BloodRain Posted July 20, 2008 Share Posted July 20, 2008 Menù completo e Negozioby Moghunter Informazioni:- Animato- Facile da usare- Tutto il menù completo Istruzioni:Copiare la cartella Graphics e lo script sopra Main Lista script: MOG Menù Principale (Main Menu):http://img133.imageshack.us/img133/5181/menu08om8.jpg DEMOLink 1 (Rapidshare)http://rapidshare.com/files/27441554/MOG_Scene_Menu.zip.htmlLink 2 (Megaupload)http://www.megaupload.com/?d=EBPR6RYR MOG Menù Magie (Menu Skill):http://img149.imageshack.us/img149/9151/menu10po7er4.th.jpg DEMOLink 1 (Rapidshare)http://rapidshare.com/files/27441953/MOG_S..._Skill.zip.htmlLink 2 (Megaupload)http://www.megaupload.com/?d=W78O3MUM MOG Menù Stato e caratteristiche (Menu Status):http://img101.imageshack.us/img101/7498/menu09fa4wf6.th.jpg DEMOLink 1 (Rapidshare)http://rapidshare.com/files/27442106/MOG_S...Status.zip.htmlLink 2 (Megaupload)http://www.megaupload.com/?d=7ZJ1NOG8 MOG Menù dei file di salvataggio e caricamento(Scene File):http://img183.imageshack.us/img183/7741/scenesaveyl3.th.jpg DEMOLink 1 (Rapidshare)http://rapidshare.com/files/27444895/MOG_Scene_File.zip.htmlLink 2 (Megaupload)http://www.megaupload.com/?d=BYX47ZKK MOG Menù dell'equipaggiamento (Scene Equip):http://img468.imageshack.us/img468/9767/sceneequipkh8.th.jpg DEMOLink 1 (Rapidshare)http://rapidshare.com/files/27445203/MOG_S..._Equip.zip.htmlLink 2 (Megaupload)http://www.megaupload.com/?d=ZUAKIBUM MOG Negozio (Scene Shop):http://img179.imageshack.us/img179/6139/shopqf4.th.jpgDEMOLink 1 (Rapidshare)http://rapidshare.com/files/27459018/MOG_Scene_Shop.zip.htmlLink 2 (Megaupload)http://www.megaupload.com/?d=JF8AI3CM MOG Menù degli Oggetti (Menu ITEM):http://img135.imageshack.us/img135/7873/itemyh3.th.jpgDEMOLink 1 (Rapidshare)http://rapidshare.com/files/27445537/MOG_Scene_Item.zip.htmlLink 2 (Megaupload)http://www.megaupload.com/?d=IF2W8FC0 Crediti e Ringraziamenti Rurugahttp://ruruga.gozaru.jp/index.html NARAMURAhttp://naramura.kdn.ne.jp/ Strawberry Quartshttp://stquartz.web.fc2.com/ ________________________________________Da rmxp.org Link to comment Share on other sites More sharing options...
LordFenerSSJ Posted July 20, 2008 Share Posted July 20, 2008 C'è un modo per avere le scritte "Item,ecc" in Italiano? Link to comment Share on other sites More sharing options...
dark_house Posted July 20, 2008 Share Posted July 20, 2008 beh i nomi degli item puoi modificarli dal database>items e selezioni l'oggetto che vuoi rinominare in alto a destra c c'è scritto name e sottoil nome per esempio potion cancelli e scrivi pozione Link to comment Share on other sites More sharing options...
BloodRain Posted July 20, 2008 Author Share Posted July 20, 2008 Nel primo le scritte dovrebbero essere delle immagini...Quindi basta cambiarle ^^ Link to comment Share on other sites More sharing options...
dark_house Posted July 20, 2008 Share Posted July 20, 2008 puoi postare l oscript a me nn lo da perfavore Link to comment Share on other sites More sharing options...
LordFenerSSJ Posted July 20, 2008 Share Posted July 20, 2008 AnonymeXIV said: Nel primo le scritte dovrebbero essere delle immagini...Quindi basta cambiarle ^^ E' una parola xD Devo ammettere di essere un incapce in fatto di grafica xD Link to comment Share on other sites More sharing options...
BloodRain Posted July 20, 2008 Author Share Posted July 20, 2008 LordFenerSSJ said: E' una parola xD Devo ammettere di essere un incapce in fatto di grafica xD beh, questo è diverso XD Link to comment Share on other sites More sharing options...
Omega Ciccio Posted July 21, 2008 Share Posted July 21, 2008 Ah, si, il Menù di Moghunter, già visto ;). Cmq, bravo, hai postato tutti gli script, così chi volesse usare questo menù ha a disposizione anche tutte la altre varie classi. Bravo :D ! http://th09.deviantart.net/fs26/150/f/2008/091/7/3/Rule_of_Rose__brush__by_maelstromb.pngComing http://i56.tinypic.com/fu56c6.png Soon...http://fc06.deviantart.net/fs47/f/2009/163/8/a/Polka_from_Eternal_Sonata_by_oOLuccianaOo.pnghttp://fc00.deviantart.com/fs34/f/2008/306/2/d/Icon_Hojo_by_Sasori_donna.gif Link to comment Share on other sites More sharing options...
