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I just cant manage to figure out..., After a lot of development suddenly too many issues pile up |
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Jul 14 2012, 04:35 PM
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Group: Member
Posts: 2
Type: Developer
RM Skill: Advanced

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Hey everyone. The last couple of months, I've been working on a pretty big game project. I used to be pretty skilled in RPG Maker XP a couple of years ago, but now I started using RPG Maker VX Ace. So far I've been going pretty well for the most part but suddenly several problems stockpiled and I just cant manage all of it alone (or at least within a short period of time). So I would like to ask you guys and gals for some with some of my more serious problems: - Is there a way to remove the "Formation" option in the menu?
- Is there a way to add a Full-screen / Windowed-mode toggle option in this script?
CODE #============================================================================== # # ▼ Yanfly Engine Ace - System Options v1.00 # -- Last Updated: 2012.01.01 # -- Level: Normal # -- Requires: n/a # #==============================================================================
$imported = {} if $imported.nil? $imported["YEA-SystemOptions"] = true
#============================================================================== # ▼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.01.01 - Started Script and Finished. # #============================================================================== # ▼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script replaces the "Game End" option in the Main Menu with a "System" # menu where the player can adjust various settings in the game. Of them, the # player can change the window colour, the volume for BGM, BGS, SFX, set # automatic dashing, message text to display instantly, and speed up battles by # hiding battle animations. # #============================================================================== # ▼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. # # ----------------------------------------------------------------------------- # Script Calls - These commands are used with script calls. # ----------------------------------------------------------------------------- # $game_system.volume_change(:bgm, x) # $game_system.volume_change(:bgs, x) # $game_system.volume_change(:sfx, x) # Unlike the previous Yanfly Engines, this version does not bind volume to a # variable. Use the script call to change the bgm, bgs, or sfx sound rate by # x increment. Use a negative value to lower the volume. # # $game_system.set_autodash(true) # $game_system.set_autodash(false) # Turns autodash on (true) or off (false). # # $game_system.set_instantmsg(true) # $game_system.set_instantmsg(false) # Turns instant messages on (true) or off (false). # # $game_system.set_animations(true) # $game_system.set_animations(false) # Turns battle animations on (true) or off (false). # #============================================================================== # ▼ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #==============================================================================
module YEA module SYSTEM #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Setting - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These are the general settings that govern the System settings. This will # change the "Game End" vocab, and disable or enable autodash, instant # messages, or animations by default. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMAND_NAME = "System" # Command name used to replace Game End. DEFAULT_AUTODASH = false # Enable automatic dashing by default? DEFAULT_INSTANTMSG = false # Enable instant message text by default? DEFAULT_ANIMATIONS = true # Enable battle animations by default? #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Command Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings adjust the commands shown in the command list. Add, remove # or rearrange the commands as you see fit. Here's a list of which commands # do what: # # ------------------------------------------------------------------------- # :command Description # ------------------------------------------------------------------------- # :blank Inserts an empty blank space. # # :window_red Changes the red tone for all windows. # :window_grn Changes the green tone for all windows. # :window_blu Changes the blue tone for all windows. # # :volume_bgm Changes the BGM volume used. # :volume_bgs Changes the BGS volume used. # :volume_sfx Changes the SFX volume used. # # :autodash Sets the player to automatically dash. # :instantmsg Sets message text to appear instantly. # :animations Enables battle animations or disables them. # # :to_title Returns to the title screen. # :shutdown Shuts down the game. # #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMANDS =[ :window_red, # Changes the red tone for all windows. :window_grn, # Changes the green tone for all windows. :window_blu, # Changes the blue tone for all windows. :volume_bgm, # Changes the BGM volume used. :volume_bgs, # Changes the BGS volume used. :volume_sfx, # Changes the SFX volume used. :blank, :autodash, # Sets the player to automatically dash. :instantmsg, # Sets message text to appear instantly. :animations, # Enables battle animations or disables them. # :switch_1, # Custom Switch 1. Adjust settings below. # :switch_2, # Custom Switch 2. Adjust settings below. # :variable_1, # Custom Variable 1. Adjust settings below. # :variable_2, # Custom Variable 2. Adjust settings below. :blank, :to_title, # Returns to the title screen. :shutdown, # Shuts down the game. ] # Do not remove this. #-------------------------------------------------------------------------- # - Custom Switches - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # If you want your game to have system options other than just the ones # listed above, you can insert custom switches here to produce such an # effect. Adjust the settings here as you see fit. #-------------------------------------------------------------------------- CUSTOM_SWITCHES ={ # ------------------------------------------------------------------------- # :switch => [Switch, Name, Off Text, On Text, # Help Window Description # ], # Do not remove this. # ------------------------------------------------------------------------- :switch_1 => [ 1, "Custom Switch 1", "OFF", "ON", "Help description used for custom switch 1." ], # ------------------------------------------------------------------------- :switch_2 => [ 2, "Custom Switch 2", "OFF", "ON", "Help description used for custom switch 2." ], # ------------------------------------------------------------------------- } # Do not remove this. #-------------------------------------------------------------------------- # - Custom Variables - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # If you want your game to have system options other than just the ones # listed above, you can insert custom variables here to produce such an # effect. Adjust the settings here as you see fit. #-------------------------------------------------------------------------- CUSTOM_VARIABLES ={ # ------------------------------------------------------------------------- # :variable => [Switch, Name, Colour1, Colour2, Min, Max, # Help Window Description # ], # Do not remove this. # ------------------------------------------------------------------------- :variable_1 => [ 1, "Custom Variable 1", 9, 1, -100, 100, "Help description used for custom variable 1." ], # ------------------------------------------------------------------------- :variable_2 => [ 2, "Custom Variable 2", 10, 2, -10, 10, "Help description used for custom variable 2." ], # ------------------------------------------------------------------------- } # Do not remove this. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Vocab Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This hash adjusts the vocab used for both the commands and the help # description that appears above the command window. Note that for the # command help descriptions, you may use text codes. Use \n to linebreak. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMAND_VOCAB ={ # ------------------------------------------------------------------------- # :command => [Command Name, Option1, Option2 # Help Window Description, # ], # Do not remove this. # ------------------------------------------------------------------------- :blank => ["", "None", "None", "" ], # Do not remove this. # ------------------------------------------------------------------------- :window_red => ["Window Red", "None", "None", "Change the red colour tone for windows.\n" + "Hold SHIFT to change increment by 10." ], # Do not remove this. # ------------------------------------------------------------------------- :window_grn => ["Window Green", "None", "None", "Change the green colour tone for windows.\n" + "Hold SHIFT to change increment by 10." ], # Do not remove this. # ------------------------------------------------------------------------- :window_blu => ["Window Blue", "None", "None", "Change the blue colour tone for windows.\n" + "Hold SHIFT to change increment by 10." ], # Do not remove this. # ------------------------------------------------------------------------- :volume_bgm => ["BGM Volume", 12, 4, # Options 1 & 2 are Gauge Colours. "Change the volume used for background music.\n" + "Hold SHIFT to change increment by 10." ], # Do not remove this. # ------------------------------------------------------------------------- :volume_bgs => ["BGS Volume", 13, 5, # Options 1 & 2 are Gauge Colours. "Change the volume used for background sound.\n" + "Hold SHIFT to change increment by 10." ], # Do not remove this. # ------------------------------------------------------------------------- :volume_sfx => ["SFX Volume", 14, 6, # Options 1 & 2 are Gauge Colours. "Change the volume used for sound effects.\n" + "Hold SHIFT to change increment by 10." ], # Do not remove this. # ------------------------------------------------------------------------- :autodash => ["Auto-Dash", "Walk", "Dash", "Automatically dash without holding the run button." ], # Do not remove this. # ------------------------------------------------------------------------- :instantmsg => ["Instant Text", "Normal", "Instant", "Set message text to appear one-by-one or instantly." ], # Do not remove this. # ------------------------------------------------------------------------- :animations => ["Battle Animations", "Hide", "Show", "Hide animations during battle to speed up battles?" ], # Do not remove this. # ------------------------------------------------------------------------- :to_title => ["Return to Title Screen", "None", "None", "Go back to the title screen." ], # Do not remove this. # ------------------------------------------------------------------------- :shutdown => ["Shutdown Game", "None", "None", "Turns off the game." ], # Do not remove this. # ------------------------------------------------------------------------- } # Do not remove this. end # SYSTEM end # YEA
