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#1 [RM ACE] XS - Menu Delux el Mar Jul 14, 2015 10:59 pm

Reputación del mensaje :100% (3 votos)

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XS - Menu Delux
RPG Maker Ace
¿Cansado del monótono menú por defecto? ¿En busca de algo menos complicado que los menús gráficos? ¡Pues no busque más! Porque tengo para ustedes... ¡"Menu Delux" por Nicke!
Sobre el Script:
Este Script permite incorporar en sus proyectos un nuevo menú con un estilo mucho más agradable a la vista. Tiene muchas más opciones de personalización, ¡y solo se necesita algo de conocimiento en ingles!
Imágenes:
Instrucciones:
♦️ Paso 1: Copie el Script.
♦️ Paso 2: Póngalo debajo de "Materials" pero encima de "Main".
♦️ IMPORTANTE: Póngalo debajo de cualquier otro menú que fuese a agregar (o mejor dicho, póngalo debajo de cualquier otro script al que se vaya a acceder desde este menú)
♦️ IMPORTANTE: Este menú es solo para el menú principal. Los menús de "Objetos", "Habilidades", "Estado", etc. seguirán siendo los mismos por defecto, a menos claro que los remplace con otros scripts.
Código:

Enlace de Descarga

Código:
#==============================================================================
#   XaiL System - Menu Delux
#   Author: Nicke
#   Created: 20/11/2012
#   Edited: 08/02/2013
#   Version: 1.1b
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#==============================================================================
# Requires: XS - Core Script.
#==============================================================================
#
# This script changes the way the menu scene works. Not compatible with
# XS - Menu or XS - Icon Menu.
#
# Instructions are in the settings module below. Make sure you read through
# everything so you understand each section.
#
# *** Only for   Ace. ***
#==============================================================================
($imported ||= {})["XAIL-XS-MENU_DELUX"] = true

module XAIL
  module MENU_DELUX
    #--------------------------------------------------------------------------#
    # * Settings
    #--------------------------------------------------------------------------#
    # FONT:
    # FONT = [name, size, color, bold, shadow]
    FONT = [["Calibri", "Verdana"], 18, Color.new(255,255,255), true, true]
    
    # PLAYTIME_ICON:
    # Set playtime window icon.
    # PLAYTIME_ICON = icon_id
    PLAYTIME_ICON = 280
    
    # MENU_ALIGNMENT:
    # MENU_ALIGNMENT = 0 (left), 1 (center), 2 (right)
    MENU_ALIGNMENT = 0 # Default: 2.
    
    # MENU_SKIN:
    # The windowskin to use for the windows.
    # Set to nil to disable.
    # MENU_SKIN = string
    MENU_SKIN = nil
    
    # MENU_LIST:
    # name, icon_index and custom are optional.
    # If name is empty it will use the corresponding symbol as name instead.
    # To make a command a common event you need to set custom to the common event
    # id you want to run as seen below.
    # symbol => [name, description, icon_index, enabled, personal, custom]
    MENU_LIST = {
      :item      => ["Objetos", "Ve tus objetos obtenidos.", 264, true, false],
      :equip     => ["Equipo", "Cambia tu equipo.", 436, true, true],
      :skill     => ["Habilidades", "Administra tus habilidades.", 143, true, true],
      :status    => ["Estado", "Ve el estado actual de los heroes.", 121, true, true],
      :formation => ["Formación", "Cambia la formación del grupo.", 12, true, false],
      :save      => ["Guardar", "Guarda tu progreso.", 4139, true, false],
      :load      => ["Cargar", "Carga tu proyecto.", 4165, true, false, Scene_Load],
      :game_end  => ["Salir", "Salir del Juego.", 4162, true, false],
      :title     => ["Título", "Regresar al título.", 4133, true, false, Scene_Title],
      :com_event => ["Acampar", "Correr evento comun 'camping'.", 728, true, false, 1]
    } # Don't remove this line!
    
    # MENU_SAVE = true/false
    # Override enabled option for save (so you can change it ingame).
    MENU_SAVE = true
    
    # If MENU_CUSTOM is true you will have to add the commands yourself
    # ingame, which can be useful for certain quest related stuff or if you
    # want to enable/disable menu commands.
    # To add/remove a command ingame follow these instructions:
    #
    # In a script call do like this:
    # menu_scene(key, type)
    # menu_scene(:item,:add) # To add item to menu list.
    # menu_scene(:item,:del) # To remove item from menu list.
    #
    # In a conditional branch you can check if a menu command is
    # enabled/disabled:
    # menu_active?(key)
    # menu_active?(:item) # Check if item is enabled.
    # !menu_active?(:item) # Check if item is disabled.
    #
    # To set a id to be enabled do like this:
    # menu_active(:skill, true) # Set menu skill to be enabled.
    #
    # To add/remove all available menu commands use one of the
    # following methods in a script call:
    # menu_add_all
    # menu_del_all
    #
    # MENU_CUSTOM = true/false
    MENU_CUSTOM = false
    
    # The text to be displayed if no menu items is available.
    # Only used if MENU_CUSTOM is true.
    # MENU_EMPTY = string
    EMPTY = "El Menu no esta disponible en este momento..."
    