Onor988ThEgReEnGoBlIn Posted July 21, 2008 Share Posted July 21, 2008 AnonymeXIV questo menu è stupendo! Solo che io sto usando il VX ora...perchè!!!! ThE GrEeN gObLiN oN lInE G.D.O. - Bunny Show - OnorBeck I've never dreamed before I'm gonna knock the door Into the world of perfect free (You ain't no lonely!) You're gonna say I'm lying I'm gonna get the chance I thought a chance is far from me (You ain't no lonely!) ... Link to comment Share on other sites More sharing options...
BloodRain Posted July 21, 2008 Author Share Posted July 21, 2008 Però speravo che mi aggiungessero qualche ren visto che sono un bel po' di script Link to comment Share on other sites More sharing options...
Onor988ThEgReEnGoBlIn Posted July 21, 2008 Share Posted July 21, 2008 Sono molti...e a giudicare dalle immagini sono anche belli! Peccato che non li posso utilizzare! Dai tempo al tempo ;) ThE GrEeN gObLiN oN lInE G.D.O. - Bunny Show - OnorBeck I've never dreamed before I'm gonna knock the door Into the world of perfect free (You ain't no lonely!) You're gonna say I'm lying I'm gonna get the chance I thought a chance is far from me (You ain't no lonely!) ... Link to comment Share on other sites More sharing options...
BloodRain Posted July 21, 2008 Author Share Posted July 21, 2008 Belli sono belli, e poi sono personalizzabili in quanto sono quasi tutte immagini Link to comment Share on other sites More sharing options...
Onor988ThEgReEnGoBlIn Posted July 21, 2008 Share Posted July 21, 2008 Hai proprio ragione! Io ora sto lavorando con il menu di Moghunter postato da Ally ed il principio di funzionamento è lo stesso! Tutto basato sulle immagini! Non c'è bisogno di conoscere la parte del linguaggio! Solo che quello che sto usando io è personalizzabile solo in parte...il tuo interamente! ThE GrEeN gObLiN oN lInE G.D.O. - Bunny Show - OnorBeck I've never dreamed before I'm gonna knock the door Into the world of perfect free (You ain't no lonely!) You're gonna say I'm lying I'm gonna get the chance I thought a chance is far from me (You ain't no lonely!) ... Link to comment Share on other sites More sharing options...
BloodRain Posted July 21, 2008 Author Share Posted July 21, 2008 Io non avevo trovato altri script di MOG O.O Link to comment Share on other sites More sharing options...
Omega Ciccio Posted July 21, 2008 Share Posted July 21, 2008 AnonymeXIV said: Però speravo che mi aggiungessero qualche ren visto che sono un bel po' di scriptCome ha detto Onor988ThEgReEnGoBlIn dai tempo al tempo, se non ti sono stati ancora donati dei Rens è perchè lo Staff non ha avuto il tempo necessario per aggiungerteli ;). Vedrai che appena lo troveranno, ti saranno aggiunti dei Rens^^. http://th09.deviantart.net/fs26/150/f/2008/091/7/3/Rule_of_Rose__brush__by_maelstromb.pngComing http://i56.tinypic.com/fu56c6.png Soon...http://fc06.deviantart.net/fs47/f/2009/163/8/a/Polka_from_Eternal_Sonata_by_oOLuccianaOo.pnghttp://fc00.deviantart.com/fs34/f/2008/306/2/d/Icon_Hojo_by_Sasori_donna.gif Link to comment Share on other sites More sharing options...
BloodRain Posted July 22, 2008 Author Share Posted July 22, 2008 (edited) Niente ^^ Edited July 22, 2008 by AnonymeXIV Link to comment Share on other sites More sharing options...
Eikichi Posted July 22, 2008 Share Posted July 22, 2008 posta il link delle risorse che hai donato qui: http://www.rpg2s.net/forum/index.php?showt...amp;#entry75327 impariamo a leggere il forum gente u.u Finrod, GDR PBF Reveal hidden contents 2PV e 1PAEquip: - faretra con 20 frecce- arco lungo- pugnale comune- Armatura di cuoio- Torcia- CappuccioMi sa che è ora di vincere qualche premio per rinnovare questa firma! :3Posizioni raggiunte nei contesthttp://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/awards/bestresourCSist3.jpghttp://www.rpg2s.net/awards/mosthelpful2.jpghttp://www.rpg2s.net/awards/mostpresent2.jpg Link to comment Share on other sites More sharing options...