#============================================================================== # ▼ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #==============================================================================
#============================================================================== # ■ Vocab #==============================================================================
module Vocab #-------------------------------------------------------------------------- # overwrite method: self.game_end #-------------------------------------------------------------------------- def self.game_end return YEA::SYSTEM::COMMAND_NAME end end # Vocab
#============================================================================== # ■ RPG::BGM #==============================================================================
class RPG::BGM < RPG::AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play(pos = 0) if @name.empty? Audio.bgm_stop @@last = RPG::BGM.new else volume = @volume volume *= $game_system.volume(:bgm) * 0.01 unless $game_system.nil? Audio.bgm_play('Audio/BGM/' + @name, volume, @pitch, pos) @@last = self.clone end end end # RPG::BGM
#============================================================================== # ■ RPG::ME #==============================================================================
class RPG::ME < RPG::AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play if @name.empty? Audio.me_stop else volume = @volume volume *= $game_system.volume(:bgm) * 0.01 unless $game_system.nil? Audio.me_play('Audio/ME/' + @name, volume, @pitch) end end end # RPG::ME
#============================================================================== # ■ RPG::BGS #==============================================================================
class RPG::BGS < RPG::AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play(pos = 0) if @name.empty? Audio.bgs_stop @@last = RPG::BGS.new else volume = @volume volume *= $game_system.volume(:bgs) * 0.01 unless $game_system.nil? Audio.bgs_play('Audio/BGS/' + @name, volume, @pitch, pos) @@last = self.clone end end end # RPG::BGS
#============================================================================== # ■ RPG::SE #==============================================================================
class RPG::SE < RPG::AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play unless @name.empty? volume = @volume volume *= $game_system.volume(:sfx) * 0.01 unless $game_system.nil? Audio.se_play('Audio/SE/' + @name, volume, @pitch) end end end # RPG::SE
#============================================================================== # ■ Game_System #==============================================================================
class Game_System #-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias game_system_initialize_so initialize def initialize game_system_initialize_so init_volume_control init_autodash init_instantmsg init_animations end #-------------------------------------------------------------------------- # new method: init_volume_control #-------------------------------------------------------------------------- def init_volume_control @volume = {} @volume[:bgm] = 100 @volume[:bgs] = 100 @volume[:sfx] = 100 end #-------------------------------------------------------------------------- # new method: volume #-------------------------------------------------------------------------- def volume(type) init_volume_control if @volume.nil? return [[@volume[type], 0].max, 100].min end #-------------------------------------------------------------------------- # new method: volume_change #-------------------------------------------------------------------------- def volume_change(type, increment) init_volume_control if @volume.nil? @volume[type] += increment @volume[type] = [[@volume[type], 0].max, 100].min end #-------------------------------------------------------------------------- # new method: init_autodash #-------------------------------------------------------------------------- def init_autodash @autodash = YEA::SYSTEM::DEFAULT_AUTODASH end #-------------------------------------------------------------------------- # new method: autodash? #-------------------------------------------------------------------------- def autodash? init_autodash if @autodash.nil? return @autodash end #-------------------------------------------------------------------------- # new method: set_autodash #-------------------------------------------------------------------------- def set_autodash(value) @autodash = value end #-------------------------------------------------------------------------- # new method: init_instantmsg #-------------------------------------------------------------------------- def init_instantmsg @instantmsg = YEA::SYSTEM::DEFAULT_INSTANTMSG end #-------------------------------------------------------------------------- # new method: instantmsg? #-------------------------------------------------------------------------- def instantmsg? init_instantmsg if @instantmsg.nil? return @instantmsg end #-------------------------------------------------------------------------- # new method: set_instantmsg #-------------------------------------------------------------------------- def set_instantmsg(value) @instantmsg = value end #-------------------------------------------------------------------------- # new method: init_animations #-------------------------------------------------------------------------- def init_animations @animations = YEA::SYSTEM::DEFAULT_ANIMATIONS end #-------------------------------------------------------------------------- # new method: animations? #-------------------------------------------------------------------------- def animations? init_animations if @animations.nil? return @animations end #-------------------------------------------------------------------------- # new method: set_animations #-------------------------------------------------------------------------- def set_animations(value) @animations = value end end # Game_System
#============================================================================== # ■ Game_Player #==============================================================================
class Game_Player < Game_Character #-------------------------------------------------------------------------- # alias method: dash? #-------------------------------------------------------------------------- alias game_player_dash_so dash? def dash? if $game_system.autodash? return false if @move_route_forcing return false if $game_map.disable_dash? return false if vehicle return !Input.press?(:A) else return game_player_dash_so end end end # Game_Player
#============================================================================== # ■ Scene_Battle #==============================================================================
class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # alias method: show_fast? #-------------------------------------------------------------------------- alias scene_battle_show_fast_so show_fast? def show_fast? return true unless $game_system.animations? return scene_battle_show_fast_so end #-------------------------------------------------------------------------- # alias method: show_normal_animation #-------------------------------------------------------------------------- alias scene_battle_show_normal_animation_so show_normal_animation def show_normal_animation(targets, animation_id, mirror = false) return unless $game_system.animations? scene_battle_show_normal_animation_so(targets, animation_id, mirror) end end # Scene_Battle
#============================================================================== # ■ Window_Message #==============================================================================
class Window_Message < Window_Base #-------------------------------------------------------------------------- # alias method: clear_flags #-------------------------------------------------------------------------- alias window_message_clear_flags_so clear_flags def clear_flags window_message_clear_flags_so @show_fast = true if $game_system.instantmsg? end end # Window_Message
#============================================================================== # ■ Window_SystemOptions #==============================================================================
class Window_SystemOptions < Window_Command #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(help_window) @help_window = help_window super(0, @help_window.height) refresh end #-------------------------------------------------------------------------- # window_width #-------------------------------------------------------------------------- def window_width; return Graphics.width; end #-------------------------------------------------------------------------- # window_height #-------------------------------------------------------------------------- def window_height; return Graphics.height - @help_window.height; end #-------------------------------------------------------------------------- # update_help #-------------------------------------------------------------------------- def update_help if current_symbol == :custom_switch || current_symbol == :custom_variable text = @help_descriptions[current_ext] else text = @help_descriptions[current_symbol] end text = "" if text.nil? @help_window.set_text(text) end #-------------------------------------------------------------------------- # ok_enabled? #-------------------------------------------------------------------------- def ok_enabled? return true if [:to_title, :shutdown].include?(current_symbol) return false end #-------------------------------------------------------------------------- # make_command_list #-------------------------------------------------------------------------- def make_command_list @help_descriptions = {} for command in YEA::SYSTEM::COMMANDS case command when :blank add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command) @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3] when :window_red, :window_grn, :window_blu add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command) @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3] when :volume_bgm, :volume_bgs, :volume_sfx add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command) @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3] when :autodash, :instantmsg, :animations add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command) @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3] when :to_title, :shutdown add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command) @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3] else process_custom_switch(command) process_custom_variable(command) end end end #-------------------------------------------------------------------------- # process_custom_switch #-------------------------------------------------------------------------- def process_custom_switch(command) return unless YEA::SYSTEM::CUSTOM_SWITCHES.include?