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Autor Thema: Mog Menu Status Aya  (Gelesen 3109 mal)

ERZENGEL

  • Gast
Mog Menu Status Aya
« am: Februar 04, 2008, 19:12:25 »
Credits
Moghunter

Screenshot
Spoiler for Hiden:

Anleitung
Erstelle einen Ordner in Graphics namens Menus. Dann kopiere aus den Beispielprojekt alle nötigen Grafiken. Wenn Grafiken bearbeitet werden, sollte man beachten, dass man die Größe nicht ändern sollte, da sonst das Menü nicht richtig dargestellt werden kann!

Skript
Spoiler for Hiden:
##################################################
# Mog Menu_Status_Aya V 1.0                                      #
##################################################
# By Moghunter
# http://www.atelier-rgss.com
##################################################
# Menu Status com layout em pictures.
# É necessário criar uma pasta com o nome de
# Menus e colocar todas as imagens dentro dela, de resto
# é só criar o seu próprio estilo de menu através de um
#editor de imagem.
#-------------------------------------------------
module MOG_VX07
#Definição do parameter maximo.
MAX_PARAMETER = 999
end
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# module Cache #
###############
module Cache
def self.menu(filename)
load_bitmap("Graphics/Menus/", filename)
end
end
##############
# Window_Base #
##############
class Window_Base < Window  
 def draw_actor_atk_menu_status(actor, x, y)
 back = Cache.menu("Parameter_Bar_Back")    
 cw = back.width  
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)    
 self.contents.blt(x , y - ch + 30, back, src_rect)
 meter = Cache.menu("Parameter_Bar")    
 cw = meter.width  * actor.atk / MOG_VX07::MAX_PARAMETER
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch + 30, meter, src_rect)
 self.contents.font.size = 14
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.atk.to_s , 2)
 end    
 def draw_actor_def_menu_status(actor, x, y)
 back = Cache.menu("Parameter_Bar_Back")    
 cw = back.width  
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)    
 self.contents.blt(x , y - ch + 30, back, src_rect)
 meter = Cache.menu("Parameter_Bar")    
 cw = meter.width  * actor.def / MOG_VX07::MAX_PARAMETER
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch + 30, meter, src_rect)
 self.contents.font.size = 14
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.def.to_s , 2)
 end    
 def draw_actor_spi_menu_status(actor, x, y)
 back = Cache.menu("Parameter_Bar_Back")    
 cw = back.width  
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)    
 self.contents.blt(x , y - ch + 30, back, src_rect)
 meter = Cache.menu("Parameter_Bar")    
 cw = meter.width  * actor.spi / MOG_VX07::MAX_PARAMETER
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch + 30, meter, src_rect)
 self.contents.font.size = 14
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.spi.to_s , 2)
 end    
 def draw_actor_agi_menu_status(actor, x, y)
 back = Cache.menu("Parameter_Bar_Back")    
 cw = back.width  
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)    
 self.contents.blt(x , y - ch + 30, back, src_rect)
 meter = Cache.menu("Parameter_Bar")    
 cw = meter.width  * actor.agi / MOG_VX07::MAX_PARAMETER
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch + 30, meter, src_rect)
 self.contents.font.size = 14
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.agi.to_s , 2)
 end
 def draw_item_name_menu_status(item, x, y, enabled = true)
 if item != nil
 draw_icon(item.icon_index, x, y, enabled)
 self.contents.font.color = normal_color
 self.contents.font.color.alpha = enabled ? 255 : 128
 self.contents.draw_text(x + 30, y, 155, WLH, item.name)
 end
 end
 def draw_equipments_menu_status(actor, x, y)
 draw_item_name_menu_status(actor.equips[0], x , y)
 draw_item_name_menu_status(actor.equips[1], x , y + 45)
 draw_item_name_menu_status(actor.equips[2], x , y + 90)
 draw_item_name_menu_status(actor.equips[3], x + 125, y + 20)
 draw_item_name_menu_status(actor.equips[4], x + 125, y + 65)
 end
 def draw_actor_hp_menu_status(actor, x, y)
 back = Cache.menu("MeterBack")    
 cw = back.width  
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)    
 self.contents.blt(x , y - ch + 30, back, src_rect)
 meter = Cache.menu("HPMeter")    
 cw = meter.width  * actor.hp / actor.maxhp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch + 30, meter, src_rect)
 self.contents.font.size = 14
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 22, y + 5 , 80, 32, actor.hp.to_s + " / " + actor.maxhp.to_s, 1)
 end  
 def draw_actor_mp_menu_status(actor, x, y)
 back = Cache.menu("MeterBack")    
 cw = back.width  
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)    
 self.contents.blt(x , y - ch + 30, back, src_rect)
 meter = Cache.menu("MPMeter")    
 cw = meter.width  * actor.mp / actor.maxmp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch + 30, meter, src_rect)
 self.contents.font.size = 14
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 22, y + 5 , 80, 32, actor.mp.to_s + " / " + actor.maxmp.to_s, 1)
 end  
 def draw_actor_class_menu_status(actor, x, y)
 self.contents.font.color = normal_color