BloodRain Posted July 22, 2008 Author Share Posted July 22, 2008 Ho letto pocanzi ed è già stato segnato ^^ Link to comment Share on other sites More sharing options...
the-joker Posted July 22, 2008 Share Posted July 22, 2008 Sì il menù di Moghunter lo avevo aggiunto al mio progetto qualche mese fa.Avrei voluto postare il sito con tutti gli script di MOG che sono molto belli e animati, ma credo sia spam. "Quarantadue!" urlò Loonquawl. "Questo è tutto ciò che sai dire dopo un lavoro di sette milioni e mezzo di anni?""Ho controllato molto approfonditamente," disse il computer, "e questa è sicuramente la risposta. Ad essere sinceri, penso che il problema sia che voi non abbiate mai saputo veramente qual è la domanda." Gioco disponibile: Prophecy of Last Era - OPEN SOURCE http://www.mediafire.com/?u6aut42ks12ixgf Puoi utilizzare qualsiasi evento, mappa, chara, grafica, e programmazione contenuta nel gioco-demo.Nessun diritto di copia.Hope you enjoy.http://www.rpg2s.net/awards/bestmusician3.jpg Link to comment Share on other sites More sharing options...
53PH!R07 Posted July 27, 2008 Share Posted July 27, 2008 Ragazzi qualcuno sarebbe cosi gentile da potermi postare lo script MOG Menù dei file di salvataggio e caricamento(Scene File) e lo script MOG Negozio (Scene Shop): xkè non me li fa aprire e non posso copiare lo script vi prego Link to comment Share on other sites More sharing options...
the-joker Posted July 27, 2008 Share Posted July 27, 2008 Ecco a te. Scene File: Reveal hidden contents #_______________________________________________________________________________# MOG Scene File Ayumi V1.2 #_______________________________________________________________________________# By Moghunter # http://www.atelier-rgss.com#_______________________________________________________________________________module MOG#Transition Time. MSVT = 30#Transition Type. MSVTT = "006-Stripe02"end$mogscript = {} if $mogscript == nil$mogscript["menu_ayumi"] = true################ Window_Base ################class Window_Base < Windowdef drw_win_file(x,y)dwf = RPG::Cache.picture("Win_File")cw = dwf.width ch = dwf.height src_rect = Rect.new(0, 0, cw, ch)self.contents.blt(x , y - ch, dwf, src_rect) end def nadaface = RPG::Cache.picture("")end def draw_heroface3(actor,x,y)face = RPG::Cache.picture("Hero_fc3") rescue nadacw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch)self.contents.blt(x , y - ch, face, src_rect) end def draw_actor_level6(actor, x, y)self.contents.font.color = Color.new(0,0,0,255)self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv") self.contents.font.color = system_colorself.contents.draw_text(x, y, 32, 32, "Lv")self.contents.font.color = Color.new(0,0,0,255)self.contents.draw_text(x + 17, y + 1, 24, 32, actor.level.to_s, 2)self.contents.font.color = Color.new(255,255,255,255)self.contents.draw_text(x + 16, y, 24, 32, actor.level.to_s, 2)enddef draw_actor_name6(actor, x, y)self.contents.font.color = Color.new(0,0,0,255)self.contents.draw_text(x + 1, y + 1, 100, 32, actor.name,1) self.contents.font.color = normal_colorself.contents.draw_text(x, y, 100, 32, actor.name,1)endend############# Game_Map #############class Game_Mapdef map_name@mapinfo = load_data("Data/MapInfos.rxdata") if @mapinfo == nilreturn @mapinfo[@map_id].nameendend#################### Window_SaveFile ####################class Window_SaveFile < Window_Base attr_reader :filename attr_reader :selected def initialize(file_index, filename) super(0, 64 + file_index * 138, 640, 240) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 @file_index = file_index @filename = "Save#{@file_index + 1}.rxdata" @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime @characters = Marshal.load(file) @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) @total_sec = @frame_count / Graphics.frame_rate file.close end @wiref = 0 refresh @selected = false end def refresh self.contents.clear self.contents.font.name = "Georgia" drw_win_file(0,190) name = "#{@file_index + 1}" self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(161, 41, 600, 32, name) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(160, 40, 600, 32, name) @name_width = contents.text_size(name).width if @file_exist for i in 0...@characters.size bitmap = RPG::Cache.character(@characters[0], @characters[1]) cw = bitmap.rect.width / 4 ch = bitmap.rect.height / 4 src_rect = Rect.new(cw * @wiref + 1 , 0, cw, ch) x = 300 - @characters.size + i * 64 - cw / 4 self.contents.blt(x - 10, 150 - ch, bitmap, src_rect) x = 116 actors = @game_party.actors for i in 0...