(command) name = YEA::SYSTEM::CUSTOM_SWITCHES[command][1] add_command(name, :custom_switch, true, command) @help_descriptions[command] = YEA::SYSTEM::CUSTOM_SWITCHES[command][4] end #-------------------------------------------------------------------------- # process_custom_variable #-------------------------------------------------------------------------- def process_custom_variable(command) return unless YEA::SYSTEM::CUSTOM_VARIABLES.include?(command) name = YEA::SYSTEM::CUSTOM_VARIABLES[command][1] add_command(name, :custom_variable, true, command) @help_descriptions[command] = YEA::SYSTEM::CUSTOM_VARIABLES[command][6] end #-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) reset_font_settings rect = item_rect(index) contents.clear_rect(rect) case @list[index][:symbol] when :window_red, :window_grn, :window_blu draw_window_tone(rect, index, @list[index][:symbol]) when :volume_bgm, :volume_bgs, :volume_sfx draw_volume(rect, index, @list[index][:symbol]) when :autodash, :instantmsg, :animations draw_toggle(rect, index, @list[index][:symbol]) when :to_title, :shutdown draw_text(item_rect_for_text(index), command_name(index), 1) when :custom_switch draw_custom_switch(rect, index, @list[index][:ext]) when :custom_variable draw_custom_variable(rect, index, @list[index][:ext]) end end #-------------------------------------------------------------------------- # draw_window_tone #-------------------------------------------------------------------------- def draw_window_tone(rect, index, symbol) name = @list[index][:name] draw_text(0, rect.y, contents.width/2, line_height, name, 1) #--- dx = contents.width / 2 tone = $game_system.window_tone case symbol when :window_red rate = (tone.red + 255.0) / 510.0 colour1 = Color.new(128, 0, 0) colour2 = Color.new(255, 0, 0) value = tone.red.to_i when :window_grn rate = (tone.green + 255.0) / 510.0 colour1 = Color.new(0, 128, 0) colour2 = Color.new(0, 255, 0) value = tone.green.to_i when :window_blu rate = (tone.blue + 255.0) / 510.0 colour1 = Color.new(0, 0, 128) colour2 = Color.new(0, 0, 255) value = tone.blue.to_i end draw_gauge(dx, rect.y, contents.width - dx - 48, rate, colour1, colour2) draw_text(dx, rect.y, contents.width - dx - 48, line_height, value, 2) end #-------------------------------------------------------------------------- # draw_volume #-------------------------------------------------------------------------- def draw_volume(rect, index, symbol) name = @list[index][:name] draw_text(0, rect.y, contents.width/2, line_height, name, 1) #--- dx = contents.width / 2 case symbol when :volume_bgm rate = $game_system.volume(:bgm) when :volume_bgs rate = $game_system.volume(:bgs) when :volume_sfx rate = $game_system.volume(:sfx) end colour1 = text_color(YEA::SYSTEM::COMMAND_VOCAB[symbol][1]) colour2 = text_color(YEA::SYSTEM::COMMAND_VOCAB[symbol][2]) value = sprintf("%d%%", rate) rate *= 0.01 draw_gauge(dx, rect.y, contents.width - dx - 48, rate, colour1, colour2) draw_text(dx, rect.y, contents.width - dx - 48, line_height, value, 2) end #-------------------------------------------------------------------------- # draw_toggle #-------------------------------------------------------------------------- def draw_toggle(rect, index, symbol) name = @list[index][:name] draw_text(0, rect.y, contents.width/2, line_height, name, 1) #--- dx = contents.width / 2 case symbol when :autodash enabled = $game_system.autodash? when :instantmsg enabled = $game_system.instantmsg? when :animations enabled = $game_system.animations? end dx = contents.width/2 change_color(normal_color, !enabled) option1 = YEA::SYSTEM::COMMAND_VOCAB[symbol][1] draw_text(dx, rect.y, contents.width/4, line_height, option1, 1) dx += contents.width/4 change_color(normal_color, enabled) option2 = YEA::SYSTEM::COMMAND_VOCAB[symbol][2] draw_text(dx, rect.y, contents.width/4, line_height, option2, 1) end #-------------------------------------------------------------------------- # cursor_right #-------------------------------------------------------------------------- def draw_custom_switch(rect, index, ext) name = @list[index][:name] draw_text(0, rect.y, contents.width/2, line_height, name, 1) #--- dx = contents.width / 2 enabled = $game_switches[YEA::SYSTEM::CUSTOM_SWITCHES[ext][0]] dx = contents.width/2 change_color(normal_color, !enabled) option1 = YEA::SYSTEM::CUSTOM_SWITCHES[ext][2] draw_text(dx, rect.y, contents.width/4, line_height, option1, 1) dx += contents.width/4 change_color(normal_color, enabled) option2 = YEA::SYSTEM::CUSTOM_SWITCHES[ext][3] draw_text(dx, rect.y, contents.width/4, line_height, option2, 1) end #-------------------------------------------------------------------------- # draw_custom_variable #-------------------------------------------------------------------------- def draw_custom_variable(rect, index, ext) name = @list[index][:name] draw_text(0, rect.y, contents.width/2, line_height, name, 1) #--- dx = contents.width / 2 value = $game_variables[YEA::SYSTEM::CUSTOM_VARIABLES[ext][0]] colour1 = text_color(YEA::SYSTEM::CUSTOM_VARIABLES[ext][2]) colour2 = text_color(YEA::SYSTEM::CUSTOM_VARIABLES[ext][3]) minimum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][4] maximum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][5] rate = (value - minimum).to_f / [(maximum - minimum).to_f, 0.01].max dx = contents.width/2 draw_gauge(dx, rect.y, contents.width - dx - 48, rate, colour1, colour2) draw_text(dx, rect.y, contents.width - dx - 48, line_height, value, 2) end #-------------------------------------------------------------------------- # cursor_right #-------------------------------------------------------------------------- def cursor_right(wrap = false) cursor_change(:right) super(wrap) end #-------------------------------------------------------------------------- # cursor_left #-------------------------------------------------------------------------- def cursor_left(wrap = false) cursor_change(:left) super(wrap) end #-------------------------------------------------------------------------- # cursor_change #-------------------------------------------------------------------------- def cursor_change(direction) case current_symbol when :window_red, :window_blu, :window_grn change_window_tone(direction) when :volume_bgm, :volume_bgs, :volume_sfx change_volume(direction) when :autodash, :instantmsg, :animations change_toggle(direction) when :custom_switch change_custom_switch(direction) when :custom_variable change_custom_variables(direction) end end #-------------------------------------------------------------------------- # change_window_tone #-------------------------------------------------------------------------- def change_window_tone(direction) Sound.play_cursor value = direction == :left ? -1 : 1 value *= 10 if Input.press?(:A) tone = $game_system.window_tone.clone case current_symbol when :window_red; tone.red += value when :window_grn; tone.green += value when :window_blu; tone.blue += value end $game_system.window_tone = tone draw_item(index) end #-------------------------------------------------------------------------- # change_window_tone #-------------------------------------------------------------------------- def change_volume(direction) Sound.play_cursor value = direction == :left ? -1 : 1 value *= 10 if Input.press?(:A) case current_symbol when :volume_bgm $game_system.volume_change(:bgm, value) RPG::BGM::last.play when :volume_bgs $game_system.volume_change(:bgs, value) RPG::BGS::last.play when :volume_sfx $game_system.volume_change(:sfx, value) end draw_item(index) end #-------------------------------------------------------------------------- # change_toggle #-------------------------------------------------------------------------- def change_toggle(direction) value = direction == :left ? false : true case current_symbol when :autodash current_case = $game_system.autodash? $game_system.set_autodash(value) when :instantmsg current_case = $game_system.instantmsg? $game_system.set_instantmsg(value) when :animations current_case = $game_system.animations? $game_system.set_animations(value) end Sound.play_cursor if value != current_case draw_item(index) end #-------------------------------------------------------------------------- # change_custom_switch #-------------------------------------------------------------------------- def change_custom_switch(direction) value = direction == :left ? false : true ext = current_ext current_case = $game_switches[YEA::SYSTEM::CUSTOM_SWITCHES[ext][0]] $game_switches[YEA::SYSTEM::CUSTOM_SWITCHES[ext][0]] = value Sound.play_cursor if value != current_case draw_item(index) end #-------------------------------------------------------------------------- # change_custom_variables #-------------------------------------------------------------------------- def change_custom_variables(direction) Sound.play_cursor value = direction == :left ? -1 : 1 value *= 10 if Input.press?(:A) ext = current_ext var = YEA::SYSTEM::CUSTOM_VARIABLES[ext][0] minimum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][4] maximum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][5] $game_variables[var] += value $game_variables[var] = [[$game_variables[var], minimum].max, maximum].min draw_item(index) end end # Window_SystemOptions
#============================================================================== # ■ Scene_Menu #==============================================================================
class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # overwrite method: command_game_end #-------------------------------------------------------------------------- def command_game_end SceneManager.call(Scene_System) end end # Scene_Menu
#============================================================================== # ■ Scene_System #==============================================================================
class Scene_System < Scene_MenuBase #-------------------------------------------------------------------------- # start #-------------------------------------------------------------------------- def start super create_help_window create_command_window end #-------------------------------------------------------------------------- # create_command_window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_SystemOptions.new(@help_window) @command_window.set_handler(:cancel, method(:return_scene)) @command_window.set_handler(:to_title, method(:command_to_title)) @command_window.set_handler(:shutdown, method(:command_shutdown)) end #-------------------------------------------------------------------------- # command_to_title #-------------------------------------------------------------------------- def command_to_title fadeout_all SceneManager.goto(Scene_Title) end #-------------------------------------------------------------------------- # command_shutdown #-------------------------------------------------------------------------- def command_shutdown fadeout_all SceneManager.exit end end # Scene_System