 self.contents.draw_text(x, y, 90, WLH, actor.class.name, 1)
 end
 def draw_actor_level_menu_status(actor, x, y)
 self.contents.font.color = normal_color
 self.contents.draw_text(x + 32, y, 24, WLH, actor.level, 1)
 end  
 def draw_menu_status_obj(x,y)
 lay = Cache.menu("Menu_Status_OBJ")
 cw = lay.width
 ch = lay.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch, lay, src_rect)    
 end
 def draw_actor_exp_meter_status_menu(actor, x, y)  
 if actor.next_exp != 0
 rate = actor.now_exp.to_f / actor.next_exp
 else
 rate = 1
 end
 back = Cache.menu("MeterBack")    
 cw = back.width  
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)    
 self.contents.blt(x , y - ch , back, src_rect)
 bitmap = Cache.menu("EXPMeter")
 if actor.level < 99
 cw = bitmap.width * rate
 else
 cw = bitmap.width
 end  
 ch = bitmap.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x  , y - ch , bitmap, src_rect)
 if actor.next_exp != 0
 self.contents.draw_text(x + 30, y - 20, 80, 32, actor.next_rest_exp_s, 2)    
 else
 self.contents.draw_text(x + 30, y - 20, 80, 32, "Max", 2)
 end
 self.contents.draw_text(x - 30, y + 10, 120, 32, actor.exp_s.to_s, 2)
 end  
end
####################
# Window_Status_Left #
####################
class Window_Status_Left < Window_Base
  def initialize(actor)
    super(0, 0, 560, 430)
    @actor = actor
    self.opacity = 0
    self.contents.font.bold = true
    self.contents.font.shadow = true
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_face(@actor, 350, 90)
    draw_actor_class_menu_status(@actor, 350, 195)
    draw_actor_level_menu_status(@actor, 450, 195)
    draw_actor_hp_menu_status(@actor, 350, 213)
    draw_actor_mp_menu_status(@actor, 380, 240)
    draw_actor_exp_meter_status_menu(@actor, 350, 300)
    draw_actor_atk_menu_status(@actor, 50, 170)
    draw_actor_def_menu_status(@actor, 70, 200)
    draw_actor_spi_menu_status(@actor, 90, 230)
    draw_actor_agi_menu_status(@actor, 110, 260)
    draw_equipments_menu_status(@actor, 30, 40)
    draw_actor_state(@actor,190, 320)
  end
end
#####################
# Window_Status_Right #
#####################
class Window_Status_Right < Window_Base
  def initialize(actor)
    super(0, 0, 560, 430)
    @actor = actor
    self.opacity = 0
    self.contents.font.bold = true
    self.contents.font.shadow = true
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 55, 367)
    draw_menu_status_obj(0, 380)
  end
end
###############
# Scene_Status #
###############
class Scene_Status
  def main
    start                        
    perform_transition          
    Input.update                  
    loop do
      Graphics.update            
      Input.update                
      update                    
      break if $scene != self    
    end
    Graphics.update
    pre_terminate                
    Graphics.freeze            
    terminate                    
  end  
  def initialize(actor_index = 0)
    @actor_index = actor_index
  end
  def start
    @actor = $game_party.members[@actor_index]
    @status_window_right = Window_Status_Right.new(@actor)
    @status_window_right.x = 544
    @status_window_right.contents_opacity = 0
    @status_window_left = Window_Status_Left.new(@actor)
    @status_window_left.x = -544
    @status_window_left.contents_opacity = 0
    @menu_back = Plane.new    
    @menu_back.bitmap = Cache.menu("Background")
    @menu_layout = Sprite.new  
    @menu_layout.bitmap = Cache.menu("Menu_Status_Layout")  
 end
  def perform_transition
    Graphics.transition(0)
  end  
  def pre_terminate
       for i in 0..25
       @status_window_right.x += 25
       @status_window_left.x -= 25  
       @status_window_right.contents_opacity -= 15      
       @status_window_left.contents_opacity -= 15
       @menu_back.ox += 1      
       Graphics.update  
       end
  end  
  def terminate
    @status_window_right.dispose
    @status_window_left.dispose
    @menu_back.dispose
    @menu_layout.dispose
  end
  def return_scene
    $scene = Scene_Menu.new(3)
  end
  def next_actor
    @actor_index += 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Status.new(@actor_index)
  end
  def prev_actor
    @actor_index += $game_party.members.size - 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Status.new(@actor_index)
  end
  def update
    @menu_back.ox += 1
    @status_window_right.contents_opacity += 10    
    @status_window_left.contents_opacity += 10    
    if @status_window_right.x  > 0
       @status_window_right.x -= 25
    elsif @status_window_right.x  <= 0
       @status_window_right.x = 0
       @status_window_right.contents_opacity = 255
    end
    if @status_window_left.x  < 0
       @status_window_left.x += 25
    elsif @status_window_left.x  >=0
       @status_window_left.x = 0
       @status_window_left.contents_opacity = 255      
    end    
    @status_window_right.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
      Sound.play_cursor
      prev_actor
    end
    super
  end
end
#-------------------------------------------------
$mogscript = {} if $mogscript == nil
$mogscript["menu_status_aya"] = true
#-------------------------------------------------