[actors.size, 4].min x = i * 60 actor = actors self.contents.font.size = 20 draw_actor_level6(actor, x + 280, 140) actor = actors[0] draw_heroface3(actor,160,180) draw_actor_name6(actor, 160, 155) self.contents.font.size = 22 end end hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 time_string = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(5, 41, 450, 32, time_string, 2) self.contents.draw_text(41 , 141, 120 , 32, @game_map.map_name.to_s) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(40 , 140, 120 , 32, @game_map.map_name.to_s) self.contents.draw_text(4, 40, 450, 32, time_string, 2) end end def selected=(selected) @selected = selected endend############### Scene_File ###############class Scene_File def initialize(help_text) @help_text = help_text end def main @mnback = Plane.new @mnback.bitmap = RPG::Cache.picture("MN_BK") @mnback.z = 1 @mnlay = Sprite.new @mnlay.bitmap = RPG::Cache.picture("Lay_File.PNG") @mnlay.z = 2 @help_window = Window_Help.new @help_window.set_text(@help_text) @help_window.opacity = 0 @savefile_windows = [] for i in 0..2 @savefile_windows.push(Window_SaveFile.new(i, make_filename(i))) end @savefile_windows[0] @file_index = $game_temp.last_file_index @savefile_windows[@file_index].selected = true @savefile_windows[0].y = 40 @savefile_windows[1].y= 140 @savefile_windows[2].y= 240 @win_move_time = 0 @win_move = 0 @win_dire = 0 @win_opac = 255 @win1_y = 0 @win2_y = 0 @win3_y = 0 Graphics.transition(MOG::MSVT, "Graphics/Transitions/" + MOG::MSVTT) loop do Graphics.update Input.update update if $scene != self break end end for i in 0..50 @mnback.ox += 1 @savefile_windows[0].x += 10 @savefile_windows[1].x -= 10 @savefile_windows[2].x += 10 for i in @savefile_windows i.contents_opacity -= 5 end Graphics.update end Graphics.freeze @help_window.dispose @mnback.dispose @mnlay.dispose for i in @savefile_windows i.dispose end end def update @mnback.ox += 1 @win_opac += 3 @win_move_time += 1 if @win_opac > 254 @win_opac = 150 end if @win_move_time > 60 @win_dire += 1 @win_move_time = 0 end if @win_dire > 1 @win_dire = 0 end if @win_dire == 0 @win_move += 1 else @win_move -= 1 end if @file_index == 0 @savefile_windows[0].z = 2 @savefile_windows[1].z = 1 @savefile_windows[2].z = 0 @savefile_windows[0].x = @win_move @savefile_windows[1].x = 0 @savefile_windows[1].x= 0 @savefile_windows[2].x = 0 @savefile_windows[0].contents_opacity = @win_opac @savefile_windows[1].contents_opacity = 130 @savefile_windows[2].contents_opacity = 130 elsif @file_index == 1 @savefile_windows[0].z = 1 @savefile_windows[1].z = 2 @savefile_windows[2].z = 1 @savefile_windows[0].x = 0 @savefile_windows[1].x = @win_move @savefile_windows[2].x = 0 @savefile_windows[0].contents_opacity = 130 @savefile_windows[1].contents_opacity = @win_opac @savefile_windows[2].contents_opacity = 130 else @savefile_windows[0].z = 0 @savefile_windows[1].z = 1 @savefile_windows[2].z = 2 @savefile_windows[0].x = 0 @savefile_windows[1].x = 0 @savefile_windows[2].x = @win_move @savefile_windows[0].contents_opacity = 130 @savefile_windows[1].contents_opacity = 130 @savefile_windows[2].contents_opacity = @win_opac end @help_window.update for i in @savefile_windows i.update end if Input.trigger?(Input::C) on_decision(make_filename(@file_index)) $game_temp.last_file_index = @file_index return end if Input.trigger?(Input::B) on_cancel return end if Input.repeat?(Input::DOWN) if Input.trigger?(Input::DOWN) or @file_index < 3 $game_system.se_play($data_system.cursor_se) @savefile_windows[@file_index].selected = false @file_index = (@file_index + 1) % 3 @savefile_windows[@file_index].selected = true return end end if Input.repeat?(Input::UP) if Input.trigger?(Input::UP) or @file_index > 0 $game_system.se_play($data_system.cursor_se) @savefile_windows[@file_index].selected = false @file_index = (@file_index - 1) % 3 @savefile_windows[@file_index].selected = true return end end end def make_filename(file_index) return "Save#{file_index + 1}.rxdata" endend Scene shop: Reveal hidden contents #_______________________________________________________________________________# MOG Scene Shop Felicia V1.4 #_______________________________________________________________________________# By Moghunter # http://www.atelier-rgss.com#_______________________________________________________________________________module MOG#Transition Time. MNSHPT= 30#Transition Type (Name)MNSHPTT= "006-Stripe02"end$mogscript = {} if $mogscript == nil$mogscript["menu_shop"] = true################ Window_Base ################class Window_Base < Windowdef draw_item_name_ex(item, x, y)if item == nilreturnendbitmap = RPG::Cache.icon(item.icon_name)self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))self.contents.font.color = normal_colorself.contents.draw_text(x + 28, y, 150, 32, item.name)enddef nadaface = RPG::Cache.picture("")end def drw_face(actor,x,y)face = RPG::Cache.picture(actor.name + "_fc") rescue nadacw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch)self.contents.blt(x , y - ch, face, src_rect) end