#============================================================================== # # ▼ End of File # #============================================================================== - Can anyone help me fix the "picture selection" rectangle position in this script?
NOTE: I'm using a script to change the game resolution to 640x480, but the script was meant for the original resolution, so I edit out everything I could but I cant find what controls that specific part. CODE #============================================================================== # +++ MOG - Picture Gallery ACE (v1.2) +++ #============================================================================== # By Moghunter # http://www.atelier-rgss.com/ #============================================================================== # Sistema de galeria de imagens. #============================================================================== # Para ativar o script use o comando abaixo através de um evento usando o # comando chamar script. (Call Script) # # SceneManager.call(Scene_Picture_Gallery) # #============================================================================== # Para disponibilizar as imagens na galeria você deverá usar o seguinte # código através do comando chamar script. # # $game_system.gallery[ID] = true # # EX $game_system.gallery[10] = true # #============================================================================== # Você deverá criar uma pasta com o nome "Gallery" onde as imagens deverão # ser gravadas. # # Graphics/Gallery/ # # A nomeação das imagens devem ser numéricas. (ID da imagem) # 0.jpg (Imagem não disponível.) # 1.jpg # 2.jpg # 3.jpg # ... # # Prefira usar imagens com resoluções igual ou maior a 544x416 pixels. #============================================================================== # Histórico # # 1.1 - Opção de adicionar o command Picture Gallery no Menu principal. # 1.2 - Compatibilidade com o sistema de cursor. # #============================================================================== module MOG_PICTURE_GALLERY #Quantidade maxima de imagens na galeria. MAX_PICTURES = 40 #Ativar o Scene Picture Gallery no Menu PICTURE_GALLERY_MENU_COMMAND = true #Nome do comando apresentado no menu. PICTURE_GALLERY_COMMAND_NAME = "Gallery" end #============================================================================== # ■ Game_System #============================================================================== class Game_System attr_accessor :gallery #------------------------------------------------------------------------------ # ● Initialize #------------------------------------------------------------------------------ alias art_picture_initialize initialize def initialize art_picture_initialize @gallery = [] end end
#============================================================================== # ■ RPG #============================================================================== module Cache def self.gallery(filename) load_bitmap("Graphics/Gallery/", filename) end end
#============================================================================== # ■ Window_Base #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● Draw_Thumbnail #-------------------------------------------------------------------------- def draw_thumbnail(x,y,id) bitmap = Cache.gallery(id.to_s) rescue nil return if bitmap == nil src_rect = Rect.new(0, 0, bitmap.width , bitmap.height ) src_rect2 = Rect.new(x, y, 118, 59) self.contents.stretch_blt(src_rect2, bitmap, src_rect) bitmap.dispose end end
#============================================================================== # ■ Window_Picture #============================================================================== class Window_Picture < Window_Selectable #------------------------------------------------------------------------------ # ● Initialize #------------------------------------------------------------------------------ def initialize(page) super(0, 64, 640, 480) self.opacity = 0 @index = -1 @page = page @pic_max = MOG_PICTURE_GALLERY::MAX_PICTURES @pic_max = 1 if @pic_max <= 0 @pag_max = @pic_max / 9 if @pag_max == page o = @pag_max * 9 o2 = @pic_max - o @item_max = o2 else @item_max = 9 end @i_max = @item_max refresh(page) select(0) activate end
#------------------------------------------------------------------------------ # ● Refresh #------------------------------------------------------------------------------ def refresh(page = 0) if self.contents != nil self.contents.dispose self.contents = nil end if @item_max > 0 self.contents = Bitmap.new(width - 32, 6 * 89) for i in 0...@item_max draw_item(i,page) end end end #------------------------------------------------------------------------------ # ● draw_item #------------------------------------------------------------------------------ def draw_item(index,page) np = 9 * page picture_number = index + 1 + np x = 65 + index % 3 * 183 y = 12 + index / 3 * 89 s = picture_number s = 0 if $game_system.gallery[picture_number] == nil draw_thumbnail(x,y,s) self.contents.draw_text(x + 32,y + 49, 64, 32, "N - " + picture_number.to_s,1) end #------------------------------------------------------------------------------ # ● item_rect #------------------------------------------------------------------------------ def item_rect(index) rect = Rect.new(0, 0, 0, 0) rect.width = 190 rect.height = 90 rect.x = @index % col_max * (rect.width + 32) rect.y = @index / col_max * 90 return rect end #------------------------------------------------------------------------------ # ● Col Max #------------------------------------------------------------------------------ def col_max return 3 end #------------------------------------------------------------------------------ # ● Item Max #------------------------------------------------------------------------------ def item_max return @item_max == nil ? 0 : @item_max end end
#============================================================================== # ■ Scene_ArtPictures #============================================================================== class Scene_Picture_Gallery include MOG_PICTURE_GALLERY #------------------------------------------------------------------------------ # ● Main #------------------------------------------------------------------------------ def main setup create_image create_background create_loading_text create_window create_cursor create_button execute_loop execute_dispose end
#------------------------------------------------------------------------------ # ● Create_Loading #------------------------------------------------------------------------------ def create_loading_text @loading = Sprite.new @loading.bitmap = Bitmap.new(100,32) @loading.z = 300 @loading.bitmap.font.size = 20 @loading.bitmap.font.bold = true @loading.bitmap.font.name = "Georgia" @loading.bitmap.draw_text(0,0, 100, 32, "Loading...",1) @loading.x = (640 / 2) - 50 @loading.y = (480 / 2) Graphics.transition(20) end #------------------------------------------------------------------------------ # ● Setup #------------------------------------------------------------------------------ def setup @max_pictures = MAX_PICTURES @max_pictures = 1 if @max_pictures <= 0 v = (@max_pictures / 9) v2 = (v - 1) * 9 v3 = (@max_pictures - v2) - 9 if v3 != 0 @max_pages = (@max_pictures / 9) + 1 else @max_pages = (@max_pictures / 9) end @max_pages = 1 if @max_pages == 0 @aw_center = 0 @aw_left = 0 @aw_right = 0 @slide_type = 0 @page_old = 0 @picture_id = 0 @image_active = false @old_index = 0 @picures_enabled = 0 @comp = 0 @ex = 0 @ey = 0 @ex_max = 0 @ey_max = 0 @ex_max_zoom = 0 @ey_max_zoom = 0 for i in 0..MAX_PICTURES @picures_enabled += 1 if $game_system.gallery[i] end end #------------------------------------------------------------------------------ # ● create_background #------------------------------------------------------------------------------ def create_background @background = Sprite.new @background.bitmap = Cache.gallery("Background") @background.z = 0 @background2 = Plane.new @background2.bitmap = Cache.gallery("Background2") @background2.z = -1 end #------------------------------------------------------------------------------ # ● Create Window #------------------------------------------------------------------------------ def create_window @info = Window_Help.new @info.y = 360 @info.opacity = 0 @wp_page = 0 @wp_page_old = @wp_page @wp_index = 0 @wp =[] for i in 0...@max_pages @wp[i] = Window_Picture.new(i) end check_active_window(true) refresh_info_window(true) #@wp[@wp_page].x = 0 end #------------------------------------------------------------------------------ # ● Create_image #------------------------------------------------------------------------------ def create_image @picture = Sprite.new @picture.bitmap = Cache.gallery("") @picture.z = 100 @picture.opacity = 0 end #------------------------------------------------------------------------------ # ● Check Active Window #------------------------------------------------------------------------------ def check_active_window(starting = false) for i in 0...@max_pages if i == @wp_page @wp[@wp_page].active = true @wp[@wp_page].visible = true if @slide_type == 0 @wp[@wp_page].x = 640 else @wp[@wp_page].x = -640 end elsif i == @page_old and starting == false @wp[@page_old].active = false @wp[@page_old].visible = true @wp[@page_old].visible = false if starting @wp[@page_old].x = 0 else @wp[i].active = false @wp[i].visible = false end end end #------------------------------------------------------------------------------ # ● Create Button #------------------------------------------------------------------------------ def create_button @button_image = Cache.gallery("Button") @button_bitmap = Bitmap.new(@button_image.width, @button_image.height) @cw = @button_image.width @ch = @button_image.height / 2 src_rect = Rect.new(0, 0, @cw, @ch) @button_bitmap .blt(0,0, @button_image, src_rect) @button = Sprite.new @button.bitmap = @button_bitmap @button.y = 480 @button.z = 250 @button.opacity = 0 @button_fade_time = 0 end #------------------------------------------------------------------------------ # ● Create Cursor #------------------------------------------------------------------------------ def create_cursor @cx1 = 0 @cx2 = 0 @cursor_speed = 0 image = Cache.gallery("Cursor") @bitmap = Bitmap.new(image.width, image.height) cw = image.width / 2 ch = image.height src_rect = Rect.new(cw, 0, cw, ch) @bitmap.blt(0,0, image, src_rect) @cursor1 = Sprite.new @cursor1.bitmap = @bitmap @cursor1.x = 0 + @cx1 @cursor1.y = 190 @cursor1.z = 400 @bitmap2 = Bitmap.new(image.width, image.height) src_rect2 = Rect.new(0, 0, cw, ch) @bitmap2.blt(0,0, image, src_rect2) @cursor2 = Sprite.new @cursor2.bitmap = @bitmap2 @cursor2.x = 640 + @cx2 @cursor2.y = 190 @cursor2.z = 200 image.dispose if @max_pages == 1 @cursor1.visible = false @cursor2.visible = false end end
