1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
| #==============================================================================
# ~ MENU PARCHEMIN ~
# Version : 1.0
#
# Script par : Brikou
# Textures par : Brikou
# Contact : brikoumaker@gmail.com
#
# Date de Création : 16/ 06/ 2015
# Genre : Système de Menu Custom (CMS)
# Script adapté pour RPG maker VX
# Gratuit pour utilisations non commerciales et commerciales
# Merci de créditer.
#==============================================================================
#---------------------------------------------------------------------------------------------
# Features :
# ---
# v 1.0
# Possibilité d'ajouter une nouvelle option au menu.
#---
# v 1.0
# Affichage d'une jauge d'alignement déterminée par 2 variables.
#---
#-------------------------------------------------------------------------------------------
#-------------------------------------------------------------------------------------------
# Utilisation :
# Insérer le script au dessus de Main.
# Configurer avec le module de configuration. (voir ci-dessous)
# -----Si utilisation de la jauge d'alignement :
# ----- Augmenter la première variable quand le joueur fait une bonne action.
# ----- Augmenter la seconde variable quand le joueur fait une mauvaise action.
#-------------------------------------------------------------------------------------------
#--------------------------------------------------------------------------
# * MODULE DE CONFIGURATION
#--------------------------------------------------------------------------
module Brikou_MenuPARCH
#----------------------------------------------------
# Configuration Nouvelle Option
#---------------------------------------------------
# > Afficher oui ou non une 7ème option entre "Statut" et "Sauvegarder".
#> ("NewOption = true" => Oui / "NewOption = false" => Non)
NewOption = true
#> Nom de la Scène vers laquelle la nouvelle option va rediriger.
#> (Exemple : "Scene_NewOption = Scene_Bounty")
#> (Si pas de nouvelle option, laisser "Scene_NewOption = nil")
Scene_NewOption = nil
#----------------------------------------------------
# Configuration Alignement
#---------------------------------------------------
#> Afficher oui ou non la jauge d'alignement.
#> ("Reputation = true" => Oui / "Reputation = false" => Non)
Reputation = true
#> Choisir un nom pour la jauge d'Alignement (si vous souhaitez changer).
#> (Exemple : "Reputation_Name = "Mentalité"")
Reputation_Name = "Alignement"
#> Numéro de la variable à augmenter quand le joueur fait une bonne action.
GoodAct_Variable = 2
#> Numéro de la variable à augmenter quand le joueur fait une mauvaise action.
BadAct_Variable = 3
#-------------------------------------------------------------
#FIN DU MODULE DE CONFIGURATION
#-------------------------------------------------------------
end
#--------------------------------------------------------------------------------------------------------------
# RESSOURCES NECESSAIRES AU FONCTIONNEMENT DU SCRIPT :
#
# Toutes les ressources listées ci-dessous doivent se trouver dans le dossier
# "Graphics/ System".
#
#> Image de Fond du Menu :
#--- MenuBack
#
#> Image de fond du statut des héros dans le Menu :
#--- ActorBox
#
#> Images des noms des options :
# > Objets
# --- MenuOp1
# > Compétences
# --- MenuOp2
# > Equipement
# --- MenuOp3
# > Statut
# --- MenuOp4
# > Sauvegarder
# --- MenuOp5
# > Quitter
# --- MenuOp6
# > Nouvelle Option (Annexe)
# --- Menu Op7
#
#--------------------------------------------------------------------------------------------------------------
#============================================================
# DEBUT DU CODE
#============================================================
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# * Alias
#--------------------------------------------------------------------------
alias mod_start start
alias mod_term terminate
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
mod_start
@command_window.x = -1000
@status_window.opacity = 0
@status_window.y = -10
@gold_window.x = -10
@gold_window.y = 370
@lieu = Window_Lieu.new(165, 370)
@time_window = Window_Time.new(0, 235)
@time_window.opacity = 0
if Brikou_MenuPARCH::Reputation == true
@rep_window = Window_Reputation.new(0, 290)
@rep_window.opacity = 0
end
create_obox
end
