new
    @icon_save.bitmap = RPG::Cache.icon($saveicon)
    @icon_save.x = 18
    @icon_save.y = 148
    @icon_save.z = 255
    @icon_load = Sprite.new
    @icon_load.bitmap = RPG::Cache.icon($loadicon)
    @icon_load.x = 18
    @icon_load.y = 180
    @icon_load.z = 255
    @icon_exit = Sprite.new
    @icon_exit.bitmap = RPG::Cache.icon($exiticon)
    @icon_exit.x = 19
    @icon_exit.y = 212
    @icon_exit.z = 255
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @steps_window.dispose
    @icon_item.dispose
    @icon_skill.dispose
    @icon_equip.dispose
    @icon_status.dispose
    @icon_save.dispose
    @icon_load.dispose
    @icon_exit.dispose
  end
  #--------------------------------------------------------------------------
  def update
    @command_window.update
    @playtime_window.update
    @gold_window.update
    @status_window.update
    @steps_window.update
    @icon_item.update
    @icon_skill.update
    @icon_equip.update
    @icon_status.update
    @icon_save.update
    @icon_load.update
    @icon_exit.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
        $scene = Scene_Status.new
      when 4
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_MenuSave.new
      when 5
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_MenuLoad.new
      when 6
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_MenuEnd.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1
        if $game_party.actors[@status_window.index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end
#==============================================================================
#Menu Status Window
#==============================================================================

class Window_MenuStatus1 < Window_Selectable
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 480, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 116
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 40, y + 80)
      draw_actor_name(actor, x, y)
      draw_actor_class(actor, x + 144, y)
      draw_actor_level(actor, x, y + 32)
      draw_actor_state(actor, x + 90, y + 32)
      draw_actor_exp(actor, x, y + 64)
      draw_actor_hp(actor, x + 236, y + 32)
      draw_actor_sp(actor, x + 236, y + 64)
    end
  end
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
    end
  end
end
#==============================================================================
# Play Time Window
#==============================================================================

class Window_PlayTime1< Window_Base
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Tempo")
    @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, 32, 120, 32, text, 2)
  end
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
#==============================================================================
#Gold Window
#==============================================================================

class Window_Gold1 < Window_Base
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    rect = Rect.new(x, y, self.width - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon($goldicon)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
  end
end
#==============================================================================
#Scene Menu_Load
#==============================================================================

class Scene_MenuLoad < Scene_File
  #--------------------------------------------------------------------------
  def initialize
    $game_temp = Game_Temp.new
    $game_temp.last_file_index = 0
    latest_time = Time.at(0)
    for i in 0..3
      filename = make_filename(i)
      if FileTest.exist?(filename)
        file = File.open(filename, "r")
        if file.mtime > latest_time
          latest_time = file.mtime
          $game_temp.last_file_index = i
        end
        file.close
      end
    end
    super("Carregar qual slot?")
  end
  #--------------------------------------------------------------------------
  def on_decision(filename)
    unless FileTest.exist?(filename)
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    $game_system.se_play($data_system.load_se)
    file = File.open(filename, "rb")
    read_save_data(file)
    file.close
    $game_system.bgm_play($game_system.playing_bgm)
    $game_system.bgs_play($game_system.playing_bgs)
    $game_map.update
    $scene = Scene_Menu.new(5)
    print "Jogo Carregado com sucesso!"
  end
  #--------------------------------------------------------------------------
  def on_cancel
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Menu.new(5)
  end
  #--------------------------------------------------------------------------
  def read_save_data(file)
    characters = Marshal.load(file)
    Graphics.frame_count = Marshal.load(file)
    $game_system        = Marshal.load(file)
    $game_switches      = Marshal.load(file)
    $game_variables    = Marshal.load(file)
    $game_self_switches = Marshal.load(file)
    $game_screen        = Marshal.load(file)
    $game_actors        = Marshal.load(file)
    $game_party        = Marshal.load(file)
    $game_troop        = Marshal.load(file)
    $game_map          = Marshal.load(file)
    $game_player        = Marshal.load(file)
    if $game_system.magic_number != $data_system.magic_number
      $game_map.setup($game_map.map_id)
      $game_player.center($game_player.x, $game_player.y)
    end
    $game_party.refresh
  end
end
#==============================================================================
#Steps Window
#==============================================================================
$data_mapinfos = load_data('Data/MapInfos.rxdata')
class Window_Steps1 < Window_Base
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 66) #96
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    rect = Rect.new(x, y, self.width - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon($stepsicon)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    contents.clear
    contents.font.color = normal_color
    name = $data_mapinfos[$game_map.map_id].name 
    contents.draw_text(0, 0, 128, 32, name)
  end
end
#==============================================================================
# Menu End
#==============================================================================

