I can create you some Icons cause I'm gonna use this script and was making icons for my game^Ghost_Hunter^;213899 said:where can i get the pictures and the icons ?
by the way great script
and here is the money icon
I can create you some Icons cause I'm gonna use this script and was making icons for my game^Ghost_Hunter^;213899 said:where can i get the pictures and the icons ?
Because that script replace the menu.razlken":c26tmfke said:Because that script replace the menu class class!
razlken":c26tmfke said:Hey can someone help me, i want to remove the characters sprite and put instead of it it's face, i just don't know how to do it?
STATUS_WINDOW = [2, 160, 64, 160, "Character", "Down"]
The face must have the same name of the charcter graphic not the name of the character in game.hiya is there anyway to get it so that the faces will look for the actor id rather than the character name? that way i can have it so that the player choose the character names
The Sleeping Leonhart;213012 said:Universal Customizable Menu
Version: 1.3
Introduction
The script allow the user to create is personal menu.
Features
- Possibility to create a Menu with pictures
- Windows animtion In and Out
- Enable disable the windows animation
- You can show the map in background
- Setup the windows position, opacity and animation direction
- You can hide a window
- 3 different status window
- You can set the command horizzontally or vertically
- You can show the face of hero instead the character
- You can add/remove command
- You can show the icons in command window
- Game Progress Window
- Killed Monster Window
- You can resize some windows
- You can change the font size for some windows
- You can add an icon for some windows
Screenshots
Is Customizable!:D
Demo
ehm..... Is Customizable
Script
Code:#============================================================================== # ** Universal Customizable Men? #============================================================================== # The Sleeping Leonhart # Version 1.3 # 30.06.07 #============================================================================== # With this script you can customize your main men?. # Feature: # * Possibility to create a Menu with pictures(when the picture is active the opacity of the window is automatically setted to 0, picture must be placed in Pictures/Menu) # * Windows animtion In and Out # * Enable disable the windows animation # * Setup the windows position, opacity and animation direction # * You can hide a window # * You can show the map in background # * 3 different status window # * You can set the command horizzontally or vertically # * You can show the face of hero instead the character (The face go in Characters/Face and name the picture like the character) # * You can add/remove command # * You can show the icons in command window (the icons must have the same name of the command) # * Game Progress Window (To change the game progress: $game_system.progress += value) # * Killed Monster Window # * You can resize some windows # * You can change the font size for some windows # * You can add an icon for some windows #============================================================================== # Configuration #============================================================================== BG_MAP = true #make the map visible on the background BG_PICTURE = "" #the name of the background picture STATUS_PICTURE = "" #the name of the status picture STEP_PICTURE = "" #the name of the steps picture LOCATION_PICTURE = "" #the name of the location picture GOLD_PICTURE = "" #the name of the gold picture TIME_PICTURE = "" #the name of the steps picture PROGRESS_PICTURE = "" #the name of the progress picture KILLED_PICTURE = "" #the name of the killed monster picture COMMAND_PICTURE = "" #the name of the command picture COMMAND_ITEM = "Item" #the name of the command item COMMAND_SKILL = "Skill" #the name of the command skill COMMAND_EQUIP = "Equip." #the name of the command equipment COMMAND_STATUS = "Status" #the name of the command status COMMAND_SAVE = "Save" #the name of the command save COMMAND_EXIT = "Exit" #the name of the command exit GOLD_ICON = "" #the name of the gold icon STEP_ICON = "" #the name of the step icon TIME_ICON = "" #the name of the time icon PROGRESS_ICON = "" #the name of the progress icon KILLED_ICON = "" #the name of the killed monster icon ANIMATION = true #enable the window animation ICON = false #enable the icon in the command window #=============================================================================== # Window Setup #=============================================================================== # COMMAND_WINDOW Syntax: [Type of command Window, x, y, opacity, animation] # LOCATION_WINDOW, STEP_WINDOW, GOLD_WINDOW, TIME_WINDOW