#--------------------------------------------------------------------------
# Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = ""
s2 = ""
s3 = ""
s4 = ""
s5 = ""
s6 = ""
if Brikou_MenuPARCH::NewOption == true
s7 = ""
end
if Brikou_MenuPARCH::NewOption == true
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
else
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
end
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(4, false) # Disable save
end
end
#--------------------------------------------------------------------------
# Create Options Box
#--------------------------------------------------------------------------
def create_obox
@o1 = Obox.new(20,-25)
@sprite_op1 = Sprite.new
@sprite_op1.bitmap = Cache.system("MenuOp1")
@sprite_op1.y = 20
@sprite_op1.z = 1008
@o2 = Obox.new(52,-25)
@sprite_op2 = Sprite.new
@sprite_op2.bitmap = Cache.system("MenuOp2")
@sprite_op2.y = 52
@sprite_op2.z = 1008
@o3 = Obox.new(84,-25)
@sprite_op3 = Sprite.new
@sprite_op3.bitmap = Cache.system("MenuOp3")
@sprite_op3.y = 84
@sprite_op3.z = 1008
@o4 = Obox.new(116,-25)
@sprite_op4 = Sprite.new
@sprite_op4.bitmap = Cache.system("MenuOp4")
@sprite_op4.y = 116
@sprite_op4.z = 1008
@o5 = Obox.new(148,-25)
if Brikou_MenuPARCH::NewOption == true
@sprite_op5 = Sprite.new
@sprite_op5.bitmap = Cache.system("MenuOp7")
@sprite_op5.y = 148
@sprite_op5.z = 1008
@o6 = Obox.new(180,-25)
@sprite_op6 = Sprite.new
@sprite_op6.bitmap = Cache.system("MenuOp5")
@sprite_op6.y = 180
@sprite_op6.z = 1008
@o7 = Obox.new(212,-25)
@sprite_op7 = Sprite.new
@sprite_op7.bitmap = Cache.system("MenuOp6")
@sprite_op7.y = 212
@sprite_op7.z = 1008
else
@sprite_op5 = Sprite.new
@sprite_op5.bitmap = Cache.system("MenuOp5")
@sprite_op5.y = 148
@sprite_op5.z = 1008
@o6 = Obox.new(180,-25)
@sprite_op6 = Sprite.new
@sprite_op6.bitmap = Cache.system("MenuOp6")
@sprite_op6.y = 180
@sprite_op6.z = 1008
end
@o1.back_opacity = 255
@o2.back_opacity = 255
@o3.back_opacity = 255
@o4.back_opacity = 255
@o5.back_opacity = 255
@o6.back_opacity = 255
if Brikou_MenuPARCH::NewOption == true
@o7.back_opacity = 255
end
@o1.z = 1001
@o2.z = 1002
@o3.z = 1003
@o4.z = 1004
@o5.z = 1005
@o6.z = 1006
if Brikou_MenuPARCH::NewOption == true
@o7.z = 1007
end
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
mod_term
@o1.dispose
@sprite_op1.dispose
@o2.dispose
@sprite_op2.dispose
@o3.dispose
@sprite_op3.dispose
@o4.dispose
@sprite_op4.dispose
@o5.dispose
@sprite_op5.dispose
@o6.dispose
@sprite_op6.dispose
if Brikou_MenuPARCH::NewOption == true
@o7.dispose
@sprite_op7.dispose
end
@lieu.dispose
@status_window.terminate
@time_window.dispose
if Brikou_MenuPARCH::Reputation == true
@rep_window.dispose
end
end
#--------------------------------------------------------------------------
# Update Scene Menu
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if Brikou_MenuPARCH::Reputation == true
@rep_window.update
end
@time_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
@sprite_op1.update
@sprite_op2.update
@sprite_op3.update
@sprite_op4.update
@sprite_op5.update
@sprite_op6.update
if Brikou_MenuPARCH::NewOption == true
@sprite_op7.update
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0
$scene = Scene_Item.new
when 1,2,3
start_actor_selection
when 4
if Brikou_MenuPARCH::NewOption == true
$scene = Brikou_MenuPARCH::Scene_NewOption.new
else
$scene = Scene_File.new(true, false, false)
end
when 5
if Brikou_MenuPARCH::NewOption == true
$scene = Scene_File.new(true, false, false)
else
$scene = Scene_End.new
end
when 6
if Brikou_MenuPARCH::NewOption == true
$scene = Scene_End.new
end
end
end
case @command_window.index
when 0
@o1.x = -10
@sprite_op1.x = 15
@o2.x = -25
@sprite_op2.x = 0
if Brikou_MenuPARCH::NewOption == true
@o7.x= -25
@sprite_op7.x = 0
else
@o6.x= -25
@sprite_op6.x = 0
end
when 1
@o2.x = -10
@sprite_op2.x = 15
@o3.x = -25
@sprite_op3.x = 0
@o1.x= -25
@sprite_op1.x = 0
when 2
@o3.x = -10
@sprite_op3.x = 15
@o4.x = -25
@sprite_op4.x = 0
@o2.x= -25
@sprite_op2.x = 0
when 3
@o4.x = -10
@sprite_op4.x = 15
@o5.x = -25
@sprite_op5.x = 0
@o3.x= -25
@sprite_op3.x = 0
when 4
@o5.x = -10
@sprite_op5.x = 15
@o6.x = -25
@sprite_op6.x = 0
@o4.x= -25
@sprite_op4.x = 0
when 5
@o6.x = -10
@sprite_op6.x = 15
if Brikou_MenuPARCH::NewOption == true
@o7.x = -25
@sprite_op7.x = 0
end
@o5.x= -25
@sprite_op5.x = 0
when 6
