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> MOG Scene_Menu, new scene menu, just download it.
venom2duo
post Oct 15 2010, 11:00 PM
Post #1



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Group: Member
Posts: 3
Type: Developer
RM Skill: Beginner




hy, this is my collection script,, this is one..

MOG MENU SCRIPT



#_______________________________________________________________________________
# MOG Main Menu V1.7
#_______________________________________________________________________________
# By Moghunter
# By Moghunter
#_______________________________________________________________________________
module MOG
#Tipo de fundo.
# 0 = Imagens em movimento.
# 1 = Mapa de fundo.
MENU_BACKGROUND = 0
#Transition Time.
MNTT = 10
#Transition Type (Name)
MNTP = "006-Stripe02"
#Velocidade do cursor
CURSOR_SPEED = 12
end
$mogscript = {} if $mogscript == nil
$mogscript["MOG_Main_Menu"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
############
# Game_Map #
############
class Game_Map
attr_reader :map_id
def mpname
$mpname = load_data("Data/MapInfos.rxdata")
$mpname[@map_id].name
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def nada
face = RPG::Cache.picture("")
end
def drw_face(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc") rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
def draw_maphp3(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("HP_Tx")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
end
def draw_mapsp3(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar")
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("SP_Tx")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)
end
def draw_mexp2(actor, x, y)
bitmap2 = RPG::Cache.picture("Exp_Back")
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
bitmap = RPG::Cache.picture("Exp_Meter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
exp_tx = RPG::Cache.picture("Exp_tx")
cw = exp_tx.width
ch = exp_tx.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)
lv_tx = RPG::Cache.picture("LV_tx")
cw = lv_tx.width
ch = lv_tx.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)
end
def draw_actor_state2(actor, x, y, width = 80)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text,2)
end
end
######################
# Window_MenuStatus2 #
######################
class Window_MenuStatus2 < Window_Selectable
def initialize
super(0, 0, 415, 280)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 20
y = i * 62
actor = $game_party.actors[i]
self.contents.font.name = "Georgia"
if $mogscript["TP_System"] == true
draw_actor_tp(actor ,x + 285, y - 5,4)
draw_actor_state2(actor ,x + 190, y - 5)
else
draw_actor_state2(actor ,x + 220, y - 5)
end
drw_face(actor,x,y + 50)
draw_maphp3(actor,x + 40, y - 5)
draw_mapsp3(actor,x + 40, y + 20 )
draw_mexp2(actor,x + 140, y + 15 )
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
end
end
end
################
# Window_Gold2 #
################
class Window_Gold2 < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
end
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end
####################
# Window_PlayTime2 #
####################
class Window_PlayTime2 < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
end
def refresh
self.contents.clear
@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, 32, 120, 32, text, 2)
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#################
# Window_Steps2 #
#################
class Window_Steps2 < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
end
end
###################
# Window_Map_Name #
###################
class Window_Map_Name < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 1)
end
end
##############
# Scene_Menu #
##############
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = ""
s2 = ""
s3 = ""
s4 = ""
s5 = ""
s6 = ""
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.visible = false
@command_window.x = -640
@mnlay = Sprite.new
@mnlay.bitmap = RPG::Cache.picture("Mn_lay")
@mnlay.z = 10
@mnlay.opacity = 0
@mnlay.x = -100
if MOG::MENU_BACKGROUND == 0
@mnback = Plane.new
@mnback.bitmap = RPG::Cache.picture("Mn_back")
@mnback.blend_type = 0
@mnback.z = 5
@mnback2 = Plane.new
@mnback2.bitmap = RPG::Cache.picture("Mn_back")
@mnback2.blend_type = 0
@mnback2.z = 5
@mnback2.opacity = 60
else
@spriteset = Spriteset_Map.new
end
@cursor_x = -100
@cursor_y = 110
@mnsel = Sprite.new
@mnsel.bitmap = RPG::Cache.picture("Mn_Sel")
@mnsel.z = 20
@mnsel.x = @cursor_x
@mnsel.y = @cursor_y
@mnop = 150
if $game_system.save_disabled
@command_window.disable_item(4)
end
@playtime_window = Window_PlayTime2.new
@playtime_window.x = 30
@playtime_window.y = 375
@playtime_window.contents_opacity = 0
@mapname_window = Window_Map_Name.new
@mapname_window.x = 425
@mapname_window.y = 25
@mapname_window.contents_opacity = 0
@steps_window = Window_Steps2.new
@steps_window.x = 230
@steps_window.y = 375
@steps_window.contents_opacity = 0
@gold_window = Window_Gold2.new
@gold_window.x = 455
@gold_window.y = 405
@gold_window.contents_opacity = 0
@status_window = Window_MenuStatus2.new
@status_window.x = 295
@status_window.y = 110
@status_window.contents_opacity = 0