#------------------------------------------------------------------------------ # ● Execute Loop #------------------------------------------------------------------------------ def execute_loop loop do Graphics.update Input.update update if SceneManager.scene != self break end end end #------------------------------------------------------------------------------ # ● Execute Dispose #------------------------------------------------------------------------------ def execute_dispose Graphics.freeze for i in 0...@max_pages @wp[i].dispose end @info.dispose if @picture.bitmap != nil @picture.bitmap.dispose end @picture.dispose @background.bitmap.dispose @background.dispose @background2.bitmap.dispose @background2.dispose @bitmap.dispose @bitmap2.dispose @cursor1.bitmap.dispose @cursor1.dispose @cursor2.bitmap.dispose @cursor2.dispose @button_bitmap.dispose @button.bitmap.dispose @button.dispose @button_image.dispose if @loading != nil @loading.bitmap.dispose @loading.dispose end end #------------------------------------------------------------------------------ # ● Update #------------------------------------------------------------------------------ def update @wp.each {|wid| wid.update} @info.update if @image_active update_command_image else update_command end update_slide update_image_effect update_cursor_animation refresh_info_window end #------------------------------------------------------------------------------ # ● update_cursor_animation #------------------------------------------------------------------------------ def update_cursor_animation @cursor_speed += 1 case @cursor_speed when 1..20 @cx1 += 1 @cx2 -= 1 when 21..40 @cx1 -= 1 @cx2 += 1 else @cursor_speed = 0 @cx1 = 0 @cx2 = 0 end @cursor1.x = 0 + @cx1 @cursor2.x = 610 + @cx2 end #------------------------------------------------------------------------------ # ● Update Image Effect #------------------------------------------------------------------------------ def update_image_effect return if @wp[@wp_page].x != 0 @button_fade_time -= 1 if @button_fade_time > 0 if @image_active @picture.opacity += 15 if @button_fade_time != 0 @button.opacity += 5 else if @button.y < 480 @button.opacity -= 10 @button.y += 1 end end @wp[@wp_page].contents_opacity -= 15 @info.contents_opacity -= 15 @background.opacity -= 15 @cursor1.opacity -= 15 @cursor2.opacity -= 15 else @picture.opacity -= 10 @button.opacity -= 15 @wp[@wp_page].contents_opacity += 15 @info.contents_opacity += 15 @background.opacity += 15 @cursor1.opacity += 15 @cursor2.opacity += 15 end end
#------------------------------------------------------------------------------ # ● Refresh Info Window #------------------------------------------------------------------------------ def refresh_info_window(starting = false) return if @image_active return if @wp_page_old == @wp_page and starting == false @wp_page_old = @wp_page page = @wp_page + 1 @picture_id = (9 * @wp_page) + @wp[@wp_page].index + 1 p_pages = "Page - " + page.to_s + " / " + @max_pages.to_s comp = " Completed " + (@picures_enabled.to_f / @max_pictures.to_f * 100).truncate.to_s + "%" p_number = " Pictures " + @picures_enabled.to_s + " / " + @max_pictures.to_s @info.set_text(" " + p_pages + comp + p_number) end #------------------------------------------------------------------------------ # ● Update Slide #------------------------------------------------------------------------------ def update_slide @background2.ox += 1 if @loading != nil @loading.opacity -= 5 if @loading.opacity <= 0 @loading.bitmap.dispose @loading.dispose @loading = nil end end return if @wp[@wp_page].x == 0 slide_speed = 25 @picture.opacity = 0 @background.opacity = 255 if @slide_type == 1 if @wp[@wp_page].x < 0 @wp[@wp_page].x += slide_speed if @wp[@wp_page].x >= 0 @wp[@wp_page].x = 0 end end if @wp[@page_old].x < 640 @wp[@page_old].x += slide_speed if @wp[@page_old].x >= 640 @wp[@page_old].x = 640 end end else if @wp[@wp_page].x > 0 @wp[@wp_page].x -= slide_speed if @wp[@wp_page].x <= 0 @wp[@wp_page].x = 0 end end if @wp[@page_old].x > -640 @wp[@page_old].x -= slide_speed if @wp[@page_old].x <= -640 @wp[@page_old].x = -640 end end end if @slide_type == 0 @wp[@wp_page].x = 0 if @wp[@wp_page].x <= 0 else @wp[@wp_page].x = 0 if @wp[@wp_page].x >= 0 end end #------------------------------------------------------------------------------ # ● Check_limite #------------------------------------------------------------------------------ def check_limit if @wp_page < 0 @wp_page = @max_pages - 1 elsif @wp_page >= @max_pages @wp_page = 0 end check_active_window end #------------------------------------------------------------------------------ # ● Update Command Image #------------------------------------------------------------------------------ def update_command_image if Input.trigger?(Input::B) or Input.trigger?(Input::C) Sound.play_cursor @image_active = false @wp[@wp_page].active = true return end if Input.trigger?(Input::R) or Input.trigger?(Input::L) Sound.play_cursor execute_zoom end if Input.press?(Input::RIGHT) @ex += 4 elsif Input.press?(Input::LEFT) @ex -= 4 elsif Input.press?(Input::DOWN) @ey += 4 elsif Input.press?(Input::UP) @ey -= 4 end @ex = @ex_max + @ex_max_zoom if @ex > @ex_max + @ex_max_zoom @ex = 0 if @ex < 0 @ey = @ey_max + @ey_max_zoom if @ey > @ey_max + @ey_max_zoom @ey = 0 if @ey < 0 @picture.x = -@ex @picture.y = -@ey end #------------------------------------------------------------------------------ # ● Execute Zoom #------------------------------------------------------------------------------ def execute_zoom if @picture.zoom_x == 1.0 @picture.zoom_x = 1.5 @picture.zoom_y = 1.5 refresh_button(1) @ex_max_zoom = (@picture.bitmap.width / 2) if @ex != @ex_max @ex += @ex_max_zoom / 2 else if @ex_max != 0 @ex += @ex_max_zoom else @ex += @ex_max_zoom / 2 end end @ey_max_zoom = (@picture.bitmap.height / 2) if @ey != @ey_max @ey += @ey_max_zoom / 2 else if @ey_max != 0 @ey += @ey_max_zoom else @ey += @ey_max_zoom / 2 end end else if @picture.bitmap.width > 640 or @picture.bitmap.height > 480 refresh_button(1) else refresh_button(0) end @ex -= @ex_max_zoom / 2 @ey -= @ey_max_zoom / 2 @picture.zoom_x = 1.0 @picture.zoom_y = 1.0 @ex_max_zoom = 0 @ey_max_zoom = 0 end end #------------------------------------------------------------------------------ # ● check_avaliable_picture? #------------------------------------------------------------------------------ def check_avaliable_picture? @picture_id = (9 * @wp_page) + @wp[@wp_page].index + 1 return false if $game_system.gallery[@picture_id] == nil return true end #------------------------------------------------------------------------------ # ● create_bitmap #------------------------------------------------------------------------------ def create_bitmap @picture.opacity = 0 @picture.bitmap.dispose @picture.bitmap = Cache.gallery(@picture_id.to_s) rescue nil @ex = 0 @ey = 0 @ex_max_zoom = 0 @ey_max_zoom = 0 @picture.zoom_x = 1.0 @picture.zoom_y = 1.0 if @picture.bitmap == nil @picture.bitmap = Cache.gallery("") refresh_button(0) return end if @picture.bitmap.width > 640 @ex_max = @picture.bitmap.width - 640 else @ex_max = 0 end if @picture.bitmap.height > 480 @ey_max = @picture.bitmap.height - 480 else @ey_max = 0 end if @picture.bitmap.width > 640 or @picture.bitmap.height > 480 refresh_button(1) else refresh_button(0) end end #------------------------------------------------------------------------------ # ● Refresh Button #------------------------------------------------------------------------------ def refresh_button(type = 0) @button.bitmap.clear if type == 0 src_rect = Rect.new(0, 0, @cw, @ch) else src_rect = Rect.new(0, @ch, @cw, @ch) end @button_bitmap .blt(0,0, @button_image, src_rect) @button.y = 379 @button_fade_time = 120 @button.opacity = 0 unless @button.y == 379 end #------------------------------------------------------------------------------ # ● Update Command #------------------------------------------------------------------------------ def update_command return if @wp[@wp_page].x != 0 if Input.trigger?(Input::B) Sound.play_cancel SceneManager.return return end if Input.trigger?(Input::C) if check_avaliable_picture? Sound.play_ok @image_active = true @wp[@wp_page].active = false create_bitmap else Sound.play_buzzer end return end if Input.trigger?(Input::L) and @max_pages != 1 Sound.play_cursor @page_old = @wp_page @wp_page -= 1 @slide_type = 1 check_limit return elsif Input.trigger?(Input::R) and @max_pages != 1 Sound.play_cursor @page_old = @wp_page @wp_page += 1 @slide_type = 0 check_limit return end end end
if MOG_PICTURE_GALLERY::PICTURE_GALLERY_MENU_COMMAND #============================================================================== # ■ Window Menu Command #============================================================================== class Window_MenuCommand < Window_Command #------------------------------------------------------------------------------ # ● Add Main Commands #------------------------------------------------------------------------------ alias mog_picture_gallery_add_main_commands add_main_commands def add_main_commands mog_picture_gallery_add_main_commands add_command(MOG_PICTURE_GALLERY::PICTURE_GALLERY_COMMAND_NAME, :picture, main_commands_enabled) end end
#============================================================================== # ■ Scene Menu #============================================================================== class Scene_Menu < Scene_MenuBase #------------------------------------------------------------------------------ # ● Create Command Windows #------------------------------------------------------------------------------ alias mog_picture_gallery_create_command_window create_command_window def create_command_window mog_picture_gallery_create_command_window @command_window.set_handler(:picture, method(:Picture_Gallery)) end #------------------------------------------------------------------------------ # ● Picture Gallery #------------------------------------------------------------------------------ def Picture_Gallery SceneManager.call(Scene_Picture_Gallery) end end end
$mog_rgss3_picture_gallery = true - When converting a movie to the OGV format, after it plays in the game in the last 0.5 second there's always a weird sound...is that normal? I convert the videos using this site: http://video.online-convert.com/convert-to-ogg. OR is there any specific program that can be used to convert the videos? (note: I need to be able to change the video resolution in it)
In the case of the two script questions I already sent e-mails to the creators but no luck with replies from them so far... Any help will be greatly appreciated! Thanks in advance
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Jul 14 2012, 07:53 PM
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I'll evolve any time now.

