¡Bienvenido a Universo Maker!
¿Es esta la primera vez que visitas el foro? Si es así te recomendamos que te registres para tener completo acceso a todas las áreas y secciones del foro, así también podrás participar activamente en la comunidad. Si ya tienes una cuenta, conectate cuanto antes.
Iniciar Sesión Registrarme

No estás conectado. Conéctate o registrate

Ver el tema anterior Ver el tema siguiente Ir abajo Mensaje [Página 1 de 1.]

#1 [RPG Maker XP] Menu de Anillo - Localizacion el Lun Nov 12, 2012 2:46 pm

Razor

avatar
Autor: DubeAlex
Versión: 1.0
Descripción: Este script implementa un "menú de anillo" en tu proyecto, adicionalmente, se muestra una pequeña ventana indicando la localización del personaje en el mapa actual.


Características





Instrucciones



  • Coloque el script arriba de Main.
  • Configura el modulo del script en la linea 35.
  • Otras instrucciones están en el script. [ingles]


Script



Código:

#===================================================
# ■ Ring Menu - Show Player Location - Release #1 (Enhanced By Dubealex)
#===================================================
# For more infos and update, visit:
# asylum.dubealex.com
#
# Original Ring Menu by: 和希 (From XRXS)
# Original Edit and Fix by: Maki
# Show Player Location Version by: Dubealex
#
# You can customize this script at line #35 - Have fun !!
# If you want to show more stuff, its easy to do, you can try to ask in the forum.
#
# alex@dubealex.com
#===================================================


#===================================================
# ▼ CLASS Scene_Menu Begins
#===================================================

class Scene_Menu
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#    menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
  @menu_index = menu_index
  $location_text=[]
  $window_size=[]
  $ring_menu_text=[]
  $chara_select=[]
  @window_opacity=[]
  @chara_select=[]
  @window_position=[]
 
    #--------------------------------------------------------------------------------------------------
    # ■ Ring Menu Customization Section: (By Dubealex)
    #--------------------------------------------------------------------------------------------------
    # Those variables defines how the script will act.
    # Simply change the value by those you want.
    # Remember that changing the font size has its limitation due to text space allocation.
    #
    # ▼ TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:
    $location_text[0]="Tahoma"      # Font Type
    $location_text[1]=22                # Font Size
    $location_text[2]=6                  # Location Title Color
    $location_text[4]=0                  # Map Name Color
    $location_text[3]="Location:"    # Customize the "Location" Title Text
   
    # ▼ SHOW LOCATION WINDOW SETTINS:
    @show_location_window=true                      #Set to false to not use it !
    @window_opacity[0]=255                            # Border Opacity
    @window_opacity[1]=130                            # Background Opacity
    $window_location_skin="001-Blue01"            # Window Skin
    @window_position[0]=20                            # X Axis Position
    @window_position[1]=20                            # Y Axis Position
    $window_size[0]=160                                  # Lengh
    $window_size[1]=96                                    # Heigh
   
    # ▼  TEXT SETTINGS FOR INSIDE THE RING MENU:
    $ring_menu_text[0]="Tahoma"      # Font Type
    $ring_menu_text[7]=0                  # Font Color
    $ring_menu_text[8]=22                # Font Size
    $ring_menu_text[1]="Items"        # Items Menu Text
    $ring_menu_text[2]="Skills"          # Skills Menu Text
    $ring_menu_text[3]="Equip"        # Equip Menu Text
    $ring_menu_text[4]="Stats"          # Stats Menu Text
    $ring_menu_text[5]="Save"          # Save Menu Text
    $ring_menu_text[6]="Quit"          # Quit Menu Text
   
    # ▼  CHARACTER SELECTION WINDOW SETTINGS :
    @chara_select[0]=400              # X Axis Position
    @chara_select[1]=0                  # Y Axis Position
    $chara_select[0]="Tahoma"      # Font Type
    $chara_select[1]=0                  # Font Color
    $chara_select[5]=22                  # Font Size
    $chara_select[2]=255              # Window Border Opacity
    $chara_select[3]=130              # Window Background Opacity
    $chara_select[4]="001-Blue01"  # Window Skin to use
  #--------------------------------------------------------------------------------------------------
 
end
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
def main
 
  # Show Player Location Feature:
  if @show_location_window==true   
  @window_location = Window_Location.new
      @window_location.x = @window_position[0]
      @window_location.y = @window_position[1]
      @window_location.opacity = @window_opacity[0]
      @window_location.back_opacity = @window_opacity[1]
      end
  #End of Show Player Location
 
  # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬
  @spriteset = Spriteset_Map.new
  # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
  px = $game_player.screen_x - 15
  py = $game_player.screen_y - 24
  @command_window = Window_RingMenu.new(px,py)
  @command_window.index = @menu_index
  # ƒp[ƒeƒBl”‚ª 0 l‚̏ꍇ
  if $game_party.actors.size == 0
    # ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[ƒ^ƒX‚𖳌ø‰»
    @command_window.disable_item(0)
    @command_window.disable_item(1)
    @command_window.disable_item(2)
    @command_window.disable_item(3)
  end
  @command_window.z = 100
  # ƒZ[ƒu‹ÖŽ~‚̏ꍇ
  if $game_system.save_disabled
    # ƒZ[ƒu‚𖳌ø‚É‚·‚é
    @command_window.disable_item(4)
  end
  # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
  @status_window = Window_RingMenuStatus.new
  @status_window.x = @chara_select[0]
  @status_window.y = @chara_select[1]
  @status_window.z = 200
  @status_window.opacity=$chara_select[2]
  @status_window.back_opacity=$chara_select[3]
  @status_window.visible = false
  # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
  Graphics.transition
  # ƒƒCƒ“ƒ‹[ƒv
  loop do
    # ƒQ[ƒ€‰æ–Ê‚ðXV
    Graphics.update
    # “ü—͏î•ñ‚ðXV
    Input.update
    # ƒtƒŒ[ƒ€XV
    update
    # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
    if $scene != self
      break
    end
  end
  # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
  Graphics.freeze
  # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
  @spriteset.dispose
  # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
  if @show_location_window==true
  @window_location.dispose
  end
  @command_window.dispose
  @status_window.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
  # ƒEƒBƒ“ƒhƒE‚ðXV
  if @show_location_window==true
  @window_location.update
  end
  @command_window.update
  @status_window.update
  # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_command ‚ðŒÄ‚Ô
  if @command_window.active
    update_command
    return
  end
  # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_status ‚ðŒÄ‚Ô
  if @status_window.active
    update_status
    return
  end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_command
  # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  if Input.trigger?(Input::B)
    # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
    $game_system.se_play($data_system.cancel_se)
    # ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
    $scene = Scene_Map.new
    return
  end
  # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  if Input.trigger?(Input::C)
    # ƒp[ƒeƒBl”‚ª 0 l‚ŁAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚̏ꍇ
    if $game_party.actors.size == 0 and @command_window.index < 4
      # ƒuƒU[ SE ‚ð‰‰‘t
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
    case @command_window.index
    when 0  # ƒAƒCƒeƒ€
      # Œˆ’è  SE ‚ð‰‰‘t
      $game_system.se_play($data_system.decision_se)
      # ƒAƒCƒeƒ€‰æ–ʂɐ؂è‘Ö‚¦
      $scene = Scene_Item.new
    when 1  # ƒXƒLƒ‹
      # Œˆ’è SE ‚ð‰‰‘t
      $game_system.se_play($data_system.decision_se)
      # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 2  # ‘•”õ
      # Œˆ’è SE ‚ð‰‰‘t
      $game_system.se_play($data_system.decision_se)
      # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 3  # ƒXƒe[ƒ^ƒX
      # Œˆ’è SE ‚ð‰‰‘t
      $game_system.se_play($data_system.decision_se)
      # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 4  # ƒZ[ƒu
      # ƒZ[ƒu‹ÖŽ~‚̏ꍇ
      if $game_system.save_disabled
        # ƒuƒU[ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Œˆ’è SE ‚ð‰‰‘t
      $game_system.se_play($data_system.decision_se)
      # ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚¦
      $scene = Scene_Save.new
    when 5  # ƒQ[ƒ€I—¹
      # Œˆ’è SE ‚ð‰‰‘t
      $game_system.se_play($data_system.decision_se)
      # ƒQ[ƒ€I—¹‰æ–ʂɐ؂è‘Ö‚¦
      $scene = Scene_End.new
    end
    return
  end
  # ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̏ˆ—‚ðs‚í‚È‚¢
  return if @command_window.animation?
  # ªor© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
    $game_system.se_play($data_system.cursor_se)
    @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
    return
  end
  # «or¨ ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
    $game_system.se_play($data_system.cursor_se)
    @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
    return
  end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_status
  # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  if Input.trigger?(Input::B)
    # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
    $game_system.se_play($data_system.cancel_se)
    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
    @command_window.active = true
    @status_window.active = false
    @status_window.visible = false
    @status_window.index = -1
    return
  end
  # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  if Input.trigger?(Input::C)
    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
    case @command_window.index
    when 1  # ƒXƒLƒ‹
      # ‚±‚̃AƒNƒ^[‚̍s“®§ŒÀ‚ª 2 ˆÈã‚̏ꍇ
      if $game_party.actors[@status_window.index].restriction >= 2
        # ƒuƒU[ SE ‚ð‰‰‘t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Œˆ’è SE ‚ð‰‰‘t
      $game_system.se_play($data_system.decision_se)
      # ƒXƒLƒ‹‰æ–ʂɐ؂è‘Ö‚¦
      $scene = Scene_Skill.new(@status_window.index)
    when 2  # ‘•”õ
      # Œˆ’è SE ‚ð‰‰‘t
      $game_system.se_play($data_system.decision_se)
      # ‘•”õ‰æ–ʂɐ؂è‘Ö‚¦
      $scene = Scene_Equip.new(@status_window.index)
    when 3  # ƒXƒe[ƒ^ƒX
      # Œˆ’è SE ‚ð‰‰‘t
      $game_system.se_play($data_system.decision_se)
      # ƒXƒe[ƒ^ƒX‰æ–ʂɐ؂è‘Ö‚¦
      $scene = Scene_Status.new(@status_window.index)
    end
    return
  end
end
end