    # MENU_MUSIC:
    # Set the music to be played at the menu scene.
    # This is optional.
    # MUSIC = true/false
    MUSIC = true
    # MUSIC_BGM = [name, volume, pitch]
    MUSIC_BGM = ["Theme4", 70, 100]
    # MUSIC_BGS = [name, volume, pitch]
    MUSIC_BGS = ["Darkness", 50, 100]
    
    # ANIM_LIST:
    # A list of animation images.
    # name  =>  [z, zoom_x, zoom_y, blend_type, opacity]
    ANIM_LIST = {
      "Menu_Fog1"   => [1, 1.2, 1.2, 1, 125],
      "Menu_Fog2"   => [1, 1.8, 1.8, 1, 155]
    } # Don't remove this line!
    
    # BACKGROUND:
    # name => [x, y, z, opacity]
    BACKGROUND = {
      #"" => [0, 0, 200, 255]
    } # Don't remove this line!
    
    # Show vocab for HP, MP and TP.
    # BAR_VOCAB = true/false
    BAR_VOCAB = false
    
    # BAR_COLOR = rgba(255,255,255,255)
    # Set the color of the gauges.
    BAR_HP = [Color.new(255,25,25,32), Color.new(255,150,150)]
    BAR_MP = [Color.new(25,25,255,32), Color.new(150,150,255)]
    BAR_TP = [Color.new(25,255,25,32), Color.new(150,255,150)]
    
    # DETAILS:
    # Setup details here. (Recommended to use the default ones since you will
    # need a bit RGSS knowledge to add more.)
    def self.details
      ["#{Vocab::currency_unit}: #{$game_party.gold}",
      "Pasos: #{$game_party.steps}",
      "Coleccionados: #{$game_party.all_items.size}",
      "Mapa:",
      "#{$data_mapinfos[$game_map.map_id].name}",
      "Lider: #{$game_party.leader.name}",
      "Nº Batallas: #{$game_system.battle_count}",
      "Nº Guardadas: #{$game_system.save_count}",
      "Grupo: #{$game_party.all_members.size}",
      "Nivel más alto: #{$game_party.highest_level}"]
    end
    
    # DETAILS_ICONS:
    # DETAILS_ICONS[id] = icon_id
    # Set the details icon_id. (optional)
    # Should be in the same order as details.
    # Use nil to disable a icon.
    DETAILS_ICONS = []
    DETAILS_ICONS[0]  = 262  # GOLD
    DETAILS_ICONS[1]  = 172  # STEPS
    DETAILS_ICONS[2]  = 270  # ITEMS
    DETAILS_ICONS[3]  = 2283 # MAP
    DETAILS_ICONS[4]  = 0
    DETAILS_ICONS[5]  = 125  # LEADER
    DETAILS_ICONS[6]  = 115  # BATTLE COUNT
    DETAILS_ICONS[7]  = 224  # SAVE COUNT
    DETAILS_ICONS[8]  = 121  # PARTY MEMBERS
    DETAILS_ICONS[9]  = 14   # HIGHEST LEVEL
    
    # Transition, nil to use default.
    # TRANSITION [speed, transition, opacity]
    TRANSITION = nil
    
  end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Error Handler
#==============================================================================#
  unless $imported["XAIL-XS-CORE"]
    # // Error handler when XS - Core is not installed.
    msg = "The script %s requires the latest version of XS - Core in order to function properly."
    name = "XS - Menu Delux"
    msgbox(sprintf(msg, name))
    exit
  end
#==============================================================================#
# ** Game_System
#==============================================================================#
class Game_System
  
  attr_accessor :menu_list
  
  alias xail_menu_delux_gm_sys_initialize initialize
  def initialize(*args, &block)
    # // Method to initialize game system.
    xail_menu_delux_gm_sys_initialize(*args, &block)
    @menu_list = {}
  end
  
  def get_menu
    # // Method to get the menu list.
    XAIL::MENU_DELUX::MENU_CUSTOM ? @menu_list : XAIL::MENU_DELUX::MENU_LIST
  end
  
end
#==============================================================================#
# ** Game_Interpreter
#==============================================================================#
class Game_Interpreter
  
  def menu_scene(key, type = :add)  
    # // Method to add/remove a menu item to the list.
    case type
      when :add # // Add menu id.
       unless $game_system.menu_list.include?(XAIL::MENU_DELUX::MENU_LIST[key])
         $game_system.menu_list[key] = XAIL::MENU_DELUX::MENU_LIST[key]          
       end unless XAIL::MENU_DELUX::MENU_LIST[key].nil?
      when :del # // Remove menu id.
      unless XAIL::MENU_DELUX::MENU_LIST[key].nil?
        $game_system.menu_list.delete(key)
      end
    end
  end
  
  def menu_active?(key)
    # // Method to check if menu key is enabled.
    # This will return nil if menu item not added in the list.
    return $game_system.menu_list[key][3] rescue nil
  end
  
  def menu_active(key, enabled)
    # // Method to enable id.
    $game_system.menu_list[key][3] = enabled
  end
  
  def menu_add_all
    # // Method to add all available menu items.
    XAIL::MENU_DELUX::MENU_LIST.each_key {|key| menu_scene(key) }
  end
  
  def menu_del_all
    # // Method to remove all available menu items.
    XAIL::MENU_DELUX::MENU_LIST.each_key {|key| menu_scene(key, :del) }
  end

end
#==============================================================================
# ** Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
  
  def window_width
    # // Method to return the width of the window.
    return Graphics.width / 4
  end
  