if Brikou_MenuPARCH::NewOption == true
@o7.x = -10
@sprite_op7.x = 15
@o1.x = -25
@sprite_op1.x = 0
@o6.x= -25
@sprite_op6.x = 0
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1
$scene = Scene_Skill.new(@status_window.index)
when 2
$scene = Scene_Equip.new(@status_window.index)
when 3
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
#==============================================================================
# ** Scene_Base
#==============================================================================
class Scene_Base
#--------------------------------------------------------------------------
# Cancel the classic snapshot
#--------------------------------------------------------------------------
def snapshot_for_background
$game_temp.background_bitmap.dispose
$game_temp.background_bitmap = Graphics.snap_to_bitmap
end
#--------------------------------------------------------------------------
# Create menu background
#--------------------------------------------------------------------------
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = Cache.system("MenuBack")
update_menu_background
end
end
#--------------------------------------------------------------------------
# * Window Options Box
#--------------------------------------------------------------------------
class Obox < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(y, x)
super(x, y, 217, WLH + 6)
self.contents.clear
end
end
#--------------------------------------------------------------------------
# * Window Lieu
#--------------------------------------------------------------------------
class Window_Lieu < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 450, WLH+32)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
$maps = load_data("Data/MapInfos.rvdata")
@map_id = $game_map.map_id
@map_name = $maps[@map_id].name
self.contents.font.color = normal_color
self.contents.draw_text(55, -8, 300, 32, @map_name, 0)
self.contents.font.color = system_color
self.contents.draw_text(0, -8, 270, 32, "Lieu :")
end
end
#--------------------------------------------------------------------------
# * Window menu Status
#--------------------------------------------------------------------------
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 384, 426)
refresh
for actor in $game_party.members
x = 100
y = actor.index * 88 + WLH / 2
if actor.index == 0
@sprite_actorbox1 = Sprite.new
@sprite_actorbox1.bitmap = Cache.system("ActorBox")
@sprite_actorbox1.x = 222
@sprite_actorbox1.y = y + WLH * 1 - 26
@sprite_actorbox1.z = 98
elsif actor.index == 1
@sprite_actorbox2 = Sprite.new
@sprite_actorbox2.bitmap = Cache.system("ActorBox")
@sprite_actorbox2.x = 222
@sprite_actorbox2.y = y + WLH * 1 - 26
@sprite_actorbox2.z = 98
elsif actor.index == 2
@sprite_actorbox3 = Sprite.new
@sprite_actorbox3.bitmap = Cache.system("ActorBox")
@sprite_actorbox3.x = 222
@sprite_actorbox3.y = y + WLH * 1 - 26
@sprite_actorbox3.z = 98
elsif actor.index == 3
@sprite_actorbox4 = Sprite.new
@sprite_actorbox4.bitmap = Cache.system("ActorBox")
@sprite_actorbox4.x = 222
@sprite_actorbox4.y = y + WLH * 1 - 26
@sprite_actorbox4.z = 98
end
end
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
x = 100
y = actor.index * 88 + WLH / 2
draw_actor_name(actor, x + 18, y + WLH * 1 - 22)
draw_actor_level(actor, x + 18, y + WLH * 1 - 4)
draw_actor_hp_menu(actor, x + 120, y + WLH * 1 -12)
draw_actor_mp_menu(actor, x + 120, y + WLH * 1 + 18)
draw_actor_graphic(actor, x - 18, y + WLH * 1 + 24)
draw_actor_class(actor,x + 18, y + WLH * 1 + 14)
end
end
#--------------------------------------------------------------------------
# Terminate
#--------------------------------------------------------------------------
def terminate
if $game_party.members.size >=1
@sprite_actorbox1.dispose
end
if $game_party.members.size >=2
@sprite_actorbox2.dispose
end
if $game_party.members.size >=3
@sprite_actorbox3.dispose
end
if $game_party.members.size >=4
@sprite_actorbox4.dispose
end
end
#--------------------------------------------------------------------------
# Show
#--------------------------------------------------------------------------
def show
if $game_party.members.size >=1
@sprite_actorbox1.opacity = 255
end
if $game_party.members.size >=2
@sprite_actorbox2.opacity = 255
end
if $game_party.members.size >=3
@sprite_actorbox3.opacity = 255