Group: Revolutionary
Posts: 225
Type: Event Designer
RM Skill: Masterful

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#1: Try YEA Ace Menu System. CODE #============================================================================== # # – Yanfly Engine Ace - Ace Menu Engine v1.07 # -- Last Updated: 2012.01.03 # -- Level: Normal, Hard # -- Requires: n/a # #==============================================================================
$imported = {} if $imported.nil? $imported["YEA-AceMenuEngine"] = true
#============================================================================== # – Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.01.03 - Compatibility Update: Ace Item Menu # 2012.01.01 - Compatibility Update: Kread-EX's Synthesis # - Compatibility Update: Kread-EX's Grathnode Install # - Compatibility Update: Yami's Slot Battle # 2011.12.23 - Script efficiency optimized. # 2011.12.19 - Compatibility Update: Class System # 2011.12.15 - Updated for better menu MP/TP gauge management. # 2011.12.13 - Compatibility Update: Ace Equip Engine # 2011.12.07 - Update to allow for switches to also hide custom commands. # 2011.12.06 - Started Script and Finished. # #============================================================================== # – Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # The menu system in RPG Maker VX Ace is great. However, it lacks the user # customization that RPG Maker 2003 allowed. With this script, you can add, # remove, and rearrange menu commands as you see fit. In addition to that, you # can add in menu commands that lead to common events or even custom commands # provided through other scripts. # # This script also provides window appearance management such as setting almost # all command windows to be center aligned or changing the position of the # help window. You can also opt to show the TP Gauge in the main menu as well # as in the skill menu. # #============================================================================== # – Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below – Materials/素材 but above – Main. Remember to save. # # Edit the settings in the module below as you see fit. # #============================================================================== # – Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #==============================================================================
module YEA module MENU #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Menu Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This changes the way menus appear in your game. You can change their # alignment, and the location of the help window, Note that any non-Yanfly # Engine Ace scripts may not conform to these menu styles. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELP_WINDOW_LOCATION = 0 # 0-Top, 1-Middle, 2-Bottom. COMMAND_WINDOW_ALIGN = 1 # 0-Left, 1-Middle, 2-Right. # These settings below adjust the visual appearance of the main menu. # Change the settings as you see fit. MAIN_MENU_ALIGN = 0 # 0-Left, 1-Middle, 2-Right. MAIN_MENU_RIGHT = false # false-Left, true-Right. MAIN_MENU_ROWS = 10 # Maximum number of rows for main menu. DRAW_TP_GAUGE = false # If true, draws TP in the main menu. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Main Menu Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings adjust the main menu, the order at which commands appear, # what text is displayed, and what the commands are linked to. Here's a # list of which commands do what: # # ------------------------------------------------------------------------- # :command Description # ------------------------------------------------------------------------- # :item Opens up the item menu. Default menu item. # :skill Opens up the skill menu. Default menu item. # :equip Opens up the equip menu. Default menu item. # :status Opens up the status menu. Default menu item. # :formation Lets player manage party. Default menu item. # :save Opens up the save menu. Default menu item. # :game_end Opens up the shutdown menu. Default menu item. # # :class Requires YEA - Class System # # :gogototori Requires Kread-EX's Go Go Totori! Synthesis # :grathnode Requires Kread-EX's Grathnote Install # :sslots Requires Yami's YSA - Slot Battle #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMANDS =[ :item, # Opens up the item menu. Default menu item. :skill, # Opens up the skill menu. Default menu item. :equip, # Opens up the equip menu. Default menu item. :status, # Opens up the status menu. Default menu item. :formation, # Lets player manage party. Default menu item. # :event_1, # Launches Common Event 1. Common Event Command. # :event_2, # Launches Common Event 2. Common Event Command. # :debug, # Opens up debug menu. Custom Command. # :shop, # Opens up a shop to pawn items. Custom Command. :game_end, # Opens up the shutdown menu. Default menu item. ] # Do not remove this. #-------------------------------------------------------------------------- # - Common Event Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # If you insert one of the following commands into the COMMANDS array, the # player can trigger a common event to launch. You can disable certain # commands in the menu by binding them to a switch. If you don't want to # disable them, set the switch to 0 and it will always be enabled. The # ShowSwitch will prevent a command from appear if that switch is false. # Set it to 0 for it to have no impact. #-------------------------------------------------------------------------- COMMON_EVENT_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID], :event_1 => [ "Camp", 11, 0, 1], :event_2 => [ "Synthesis", 0, 0, 2], } # Do not remove this. #-------------------------------------------------------------------------- # - Custom Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # For those who use scripts that may lead to other menu scenes, use this # hash to manage custom commands that run specific script calls. You can # disable certain commands in the menu by binding them to a switch. If you # don't want to disable them, set the switch to 0. The ShowSwitch will # prevent a command from appear if that switch is false. Set it to 0 for # it to have no impact. #-------------------------------------------------------------------------- CUSTOM_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :debug => [ "Debug", 0, 0, :command_debug], :shop => [ "Shop", 12, 0, :command_shop], :gogototori => ["Synthesis", 0, 0, :command_totori], :grathnode => [ "Grathnode", 0, 0, :command_install], } # Do not remove this. end # MENU end # YEA
#============================================================================== # – Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #==============================================================================
#============================================================================== # – Window_MenuCommand #------------------------------------------------------------------------------ # This class is kept towards the top of the script to provide easier access. #==============================================================================
class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # overwrite method: make_command_list #-------------------------------------------------------------------------- def make_command_list for command in YEA::MENU::COMMANDS case command #--- Default Commands --- when :item add_command(Vocab::item, :item, main_commands_enabled) when :skill add_command(Vocab::skill, :skill, main_commands_enabled) when :equip add_command(Vocab::equip, :equip, main_commands_enabled) when :status add_command(Vocab::status, :status, main_commands_enabled) when :formation add_formation_command when :save add_original_commands add_save_command when :game_end add_game_end_command #--- Yanfly Engine Ace Commands --- when :class next unless $imported["YEA-ClassSystem"] add_class_command #--- Imported Commands --- when :sslots next unless $imported["YSA-SlotBattle"] add_sslots_command when :grathnode next unless $imported["KRX-GrathnodeInstall"] process_custom_command(command) when :gogototori next unless $imported["KRX-AlchemicSynthesis"] process_custom_command(command) #--- Imported Commands --- else process_common_event_command(command) process_custom_command(command) end end end #-------------------------------------------------------------------------- # new method: process_common_event_command #-------------------------------------------------------------------------- def process_common_event_command(command) return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command) show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::MENU::COMMON_EVENT_COMMANDS[command][0] switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1] ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled, ext) end #-------------------------------------------------------------------------- # new method: process_custom_command #-------------------------------------------------------------------------- def process_custom_command(command) return unless YEA::MENU::CUSTOM_COMMANDS.include?(command) show = YEA::MENU::CUSTOM_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::MENU::CUSTOM_COMMANDS[command][0] switch = YEA::MENU::CUSTOM_COMMANDS[command][1] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled) end end # Window_MenuCommand
#============================================================================== # – Menu #==============================================================================
module Menu #-------------------------------------------------------------------------- # self.help_window_location #-------------------------------------------------------------------------- def self.help_window_location return YEA::MENU::HELP_WINDOW_LOCATION end #-------------------------------------------------------------------------- # self.command_window_align #-------------------------------------------------------------------------- def self.command_window_align return YEA::MENU::COMMAND_WINDOW_ALIGN end #-------------------------------------------------------------------------- # self.main_menu_align #-------------------------------------------------------------------------- def self.main_menu_align return YEA::MENU::MAIN_MENU_ALIGN end #-------------------------------------------------------------------------- # self.main_menu_right #-------------------------------------------------------------------------- def self.main_menu_right return YEA::MENU::MAIN_MENU_RIGHT end end # Menu
#============================================================================== # – Game_Actor #==============================================================================
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # new method: draw_mp? #-------------------------------------------------------------------------- def draw_mp? return true unless draw_tp? for skill in skills next unless added_skill_types.include?(skill.stype_id) return true if skill.mp_cost > 0 end return false end #-------------------------------------------------------------------------- # new method: draw_tp? #-------------------------------------------------------------------------- def draw_tp? return false unless $data_system.opt_display_tp for skill in skills next unless added_skill_types.include?(skill.stype_id) return true if skill.tp_cost > 0 end return false end end # Game_Actor
#============================================================================== # – Window_Base #==============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # overwrite method: draw_actor_simple_status #-------------------------------------------------------------------------- def draw_actor_simple_status(actor, dx, dy) dy -= line_height / 2 draw_actor_name(actor, dx, dy) draw_actor_level(actor, dx, dy + line_height * 1) draw_actor_icons(actor, dx, dy + line_height * 2) dw = contents.width - dx - 124 draw_actor_class(actor, dx + 120, dy, dw) draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw) if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp? draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw) elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp? if $imported["YEA-BattleEngine"] draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) else draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) end else draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw) end end end # Window_Base
#============================================================================== # – Window_Command #==============================================================================
class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # overwrite method: alignment #-------------------------------------------------------------------------- def alignment return Menu.command_window_align end end # Window_Command
#============================================================================== # – Window_MenuCommand #==============================================================================
class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # alias method: init_command_position #-------------------------------------------------------------------------- class <<self; alias init_command_position_ame init_command_position; end def self.init_command_position init_command_position_ame @@last_command_oy = nil end #-------------------------------------------------------------------------- # overwrite method: visible_line_number #-------------------------------------------------------------------------- def visible_line_number return [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].max end #-------------------------------------------------------------------------- # overwrite method: alignment #-------------------------------------------------------------------------- def alignment return Menu.main_menu_align end #-------------------------------------------------------------------------- # alias method: process_ok #-------------------------------------------------------------------------- alias window_menucommand_process_ok_ame process_ok def process_ok @@last_command_oy = self.oy window_menucommand_process_ok_ame end #-------------------------------------------------------------------------- # alias method: select_last #-------------------------------------------------------------------------- alias window_menucommand_select_last_ame select_last def select_last window_menucommand_select_last_ame self.oy = @@last_command_oy unless @@last_command_oy.nil? @@last_command_oy = nil end end # Window_MenuCommand
#============================================================================== # – Scene_Menu #==============================================================================