#===================================================
# ▲ CLASS Scene_Menu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenu  Begins
#===================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# › ƒNƒ‰ƒX’萔
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20
MOVING_FRAMES = 5 
RING_R = 64       
ICON_ITEM  = RPG::Cache.icon("034-Item03")
ICON_SKILL  = RPG::Cache.icon("044-Skill01")
ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
ICON_STATUS = RPG::Cache.icon("050-Skill07")
ICON_SAVE  = RPG::Cache.icon("038-Item07")
ICON_EXIT  = RPG::Cache.icon("046-Skill03")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT  = 2
MODE_MOVER = 3
MODE_MOVEL = 4
#--------------------------------------------------------------------------
# › ƒAƒNƒZƒT
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
  super(0, 0, 640, 480)
  self.contents = Bitmap.new(width-32, height-32)
  self.contents.font.name = $ring_menu_text[0]
  self.contents.font.color = text_color($ring_menu_text[7])
  self.contents.font.size = $ring_menu_text[8]
  self.opacity = 0
  self.back_opacity = 0
  s1 = $ring_menu_text[1]
  s2 = $ring_menu_text[2]
  s3 = $ring_menu_text[3]
  s4 = $ring_menu_text[4]
  s5 = $ring_menu_text[5]
  s6 = $ring_menu_text[6]
  @commands = [ s1, s2, s3, s4, s5, s6 ]
  @item_max = 6
  @index = 0
  @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
  @disabled = [ false, false, false, false, false, false ]
  @cx = center_x - 16
  @cy = center_y - 16
  setup_move_start
  refresh
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
  super
  refresh
end
#--------------------------------------------------------------------------
# œ ‰æ–ʍĕ`‰æ
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  # ƒAƒCƒRƒ“‚ð•`‰æ
  case @mode
  when MODE_START
    refresh_start
  when MODE_WAIT
    refresh_wait
  when MODE_MOVER
    refresh_move(1)
  when MODE_MOVEL
    refresh_move(0)
  end
  # ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž¦
  rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
  self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰Šú‰»Žž)
#--------------------------------------------------------------------------
def refresh_start
  d1 = 2.0 * Math::PI / @item_max
  d2 = 1.0 * Math::PI / STARTUP_FRAMES
  r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
  for i in 0...@item_max
    j = i - @index
    d = d1 * j + d2 * @steps
    x = @cx + ( r * Math.sin( d ) ).to_i
    y = @cy - ( r * Math.cos( d ) ).to_i
    draw_item(x, y, i)
  end
  @steps -= 1
  if @steps < 1
    @mode = MODE_WAIT
  end
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‘Ò‹@Žž)
#--------------------------------------------------------------------------
def refresh_wait
  d = 2.0 * Math::PI / @item_max
  for i in 0...@item_max
    j = i - @index
    x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
    y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
    draw_item(x, y, i)
  end
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰ñ“]Žž)
#  mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è
#--------------------------------------------------------------------------
def refresh_move( mode )
  d1 = 2.0 * Math::PI / @item_max
  d2 = d1 / MOVING_FRAMES
  d2 *= -1 if mode != 0
  for i in 0...@item_max
    j = i - @index
    d = d1 * j + d2 * @steps
    x = @cx + ( RING_R * Math.sin( d ) ).to_i
    y = @cy - ( RING_R * Math.cos( d ) ).to_i
    draw_item(x, y, i)
  end
  @steps -= 1
  if @steps < 1
    @mode = MODE_WAIT
  end
end
#--------------------------------------------------------------------------
# œ €–Ú‚Ì•`‰æ
#    x :
#    y :
#    i : €–ڔԍ†
#--------------------------------------------------------------------------
def draw_item(x, y, i)
  #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].to_s
  rect = Rect.new(0, 0, @items[i].width, @items[i].height)
  if @index == i
    self.contents.blt( x, y, @items[i], rect )
    if @disabled[@index]
      self.contents.blt( x, y, ICON_DISABLE, rect )
    end
  else
    self.contents.blt( x, y, @items[i], rect, 128 )
    if @disabled[@index]
      self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
    end
  end
end
#--------------------------------------------------------------------------
# œ €–ڂ𖳌ø‚É‚·‚é
#    index : €–ڔԍ†
#--------------------------------------------------------------------------
def disable_item(index)
  @disabled[index] = true
end
#--------------------------------------------------------------------------
# › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
def setup_move_start
  @mode = MODE_START
  @steps = STARTUP_FRAMES
  if  SE_STARTUP != nil and SE_STARTUP != ""
    Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
  end
end
#--------------------------------------------------------------------------
# › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
def setup_move_move(mode)
  if mode == MODE_MOVER
    @index -= 1
    @index = @items.size - 1 if @index < 0
  elsif mode == MODE_MOVEL
    @index += 1
    @index = 0 if @index >= @items.size
  else
    return
  end
  @mode = mode
  @steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚©
#--------------------------------------------------------------------------
def animation?
  return @mode != MODE_WAIT
end
end