  def window_height
    # // Method to return the height of the window.
    return Graphics.height
  end
  
  def alignment
    # // Method to return the alignment.
    return XAIL::MENU_DELUX::MENU_ALIGNMENT
  end
  
  def menu_color(color, enabled = true)
     # // Method to set the color and alpha if not enabled.
    contents.font.color.set(color)
    contents.font.color.alpha = Colors::AlphaMenu unless enabled
  end
  
  def item_rect_for_text(index)
    # // Method to draw item rect for text.
    rect = item_rect(index)
    rect.x += 25
    draw_line_ex(rect.x - 4, rect.y + 9, Color.new(255,255,255), Color.new(0,0,0,128))
    draw_icon(XAIL::MENU_DELUX::MENU_LIST.values[index][2], -2, rect.y) unless XAIL::MENU_DELUX::MENU_LIST.values[index][2].nil?
    rect
  end
  
  def draw_item(index)
    # // Method to draw the command item.
    contents.font.name = XAIL::MENU_DELUX::FONT[0]
    contents.font.size = XAIL::MENU_DELUX::FONT[1]
    # // Save enable option.
    XAIL::MENU_DELUX::MENU_LIST[:save][3] = save_enabled if XAIL::MENU_DELUX::MENU_SAVE
    # // Default enable option.
    menu_color(XAIL::MENU_DELUX::FONT[2], menu_enabled?(index))
    # // Font settings
    contents.font.bold = XAIL::MENU_DELUX::FONT[3]
    contents.font.shadow = XAIL::MENU_DELUX::FONT[4]
    draw_text(item_rect_for_text(index), command_name(index), alignment)
    reset_font_settings
  end
  
  def menu_enabled?(index)
    # // Method to check if menu item is enabled.
    return $game_system.get_menu.values[index][3]
  end
  
  def make_command_list
    # // Method to add the commands.
    $game_system.get_menu.each {|key, value|
      name = value[0] == "" ? key.id2name.capitalize : value[0]
      XAIL::MENU_DELUX::MENU_LIST[:save][3] = save_enabled if XAIL::MENU_DELUX::MENU_SAVE
      add_command(name, key, value[3], value[5].nil? ? nil : value[5])
    }
  end

end
#==============================================================================
# ** Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
  
  def initialize(x, y)
    # // Method to initialize the window.
    super(x, y, window_width, window_height)
    self.arrows_visible = false
    @pending_index = -1
    refresh
  end
  
  def window_width
    # // Method to determine window width.
    return Graphics.width / 2.39
  end
  
  def col_max
    # // Method to determine col max.
    return 2
  end

  def spacing
    # // Method to determine spacing.
    return 6 if Graphics.width == 544 # For standard resolution.
    return 44                         # For high resolution.
  end
  
  def item_width
    # // Method to determine item width.
    return 98
  end

  def item_height
    # // Method to determine item height.
    return 128
  end
  
  def refresh
    # // Method to refresh the window.
    super
    # // Only display cursor arrow if more or equal to 5 party members.
    if $game_party.all_members.size >= 5
      self.arrows_visible = true
    end
  end

  def draw_item(index)
    # // Method to draw item.
    actor = $game_party.members[index]
    rect = item_rect(index)
    # // Face
    draw_actor_face(actor, rect.x + 1, rect.y + 1, true)
    # // Name
    draw_font_text(actor.name, rect.x + 4, rect.y, rect.width, 0, XAIL::MENU_DELUX::FONT[0], 20, XAIL::MENU_DELUX::FONT[2])
    # // Level
    lvl = "#{Vocab::level_a}: #{actor.level}"
    draw_font_text(lvl, rect.x + 4, rect.y + 64, rect.width, 0, XAIL::MENU_DELUX::FONT[0], 18, XAIL::MENU_DELUX::FONT[2])
    # // Class
    # // Check if Yanfly Class System is installed.
    if $imported["YEA-ClassSystem"]
      actor_class = actor.subclass.nil? ? actor.class.name : "#{actor.class.name} [#{actor.subclass.name}]"
    else
      actor_class = actor.class.name
    end    
    draw_font_text(actor_class, rect.x - 4, rect.y + 76, rect.width, 2, XAIL::MENU_DELUX::FONT[0], 16, XAIL::MENU_DELUX::FONT[2])
    # // Stats
    draw_menu_stats(actor, :hp, rect.x, rect.y + 90, XAIL::MENU_DELUX::BAR_HP[0], XAIL::MENU_DELUX::BAR_HP[1], rect.width - 2)
    draw_menu_stats(actor, :mp, rect.x, rect.y + 100, XAIL::MENU_DELUX::BAR_MP[0], XAIL::MENU_DELUX::BAR_MP[1], rect.width - 2)
    draw_menu_stats(actor, :tp, rect.x, rect.y + 110, XAIL::MENU_DELUX::BAR_TP[0], XAIL::MENU_DELUX::BAR_TP[1], rect.width - 2)
  end
  