class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_menu_start_ame start def start scene_menu_start_ame relocate_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows return unless Menu.main_menu_right @command_window.x = Graphics.width - @command_window.width @gold_window.x = Graphics.width - @gold_window.width @status_window.x = 0 end end # Scene_Menu
#============================================================================== # – Scene_Item #==============================================================================
class Scene_Item < Scene_ItemBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_item_start_ame start def start scene_item_start_ame return if $imported["YEA-ItemMenu"] relocate_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows case Menu.help_window_location when 0 # Top @help_window.y = 0 @category_window.y = @help_window.height @item_window.y = @category_window.y + @category_window.height when 1 # Middle @category_window.y = 0 @help_window.y = @category_window.height @item_window.y = @help_window.y + @help_window.height else # Bottom @category_window.y = 0 @item_window.y = @category_window.height @help_window.y = @item_window.y + @item_window.height end if $imported["YEA-ItemMenu"] @types_window.y = @category_window.y @status_window.y = @category_window.y end end end # Scene_Item
#============================================================================== # – Scene_Skill #==============================================================================
class Scene_Skill < Scene_ItemBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_skill_start_ame start def start scene_skill_start_ame relocate_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows case Menu.help_window_location when 0 # Top @help_window.y = 0 @command_window.y = @help_window.height @status_window.y = @help_window.height @item_window.y = @status_window.y + @status_window.height when 1 # Middle @command_window.y = 0 @status_window.y = 0 @help_window.y = @status_window.y + @status_window.height @item_window.y = @help_window.y + @help_window.height else # Bottom @command_window.y = 0 @status_window.y = 0 @item_window.y = @status_window.y + @status_window.height @help_window.y = @item_window.y + @item_window.height end end end # Scene_Skill
#============================================================================== # – Scene_Equip #==============================================================================
class Scene_Equip < Scene_MenuBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_equip_start_ame start def start scene_equip_start_ame relocate_windows relocate_aee_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows return if $imported["YEA-AceEquipEngine"] case Menu.help_window_location when 0 # Top @help_window.y = 0 @status_window.y = @help_window.height @command_window.y = @help_window.height @slot_window.y = @command_window.y + @command_window.height @item_window.y = @slot_window.y + @slot_window.height when 1 # Middle @status_window.y = 0 @command_window.y = 0 @slot_window.y = @command_window.y + @command_window.height @help_window.y = @slot_window.y + @slot_window.height @item_window.y = @help_window.y + @help_window.height else # Bottom @status_window.y = 0 @command_window.y = 0 @slot_window.y = @command_window.y + @command_window.height @item_window.y = @slot_window.y + @slot_window.height @help_window.y = @item_window.y + @item_window.height end end #-------------------------------------------------------------------------- # new method: relocate_aee_windows #-------------------------------------------------------------------------- def relocate_aee_windows return unless $imported["YEA-AceEquipEngine"] case Menu.help_window_location when 0 # Top @help_window.y = 0 @command_window.y = @help_window.height @slot_window.y = @command_window.y + @command_window.height when 1 # Middle @command_window.y = 0 @help_window.y = @command_window.height @slot_window.y = @help_window.y + @help_window.height else # Bottom @command_window.y = 0 @slot_window.y = @command_window.height @help_window.y = @slot_window.y + @slot_window.height end @actor_window.y = @command_window.y @item_window.y = @slot_window.y @status_window.y = @slot_window.y end end # Scene_Equip
#============================================================================== # – Scene_Menu #==============================================================================
class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # alias method: create_command_window #-------------------------------------------------------------------------- alias scene_menu_create_command_window_ame create_command_window def create_command_window scene_menu_create_command_window_ame process_common_event_commands process_custom_commands end #-------------------------------------------------------------------------- # new method: process_common_event_commands #-------------------------------------------------------------------------- def process_common_event_commands for command in YEA::MENU::COMMANDS next unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command) @command_window.set_handler(command, method(:command_common_event)) end end #-------------------------------------------------------------------------- # new method: command_common_event #-------------------------------------------------------------------------- def command_common_event event_id = @command_window.current_ext return return_scene if event_id.nil? return return_scene if $data_common_events[event_id].nil? $game_temp.reserve_common_event(event_id) return_scene end #-------------------------------------------------------------------------- # new method: process_custom_commands #-------------------------------------------------------------------------- def process_custom_commands for command in YEA::MENU::COMMANDS next unless YEA::MENU::CUSTOM_COMMANDS.include?(command) called_method = YEA::MENU::CUSTOM_COMMANDS[command][3] @command_window.set_handler(command, method(called_method)) end end #-------------------------------------------------------------------------- # new method: command_debug #-------------------------------------------------------------------------- def command_debug SceneManager.call(Scene_Debug) end #-------------------------------------------------------------------------- # new method: command_shop #-------------------------------------------------------------------------- def command_shop goods = [] SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, false) end #-------------------------------------------------------------------------- # new method: command_totori #-------------------------------------------------------------------------- def command_totori return unless $imported['KRX-AlchemicSynthesis'] SceneManager.call(Scene_Alchemy) end end # Scene_Menu
#============================================================================== # # – End of File # #============================================================================== #4: You might want to try searching "XXX to OGV converter" to find something else and see if the problem persists. Unfortunately, I'm not a scripter, so I'm not sure about #2 and #3. Hope I could be of some assistance.
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Jul 16 2012, 05:14 AM
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Group: Member
Posts: 2
Type: Developer
RM Skill: Advanced

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QUOTE (Penguin @ Jul 15 2012, 05:53 AM)  #1: Try YEA Ace Menu System. CODE #============================================================================== # # �–� Yanfly Engine Ace - Ace Menu Engine v1.07 # -- Last Updated: 2012.01.03 # -- Level: Normal, Hard # -- Requires: n/a # #==============================================================================
$imported = {} if $imported.nil? $imported["YEA-AceMenuEngine"] = true
#============================================================================== # �–� Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.01.03 - Compatibility Update: Ace Item Menu # 2012.01.01 - Compatibility Update: Kread-EX's Synthesis # - Compatibility Update: Kread-EX's Grathnode Install # - Compatibility Update: Yami's Slot Battle # 2011.12.23 - Script efficiency optimized. # 2011.12.19 - Compatibility Update: Class System # 2011.12.15 - Updated for better menu MP/TP gauge management. # 2011.12.13 - Compatibility Update: Ace Equip Engine # 2011.12.07 - Update to allow for switches to also hide custom commands. # 2011.12.06 - Started Script and Finished. # #============================================================================== # �–� Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # The menu system in RPG Maker VX Ace is great. However, it lacks the user # customization that RPG Maker 2003 allowed. With this script, you can add, # remove, and rearrange menu commands as you see fit. In addition to that, you # can add in menu commands that lead to common events or even custom commands # provided through other scripts. # # This script also provides window appearance management such as setting almost # all command windows to be center aligned or changing the position of the # help window. You can also opt to show the TP Gauge in the main menu as well # as in the skill menu. # #============================================================================== # �–� Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below �–� Materials/素材 but above �–� Main. Remember to save. # # Edit the settings in the module below as you see fit. # #============================================================================== # �–� Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #==============================================================================
module YEA module MENU #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Menu Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This changes the way menus appear in your game. You can change their # alignment, and the location of the help window, Note that any non-Yanfly # Engine Ace scripts may not conform to these menu styles. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELP_WINDOW_LOCATION = 0 # 0-Top, 1-Middle, 2-Bottom. COMMAND_WINDOW_ALIGN = 1 # 0-Left, 1-Middle, 2-Right. # These settings below adjust the visual appearance of the main menu. # Change the settings as you see fit. MAIN_MENU_ALIGN = 0 # 0-Left, 1-Middle, 2-Right. MAIN_MENU_RIGHT = false # false-Left, true-Right. MAIN_MENU_ROWS = 10 # Maximum number of rows for main menu. DRAW_TP_GAUGE = false # If true, draws TP in the main menu. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Main Menu Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings adjust the main menu, the order at which commands appear, # what text is displayed, and what the commands are linked to. Here's a # list of which commands do what: # # ------------------------------------------------------------------------- # :command Description # ------------------------------------------------------------------------- # :item Opens up the item menu. Default menu item. # :skill Opens up the skill menu. Default menu item. # :equip Opens up the equip menu. Default menu item. # :status Opens up the status menu. Default menu item. # :formation Lets player manage party. Default menu item. # :save Opens up the save menu. Default menu item. # :game_end Opens up the shutdown menu. Default menu item. # # :class Requires YEA - Class System # # :gogototori Requires Kread-EX's Go Go Totori! Synthesis # :grathnode Requires Kread-EX's Grathnote Install # :sslots Requires Yami's YSA - Slot Battle #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMANDS =[ :item, # Opens up the item menu. Default menu item. :skill, # Opens up the skill menu. Default menu item. :equip, # Opens up the equip menu. Default menu item. :status, # Opens up the status menu. Default menu item. :formation, # Lets player manage party. Default menu item. # :event_1, # Launches Common Event 1. Common Event Command. # :event_2, # Launches Common Event 2. Common Event Command. # :debug, # Opens up debug menu. Custom Command. # :shop, # Opens up a shop to pawn items. Custom Command. :game_end, # Opens up the shutdown menu. Default menu item. ] # Do not remove this. #-------------------------------------------------------------------------- # - Common Event Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # If you insert one of the following commands into the COMMANDS array, the # player can trigger a common event to launch. You can disable certain # commands in the menu by binding them to a switch. If you don't want to # disable them, set the switch to 0 and it will always be enabled. The # ShowSwitch will prevent a command from appear if that switch is false. # Set it to 0 for it to have no impact. #-------------------------------------------------------------------------- COMMON_EVENT_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID], :event_1 => [ "Camp", 11, 0, 1], :event_2 => [ "Synthesis", 0, 0, 2], } # Do not remove this. #-------------------------------------------------------------------------- # - Custom Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # For those who use scripts that may lead to other menu scenes, use this # hash to manage custom commands that run specific script calls. You can # disable certain commands in the menu by binding them to a switch. If you # don't want to disable them, set the switch to 0. The ShowSwitch will # prevent a command from appear if that switch is false. Set it to 0 for # it to have no impact. #-------------------------------------------------------------------------- CUSTOM_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :debug => [ "Debug", 0, 0, :command_debug], :shop => [ "Shop", 12, 0, :command_shop], :gogototori => ["Synthesis", 0, 0, :command_totori], :grathnode => [ "Grathnode", 0, 0, :command_install], } # Do not remove this. end # MENU end # YEA
#============================================================================== # �–� Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #==============================================================================
#============================================================================== # �–� Window_MenuCommand #------------------------------------------------------------------------------ # This class is kept towards the top of the script to provide easier access. #==============================================================================