end################# Win_Shop_Sel #################class Win_Shop_Sel < Window_Base attr_reader :index def initialize(x, y, width, height) super(x, y, width, height) @item_max = 1 @column_max = 1 @index = -1 end def index=(index) @index = index update_cursor_rect end def row_max return (@item_max + @column_max - 1) / @column_max end def top_row return self.oy / 32 end def top_row=(row) if row < 0 row = 0 end if row > row_max - 1 row = row_max - 1 end self.oy = row * 32 end def page_row_max return (self.height - 32) / 32 end def page_item_max return page_row_max * @column_max end def update_cursor_rect if @index < 0 self.cursor_rect.empty return end row = @index / @column_max if row < self.top_row self.top_row = row end if row > self.top_row + (self.page_row_max - 1) self.top_row = row - (self.page_row_max - 1) end cursor_width = self.width / @column_max - 32 x = @index % @column_max * 80 y = @index / @column_max * 32 - self.oy self.cursor_rect.set(x, y, 32, 32) end def update super if self.active and @item_max > 0 and @index >= 0 if Input.repeat?(Input::RIGHT) if @column_max >= 2 and @index < @item_max - 1 $game_system.se_play($data_system.cursor_se) @index += 1 end end if Input.repeat?(Input::LEFT) if @column_max >= 2 and @index > 0 $game_system.se_play($data_system.cursor_se) @index -= 1 end end end update_cursor_rect endend####################### Window_ShopCommand #######################class Window_ShopCommand < Win_Shop_Sel def initialize super(58, 68, 230, 64) self.contents = Bitmap.new(width - 32, height - 32) @item_max = 3 @column_max = 3 @commands = ["", "", ""] self.index = 0 endend################### Window_ShopBuy ###################class Window_ShopBuy < Window_Selectable def initialize(shop_goods) super(-10, 180, 310, 225) @shop_goods = shop_goods refresh self.index = 0 end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for goods_item in @shop_goods case goods_item[0] when 0 item = $data_items[goods_item[1]] when 1 item = $data_weapons[goods_item[1]] when 2 item = $data_armors[goods_item[1]] end if item != nil @data.push(item) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) self.contents.font.name = "Georgia" self.contents.font.bold = false item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end x = 4 y = index * 32 if item.price <= $game_party.gold and number < 99 self.contents.font.color = normal_color else self.contents.font.color = disabled_color end rect = Rect.new(x, y, self.width - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 150, 32, item.name, 0) self.contents.font.color = Color.new(50,250,150,255) self.contents.draw_text(x + 150, y, 88, 32, "G", 1) if item.price <= $game_party.gold if number < 99 self.contents.font.color = Color.new(200,200,50,255) else self.contents.font.color = disabled_color end else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(x + 180, y, 88, 32, item.price.to_s, 2) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) endend#################### Window_ShopSell ####################class Window_ShopSell < Window_Selectable def initialize super(-10, 180, 305, 225) @column_max = 1 refresh self.index = 0 end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number(i) > 0 @data.push($data_items) end end for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 @data.push($data_weapons) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 @data.push($data_armors) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end if item.price > 0 self.contents.font.color = normal_color else self.contents.font.color = disabled_color end self.contents.font.name = "Georgia" x = 4 + index % 1 * (288 + 32) y = index / 1 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 150, 32, item.name, 0) self.contents.draw_text(x + 230, y, 16, 32, ":", 1) self.contents.draw_text(x + 240, y, 24, 32, number.to_s, 2) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) endend###################### Window_ShopNumber ######################class Window_ShopNumber < Window_Base def initialize super(-10, 180, 310, 225) self.contents = Bitmap.new(width - 32, height - 32) @item = nil @max = 1 @price = 0 @number = 1 end def set(item, max, price) @item = item @max = max @price = price @number = 1 refresh end def number return @number end def refresh self.contents.clear self.contents.font.name = "Georgia" self.contents.font.bold = true draw_item_name_ex(@item, 4, 66) self.contents.font.color = Color.new(50,150,250,255) self.contents.draw_text(185, 66, 32, 32, "x") self.contents.font.color = normal_color self.contents.draw_text(208, 66, 24, 32, @number.to_s, 2) self.cursor_rect.set(304, 66, 32, 32) total_price = @price * @number cx = contents.text_size("G").width self.contents.font.color = Color.new(200,200,50,255) self.contents.draw_text(4, 160, 228-2, 32, total_price.to_s, 2) self.contents.font.color = Color.new(50,250,150,255) self.contents.draw_text(90, 160, 88, 32, "G", 1) end def update super if self.active if Input.repeat?