  def draw_menu_stats(actor, stat, x, y, color1, color2, width)
    # // Method to draw actor hp & mp.
    case stat
    when :hp
      rate = actor.hp_rate ; vocab = Vocab::hp_a ; values = [actor.hp, actor.mhp]
    when :mp
      rate = actor.mp_rate ; vocab = Vocab::mp_a ; values = [actor.mp, actor.mmp]
    when :tp
      rate = actor.tp_rate ; vocab = Vocab::tp_a ; values = [actor.tp, actor.max_tp]
    end
    contents.font.name = XAIL::MENU_DELUX::FONT[0]
    contents.font.size = 14 # // Override font size.
    contents.font.color = XAIL::MENU_DELUX::FONT[2]
    contents.font.bold = XAIL::MENU_DELUX::FONT[3]
    contents.font.shadow = XAIL::MENU_DELUX::FONT[4]
    # // Draw guage.
    draw_gauge_ex(x, y - 8, width, 8, rate, color1, color2)
    # // Draw stats.
    draw_text(x + 2, y, width, line_height, values[0], 0)
    draw_text(x + 1, y, width, line_height, values[1], 2)
    # // Draw vocab.
    draw_text(x, y, width, line_height, vocab, 1) if XAIL::MENU_DELUX::BAR_VOCAB
    reset_font_settings
  end

end
#==============================================================================
# ** Window_Menu_Details
#==============================================================================
class Window_Menu_Details < Window_Base
  
  def initialize(x, y)
    # // Method to initialize.
    super(x, y, window_width, window_height)
    @leader = $game_party.leader
    refresh
  end
  
  def window_width
    # // Method to determine window width.
    return Graphics.width / 3
  end
  
  def window_height
    # // Method to determine window height.
    return Graphics.height
  end
  
  def refresh
    # // Method to refresh the window.
    contents.clear
    # // Draw details.
    y = -10
    XAIL::MENU_DELUX.details.each_index {|i|
      draw_line_ex(0, y += 24, Color.new(255,255,255,32), Color.new(0,0,0,64))
      draw_font_text(XAIL::MENU_DELUX.details[i], -4, line_height * i + 4, contents_width, 2, XAIL::MENU_DELUX::FONT[0], 16, XAIL::MENU_DELUX::FONT[2])
    }
    # // Draw icons.
    draw_icons(XAIL::MENU_DELUX::DETAILS_ICONS, :vertical, 2, line_height * 0 + 2)
  end

  def update
    # // Method to update details window.
    super
    if @leader != $game_party.leader
      @leader = $game_party.leader
      refresh
    end
  end
  
end
#==============================================================================
# ** Window_Menu_Playtime
#==============================================================================
class Window_Menu_Playtime < Window_Base
  
  def initialize(x, y)
    # // Method to initialize.
    super(x, y, 120, fitting_height(1))
    @playtime = $game_system.playtime_s
    refresh
  end
  
  def refresh
    # // Method to refresh the window.
    contents.clear
    # // Draw icon.
    draw_icon(XAIL::MENU_DELUX::PLAYTIME_ICON, 4, 0)
    # // Draw playtime.
    draw_font_text(@playtime, 0, 6, contents_width, 2, XAIL::MENU_DELUX::FONT[0], 22, XAIL::MENU_DELUX::FONT[2])
  end
  
  def update
    # // Method to update the window.
    super
    @playtime = $game_system.playtime_s
    refresh
  end
  
end
#==============================================================================#
# ** Window_Menu_Help
#==============================================================================#
class Window_Menu_Help < Window_Help
  
  attr_accessor :index
  
  alias xail_icon_menu_winhelp_init initialize
  def initialize(*args, &block)
    # // Method to initialize help window.
    xail_icon_menu_winhelp_init(*args, &block)
    @index = 0
  end

  def set_text(text, enabled)
    # // Method to set a new help text.
    if text != @text
      menu_color(XAIL::MENU_DELUX::FONT[2], enabled)
      @text = text
      refresh
    end
  end
  
  def refresh
    # // Refresh help contents.
    contents.clear
    draw_help_text
  end
  
  def draw_help_text
    # // Method to draw the help text.
    contents.font.name = XAIL::MENU_DELUX::FONT[0]
    contents.font.size = XAIL::MENU_DELUX::FONT[1]
    menu_color(XAIL::MENU_DELUX::FONT[2], menu_enabled?(@index))
    contents.font.bold = XAIL::MENU_DELUX::FONT[3]
    contents.font.shadow = XAIL::MENU_DELUX::FONT[4]
    # // Draw title and description for the menu.
    draw_line_ex(0, 14, Color.new(255,255,255), Color.new(0,0,0,128))
    draw_text_ex_no_reset(0, 0, @text)
    reset_font_settings
  end
  
  def menu_enabled?(index)
    # // Method to check if menu item is enabled.
    return $game_system.get_menu.values[index][3]
  end
  
  def menu_color(color, enabled = true)
     # // Method to set the color and alpha if not enabled.
    contents.font.color.set(color)
    contents.font.color.alpha = 150 unless enabled
  end
  
end
#==============================================================================#
# ** Scene_MenuBase
#==============================================================================#
class Scene_MenuBase < Scene_Base
  
  def start
    # // Method to start the scene.
    super
    @actor = $game_party.menu_actor
    if SceneManager.scene_is?(Scene_Menu)
      @backgrounds = []
      @animations = []
      create_menu_backgrounds
      create_menu_animations
    end
  end
  