if MOG::MENU_BACKGROUND == 0
Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP)
else
Graphics.transition
end
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..10
if MOG::MENU_BACKGROUND == 0
@mnback.oy += 1
@mnback.ox += 1
@mnback2.oy += 1
@mnback2.ox -= 1
end
@status_window.x += 20
@status_window.contents_opacity -= 25
@mnsel.opacity -= 25
@mnsel.zoom_x += 0.03
@mnlay.x -= 10
@mnlay.opacity -= 25
@mapname_window.x += 5
@mapname_window.contents_opacity -= 20
@steps_window.contents_opacity -= 25
@gold_window.contents_opacity -= 25
@playtime_window.contents_opacity -= 25
Graphics.update
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@mnlay.dispose
if MOG::MENU_BACKGROUND == 0
@mnback.dispose
@mnback2.dispose
else
@spriteset.dispose
end
@mnsel.dispose
@mapname_window.dispose
Graphics.update
end
def update
if @mnsel.x > @cursor_x
@mnsel.x -= MOG::CURSOR_SPEED
if @mnsel.x <= @cursor_x
@mnsel.x = @cursor_x
end
elsif @mnsel.x < @cursor_x
@mnsel.x += MOG::CURSOR_SPEED
if @mnsel.x >= @cursor_x
@mnsel.x = @cursor_x
end
end
if @mnsel.y > @cursor_y
@mnsel.y -= MOG::CURSOR_SPEED
if @mnsel.y <= @cursor_y
@mnsel.y = @cursor_y
end
elsif @mnsel.y < @cursor_y
@mnsel.y += MOG::CURSOR_SPEED
if @mnsel.y >= @cursor_y
@mnsel.y = @cursor_y
end
end
if @mnsel.zoom_x <= 1.6
@mnsel.zoom_x += 0.03
@mnsel.opacity -= 10
elsif @mnsel.zoom_x > 1.6
@mnsel.zoom_x = 1.0
@mnsel.opacity = 255
end
if @mnlay.x < 0
@mnlay.opacity += 25
@mnlay.x += 10
elsif @mnlay.x >= 0
@mnlay.opacity = 255
@mnlay.x = 0
end
@command_window.update if @command_window.active
@playtime_window.update
@status_window.update if @status_window.active
if MOG::MENU_BACKGROUND == 0
@mnback.oy += 1
@mnback.ox += 1
@mnback2.oy += 1
@mnback2.ox -= 1
end
@mnop += 5
@mapname_window.contents_opacity += 15
@playtime_window.contents_opacity += 15
@gold_window.contents_opacity += 15
@playtime_window.contents_opacity += 15
@steps_window.contents_opacity += 15
if @status_window.x > 195
@status_window.x -= 10
@status_window.contents_opacity += 10
elsif @status_window.x <= 195
@status_window.x = 195
@status_window.contents_opacity = 255
end
if @mnop >= 255
@mnop = 120
end
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
def update_command
case @command_window.index
when 0
@cursor_x = 0
@cursor_y = 110
when 1
@cursor_x = 25
@cursor_y = 155
when 2
@cursor_x = 40
@cursor_y = 197
when 3
@cursor_x = 45
@cursor_y = 242
when 4
@cursor_x = 25
@cursor_y = 285
when 5
@cursor_x = 0
@cursor_y = 325
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
def update_status
case @status_window.index
when 0
@cursor_x = 180
@cursor_y = 130
when 1
@cursor_x = 180
@cursor_y = 195
when 2
@cursor_x = 180
@cursor_y = 255
when 3
@cursor_x = 180
@cursor_y = 320
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end


Download Demo:
http://www.atelier-rgss.com/RGSS/Demos/MOG_Scene_Menu.exe

This post has been edited by venom2duo: Oct 15 2010, 11:07 PM


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Taiine
post Oct 16 2010, 12:43 AM
Post #2


Level 17
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Group: Revolutionary
Posts: 333
Type: Mapper
RM Skill: Advanced




Are you having an issue with the script or just posting it for the sake of posting it? This forum is for support for scrips, as in if your having trouble with one and need help.
Everyone knows about Moghunter.. Unless you did some major edits to his scrips and changed look/function, there's no real reason to post their script here or hotlinking (that steals bandwidth from their site, a big nono) to their file...


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Concept Projects: DASH! The Masters Game | Finny Adventures (temp title)
My first RMXP Script: Taiine's Solo Player Custom Menu System v0.6 (UPDATED 13th of Nov 10)

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Legacy
post Oct 16 2010, 02:00 PM
Post #3


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Type: Scripter
RM Skill: Advanced
Rev Points: 15




Since its a script.. ill move it to the main script section.


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Smd1985
post Apr 28 2011, 10:52 AM
Post #4


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Posts: 22
Type: Event Designer
RM Skill: Masterful




thank you for posting the script XD rmxp wouldn't let me open the demo when I downloaded so this is a huuge help
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