(Input::RIGHT) and @number < @max $game_system.se_play($data_system.cursor_se) @number += 1 refresh end if Input.repeat?(Input::LEFT) and @number > 1 $game_system.se_play($data_system.cursor_se) @number -= 1 refresh end if Input.repeat?(Input::UP) and @number < @max $game_system.se_play($data_system.cursor_se) @number = [@number + 10, @max].min refresh end if Input.repeat?(Input::DOWN) and @number > 1 $game_system.se_play($data_system.cursor_se) @number = [@number - 10, 1].max refresh end end endend###################### Window_ShopStatus ######################class Window_ShopStatus < Window_Base def initialize super(300, 128, 350, 300) self.contents = Bitmap.new(width - 32, height - 32) @item = nil refresh end def refresh self.contents.clear self.contents.font.name = "Georgia" if @item == nil return end if $mogscript["Item_Limit"] == truecase @itemwhen RPG::Itemnumber = $game_party.item_number(@item.id)item_max = MOG::ITEM_LIMIT[@item.id]when RPG::Weaponnumber = $game_party.weapon_number(@item.id)item_max = MOG::WEAPON_LIMIT[@item.id] when RPG::Armornumber = $game_party.armor_number(@item.id)item_max = MOG::ARMOR_LIMIT[@item.id]endself.contents.font.color = system_colorself.contents.draw_text(190, 0, 200, 32, "Inventario")self.contents.font.color = normal_colorif item_max != nilself.contents.draw_text(230, 0, 80, 32, number.to_s + " / " + item_max.to_s, 2)elsemax_limit = MOG::DEFAULT_LIMITself.contents.draw_text(230, 0, 80, 32, number.to_s + " / " + max_limit.to_s, 2)end else case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end self.contents.font.color = system_color self.contents.draw_text(210, 0, 200, 32, "Inventario") self.contents.font.color = normal_color self.contents.draw_text(245, 0, 32, 32, number.to_s, 2) end if @item.is_a?(RPG::Item) return end for i in 0...$game_party.actors.size actor = $game_party.actors if actor.equippable?(@item) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end self.contents.draw_text(65, 0, 100, 32, "Equipped", 2) drw_face(actor,0 ,80 + 64 * i) if @item.is_a?(RPG::Weapon) item1 = $data_weapons[actor.weapon_id] elsif @item.kind == 0 item1 = $data_armors[actor.armor1_id] elsif @item.kind == 1 item1 = $data_armors[actor.armor2_id] elsif @item.kind == 2 item1 = $data_armors[actor.armor3_id] else item1 = $data_armors[actor.armor4_id] end if actor.equippable?(@item) if @item.is_a?(RPG::Weapon) atk1 = item1 != nil ? item1.atk : 0 atk2 = @item != nil ? @item.atk : 0 pdef1 = item1 != nil ? item1.pdef : 0 mdef1 = item1 != nil ? item1.mdef : 0 pdef2 = @item != nil ? @item.pdef : 0 mdef2 = @item != nil ? @item.mdef : 0 self.contents.draw_text(-20, 50 + 64 * i, 112, 32,"Atk", 2) self.contents.draw_text(70, 50 + 64 * i, 112, 32,"Pdef", 2) self.contents.draw_text(160, 50 + 64 * i, 112, 32,"Mdef", 2) change = atk2 - atk1 change2 = pdef2 - pdef1 change3 = mdef2 - mdef1 if atk2 > atk1 self.contents.font.color = Color.new(50,250,150,255) elsif atk2 == atk1 self.contents.font.color = disabled_color else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(20, 50 + 64 * i, 112, 32,sprintf("%d", change), 2) if pdef2 > pdef1 self.contents.font.color = Color.new(50,250,150,255) elsif pdef2 == pdef1 self.contents.font.color = disabled_color else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(110, 50 + 64 * i, 112, 32,sprintf("%d", change2), 2) if mdef2 > mdef1 self.contents.font.color = Color.new(50,250,150,255) elsif mdef2 == mdef1 self.contents.font.color = disabled_color else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(200, 50 + 64 * i, 112, 32,sprintf("%d", change3), 2) end if @item.is_a?(RPG::Armor) pdef1 = item1 != nil ? item1.pdef : 0 mdef1 = item1 != nil ? item1.mdef : 0 eva1 = item1 != nil ? item1.eva : 0 pdef2 = @item != nil ? @item.pdef : 0 mdef2 = @item != nil ? @item.mdef : 0 eva2 = @item != nil ? @item.eva : 0 change = pdef2 - pdef1 change2 = mdef2 - mdef1 change3 = eva2 - eva1 self.contents.draw_text(-20, 50 + 64 * i, 112, 32,"Pdef", 2) self.contents.draw_text(70, 50 + 64 * i, 112, 32,"Mdef", 2) self.contents.draw_text(160, 50 + 64 * i, 112, 32,"Eva", 2) if pdef2 > pdef1 self.contents.font.color = Color.new(50,250,150,255) elsif pdef2 == pdef1 self.contents.font.color = disabled_color else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(20, 50 + 64 * i, 112, 32,sprintf("%d", change), 2) if mdef2 > mdef1 self.contents.font.color = Color.new(50,250,150,255) elsif mdef2 == mdef1 self.contents.font.color = disabled_color else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(110, 50 + 64 * i, 112, 32,sprintf("%d", change2), 2) if eva2 > eva1 self.contents.font.color = Color.new(50,250,150,255) elsif eva2 == eva1 self.contents.font.color = disabled_color else self.contents.font.color = Color.new(250,100,50,255) end self.contents.draw_text(200, 50 + 64 * i, 112, 32,sprintf("%d", change3), 2) end end if item1 != nil if actor.equippable?