#===================================================
# ▲ CLASS Window_RingMenu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenuStatus Begins
#===================================================

class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
def initialize
  super(204, 64, 232, 352)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.size = $chara_select[5]
  refresh
  self.active = false
  self.index = -1
end
#--------------------------------------------------------------------------
# œ ƒŠƒtƒŒƒbƒVƒ…
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  self.windowskin = RPG::Cache.windowskin($chara_select[4])
  self.contents.font.name = $chara_select[0]
  self.contents.font.color = text_color($chara_select[1])
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
    x = 80
    y = 80 * i
    actor = $game_party.actors[i]
    draw_actor_graphic(actor, x - 40, y + 80)
    draw_actor_name(actor, x, y + 24)
  end
end
#--------------------------------------------------------------------------
# œ ƒJ[ƒ\ƒ‹‚Ì‹éŒ`XV
#--------------------------------------------------------------------------
def update_cursor_rect
  if @index < 0
    self.cursor_rect.empty
  else
    self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
  end
end
end
#===================================================
# ▲ CLASS Window_RingMenuStatus Ends
#===================================================


#===================================================
# ▼ CLASS Game_Map Additional Code Begins
#===================================================
class Game_Map
 
#Dubealex Addition (from XRXS) to show Map Name on screen
def name
  $map_infos[@map_id]
end
end

#===================================================
# ▲ CLASS Game_Map Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title

#Dubealex Addition (from XRXS) to show Map Name on screen
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end

#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Window_Location Begins
#===================================================

class Window_Location < Window_Base

def initialize
  super(0, 0, $window_size[0], $window_size[1])
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $location_text[0]
  self.contents.font.size = $location_text[1]
  refresh
end

def refresh
  self.contents.clear
  self.windowskin = RPG::Cache.windowskin($window_location_skin)
  self.contents.font.color = text_color($location_text[2])
  self.contents.draw_text(4, 0, 120, 32, $location_text[3])
  self.contents.font.color = text_color($location_text[4])
  self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
end
end
#===================================================
# ▲ CLASS Window_Location Ends
#===================================================

#===================================================
# ▲ Ring Menu - Show Player Location R1 - Ends
#===================================================

Un Saludo
Out.-





Todos mis aportes por Mediafire tienen contraseña, esa es: www.universomaker.net
Esto es para evitar plagio, asegúrense de copiar y pegar la contraseña.

~SkyDarks

avatar
Joder, yo lo tenía >.< pero me estoy enfocando mas en proyectos de script propios xD
Pero por cierto es un buen aporte, a mi me gusta mucho este menú pues no te quita la noción de lo que juegas ya que no cambia completamente de escena Ópalo Contento

Ver el tema anterior Ver el tema siguiente Volver arriba  Mensaje [Página 1 de 1.]

Permisos de este foro:
No puedes responder a temas en este foro.