Syntax: [Visible?, x, y, opacity, animation, width] # STATUS_WINDOW Syntax: [Type of status Window, x, y, opacity, graphic, animation] #------------------------------------------------------------------------------- # Type of command Window = Set the Command Window in "Horizzontal" or "Vertical" # Visible? = set to true if the window is visible # x = Set the x position of the window # y = Set the y position of the window # opacity = Set the opacity of the window # animation = Set the anmation side. "Down", "Up", "Left" or "Right" # Type of status Window = Choose the type of the status window # graphic = choose if show the face or the charcter in the status menu # width = set the width of the window #============================================================================== COMMAND_WINDOW = ["Horizzontal", 0, 0, 160, "Right"] STEP_WINDOW = [true, 0, 320-32, 160, "Up", 160, 96, 24] LOCATION_WINDOW = [true, 0, 64, 160, "Left", 160, 64, 24] GOLD_WINDOW = [true, 0, 128+96, 160, "Left", 160, 64, 24] TIME_WINDOW = [true, 0, 128, 160, "Up", 160, 96, 24] PROGRESS_WINDOW = [false, 0, 128+96, 160, "Up", 160, 64, 24] KILLED_WINDOW = [true, 0, 480-96, 160, "Up", 160, 96, 24] STATUS_WINDOW = [2, 160, 64, 160, "Character", "Down"] COMMAND_SETUP = [COMMAND_ITEM, COMMAND_SKILL, COMMAND_EQUIP, COMMAND_STATUS,COMMAND_SAVE, COMMAND_EXIT] 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 class Window_Base < Window def draw_actor_face(actor, x, y) bitmap = RPG::Cache.character("Face/"+actor.character_name, actor.character_hue) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end def draw_actor_battler(actor, x, y) bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x, y, bitmap, src_rect) end def draw_actor_battler_trunc(actor, x, y) bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0+cw/8, 0, 80, ch) self.contents.blt(x, y, bitmap, src_rect) end def draw_actor_exps(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 28, 32, "Exp") self.contents.font.color = normal_color if actor.now_exp != 0 text = (actor.now_exp.to_f / actor.next_exp.to_f)*100.00 text = text.round else text = 0 end self.contents.draw_text(x + 40, y, 84, 32, text.to_s+"%") end def draw_actor_parameter(actor, x, y, type) case type when 0 parameter_name = $data_system.words.atk parameter_value = actor.atk when 1 parameter_name = $data_system.words.pdef parameter_value = actor.pdef when 2 parameter_name = $data_system.words.mdef parameter_value = actor.mdef when 3 parameter_name = $data_system.words.str parameter_value = actor.str when 4 parameter_name = $data_system.words.dex parameter_value = actor.dex when 5 parameter_name = $data_system.words.agi parameter_value = actor.agi when 6 parameter_name = $data_system.words.int parameter_value = actor.int end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 88, y, 36, 32, parameter_value.to_s, 2) end end class Window_Selectable < Window_Base def command(index = self.index) return @commands[index] end def commands=(commands) return if @commands == commands @commands = commands item_max = @item_max @item_max = @commands.size @column_max = @item_max unless item_max == @item_max unless self.contents.nil? self.contents.dispose self.contents = nil end self.contents = Bitmap.new(@item_max * (width - 32), height - 32) end refresh end end class Window_MenuCommandVert < Window_Selectable def initialize super(0, 0, 160, COMMAND_SETUP.size * 32 + 32) @item_max = COMMAND_SETUP.size @commands = COMMAND_SETUP self.contents = Bitmap.new(width - 32, @item_max * 32) if COMMAND_PICTURE != "" @picture = Sprite.new @picture.bitmap = RPG::Cache.picture("Menu/" + COMMAND_PICTURE) @picture.x = 480 @picture.y = 640 @picture.bitmap.hue_change($game_system.skin_hue.to_i) self.opacity = 0 else self.opacity = COMMAND_WINDOW[3] end refresh self.index = 0 end def refresh self.contents.clear for i in 0...@item_max draw_item(i, normal_color) end end alias tslums_menucmdv_update update def update if COMMAND_PICTURE != "" @picture.x = self.x @picture.y = self.y end tslums_menucmdv_update end def draw_item(index, color) self.contents.font.color = color if ICON rect = Rect.new(24, 32 * index, self.contents.width - 8, 32) self.contents.fill_rect(rect, Color.new(18, 0, 0, 0)) bitmap = RPG::Cache.icon(COMMAND_SETUP[index]) self.contents.blt(0, 32*index, bitmap, Rect.new(0, 0, 24, 24)) else rect = Rect.new(4, 32 * index, self.contents.width - 8, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) end self.contents.draw_text(rect, @commands[index]) end def disable_item(index) draw_item(index, disabled_color) end end class Window_MenuCommandHoriz < Window_Selectable def initialize if COMMAND_SETUP.size > 6 super(COMMAND_WINDOW[1], COMMAND_WINDOW[2], 640, 96) else super(COMMAND_WINDOW[1], COMMAND_WINDOW[2], 640, 