end
if $game_party.members.size >=4
@sprite_actorbox4.opacity = 255
end
end
#--------------------------------------------------------------------------
# Hide
#--------------------------------------------------------------------------
def hide
if $game_party.members.size >=1
@sprite_actorbox1.opacity = 0
end
if $game_party.members.size >=2
@sprite_actorbox2.opacity = 0
end
if $game_party.members.size >=3
@sprite_actorbox3.opacity = 0
end
if $game_party.members.size >=4
@sprite_actorbox4.opacity = 0
end
end
#--------------------------------------------------------------------------
# Update Cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(47, @index * 88 + 3, 290, 82)
elsif @index >= 100 # Self
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else # All
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
#--------------------------------------------------------------------------
# * Window base
#--------------------------------------------------------------------------
class Window_MenuBase < Window_Base
#--------------------------------------------------------------------------
# Draw Actor HP
#--------------------------------------------------------------------------
def draw_actor_hp_menu(actor, x, y, width = 120)
self.contents.font.color = hp_color(actor)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 36, WLH, actor.hp, 2)
else
self.contents.draw_text(xr - 99, y, 36, WLH, actor.hp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 62, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 50, y, 36, WLH, actor.maxhp, 2)
end
end
#--------------------------------------------------------------------------
# Draw Actor MP
#--------------------------------------------------------------------------
def draw_actor_mp_menu(actor, x, y, width = 120)
self.contents.font.color = mp_color(actor)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 36, WLH, actor.mp, 2)
else
self.contents.draw_text(xr - 99, y, 36, WLH, actor.mp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr -62, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 50, y, 36, WLH, actor.maxmp, 2)
end
end
#--------------------------------------------------------------------------
# Draw Actor Class
#--------------------------------------------------------------------------
def draw_actor_class(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 110, WLH, actor.class.name)
end
end
#--------------------------------------------------------------------------
# * Window Reputation
#--------------------------------------------------------------------------
class Window_Reputation < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 221, 85)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 120, 32, Brikou_MenuPARCH::Reputation_Name)
@mauvais = $game_variables[Brikou_MenuPARCH::BadAct_Variable] + 0.0
@bon = $game_variables[Brikou_MenuPARCH::GoodAct_Variable] + 0.0
if @bon == 0
if @mauvais == 0
#équilibré
self.contents.fill_rect(0, 28, 190, 24, text_color(15))
self.contents.gradient_fill_rect(2, 30, 186, 20, text_color(18), text_color(19))
self.contents.gradient_fill_rect(2, 30, 93, 20, text_color(11), text_color(29))
else
#tout mauvais
self.contents.fill_rect(0, 28, 190, 24, text_color(15))
self.contents.gradient_fill_rect(2, 30, 186, 20, text_color(18), text_color(19))
end
elsif @bon >= 0
#jauge
@total = @mauvais + @bon
@pour = (@bon / @total) * 186
self.contents.fill_rect(0, 28, 190, 24, text_color(15))
self.contents.gradient_fill_rect(2, 30, 186, 20, text_color(18), text_color(19))
self.contents.gradient_fill_rect(2, 30, @pour, 20, text_color(11), text_color(29))
end
self.contents.font.color = normal_color
self.contents.draw_text(2, 23, 220, 32, "Bon / Mauvais")
end
end
#--------------------------------------------------------------------------
# * Window Time
#--------------------------------------------------------------------------
class Window_Time < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, 85)
refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Temps de Jeu")
@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, 22, 120, 32, text, 2)
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays the amount of gold.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 56)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_currency_value($game_party.gold, currency_unit, 4, -4, 120)