  def create_menu_backgrounds
    # // Method to create custom background(s).
    XAIL::MENU_DELUX::BACKGROUND.each {|key, value| @backgrounds << [Sprite.new, key] }
    @backgrounds.each {|i|
      i[0].bitmap = Cache.system(i[1])
      i[0].x = XAIL::MENU_DELUX::BACKGROUND[i[1]][0]
      i[0].y = XAIL::MENU_DELUX::BACKGROUND[i[1]][1]
      i[0].z = XAIL::MENU_DELUX::BACKGROUND[i[1]][2]
      i[0].opacity = XAIL::MENU_DELUX::BACKGROUND[i[1]][3]
    }
  end
  
  def create_menu_animations
    # // Method to create custom animation(s).
    # name  =>  [z, zoom_x, zoom_y, blend_type, opacity]
    XAIL::MENU_DELUX::ANIM_LIST.each {|key, value| @animations.push << [Plane.new, key] }
    @animations.each {|i|
      i[0].bitmap = Cache.system(i[1])
      i[0].z = XAIL::MENU_DELUX::ANIM_LIST[i[1]][0]
      i[0].zoom_x = XAIL::MENU_DELUX::ANIM_LIST[i[1]][1]
      i[0].zoom_y = XAIL::MENU_DELUX::ANIM_LIST[i[1]][2]
      i[0].blend_type = XAIL::MENU_DELUX::ANIM_LIST[i[1]][3]
      i[0].opacity = XAIL::MENU_DELUX::ANIM_LIST[i[1]][4]
    }
  end

  alias xail_upd_menubase_delux_upd update
  def update(*args, &block)
    # // Method for updating the scene.
    xail_upd_menubase_delux_upd(*args, &block)
    if SceneManager.scene_is?(Scene_Menu)
      for i in 0...@animations.size
        @animations[i][0].ox += 1.2 - i
        @animations[i][0].oy -= 0.6 + i
      end unless scene_changing?
      delay?(1)
    end
  end
  
  def delay?(amount)
    # // Method to delay.
    amount.times do
      update_basic
    end
  end
  
  alias xail_menubase_delux_transition perform_transition
  def perform_transition(*args, &block)
    # // Method to create the transition.
    return if $game_system.get_menu.empty?
    if XAIL::MENU_DELUX::TRANSITION.nil?
      xail_menubase_delux_transition(*args, &block)
    else
      Graphics.transition(XAIL::MENU_DELUX::TRANSITION[0],XAIL::MENU_DELUX::TRANSITION[1],XAIL::MENU_DELUX::TRANSITION[2])
    end
  end
  
  def dispose_sprites
    # // Method to dispose sprites.
    @backgrounds.each {|i| i[0].dispose unless i[0].nil? ; i[0] = nil } rescue nil
    @animations.each {|i| i[0].dispose unless i[0].nil? ; i[0] = nil } rescue nil
  end
  
  def terminate
    # // Method to terminate.
    super
    dispose_sprites unless SceneManager.scene_is?(Scene_Menu)
  end

end
#==============================================================================#
# ** Scene_Menu
#==============================================================================#
class Scene_Menu < Scene_MenuBase
  
  def start
    super
    # // Method to start the scene.
    # // Return if menu empty.
    return command_map if $game_system.get_menu.empty?
    # // Create windows.
    create_menu_command_window
    create_menu_status_window
    create_menu_details_window
    create_menu_playtime_window
    create_menu_help_window
    # // Set help text to first menu command.
    help_update(@command_window.index)
    # // Play music if enabled.
    play_menu_music if XAIL::MENU_DELUX::MUSIC
  end
  
  def create_menu_command_window
    # // Method to create the command window.
    @command_window = Window_MenuCommand.new
    @command_window.windowskin = Cache.system(XAIL::MENU_DELUX::MENU_SKIN) unless XAIL::MENU_DELUX::MENU_SKIN.nil?
    @command_window.back_opacity = 96
    $game_system.get_menu.each {|key, value|
      unless value[5].nil?
        @command_window.set_handler(key, method(:command_custom))
      else
        if value[4]
          @command_window.set_handler(key, method(:command_personal))
        else
          @command_window.set_handler(key, method("command_#{key}".to_sym))
        end
      end
    }    
    @command_window.set_handler(:cancel, method(:return_scene))
  end
  
  def create_menu_status_window
    # // Method to create the status window.
    @status_window = Window_MenuStatus.new(0, 0)
    @status_window.height = Graphics.height - 72
    @status_window.x = @command_window.width
    @status_window.back_opacity = 96
  end
  
  def create_menu_details_window
    # // Method to create the details window.
    @details_window = Window_Menu_Details.new(0, 0)
    @details_window.x = Graphics.width - @details_window.width
    @details_window.back_opacity = 96
  end
  
  def create_menu_playtime_window
    # // Method to create the playtime window.
    @playtime_window = Window_Menu_Playtime.new(0, 0)
    @playtime_window.x = Graphics.width - @playtime_window.width
    @playtime_window.y = Graphics.height - @playtime_window.height - 26
    @playtime_window.opacity = 0
    @playtime_window.z = 201
  end
  
  def create_menu_help_window
    # // Method to create the help window.
    @help_window = Window_Menu_Help.new(2)
    @help_window.viewport = @viewport
    @help_window.windowskin = Cache.system(XAIL::MENU_DELUX::MENU_SKIN) unless XAIL::MENU_DELUX::MENU_SKIN.nil?
    @help_window.index = @command_window.index
    @help_window.y = Graphics.height - @help_window.height
    @help_window.back_opacity = 255
    @help_window.z = 200
  end
  