64) end self.contents = Bitmap.new(width - 32, height - 32) @item_max = COMMAND_SETUP.size if COMMAND_SETUP.size > 6 @column_max = 6 @row_max = 2 else @column_max = COMMAND_SETUP.size @row_max = 1 end @commands = COMMAND_SETUP @c_spacing = (640 - 32) if COMMAND_PICTURE != "" @picture = Sprite.new @picture.bitmap = RPG::Cache.picture("Menu/" + COMMAND_PICTURE) @picture.x = 480 @picture.y = 640 @picture.bitmap.hue_change($game_system.skin_hue.to_i) self.opacity = 0 else self.opacity = COMMAND_WINDOW[3] end refresh self.index = 0 end alias tslums_menucmd_update update def update if COMMAND_PICTURE != "" @picture.x = self.x @picture.y = self.y end tslums_menucmd_update end def refresh self.contents.clear for i in 0...@item_max draw_item(i, system_color) end end def draw_item(index, color) cursor_width = self.width / @column_max - 32 x = 4 + index % @column_max * (cursor_width + 32) y = index / @column_max * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) if ICON bitmap = RPG::Cache.icon(COMMAND_SETUP[index]) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.draw_text(16+x, y, cursor_width, 32, @commands[index], 0) else self.contents.draw_text(x, y, cursor_width, 32, @commands[index], 0) end end def disable_item(index) draw_item(index, disabled_color) end end class Window_Steps < Window_Base def initialize super(STEP_WINDOW[1], STEP_WINDOW[2], STEP_WINDOW[5], STEP_WINDOW[6]) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = STEP_WINDOW[7] if STEP_PICTURE != "" @picture = Sprite.new @picture.bitmap = RPG::Cache.picture("Menu/" + STEP_PICTURE) @picture.x = 640 @picture.y = 480 @picture.bitmap.hue_change($game_system.skin_hue.to_i) self.opacity = 0 else self.opacity = STEP_WINDOW[3] end refresh if STEP_ICON != "" bitmap = RPG::Cache.icon(STEP_ICON) self.contents.blt(0, STEP_WINDOW[7] + 4, bitmap, Rect.new(0, 0, 24, 24)) end end alias tslums_step_update update def update if STEP_PICTURE != "" @picture.x = self.x @picture.y = self.y end tslums_step_update end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, STEP_WINDOW[5]-40, 32, "Step Count") self.contents.font.color = normal_color self.contents.draw_text(4, STEP_WINDOW[7], STEP_WINDOW[5]-40, 32, $game_party.steps.to_s, 2) end end class Game_Map def name $map_infos[@map_id] end end class Scene_Title $map_infos = load_data("Data/MapInfos.rxdata") for key in $map_infos.keys $map_infos[key] = $map_infos[key].name end end class Window_Location < Window_Base def initialize super(LOCATION_WINDOW[1], LOCATION_WINDOW[2], LOCATION_WINDOW[5], LOCATION_WINDOW[6]) self.contents = Bitmap.new(width - 52, height - 32) self.contents.font.size = LOCATION_WINDOW[7] if LOCATION_PICTURE != "" @picture = Sprite.new @picture.bitmap = RPG::Cache.picture("Menu/" + LOCATION_PICTURE) @picture.x = 640 @picture.y = 480 @picture.bitmap.hue_change($game_system.skin_hue.to_i) self.opacity = 0 else self.opacity = LOCATION_WINDOW[3] end refresh end def refresh self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(0 , 0, 640, 32, $game_map.name) end alias tslums_loc_update update def update if LOCATION_PICTURE != "" @picture.x = self.x @picture.y = self.y end tslums_loc_update end end class Window_Gold < Window_Base def initialize super(GOLD_WINDOW[1], GOLD_WINDOW[2], GOLD_WINDOW[5], GOLD_WINDOW[6]) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = GOLD_WINDOW[7] if GOLD_PICTURE != "" @picture = Sprite.new @picture.bitmap = Bitmap.new("Graphics/Pictures/Menu/" + GOLD_PICTURE) @picture.x = 640 @picture.y = 480 @picture.bitmap.hue_change($game_system.skin_hue.to_i) self.opacity = 0 else self.opacity = GOLD_WINDOW[3] end refresh if GOLD_ICON != "" bitmap = RPG::Cache.icon(GOLD_ICON) self.contents.blt(0, 0 + 4, bitmap, Rect.new(0, 0, 24, 24)) end end alias tslums_gold_update update def update if GOLD_PICTURE != "" @picture.x = self.x @picture.y = self.y end tslums_gold_update end end class Window_PlayTime < Window_Base def initialize super(TIME_WINDOW[1], TIME_WINDOW[2], TIME_WINDOW[5], TIME_WINDOW[6]) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = TIME_WINDOW[7] if TIME_PICTURE != "" @picture = Sprite.new @picture.bitmap = RPG::Cache.picture("Menu/" + TIME_PICTURE) @picture.x = 480 @picture.y = 640 @picture.bitmap.hue_change($game_system.skin_hue) self.opacity = 0 else self.opacity = TIME_WINDOW[3] end refresh if TIME_ICON != "" bitmap = RPG::Cache.icon(TIME_ICON) self.contents.blt(0, TIME_WINDOW[7] + 4, bitmap, Rect.new(0, 0, 24, 24)) end end alias tslums_time_update update def update if TIME_PICTURE != "" @picture.x = self.x @picture.y = self.y end tslums_time_update end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, TIME_WINDOW[5]-40, 32, "Play Time") @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, TIME_WINDOW[7], TIME_WINDOW[5]-40, 32, text, 