end
end
#--------------------------------------------------------------------------
# * Scene Item
#--------------------------------------------------------------------------
class Scene_Item < Scene_ItemBase
#--------------------------------------------------------------------------
# Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@viewport = Viewport.new(0, 0, 544, 416)
@help_window = Window_Help.new
@help_window.viewport = @viewport
@item_window = Window_Item.new(0, 56, 544, 416)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.active = false
@target_window = Window_MenuStatus.new(0, -10)
@target_window.back_opacity = 0
hide_target_window
end
#--------------------------------------------------------------------------
# Show Target Window
#--------------------------------------------------------------------------
def show_target_window(right)
@target_window.show
@item_window.active = false
width_remain = 544 - @target_window.width
@target_window.x = width_remain
@target_window.visible = true
@target_window.active = true
@viewport.rect.set(0, 0, width_remain, 416)
@viewport.ox = 0
end
#--------------------------------------------------------------------------
# Hide Target Window
#--------------------------------------------------------------------------
def hide_target_window
@item_window.active = true
@target_window.visible = false
@target_window.active = false
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
@target_window.hide
end
end
#--------------------------------------------------------------------------
# * Scene Skill
#--------------------------------------------------------------------------
class Scene_Skill < Scene_ItemBase
#--------------------------------------------------------------------------
# Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@viewport = Viewport.new(0, 0, 544, 416)
@help_window = Window_Help.new
@help_window.viewport = @viewport
@status_window = Window_SkillStatus.new(0, 56, @actor)
@status_window.viewport = @viewport
@skill_window = Window_Skill.new(0, 112, 544, 304, @actor)
@skill_window.viewport = @viewport
@skill_window.help_window = @help_window
@target_window = Window_MenuStatus.new(0, -10)
@target_window.back_opacity = 0
hide_target_window
end
#--------------------------------------------------------------------------
# Show Target Window
#--------------------------------------------------------------------------
def show_target_window(right)
@target_window.show
@skill_window.active = false
width_remain = 544 - @target_window.width
@target_window.x = width_remain
@target_window.visible = true
@target_window.active = true
@viewport.rect.set(0, 0, width_remain, 416)
@viewport.ox = 0
end
#--------------------------------------------------------------------------
# Hide Target Window
#--------------------------------------------------------------------------
def hide_target_window
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
@target_window.hide
end
end
#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This class performs the save and load screen processing.
#==============================================================================
class Scene_File < Scene_MenuBase
#--------------------------------------------------------------------------
# Return Scene
#--------------------------------------------------------------------------
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
if Brikou_MenuPARCH::NewOption == true
$scene = Scene_Menu.new(5)
else
$scene = Scene_Menu.new(4)
end
end
end
end
#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
# This class performs game end screen processing.
#==============================================================================
class Scene_End < Scene_MenuBase
#--------------------------------------------------------------------------
# Return Scene
#--------------------------------------------------------------------------
def return_scene
if Brikou_MenuPARCH::NewOption == true
$scene = Scene_Menu.new(6)
else
$scene = Scene_Menu.new(5)
end
end
end
#=====================================================================
# FIN DU CODE
#
# Merci d'avoir choisi MENU PARCHEMIN V1.0 par Brikou pour votre projet !
#===================================================================== |