  def play_menu_music
    # // Method to play menu music.
    @last_bgm = RPG::BGM.last
    @last_bgs = RPG::BGS.last
    bgm = XAIL::MENU_DELUX::MUSIC_BGM
    bgs = XAIL::MENU_DELUX::MUSIC_BGS
    Sound.play(bgm[0], bgm[1], bgm[2], :bgm)
    Sound.play(bgs[0], bgs[1], bgs[2], :bgs)
  end
  
  alias xail_upd_menu_delux_upd update
  def update(*args, &block)
    # // Method for updating the scene.
    xail_upd_menu_delux_upd(*args, &block)
    old_index = @help_window.index
    help_update(@command_window.index) if old_index != @command_window.index
  end
  
  def help_update(index)
    # // If index changes update help window text.
    list = XAIL::MENU_DELUX::MENU_LIST
    icon = list.values[index][2].nil? ? "" : list.values[index][2]
    name = list.values[index][0] == "" ? list.keys[index].id2name.capitalize : list.values[index][0]
    if icon == "" ; title = name ; else ; title = '\i[' + icon.to_s + ']' + name ; end
    desc = '\c[0]' + list.values[index][1]
    text = "#{title}\n#{desc}"
    enabled = list.values[index][3]
    @help_window.index = index
    @help_window.set_text(text, enabled)
  end
  
  def on_personal_ok
    # // Method override on personal ok.
    scene = "Scene_#{@command_window.current_symbol.to_s.capitalize}".to_class
    SceneManager.call(scene)
  end
  
  def command_custom
    # // Method to call a custom command. (Don't remove)
    if @command_window.current_ext.is_a?(Integer)
      $game_temp.reserve_common_event(@command_window.current_ext)
      return command_map
    end
    SceneManager.call(@command_window.current_ext)
  end
  
  def command_map
    # // command_map (Don't remove)
    if $game_system.get_menu.empty?
      Sound.play_buzzer
      $game_message.texts << XAIL::MENU_DELUX::EMPTY
    end
    SceneManager.call(Scene_Map)
  end
  
  def pre_terminate
    # // Method to pre terminate scene menu.
    # // Play last bgm and bgs if menu music is enabled.
    if XAIL::MENU_DELUX::MUSIC
      @last_bgm.replay rescue nil
      @last_bgs.replay rescue nil
    end
  end
  
end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#
Créditos:
A Nicke, creador del Script (Aquí un link al post original.)
¡A mí! ... Es broma Ópalo Tuerto. Lo único que hice fue pasárselos (bueno, también traduje algunas cosas, pero solo fueron palabras y no las instrucciones, así que no hace falta)

PD: Si alguien necesita ayuda para agregar alguna opción al menú de comandos, entonces puedo ayudar. Si es algo más, lamento decir que lo que sé de RGSS3 es muy básico.



Última edición por Queco el Jue Jul 30, 2015 6:37 am, editado 2 veces

#2 Re: [RM ACE] XS - Menu Delux el Mar Jul 14, 2015 11:22 pm

XSerozY

avatar
Gracias por postearlo! Llevaba siglos buscándolo ! Ópalo Reputación Ópalo Aplaudiendo Ópalo Aplaudiendo

Gracias a este script pude inspirarme y sacar métodos e ideas para crear mi propio sistema de menú cuando recién comenzaba con los scripts en el Maker, sin duda un master Nicke !

Saludos!

#3 Re: [RM ACE] XS - Menu Delux el Miér Jul 15, 2015 1:40 am

Natalie

avatar
¡Vaya! ¿8 personajes? Desde luego es un menú muy completo! Ópalo Contento

¡ Se agradece el aporte! Ópalo Reputación

#4 Re: [RM ACE] XS - Menu Delux el Jue Oct 27, 2016 2:25 am

masterchiefprah

avatar
Gran trabajo amigo mio, de casualidad, ¿se pueden poner los textos en español en alguna parte del script?, ¿o es que tienes tu rpg maker
en ingles? muchas gracias por tu aporte.

#5 Re: [RM ACE] XS - Menu Delux el Jue Oct 27, 2016 11:06 pm

Reputación del mensaje :100% (2 votos)

Bleuw

avatar
@masterchiefprah, Por lo que veo el script está traducido como lo puso él, aunque lamentablemente no lo puedo probar porque requiere el core script y la página o link de donde lo subió el autor original parece caído. Así si lo podés conseguir debería andarte bien...supongo.

Aunque encontré éste.

Spoiler:

Código:
#==============================================================================
#   XaiL System - Core
#   Author: Nicke
#   Created: 07/01/2012
#   Edited: 10/11/2012
#   Version: 2.1
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# Core script for XaiL System.
# Caution! This needs to be located before any other XS scripts.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-XS-CORE"] = true

module Colors
  #--------------------------------------------------------------------------#
  # * Colors
  #--------------------------------------------------------------------------#
  White = Color.new(255,255,255)
  LightRed = Color.new(255,150,150)
  LightGreen = Color.new(150,255,150)
  LightBlue = Color.new(150,150,255)
  DarkYellow = Color.new(225,225,20)
  Alpha = Color.new(0,0,0,128)
  AlphaMenu = 100
end
module XAIL
  module CORE
  #--------------------------------------------------------------------------#
  # * Settings
  #--------------------------------------------------------------------------#
  # Graphics.resize_screen(width, height )
  Graphics.resize_screen(544, 416)