class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # overwrite method: make_command_list #-------------------------------------------------------------------------- def make_command_list for command in YEA::MENU::COMMANDS case command #--- Default Commands --- when :item add_command(Vocab::item, :item, main_commands_enabled) when :skill add_command(Vocab::skill, :skill, main_commands_enabled) when :equip add_command(Vocab::equip, :equip, main_commands_enabled) when :status add_command(Vocab::status, :status, main_commands_enabled) when :formation add_formation_command when :save add_original_commands add_save_command when :game_end add_game_end_command #--- Yanfly Engine Ace Commands --- when :class next unless $imported["YEA-ClassSystem"] add_class_command #--- Imported Commands --- when :sslots next unless $imported["YSA-SlotBattle"] add_sslots_command when :grathnode next unless $imported["KRX-GrathnodeInstall"] process_custom_command(command) when :gogototori next unless $imported["KRX-AlchemicSynthesis"] process_custom_command(command) #--- Imported Commands --- else process_common_event_command(command) process_custom_command(command) end end end #-------------------------------------------------------------------------- # new method: process_common_event_command #-------------------------------------------------------------------------- def process_common_event_command(command) return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command) show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::MENU::COMMON_EVENT_COMMANDS[command][0] switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1] ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled, ext) end #-------------------------------------------------------------------------- # new method: process_custom_command #-------------------------------------------------------------------------- def process_custom_command(command) return unless YEA::MENU::CUSTOM_COMMANDS.include?(command) show = YEA::MENU::CUSTOM_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::MENU::CUSTOM_COMMANDS[command][0] switch = YEA::MENU::CUSTOM_COMMANDS[command][1] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled) end end # Window_MenuCommand
#============================================================================== # �–� Menu #==============================================================================
module Menu #-------------------------------------------------------------------------- # self.help_window_location #-------------------------------------------------------------------------- def self.help_window_location return YEA::MENU::HELP_WINDOW_LOCATION end #-------------------------------------------------------------------------- # self.command_window_align #-------------------------------------------------------------------------- def self.command_window_align return YEA::MENU::COMMAND_WINDOW_ALIGN end #-------------------------------------------------------------------------- # self.main_menu_align #-------------------------------------------------------------------------- def self.main_menu_align return YEA::MENU::MAIN_MENU_ALIGN end #-------------------------------------------------------------------------- # self.main_menu_right #-------------------------------------------------------------------------- def self.main_menu_right return YEA::MENU::MAIN_MENU_RIGHT end end # Menu
#============================================================================== # �–� Game_Actor #==============================================================================
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # new method: draw_mp? #-------------------------------------------------------------------------- def draw_mp? return true unless draw_tp? for skill in skills next unless added_skill_types.include?(skill.stype_id) return true if skill.mp_cost > 0 end return false end #-------------------------------------------------------------------------- # new method: draw_tp? #-------------------------------------------------------------------------- def draw_tp? return false unless $data_system.opt_display_tp for skill in skills next unless added_skill_types.include?(skill.stype_id) return true if skill.tp_cost > 0 end return false end end # Game_Actor
#============================================================================== # �–� Window_Base #==============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # overwrite method: draw_actor_simple_status #-------------------------------------------------------------------------- def draw_actor_simple_status(actor, dx, dy) dy -= line_height / 2 draw_actor_name(actor, dx, dy) draw_actor_level(actor, dx, dy + line_height * 1) draw_actor_icons(actor, dx, dy + line_height * 2) dw = contents.width - dx - 124 draw_actor_class(actor, dx + 120, dy, dw) draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw) if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp? draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw) elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp? if $imported["YEA-BattleEngine"] draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) else draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) end else draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw) end end end # Window_Base
#============================================================================== # �–� Window_Command #==============================================================================
class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # overwrite method: alignment #-------------------------------------------------------------------------- def alignment return Menu.command_window_align end end # Window_Command
#============================================================================== # �–� Window_MenuCommand #==============================================================================
class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # alias method: init_command_position #-------------------------------------------------------------------------- class <<self; alias init_command_position_ame init_command_position; end def self.init_command_position init_command_position_ame @@last_command_oy = nil end #-------------------------------------------------------------------------- # overwrite method: visible_line_number #-------------------------------------------------------------------------- def visible_line_number return [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].max end #-------------------------------------------------------------------------- # overwrite method: alignment #-------------------------------------------------------------------------- def alignment return Menu.main_menu_align end #-------------------------------------------------------------------------- # alias method: process_ok #-------------------------------------------------------------------------- alias window_menucommand_process_ok_ame process_ok def process_ok @@last_command_oy = self.oy window_menucommand_process_ok_ame end #-------------------------------------------------------------------------- # alias method: select_last #-------------------------------------------------------------------------- alias window_menucommand_select_last_ame select_last def select_last window_menucommand_select_last_ame self.oy = @@last_command_oy unless @@last_command_oy.nil? @@last_command_oy = nil end end # Window_MenuCommand
#============================================================================== # �–� Scene_Menu #==============================================================================
class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_menu_start_ame start def start scene_menu_start_ame relocate_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows return unless Menu.main_menu_right @command_window.x = Graphics.width - @command_window.width @gold_window.x = Graphics.width - @gold_window.width @status_window.x = 0 end end # Scene_Menu
#============================================================================== # �–� Scene_Item #==============================================================================
class Scene_Item < Scene_ItemBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_item_start_ame start def start scene_item_start_ame return if $imported["YEA-ItemMenu"] relocate_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows case Menu.help_window_location when 0 # Top @help_window.y = 0 @category_window.y = @help_window.height @item_window.y = @category_window.y + @category_window.height when 1 # Middle @category_window.y = 0 @help_window.y = @category_window.height @item_window.y = @help_window.y + @help_window.height else # Bottom @category_window.y = 0 @item_window.y = @category_window.height @help_window.y = @item_window.y + @item_window.height end if $imported["YEA-ItemMenu"] @types_window.y = @category_window.y @status_window.y = @category_window.y end end end # Scene_Item
#============================================================================== # �–� Scene_Skill #==============================================================================
class Scene_Skill < Scene_ItemBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_skill_start_ame start def start scene_skill_start_ame relocate_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows case Menu.help_window_location when 0 # Top @help_window.y = 0 @command_window.y = @help_window.height @status_window.y = @help_window.height @item_window.y = @status_window.y + @status_window.height when 1 # Middle @command_window.y = 0 @status_window.y = 0 @help_window.y = @status_window.y + @status_window.height @item_window.y = @help_window.y + @help_window.height else # Bottom @command_window.y = 0 @status_window.y = 0 @item_window.y = @status_window.y + @status_window.height @help_window.y = @item_window.y + @item_window.height end end end # Scene_Skill
#============================================================================== # �–� Scene_Equip #==============================================================================
class Scene_Equip < Scene_MenuBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_equip_start_ame start def start scene_equip_start_ame relocate_windows relocate_aee_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows return if $imported["YEA-AceEquipEngine"] case Menu.help_window_location when 0 # Top @help_window.y = 0 @status_window.y = @help_window.height @command_window.y = @help_window.height @slot_window.y = @command_window.y + @command_window.height @item_window.y = @slot_window.y + @slot_window.height when 1 # Middle @status_window.y = 0 @command_window.y = 0 @slot_window.y = @command_window.y + @command_window.height @help_window.y = @slot_window.y + @slot_window.height @item_window.y = @help_window.y + @help_window.height else # Bottom @status_window.y = 0 @command_window.y = 0 @slot_window.y = @command_window.y + @command_window.height @item_window.y = @slot_window.y + @slot_window.height @help_window.y = @item_window.y + @item_window.height end end #-------------------------------------------------------------------------- # new method: relocate_aee_windows #-------------------------------------------------------------------------- def relocate_aee_windows return unless $imported["YEA-AceEquipEngine"] case Menu.help_window_location when 0 # Top @help_window.y = 0 @command_window.y = @help_window.height @slot_window.y = @command_window.y + @command_window.height when 1 # Middle @command_window.y = 0 @help_window.y = @command_window.height @slot_window.y = @help_window.y + @help_window.height else # Bottom @command_window.y = 0 @slot_window.y = @command_window.height @help_window.y = @slot_window.y + @slot_window.height end @actor_window.y = @command_window.y @item_window.y = @slot_window.y @status_window.y = @slot_window.y end end # Scene_Equip
#============================================================================== # �–� Scene_Menu #==============================================================================
class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # alias method: create_command_window #-------------------------------------------------------------------------- alias scene_menu_create_command_window_ame create_command_window def create_command_window scene_menu_create_command_window_ame process_common_event_commands process_custom_commands end #-------------------------------------------------------------------------- # new method: process_common_event_commands #-------------------------------------------------------------------------- def process_common_event_commands for command in YEA::MENU::COMMANDS next unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command) @command_window.set_handler(command, method(:command_common_event)) end end #-------------------------------------------------------------------------- # new method: command_common_event #-------------------------------------------------------------------------- def command_common_event event_id = @command_window.current_ext return return_scene if event_id.nil? return return_scene if $data_common_events[event_id].nil? $game_temp.reserve_common_event(event_id) return_scene end #-------------------------------------------------------------------------- # new method: process_custom_commands #-------------------------------------------------------------------------- def process_custom_commands for command in YEA::MENU::COMMANDS next unless YEA::MENU::CUSTOM_COMMANDS.include?(command) called_method = YEA::MENU::CUSTOM_COMMANDS[command][3] @command_window.set_handler(command, method(called_method)) end end #-------------------------------------------------------------------------- # new method: command_debug #-------------------------------------------------------------------------- def command_debug SceneManager.call(Scene_Debug) end #-------------------------------------------------------------------------- # new method: command_shop #-------------------------------------------------------------------------- def command_shop goods = [] SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, false) end #-------------------------------------------------------------------------- # new method: command_totori #-------------------------------------------------------------------------- def command_totori return unless $imported['KRX-AlchemicSynthesis'] SceneManager.call(Scene_Alchemy) end end # Scene_Menu
#============================================================================== # # �–� End of File # #============================================================================== #4: You might want to try searching "XXX to OGV converter" to find something else and see if the problem persists. Unfortunately, I'm not a scripter, so I'm not sure about #2 and #3. Hope I could be of some assistance.  EDIT: I'm stupid, fixed the issue  ;; sorry 'bout the previous text here. For anyone else reason, issues 2 and 3 are still unsolved aswell.
This post has been edited by CrisR82: Jul 16 2012, 05:56 AM
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