class Scene_MenuEnd
  #--------------------------------------------------------------------------
  def main
    s1 = "Tela de Título"
    s2 = "Sair"
    s3 = "Voltar"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 240 - @command_window.height / 2
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    if $scene.is_a?(Scene_Title)
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  def update
    @command_window.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(6)
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0
        command_to_title
      when 1
        command_shutdown
      when 2
        command_cancel
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  def command_to_title
    $game_system.se_play($data_system.decision_se)
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    $scene = Scene_Title.new
  end
  #--------------------------------------------------------------------------
  def command_shutdown
    $game_system.se_play($data_system.decision_se)
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    $scene = nil
  end
  #--------------------------------------------------------------------------
  def command_cancel
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Menu.new(6)
  end
end
#==============================================================================
#Menu Save
#==============================================================================

class Scene_MenuSave < Scene_File
  #--------------------------------------------------------------------------
  def initialize
    super("Salvar em qual slot?")
  end
  #--------------------------------------------------------------------------
  def on_decision(filename)
    $game_system.se_play($data_system.save_se)
    file = File.open(filename, "wb")
    write_save_data(file)
    file.close
    if $game_temp.save_calling
      $game_temp.save_calling = false
      $scene = Scene_Map.new
      return
    end
    $scene = Scene_Menu.new(4)
    print "Jogo Salvo com sucesso"
  end
  #--------------------------------------------------------------------------
  def on_cancel
    $game_system.se_play($data_system.cancel_se)
    if $game_temp.save_calling
      $game_temp.save_calling = false
      $scene = Scene_Map.new
      return
    end
    $scene = Scene_Menu.new(4)
  end
  #--------------------------------------------------------------------------
  def write_save_data(file)
    characters = []
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      characters.push([actor.character_name, actor.character_hue])
    end
    Marshal.dump(characters, file)
    Marshal.dump(Graphics.frame_count, file)
    $game_system.save_count += 1
    $game_system.magic_number = $data_system.magic_number
    Marshal.dump($game_system, file)
    Marshal.dump($game_switches, file)
    Marshal.dump($game_variables, file)
    Marshal.dump($game_self_switches, file)
    Marshal.dump($game_screen, file)
    Marshal.dump($game_actors, file)
    Marshal.dump($game_party, file)
    Marshal.dump($game_troop, file)
    Marshal.dump($game_map, file)
    Marshal.dump($game_player, file)
  end
end

Configurações:

No Script vc deve mudar os icones aqui:
Código:

$stepsicon = "020-Accessory05" #ícone dos passos
    $goldicon = "034-Item03" #ícone do dinheiro
    $itemicon = "032-Item01" #icone do item
    $skillicon = "044-Skill01" #ícone da habilidade
    $equipicon = "001-Weapon01" #ícone do equipamento
    $statusicon = "013-Body01" #ícone do status
    $saveicon = "047-Skill04" #ícone de salvar
    $loadicon = "048-Skill05" #ícone de carregar
    $exiticon = "046-Skill03" #ícone de sair

Créditos:
Autor desconhecido
Tradução por LegendsX


_________________



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Visite o meu projeto, Tales of a Kingdom e prepare-se para um novo mundo!




Satheios
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Ícones no Menu ! Empty Re: Ícones no Menu !

Mensagem por Reborn Sex Jan 13, 2012 5:00 pm

Vishe, ta espiritado hein? Pessoalmente eu não gostei, pois esse tipo de menu é geralmente para iniciantes (acho que não sou mais hasuahsuashus) Mas concerteza vai ajudar alguém ;D

_________________
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