  # FONT DEFAULTS:
  Font.default_name = ["VL Gothic"]
  Font.default_size = 20
  Font.default_bold = false
  Font.default_italic = false
  Font.default_shadow = true
  Font.default_outline = true
  Font.default_color = Colors::White
  Font.default_out_color = Colors::Alpha

  # USE_TONE = true/false:
  # Window tone for all windows ingame. Default: true.
  USE_TONE = true

  # SAVE
  SAVE_MAX = 20   # Default 16.
  SAVE_FILE_VIS = 4   # Default 4.

  end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Vocab
#==============================================================================#
class << Vocab

  def xparam(id)
 # // Method to return xparam name.
 case id
 when 0 ; "Hit Chance"
 when 1 ; "Evasion"
 when 2 ; "Critical Chance"
 when 3 ; "Critical Evasion"
 when 4 ; "Magic Evasion"
 when 5 ; "Magic Reflection"
 when 6 ; "Counter Attack"
 when 7 ; "HP Regeneration"
 when 8 ; "MP Regeneration"
 when 9 ; "TP Regeneration"
 end
  end

end
#==============================================================================
# ** Sound
#==============================================================================
class << Sound

  def play(name, volume, pitch, type = :se)
 # // Method to play a sound. If specified name isn't valid throw an error.
 case type
 when :se   ; RPG::SE.new(name, volume, pitch).play rescue valid?(name)
 when :me   ; RPG::ME.new(name, volume, pitch).play rescue valid?(name)
 when :bgm  ; RPG::BGM.new(name, volume, pitch).play rescue valid?(name)
 when :bgs  ; RPG::BGS.new(name, volume, pitch).play rescue valid?(name)
 end
  end

  def valid?(name)
 # // Method to check if specified sound name is valid.
 msgbox("Error. Unable to find sound file: " + name)
 exit
  end

end
#==============================================================================
# ** DataManager
#==============================================================================
class << DataManager

  def savefile_max
 # // Method override, save file max.
 return XAIL::CORE::SAVE_MAX
  end

end
#==============================================================================
# ** Scene_File
#==============================================================================
class Scene_File < Scene_MenuBase

  def visible_max
 # // Method override, visible_max for save files.
 return XAIL::CORE::SAVE_FILE_VIS
  end

end
#==============================================================================
# ** Window_Base
#==============================================================================
class Window_Base < Window

  # // Importing Custom font fix. (Credit Lone Wolf).
  alias :process_normal_character_vxa :process_normal_character
  def process_normal_character(c, pos)
 return unless c >= ' '
 process_normal_character_vxa(c, pos)
  end

  def draw_text_ex_no_reset(x, y, text)
 # // Method to draw ex text without resetting the font.
 text = convert_escape_characters(text)
 pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
 process_character(text.slice!(0, 1), text, pos) until text.empty?
  end

  alias xail_core_winbase_upt_tone update_tone
  def update_tone(*args, &)
 # // Method to change tone of the window.
 return unless XAIL::CORE::USE_TONE
 xail_core_winbase_upt_tone(*args, &)
  end

  def draw_gauge_ex(x, y, width, height, rate, color1, color2)
 # // Method to draw a gauge.
 fill_w = (width * rate).to_i
 gauge_y = y + line_height - 8
 contents.fill_rect(x, gauge_y, width + 1, height + 1, Color.new(255,255,255,64))
 contents.fill_rect(x, gauge_y, width, height, Color.new(0,0,0,100))
 contents.gradient_fill_rect(x, gauge_y, fill_w, height, color1, color2)
  end

  def draw_actor_param_gauge(actor, x, y, width, param_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)
 # // Method to draw actor parameters with a gauge.
 case param_id
 when 2 ; param_rate = actor.param(2) / actor.param_max(2).to_f
 when 3 ; param_rate = actor.param(3) / actor.param_max(3).to_f
 when 4 ; param_rate = actor.param(4) / actor.param_max(4).to_f
 when 5 ; param_rate = actor.param(5) / actor.param_max(5).to_f
 when 6 ; param_rate = actor.param(6) / actor.param_max(6).to_f
 when 7 ; param_rate = actor.param(7) / actor.param_max(7).to_f
 end
 contents.font.name = font
 contents.font.size = size
 contents.font.bold = true
 contents.font.shadow = false
 draw_gauge_ex(x, y - 14, width, 20, param_rate, bar_color1, bar_color2)
 contents.font.color = txt_color1
 draw_text(x + 10, y, 120, line_height, Vocab::param(param_id))
 contents.font.color = txt_color2
 draw_text(x + width - 38, y, 36, line_height, actor.param(param_id), 2)
 reset_font_settings
  end