2) end end class Window_MenuStatus < Window_Selectable def initialize super(STATUS_WINDOW[1], STATUS_WINDOW[2], 480, 480-64) self.contents = Bitmap.new(width - 32, height - 32) if STATUS_PICTURE != "" @picture = Sprite.new @picture.bitmap = RPG::Cache.picture("Menu/" + STATUS_PICTURE) @picture.x = 640 @picture.y = 480 self.opacity = 0 else self.opacity = STATUS_WINDOW[3] end refresh self.active = false self.index = -1 end alias tslums_stat_update update def update if STATUS_PICTURE != "" @picture.x = self.x @picture.y = self.y end tslums_stat_update end def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 98 actor = $game_party.actors[i] if STATUS_WINDOW[4] == "Character" draw_actor_graphic(actor, x - 40, y + 80) elsif STATUS_WINDOW[4] == "Face" draw_actor_face(actor, x-20, y + 80) end 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 * 98, self.width - 32, 96) end end end class Window_MenuStatus2 < Window_Selectable def initialize super(STATUS_WINDOW[1], STATUS_WINDOW[2], 480, 416) self.contents = Bitmap.new(width - 32, height - 32) if STATUS_PICTURE != "" @picture = Sprite.new @picture.bitmap = RPG::Cache.picture("Menu/" + STATUS_PICTURE) @picture.x = 640 @picture.y = 480 self.opacity = 0 else self.opacity = STATUS_WINDOW[3] end refresh self.active = false self.index = -1 end alias tslums_stat2_update update def update if STATUS_PICTURE != "" @picture.x = self.x @picture.y = self.y end tslums_stat2_update end def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 98 actor = $game_party.actors[i] if STATUS_WINDOW[4] == "Character" draw_actor_graphic(actor, x - 40, y + 80) elsif STATUS_WINDOW[4] == "Face" draw_actor_face(actor, x-10, y + 80) end self.contents.font.size = 18 draw_actor_name(actor, x, y) draw_actor_hp(actor, x + 92, y) draw_actor_sp(actor, x + 236, y) draw_actor_state(actor, x, y + 18) draw_actor_level(actor, x, y + 36) draw_actor_exps(actor, x, y + 54) draw_actor_parameter(actor, x + 92, y + 18, 0) draw_actor_parameter(actor, x + 92, y + 36, 1) draw_actor_parameter(actor, x + 92, y + 54, 2) draw_actor_parameter(actor, x + 236, y + 18, 3) draw_actor_parameter(actor, x + 236, y + 36, 4) draw_actor_parameter(actor, x + 236, y + 54, 5) end end def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 98, self.width - 32, 96) end end end class Window_MenuStatus3 < Window_Selectable def initialize super(STATUS_WINDOW[1], STATUS_WINDOW[2], 480, 416) if STATUS_PICTURE != "" @picture = Sprite.new @picture.bitmap = RPG::Cache.picture("Menu/" + STATUS_PICTURE) @picture.x = 640 @picture.y = 480 self.opacity = 0 else self.opacity = STATUS_WINDOW[3] end @column_max = 1 refresh self.index = -1 end alias tslums_stat2_update update def update if STATUS_PICTURE != "" @picture.x = self.x @picture.y = self.y end if self.index == -1 self.oy = 0 else self.oy = self.index*416 end tslums_stat2_update end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @item_max = $game_party.actors.size if @item_max > 0 self.contents = Bitmap.new(448, 416*@item_max) for i in 0...@item_max y = i * 416 actor = $game_party.actors[i] if STATUS_WINDOW[4] == "Character" draw_actor_graphic(actor, x - 40, y + 80) elsif STATUS_WINDOW[4] == "Face" draw_actor_face(actor, x-80, y+80) end draw_actor_name(actor, 4, y + 0) draw_actor_class(actor, 4 + 144, y + 0) draw_actor_level(actor, 0, y + 32) draw_actor_state(actor, 0, y + 64) draw_actor_hp(actor, 0 + 144, y + 32, 172) draw_actor_sp(actor, 0 + 144, y + 64, 172) draw_actor_parameter(actor, 0, y + 160, 0) draw_actor_parameter(actor, 0, y + 192, 1) draw_actor_parameter(actor, 0, y + 224, 2) draw_actor_parameter(actor, 0, y + 256, 3) draw_actor_parameter(actor, 0, y + 288, 4) draw_actor_parameter(actor, 0, y + 320, 5) draw_actor_parameter(actor, 0, y + 352, 6) self.contents.font.color = system_color self.contents.draw_text(0, y + 96, 80, 32, "EXP") self.contents.draw_text(144, y + 96, 80, 32, "NEXT") self.contents.font.color = normal_color self.contents.draw_text(0 + 60, y + 96, 84, 32, actor.exp_s, 2) self.contents.draw_text(144 + 60, y + 96, 84, 32, actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(192, y + 160, 96, 32, "Equipment") draw_item_name($data_weapons[actor.weapon_id], 192 + 16, y + 208) draw_item_name($data_armors[actor.armor1_id], 192 + 16, y + 256) draw_item_name($data_armors[actor.armor2_id], 192 + 16, y + 304) draw_item_name($data_armors[actor.armor3_id], 192 + 16, y + 352) draw_item_name($data_armors[actor.armor4_id], 192 + 16, y + 400) end end end def update_cursor_rect self.cursor_rect.empty end end class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main if BG_MAP == true @spritesetmap = Spriteset_Map.new end if BG_PICTURE != "" @bg = Sprite.new @bg.bitmap = RPG::Cache.picture("Menu/" + BG_PICTURE) end if COMMAND_WINDOW[0] == "Vertical" @command_window = Window_MenuCommandVert.new elsif COMMAND_WINDOW[0] == "Horizzontal" @command_window = Window_MenuCommandHoriz.new end @command_window.index = @menu_index if $game_party.actors.size == 0 for i in 0..COMMAND_SETUP.size @command_window.disable_item(i) end end @location_window = Window_Location .new @playtime_window = Window_PlayTime.new @steps_window = Window_Steps.new @gold_window = Window_Gold.new @progress_window = Window_Progress.new @killed_window = Window_Killed.new case STATUS_WINDOW[0] when 2 @status_window = Window_MenuStatus2.new when 3 @status_window = Window_MenuStatus3.new else @status_window = Window_MenuStatus.new end @playtime_window.visible = TIME_WINDOW[0] @location_window.visible = LOCATION_WINDOW[0] @gold_window.visible = GOLD_WINDOW[0] @steps_window.visible = STEP_WINDOW[0] @progress_window.visible = PROGRESS_WINDOW[0] @killed_window.visible = KILLED_WINDOW[0] if ANIMATION == true case COMMAND_WINDOW[4] when "Up" @command_window.y = 480 + COMMAND_WINDOW[2] when "Down" @command_window.y = -COMMAND_WINDOW[2] when "Left" @command_window.x = 640 + COMMAND_WINDOW[1] when "Right" @command_window.x = -COMMAND_WINDOW[1].to_f end case TIME_WINDOW[4] when "Up" @playtime_window.y = 480 + TIME_WINDOW[2] when "Down" @playtime_window.y = -480 - TIME_WINDOW[2] when "Left" @playtime_window.x = 640 + TIME_WINDOW[1] when "Right" @playtime_window.x = -640 - TIME_WINDOW[1] end case LOCATION_WINDOW[4] when "Up" @location_window.y = 480 + LOCATION_WINDOW[2] when "Down" @location_window.y = -LOCATION_WINDOW[2] when "Left" @location_window.x = 640 + LOCATION_WINDOW[1] when "Right" @location_window.x = -LOCATION_WINDOW[1].to_f end case STEP_WINDOW[4] when "Up" @steps_window.y = 480 + STEP_WINDOW[2] when "Down" @steps_window.y = -480 - STEP_WINDOW[2] when "Left" @steps_window.x = 640 + STEP_WINDOW[1] when "Right" @steps_window.x = -640 - STEP_WINDOW[1] end case GOLD_WINDOW[4] when "Up" @gold_window.y = 480 + GOLD_WINDOW[2] when "Down" @gold_window.y = -480 - GOLD_WINDOW[2] when "Left" @gold_window.x = 640 + GOLD_WINDOW[1] when "Right" @gold_window.x = -640 - GOLD_WINDOW[1] end case STATUS_WINDOW[5] when "Up" @status_window.y = 480 + STATUS_WINDOW[2] when "Down" @status_window.y = -480 - STATUS_WINDOW[2] when "Left" @status_window.x = 640 + STATUS_WINDOW[1] when "Right" @status_window.x = -640 - STATUS_WINDOW[1] end case PROGRESS_WINDOW[4] when "Up" @progress_window.y = 480 + PROGRESS_WINDOW[2] when "Down" @progress_window.y = -480 - PROGRESS_WINDOW[2] when "Left" @progress_window.x = 640 + PROGRESS_WINDOW[1] when "Right" @progress_window.x = -640 - PROGRESS_WINDOW[1] end case KILLED_WINDOW[4] when "Up" @killed_window.y = 480 + KILLED_WINDOW[2] when "Down" @killed_window.y = -480 - KILLED_WINDOW[2] when "Left" @killed_window.x = 640 + KILLED_WINDOW[1] when "Right" @killed_window.x = -640 - KILLED_WINDOW[1] end end Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze dispose end def dispose if BG_MAP == true @spritesetmap.dispose end @command_window.dispose if BG_PICTURE != "" @bg.dispose end @location_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose @progress_window.dispose @killed_window.dispose end def delay(seconds) for i in 0...(seconds * 1) sleep 0.01 Graphics.update end end def update windows_update if ANIMATION == true animate_window end if @command_window.active update_command return end if @status_window.active update_status return end end def windows_update @command_window.update @location_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update @progress_window.update @killed_window.update end def animate_window case COMMAND_WINDOW[4] when "Up" if @command_window.y > COMMAND_WINDOW[2] @command_window.y -= ((480 + COMMAND_WINDOW[2]) / 10).to_f end if @command_window.y < COMMAND_WINDOW[2] @command_window.y = COMMAND_WINDOW[2] end when "Down" if @command_window.y < COMMAND_WINDOW[2] @command_window.y += (COMMAND_WINDOW[2] / 10).to_f end if @command_window.y > COMMAND_WINDOW[2] @command_window.y = COMMAND_WINDOW[2] end when "Left" if @command_window.x > COMMAND_WINDOW[1] @command_window.x -= ((640 + COMMAND_WINDOW[1]) / 10).to_f end if @command_window.x < COMMAND_WINDOW[1] @command_window.x = COMMAND_WINDOW[1] end when "Right" if @command_window.x < COMMAND_WINDOW[1] @command_window.x += (COMMAND_WINDOW[1] / 10).to_f end if @command_window.x > COMMAND_WINDOW[1] @command_window.x= COMMAND_WINDOW[1] end end case TIME_WINDOW[4] when "Up" if @playtime_window.y > TIME_WINDOW[2] @playtime_window.y -= ((480 + TIME_WINDOW[2]) / 10).to_f end if @playtime_window.y < TIME_WINDOW[2] @playtime_window.y = TIME_WINDOW[2] end when "Down" if @playtime_window.y < TIME_WINDOW[2] @playtime_window.y += ((480 + TIME_WINDOW[2]) / 10).to_f end if @playtime_window.y > TIME_WINDOW[2] @playtime_window.y = TIME_WINDOW[2] end when "Left" if @playtime_window.x > TIME_WINDOW[1] @playtime_window.x -= ((640 + TIME_WINDOW[1]) / 10).to_f end if @playtime_window.x < TIME_WINDOW[1] @playtime_window.x = TIME_WINDOW[1] end when "Right" if @playtime_window.x < TIME_WINDOW[1] @playtime_window.x += ((640 + TIME_WINDOW[1]) / 10).to_f end if @playtime_window.x > TIME_WINDOW[1] @playtime_window.x = TIME_WINDOW[1] end end case LOCATION_WINDOW[4] when "Up" if @location_window.y > LOCATION_WINDOW[2] @location_window.y -= ((480 + LOCATION_WINDOW[2]) / 10).to_f end if @location_window.y < LOCATION_WINDOW[2] @location_window.y = LOCATION_WINDOW[2] end when "Down" if @location_window.y < LOCATION_WINDOW[2] @location_window.y += (LOCATION_WINDOW[2] / 10).to_f end if @location_window.y > LOCATION_WINDOW[2] @location_window.y = LOCATION_WINDOW[2] end when "Left" if @location_window.x > LOCATION_WINDOW[1] @location_window.x -= ((640 + LOCATION_WINDOW[1]) / 10).to_f end if @location_window.x < LOCATION_WINDOW[1] @location_window.x = LOCATION_WINDOW[1] end when "Right" if @location_window.x < LOCATION_WINDOW[1] @location_window.x += (LOCATION_WINDOW[1] / 10).to_f end if @location_window.x > LOCATION_WINDOW[1] @location_window.x= LOCATION_WINDOW[1] end end case STEP_WINDOW[4] when "Up" if @steps_window.y > STEP_WINDOW[2] @steps_window.y -= ((480 + STEP_WINDOW[2]) / 10).to_f end if @steps_window.y < STEP_WINDOW[2] @steps_window.y = STEP_WINDOW[2] end when "Down" if @steps_window.y < STEP_WINDOW[2] @steps_window.y += ((480 + STEP_WINDOW[2]) / 10).to_f end if @steps_window.y > STEP_WINDOW[2] @steps_window.y = STEP_WINDOW[2] end when "Left" if @steps_window.x > STEP_WINDOW[1] @steps_window.x -= ((640 + GOLD_WINDOW[1]) / 10).to_f end if @steps_window.x < STEP_WINDOW[1] @steps_window.x = STEP_WINDOW[1] end when "Right" if @steps_window.x < STEP_WINDOW[1] @steps_window.x += ((640 + STEP_WINDOW[1]) / 10).to_f end if @steps_window.x > STEP_WINDOW[1] @steps_window.x = STEP_WINDOW[1] end end case GOLD_WINDOW[4] when "Up" if @gold_window.y > GOLD_WINDOW[2] @gold_window.y -= ((480 + GOLD_WINDOW[2]) / 10).to_f end if @gold_window.y < GOLD_WINDOW[2] @gold_window.y = GOLD_WINDOW[2] end when "Down" if @gold_window.y < GOLD_WINDOW[2] @gold_window.y += ((480 + GOLD_WINDOW[2]) / 10).to_f end if @gold_window.y > GOLD_WINDOW[2] @gold_window.y = GOLD_WINDOW[2] end when "Left" if @gold_window.x > GOLD_WINDOW[1] @gold_window.x -= ((640 + GOLD_WINDOW[1]) / 10).to_f end if @gold_window.x < GOLD_WINDOW[1] @gold_window.x = GOLD_WINDOW[1] end when "Right" if @gold_window.x < GOLD_WINDOW[1] @gold_window.x += ((640 + GOLD_WINDOW[1]) / 10).to_f end if @gold_window.x > GOLD_WINDOW[1] @gold_window.x = GOLD_WINDOW[1] end end case STATUS_WINDOW[5] when "Up" if @status_window.y > STATUS_WINDOW[2] @status_window.y -= ((480 + STATUS_WINDOW[2]) / 10).to_f end if @status_window.y < STATUS_WINDOW[2] @status_window.y = STATUS_WINDOW[2] end when "Down" if @status_window.y < STATUS_WINDOW[2] @status_window.y += ((480 + STATUS_WINDOW[2]) / 10).to_f end if @status_window.y > STATUS_WINDOW[2] @status_window.y = STATUS_WINDOW[2] end when "Left" if @status_window.x > STATUS_WINDOW[1] @status_window.x -= ((640 + STATUS_WINDOW[1]) / 10).to_f end if @status_window.x < STATUS_WINDOW[1] @status_window.x = STATUS_WINDOW[1] end when "Right" if @status_window.x < STATUS_WINDOW[1] @status_window.x += ((640 + STATUS_WINDOW[1]) / 10).to_f end if @status_window.x > STATUS_WINDOW[1] @status_window.x = STATUS_WINDOW[1] end end case PROGRESS_WINDOW[4] when "Up" if @progress_window.y > PROGRESS_WINDOW[2] @progress_window.y -= ((480 + PROGRESS_WINDOW[2]) / 10).to_f end if @progress_window.y < PROGRESS_WINDOW[2] @progress_window.y = PROGRESS_WINDOW[2] end when "Down" if @progress_window.y < PROGRESS_WINDOW[2] @progress_window.y += ((480 + PROGRESS_WINDOW[2]) / 10).to_f end if @progress_window.y > PROGRESS_WINDOW[2] @progress_window.y = PROGRESS_WINDOW[2] end when "Left" if @progress_window.x > PROGRESS_WINDOW[1] @progress_window.x -= ((640 + PROGRESS_WINDOW[1]) / 10).to_f end if @progress_window.x < PROGRESS_WINDOW[1] @progress_window.x = PROGRESS_WINDOW[1] end when "Right" if @progress_window.x < PROGRESS_WINDOW[1] @progress_window.x += ((640 + PROGRESS_WINDOW[1]) / 10).to_f end if @progress_window.x > PROGRESS_WINDOW[1] @progress_window.x = PROGRESS_WINDOW[1] end end case KILLED_WINDOW[4] when "Up" if @killed_window.y > KILLED_WINDOW[2] @killed_window.y -= ((480 + KILLED_WINDOW[2]) / 10).to_f end if @killed_window.y < KILLED_WINDOW[2] @killed_window.y = KILLED_WINDOW[2] end when "Down" if @killed_window.y < KILLED_WINDOW[2] @killed_window.y += ((480 + KILLED_WINDOW[2]) / 10).to_f end if @killed_window.y > KILLED_WINDOW[2] @killed_window.y = KILLED_WINDOW[2] end when "Left" if @killed_window.x > KILLED_WINDOW[1] @killed_window.x -= ((640 + KILLED_WINDOW[1]) / 10).to_f end if @killed_window.x < KILLED_WINDOW[1] @killed_window.x = KILLED_WINDOW[1] end when "Right" if @killed_window.x < KILLED_WINDOW[1] @killed_window.x += ((640 + KILLED_WINDOW[1]) / 10).to_f end if @killed_window.x > KILLED_WINDOW[1] @killed_window.x = KILLED_WINDOW[1] end end end def delete_window i=0 loop do windows_update case COMMAND_WINDOW[4] when "Up" if @command_window.y < 480 + COMMAND_WINDOW[2] @command_window.y += ((480 + COMMAND_WINDOW[2]) / 10).to_f end when "Down" if @command_window.y > -480 - COMMAND_WINDOW[2] @command_window.y -= ((480 + COMMAND_WINDOW[2]) / 10).to_f end when "Left" if @command_window.x < 640 + COMMAND_WINDOW[1] @command_window.x += ((640 + COMMAND_WINDOW[1]) / 10).to_f end when "Right" if @command_window.x > -640 - COMMAND_WINDOW[1] @command_window.x -= ((640 + COMMAND_WINDOW[1]) / 10).to_f end end case LOCATION_WINDOW[4] when "Up" if @location_window.y < 480 + LOCATION_WINDOW[2] @location_window.y += ((480 + LOCATION_WINDOW[2]) / 10).to_f end when "Down" if @location_window.y > -480 - LOCATION_WINDOW[2] @location_window.y -= ((480 + LOCATION_WINDOW[2]) / 10).to_f end when "Left" if @location_window.x < 640 + LOCATION_WINDOW[1] @location_window.x += ((640 + LOCATION_WINDOW[1]) / 10).to_f end when "Right" if @location_window.x > -640 - LOCATION_WINDOW[1] @location_window.x -= ((640 + LOCATION_WINDOW[1]) / 10).to_f end end case TIME_WINDOW[4] when "Up" if @playtime_window.y < 480 + TIME_WINDOW[2] @playtime_window.y += ((480 + TIME_WINDOW[2]) / 10).to_f end when "Down" if @playtime_window.y > -480 - TIME_WINDOW[2] @playtime_window.y -= ((480 + TIME_WINDOW[2]) / 10).to_f end when "Left" if @playtime_window.x < 640 + TIME_WINDOW[1] @playtime_window.x += ((640 + TIME_WINDOW[1]) / 10).to_f end when "Right" if @playtime_window.x > -640 - TIME_WINDOW[1] @playtime_window.x -= ((640 + TIME_WINDOW[1]) / 10).to_f end end case STEP_WINDOW[4] when "Up" if @steps_window.y < 480 + STEP_WINDOW[2] @steps_window.y += ((480 + STEP_WINDOW[2]) / 10).to_f end when "Down" if @steps_window.y > -480 - STEP_WINDOW[2] @steps_window.y -= ((480 + STEP_WINDOW[2]) / 10).to_f end when "Left" if @steps_window.x < 640 + STEP_WINDOW[1] @steps_window.x += ((640 + STEP_WINDOW[1]) / 10).to_f end when "Right" if @steps_window.x > -640 - STEP_WINDOW[1] @steps_window.x -= ((640 + STEP_WINDOW[1]) / 10).to_f end end case GOLD_WINDOW[4] when "Up" if @gold_window.y < 480 + GOLD_WINDOW[2] @gold_window.y += ((480 + GOLD_WINDOW[2]) / 10).to_f end when "Down" if @gold_window.y > -480 - GOLD_WINDOW[2] @gold_window.y -= ((480 + GOLD_WINDOW[2]) / 10).to_f end when "Left" if @gold_window.x < 640 + GOLD_WINDOW[1] @gold_window.x += ((640 + GOLD_WINDOW[1]) / 10).to_f end when "Right" if @gold_window.x > -640 - GOLD_WINDOW[1] @gold_window.x -= ((640 + GOLD_WINDOW[1]) / 10).to_f end end case STATUS_WINDOW[5] when "Up" if @status_window.y < 480 + STATUS_WINDOW[2] @status_window.y += ((480 + STATUS_WINDOW[2]) / 10).to_f end when "Down" if @status_window.y > -480 - STATUS_WINDOW[2] @status_window.y -= ((480 + STATUS_WINDOW[2]) / 10).to_f end when "Left" if @status_window.x < 640 + STATUS_WINDOW[1] @status_window.x += ((640 + STATUS_WINDOW[1]) / 10).to_f end when "Right" if @status_window.x > -640 - STATUS_WINDOW[1] @status_window.x -= ((640 + STATUS_WINDOW[1]) / 10).to_f end end case PROGRESS_WINDOW[4] when "Up" if @progress_window.y < 480 + PROGRESS_WINDOW[2] @progress_window.y += ((480 + PROGRESS_WINDOW[2]) / 10).to_f end when "Down" if @progress_window.y > -480 - PROGRESS_WINDOW[2] @progress_window.y -= ((480 + PROGRESS_WINDOW[2]) / 10).to_f end when "Left" if @progress_window.x < 640 + PROGRESS_WINDOW[1] @progress_window.x += ((640 + PROGRESS_WINDOW[1]) / 10).to_f end when "Right" if @progress_window.x > -640 - PROGRESS_WINDOW[1] @progress_window.x -= ((640 + PROGRESS_WINDOW[1]) / 10).to_f end end case KILLED_WINDOW[4] when "Up" if @killed_window.y < 480 + KILLED_WINDOW[2] @killed_window.y += ((480 + KILLED_WINDOW[2]) / 10).to_f end when "Down" if @killed_window.y > -480 - KILLED_WINDOW[2] @killed_window.y -= ((480 + KILLED_WINDOW[2]) / 10).to_f end when "Left" if @killed_window.x < 640 + KILLED_WINDOW[1] @killed_window.x += ((640 + KILLED_WINDOW[1]) / 10).to_f end when "Right" if @killed_window.x > -640 - KILLED_WINDOW[1] @killed_window.x -= ((640 + KILLED_WINDOW[1]) / 10).to_f end end delay(1) i += 1 if i == 10 break end end end def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) delete_window $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.command when COMMAND_ITEM $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new when COMMAND_SKILL $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when COMMAND_EQUIP $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when COMMAND_STATUS $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when COMMAND_SAVE 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_Save.new when COMMAND_EXIT $game_system.se_play($data_system.decision_se) $scene = Scene_End.