(@item) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 y = 64 + 64 * i bitmap = RPG::Cache.icon(item1.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x + 50, y - 35, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 75, y - 40, 212, 32, item1.name) end end end def item=(item) if @item != item @item = item refresh end endend############### Scene_Shop ###############class Scene_Shop def main @mshop_back = Plane.new @mshop_back.bitmap = RPG::Cache.picture("MN_BK2") @mshop_back.z = 10 @mshop_lay = Sprite.new @mshop_lay.bitmap = RPG::Cache.picture("Shop_Lay") @mshop_lay.z = 15 @mshop_com = Sprite.new @mshop_com.bitmap = RPG::Cache.picture("Shop_Com01") @mshop_com.z = 20 @help_window = Window_Help.new @help_window.contents.font.name = "Georgia" @help_window.y = 413 @command_window = Window_ShopCommand.new @command_window.visible = false @gold_window = Window_Gold.new @gold_window.x = 460 @gold_window.y = -5 @dummy_window = Window_Base.new(0, 128, 640, 352) @buy_window = Window_ShopBuy.new($game_temp.shop_goods) @buy_window.active = false @buy_window.visible = false @buy_window.help_window = @help_window @sell_window = Window_ShopSell.new @sell_window.active = false @sell_window.visible = false @sell_window.help_window = @help_window @number_window = Window_ShopNumber.new @number_window.active = false @number_window.visible = false @status_window = Window_ShopStatus.new @status_window.visible = false @help_window.opacity = 0 @status_window.opacity = 0 @sell_window.opacity = 0 @buy_window.opacity = 0 @gold_window.opacity = 0 @command_window.opacity = 0 @number_window.opacity = 0 @dummy_window.opacity = 0 Graphics.transition(MOG::MNSHPT, "Graphics/Transitions/" + MOG::MNSHPTT) loop do Graphics.update Input.update update if $scene != self break end end for i in 0..30 @mshop_back.ox += 1 @help_window.x -= 15 @gold_window.x += 15 @mshop_lay.zoom_x += 0.1 @mshop_lay.opacity -= 10 @command_window.x -= 15 @mshop_com.x -= 15 @buy_window.x -= 20 @sell_window.x -= 20 Graphics.update end Graphics.freeze @help_window.dispose @command_window.dispose @gold_window.dispose @dummy_window.dispose @buy_window.dispose @sell_window.dispose @number_window.dispose @status_window.dispose @mshop_back.dispose @mshop_lay.dispose @mshop_com.dispose end def update @mshop_back.ox += 1 if @help_window.x < 0 @help_window.x += 10 @help_window.contents_opacity += 10 elsif @help_window.x >= 0 @help_window.x = 0 @help_window.contents_opacity = 255 end if @sell_window.active == true @sell_window.visible = true if @sell_window.x < -10 @sell_window.x += 15 @sell_window.contents_opacity += 10 elsif @sell_window.x >= -10 @sell_window.x = -10 @sell_window.contents_opacity = 255 end else if @sell_window.x > -300 @sell_window.x -= 15 @sell_window.contents_opacity -= 10 elsif @sell_window.x <= -300 @sell_window.x = -300 @sell_window.contents_opacity = 0 @sell_window.visible = false end end if @buy_window.active == true @buy_window.visible = true if @buy_window.x < -10 @buy_window.x += 15 @buy_window.contents_opacity += 10 elsif @buy_window.x >= -10 @buy_window.x = -10 @buy_window.contents_opacity = 255 end else if @buy_window.x > -300 @buy_window.x -= 15 @buy_window.contents_opacity -= 10 elsif @buy_window.x <= -300 @buy_window.x = -300 @buy_window.contents_opacity = 0 @buy_window.visible = false end end if @number_window.active == true @number_window.visible = true if @number_window.x < -10 @number_window.x += 15 @number_window.contents_opacity += 10 elsif @number_window.x >= -10 @number_window.x = -10 @number_window.contents_opacity = 255 end else if @number_window.x > -300 @number_window.x -= 15 @number_window.contents_opacity -= 10 elsif @number_window.x <= -300 @number_window.x = -300 @number_window.contents_opacity = 0 @number_window.visible = false end end if @number_window.active == false if Input.trigger?(Input.dir4) or Input.trigger?(Input::C) or Input.trigger?(Input::L) or Input.trigger?