  def draw_actor_xparam_gauge(actor, x, y, width, xparam_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)
 # // Method to draw actor xparameters with a gauge.
 case xparam_id
 when 0
  xparam_rate = actor.xparam(0) / 100.to_f
  xparam_name = Vocab.xparam(0)
 when 1
  xparam_rate = actor.xparam(1) / 100.to_f
  xparam_name = Vocab.xparam(1)
 when 2
  xparam_rate = actor.xparam(2) / 100.to_f
  xparam_name = Vocab.xparam(2)
 when 3
  xparam_rate = actor.xparam(3) / 100.to_f
  xparam_name = Vocab.xparam(3)
 when 4
  xparam_rate = actor.xparam(4) / 100.to_f
  xparam_name = Vocab.xparam(4)
 when 5
  xparam_rate = actor.xparam(5) / 100.to_f
  xparam_name = Vocab.xparam(5)
 when 6
  xparam_rate = actor.xparam(6) / 100.to_f
  xparam_name = Vocab.xparam(6)
 when 7
  xparam_rate = actor.xparam(7) / 100.to_f
  xparam_name = Vocab.xparam(7)
 when 8
  xparam_rate = actor.xparam(8) / 100.to_f
  xparam_name = Vocab.xparam(8)
 when 9
  xparam_rate = actor.xparam(9) / 100.to_f
  xparam_name = Vocab.xparam(9)
 end
 contents.font.name = font
 contents.font.size = size
 contents.font.bold = true
 contents.font.shadow = false
 draw_gauge_ex(x, y - 14, width, 20, xparam_rate, bar_color1, bar_color2)
 contents.font.color = txt_color1
 draw_text(x + 10, y, 120, line_height, xparam_name)
 contents.font.color = txt_color2
 draw_text(x + width - 38, y, 36, line_height, "#{actor.xparam(xparam_id)}%", 2)
 reset_font_settings
  end


  def draw_line_ex(x, y, color, shadow)
 # // Method to draw a line with a shadow.
 line_y = y + line_height / 2 - 1
 contents.fill_rect(x, line_y, contents_width, 2, color)
 line_y += 1
 contents.fill_rect(x, line_y, contents_width, 2, shadow)
  end

  def draw_icons(icons, alignment, x = 0, y = 0, offset_icon = [])
 # // Method to draw icons in a horizonal or vertical alignment.
 for i in icons
  # // If included in offset do extra line_height.
  for o in offset_icon
 if i == o
  y += line_height * 1 if alignment == :vertical
  x += line_height * 1 if alignment == :horizontal
 end
  end
  draw_icon(i.nil? ? 0 : i, x.nil? ? 0 : x, y.nil? ? 0 : y)
  y += line_height if alignment == :vertical
  x += line_height if alignment == :horizontal
 end
  end

  def draw_big_icon(icon, x, y, width, height, opacity = 255)
 # // Method to draw a big icon.
 bitmap = Cache.system("Iconset")
 rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
 rect2 = Rect.new(x, y, width, height)
 contents.stretch_blt(rect2, bitmap, rect, opacity)
  end

  def draw_font_text(value, x, y, width, alignment, font, size, color, bold = true, shadow = true)
 # // Method to draw font text.
 contents.font.name = font
 contents.font.size = size
 contents.font.color = color
 contents.font.bold = bold
 contents.font.shadow = shadow
 draw_text(x, y, width, line_height, value, alignment)
 reset_font_settings
  end

end
#==============================================================================#
# ** Window_Icon
#------------------------------------------------------------------------------
#  New Window :: Window_Icon - A window for drawing icon(s).
#==============================================================================#
class Window_Icon < Window_Base

  attr_accessor :enabled
  attr_accessor :alignment

  def initialize(x, y, window_width, hsize)
 # // Method to initialize the icon window.
 super(0, 0, window_width, window_height(hsize))
 @icons = []
 @index = 0
 @enabled = true
 @alignment = 0
 refresh
  end

  def window_height(hsize)
 # // Method to return the height.
 fitting_height(hsize)
  end

  def refresh
 # // Method to refresh the icon window.
 contents.clear
  end

  def draw_cmd_icons(icons, index)
 # // Draw all of the icons.
 return if !@enabled
 count = 0
 for i in icons
  align = 0
  x = 110
  next if i[index].nil?
  case @alignment
  when 1, 2 ; align = -110
  end
  draw_icon(i[index], x + align, 24 * count)
  count += 1
  break if (24 * count > height - 24)
 end
  end

end
#==============================================================================
# ** Game_Party
#==============================================================================
class Game_Party < Game_Unit

  def check_item?(item, type)
 # // Method to return a item based on the type.
 case type
 when :item ; item = $data_items[item]
 when :weapon  ; item = $data_weapons[item]
 when :armor   ; item = $data_armors[item]
 end
  end

end
#==============================================================================
# ** Game_Event
#==============================================================================
class Game_Event < Game_Character

  def comment?(comment)
 # // Method to check if comment is included in event.
 unless empty? or @list.nil?
  for evt in @list
 if evt.code == 108 or evt.code == 408
  if evt.parameters[0].include?(comment)
 return true
  end
 end
  end
 end
 return false
  end

  def comment_int?(comment)
 # // Method to check variable integer in event.
 unless empty? or @list.nil?
  for evt in @list
 if evt.code == 108 or evt.code == 408
  if evt.parameters[0] =~ /<#{comment}:[ ]?(\d*)>?/
 return ($1.to_i > 0 ? $1.to_i : 0)
  end
 end
  end
 end
  end

end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#

Que no te puedo asegurar funcione bien, porque no lo saqué de su página, lo probé en una demo vacía y parecía andar bien, pero ni idea.
Como sea, ponelo encima del script del menú si lo vas a usar.

Saludos.

#6 Re: [RM ACE] XS - Menu Delux el Vie Oct 28, 2016 1:12 am

Natalie

avatar
@Bleuw Ópalo Reputación por tu interés y eficacia en ayudar a @masterchiefprah y a todos los que consulten este post ^^

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