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.command when COMMAND_SKILL 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 COMMAND_EQUIP $game_system.se_play($data_system.decision_se) $scene = Scene_Equip.new(@status_window.index) when COMMAND_STATUS $game_system.se_play($data_system.decision_se) $scene = Scene_Status.new(@status_window.index) end return end end end class Window_Base < Window def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255)) if type == "horizontal" width = length height = thick self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255)) self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255)) w = width * e1 / e2 for i in 0..height r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a)) end elsif type == "vertical" width = thick height = length self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255)) self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255)) h = height * e1 / e2 for i in 0..width r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a)) end end end end class Game_System alias squall_leonhart_game_system_initialize initialize attr_accessor :skin_hue attr_accessor :progress attr_accessor :killed_monster def initialize @skin_hue = 0 @progress = 0.00 @killed_monster = 0 squall_leonhart_game_system_initialize end end class Window_Progress < Window_Base def initialize super(PROGRESS_WINDOW[1], PROGRESS_WINDOW[2], PROGRESS_WINDOW[5], PROGRESS_WINDOW[6]) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = PROGRESS_WINDOW[7] if PROGRESS_PICTURE != "" @picture = Sprite.new @picture.bitmap = RPG::Cache.picture("Menu/" + PROGRESS_PICTURE) @picture.x = 640 @picture.y = 480 @picture.bitmap.hue_change($game_system.skin_hue) self.opacity = 0 else self.opacity = PROGRESS_WINDOW[3] end update end def update self.contents.clear if PROGRESS_PICTURE != "" @picture.x = self.x @picture.y = self.y end if PROGRESS_ICON != "" bitmap = RPG::Cache.icon(PROGRESS_ICON) self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24)) end self.contents.font.color = system_color @largezzatesto = self.contents.text_size("Progress").width self.contents.draw_text(80 - (@largezzatesto/2)- 16, -8, @largezzatesto, 32, "Progress") if $game_system.progress >= 100 self.contents.font.color = crisis_color draw_normal_barz(80-((128/2)+15), PROGRESS_WINDOW[7], "horizontal", 126, 6, $game_system.progress, 100, Color.new(0, 255, 255, 255), Color.new(0, 125, 125, 255)) else self.contents.font.color = normal_color draw_normal_barz(80-((128/2)+15), PROGRESS_WINDOW[7], "horizontal", 126, 6, $game_system.progress, 100, Color.new(255, 0, 0, 255), Color.new(125, 0, 0, 255)) end @largezzatesto2 = self.contents.text_size("#{$game_system.progress.to_f} %").width self.contents.draw_text(80 - (@largezzatesto2/2) - 16, PROGRESS_WINDOW[7] - 16, 128, 32, "#{$game_system.progress.to_f} %") end end class Game_Enemy alias tsl_ums_enemy_add_state add_state def add_state(*args) tsl_ums_enemy_add_state(*args) $game_system.killed_monster += 1 if dead? end end class Window_Killed < Window_Base def initialize super(KILLED_WINDOW[1], KILLED_WINDOW[2], KILLED_WINDOW[5], KILLED_WINDOW[6]) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = KILLED_WINDOW[7] if KILLED_PICTURE != "" @picture = Sprite.new @picture.bitmap = RPG::Cache.picture("Menu/" + KILLED_PICTURE) @picture.x = 640 @picture.y = 480 @picture.bitmap.hue_change($game_system.skin_hue) self.opacity = 0 else self.opacity = KILLED_WINDOW[3] end update end def update self.contents.clear if KILLED_PICTURE != "" @picture.x = self.x @picture.y = self.y end if KILLED_ICON != "" bitmap = RPG::Cache.icon(KILLED_ICON) self.contents.blt(0, KILLED_WINDOW[7] + 4, bitmap, Rect.new(0, 0, 24, 24)) end self.contents.font.color = system_color self.contents.draw_text(0, 0, 128, 32, "Killed Monster:") self.contents.font.color = normal_color self.contents.draw_text(0, KILLED_WINDOW[7], 128, 32, "#{$game_system.killed_monster.to_s}",2) end end
Instructions
Put the script above main.
Read the instruction inside the script![]()
Compatibility
I dont know:p
Author's Notes
This is only the first version.
I want make this script more customizable so please post suggestion and bugs.
If you use this script please credit me!:please:
Wich other script are you using?DarkOmen777":33sa0dni said:I've put the script in my game and there is text showing everywhere but your menu that you made. please help. sorry if I used the wrong way to communicate I'm new here.
Thank you!Ninjitsu500":33sa0dni said:Looks good. Nice job.