(Input::R) @help_window.x = -200 @help_window.contents_opacity = 0 end end @help_window.update @command_window.update @gold_window.update @dummy_window.update @buy_window.update @sell_window.update @number_window.update @status_window.update case @command_window.index when 0 @mshop_com.bitmap = RPG::Cache.picture("Shop_Com01") when 1 @mshop_com.bitmap = RPG::Cache.picture("Shop_Com02") when 2 @mshop_com.bitmap = RPG::Cache.picture("Shop_Com03") end if @command_window.active update_command return end if @buy_window.active update_buy return end if @sell_window.active update_sell return end if @number_window.active update_number 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) case @command_window.index when 0 $game_system.se_play($data_system.decision_se) @command_window.active = false @dummy_window.visible = false @buy_window.active = true @buy_window.refresh @status_window.visible = true when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @dummy_window.visible = false @sell_window.active = true @sell_window.refresh when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new end return end end def update_buy @status_window.item = @buy_window.item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @dummy_window.visible = true @buy_window.active = false @status_window.visible = false @status_window.item = nil @help_window.set_text("") return end if Input.trigger?(Input::C) @item = @buy_window.item if @item == nil or @item.price > $game_party.gold $game_system.se_play($data_system.buzzer_se) return end case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end if number == 99 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) max = @item.price == 0 ? 99 : $game_party.gold / @item.price max = [max, 99 - number].min @buy_window.active = false @number_window.set(@item, max, @item.price) @number_window.active = true end end def update_sell @status_window.item = @sell_window.item @status_window.visible = true if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @dummy_window.visible = true @sell_window.active = false @status_window.item = nil @help_window.set_text("") return end if Input.trigger?(Input::C) @item = @sell_window.item @status_window.item = @item if @item == nil or @item.price == 0 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end max = number @sell_window.active = false @number_window.set(@item, max, @item.price / 2) @number_window.active = true @status_window.visible = true end end def update_number if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @number_window.active = false case @command_window.index when 0 @buy_window.active = true when 1 @sell_window.active = true @status_window.visible = false end return end if Input.trigger?(Input::C) $game_system.se_play($data_system.shop_se) @number_window.active = false case @command_window.index when 0 $game_party.lose_gold(@number_window.number * @item.price) case @item when RPG::Item $game_party.gain_item(@item.id, @number_window.number) when RPG::Weapon $game_party.gain_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.gain_armor(@item.id, @number_window.number) end @gold_window.refresh @buy_window.refresh @status_window.refresh @buy_window.active = true when 1 $game_party.gain_gold(@number_window.number * (@item.price / 2)) case @item when RPG::Item $game_party.lose_item(@item.id, @number_window.number) when RPG::Weapon $game_party.lose_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.lose_armor(@item.id, @number_window.number) end @gold_window.refresh @sell_window.refresh @status_window.refresh @sell_window.active = true @status_window.visible = false end return end endend "Quarantadue!" urlò Loonquawl. "Questo è tutto ciò che sai dire dopo un lavoro di sette milioni e mezzo di anni?""Ho controllato molto approfonditamente," disse il computer, "e questa è sicuramente la risposta. Ad essere sinceri, penso che il problema sia che voi non abbiate mai saputo veramente qual è la domanda." Gioco disponibile: Prophecy of Last Era - OPEN SOURCE http://www.mediafire.com/?u6aut42ks12ixgf Puoi utilizzare qualsiasi evento, mappa, chara, grafica, e programmazione contenuta nel gioco-demo.Nessun diritto di copia.Hope you enjoy.http://www.rpg2s.net/awards/bestmusician3.jpg Link to comment Share on other sites More sharing options...
53PH!R07 Posted July 27, 2008 Share Posted July 27, 2008 The joker da oggi ti amo XD skerzo grazie 1000000000000000000000000 Link to comment Share on other sites More sharing options...
kyreon Posted January 21, 2009 Share Posted January 21, 2009 (edited) risolto da me... Edited January 21, 2009 by kyreon Link to comment Share on other sites More sharing options...
Demyx Posted August 30, 2009 Share Posted August 30, 2009 Scusate,volevo sapere se questo script supporta i party con più di 4 pg,cioè quando aprò il menu vedo solo i primi 4,c'è per caso un modo per vederne altri 2 almeno? Link to comment Share on other sites More sharing options...
MasterSion Posted August 30, 2009 Share Posted August 30, 2009 una volta che imposti un menù per otto personaggi non ti resta che cambiare le varie cordinate, logicamente con immagini di quelle dimensioni è pressochè impossibile mostrarli in un unica parte di scena si forma sicuramente uno scroll. http://img256.imageshack.us/img256/7639/ihateyou.gifUn uomo senza religione è come un pesce senza bicicletta.http://img18.imageshack.us/img18/3668/decasoft1.pnghttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now