Links
Beispielprojekt und Grafiken (v1.0)
Mog Menu Yui (dazupassendes Menü)
Atelier-RGSS.com (Quelle)
« Letzte Änderung: Juli 10, 2008, 11:38:05 von ERZENGEL »

Mog Menu Status Aya

Offline Seph

  • bLUbb?
  • Mr. MACK-Tile
  • ***
  • Beiträge: 224
Mog Menu Status Aya
« Antwort #1 am: Februar 04, 2008, 20:33:59 »
Verdammt das wollt ich heut auch noch posten da ichs vorhin auf der
homepage von moghunter gesehen hab.  happy.gif\" style=\"vertical-align:middle\" emoid=\"^_^\" border=\"0\" alt=\"happy.gif\" /]
Naja sieht halt aus wie die ganzen anderen mogmenüs.
Ich wis et ob ich die benutzen soll. Es gibt ja noch net sonderlich viele Menüs
und da is des schonma was gutes aber bei mir sehn die grafiken dann wieder so blöd aus :D.
Erst ma warten biss der Rest draussen is.

Mog Menu Status Aya

Talyana Meriweather Rahl

  • Gast
Mog Menu Status Aya
« Antwort #2 am: Februar 10, 2008, 21:37:26 »
Das sieht echt Hammer aus muss ich sagen o_O aber sieht das nur so aus wenn man auf die namen klickt oder wie was wo @____@ *verwirrt*

Ist das ein Zusatz Set zu den anderen Menü??

Mog Menu Status Aya

Offline Snake

  • Moderator
  • VX-Kenner
  • ***
  • Beiträge: 538
  • Blubb, der Mod den keiner kennt! XD
Mog Menu Status Aya
« Antwort #3 am: Februar 10, 2008, 21:42:29 »
Zitat von: Talyana Meriweather Rahl
Das sieht echt Hammer aus muss ich sagen o_O aber sieht das nur so aus wenn man auf die namen klickt oder wie was wo @____@ *verwirrt*

Ist das ein Zusatz Set zu den anderen Menü??

das ersetzt das Status Menü.
und ja sieht nur so aus im Stausmenü^^
Lässt sich asfaik wunderbar mit Mogs Mainmenu script
kombinieren.
Zitat
Snake 23:50

ich lads schnell


Silvanus 23:50

bist ne geile sau
:)

Re: Mog Menu Status Aya

Offline PD

  • Mr. MACK-Tile
  • ***
  • Beiträge: 277
    • Nocturn Offiziell (Youtube-Kanal)
Re: Mog Menu Status Aya
« Antwort #4 am: Juli 10, 2008, 02:36:16 »
Der link, der mich zu den grafiken  un zum beispiel projekt führe soll bringt mich auf ne handy seite lol
kann mir irgendjemand nen passenden link oder die grafiken gebe?

Re: Mog Menu Status Aya

Johannes

  • Gast
Re: Mog Menu Status Aya
« Antwort #5 am: Juli 10, 2008, 09:43:43 »
wie ist die Adresse von Moghunters Homepage?

Re: Mog Menu Status Aya

ERZENGEL

  • Gast
Re: Mog Menu Status Aya
« Antwort #6 am: Juli 10, 2008, 11:34:42 »
@Nocturn und alle anderen:
Hab den 1. Beitrag nochmal überarbeitet => Download funktioniert wieder

@Johannes:
Ich würd's mal mit der Quelle versuchen :)
« Letzte Änderung: Juli 10, 2008, 11:39:19 von ERZENGEL »

Re: Mog Menu Status Aya

Offline PD

  • Mr. MACK-Tile
  • ***
  • Beiträge: 277
    • Nocturn Offiziell (Youtube-Kanal)
Re: Mog Menu Status Aya
« Antwort #7 am: Juli 10, 2008, 11:43:34 »
Ich dank dir ;)

 


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