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Menu Estilo Resident evil 2/3

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Menu Estilo Resident evil 2/3 Empty Menu Estilo Resident evil 2/3

Mensagem por Convidad Dom 20 Fev - 10:13

Resident Evil 2 e 3 Menu v2.0
Por Alucard_2(eu mesmo)

Introdução

Este script modifica o menu principal para um parecido com o do jogo Resident Evil 2 e 3 para PS1 (PSX, PSOne, como preferirem), além de deixar o menu de equipamentos, skills, itens e de sair do jogo mais "compatível" com o interface.
OBS: o menu é para apenas 1 personagem no grupo.

Como usar.

Apenas cole o script na seção de scripts adicionais.
Não precisa de configurações.

Script
Spoiler for Hiden:
Código: [Selecionar]
########################################################################################
# Resident Evil 2/3 Menu v. 2.0 by Alucard_2 #
########################################################################################
# Feito por Alucard_2 #
########################################################################################
# Créditos para Alucard_2(criador) e para br_lemes(que me ensinou RGSS2 um pouco mais) #
#--------------------------------------------------------------------------------------#
# IMPORTANTE: Ao colocar este script em outro forum/site/outros, favor dar os créditos!#
########################################################################################

#####################
# Window_MenuStatus #
#####################
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# Inicialização do objeto
# x : coordenada X da janela
# y : coordenada Y da janela
#--------------------------------------------------------------------------
def initialize(x, y)
super(0, 112, 544, 248)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# Atualização
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = 1
draw_actor_state($game_party.members[0], x, y)
end
end
#--------------------------------------------------------------------------
# Atualização do cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # Sem cursor
self.cursor_rect.empty
elsif @index < @item_max # Padrão
self.cursor_rect.set(0, @index * 96, contents.width, 96)
elsif @index >= 100 # Si
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else # O todo
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
#--------------------------------------------------------------------------
# Desenha a experiência
#--------------------------------------------------------------------------
def draw_exp_info(actor, x, y)
s1 = actor.exp_s
s2 = actor.next_rest_exp_s
s_next = sprintf(Vocab::ExpNext, Vocab::level)
self.contents.font.color = system_color
self.contents.draw_text(x, y + 24 * 0, 180, 24, Vocab::ExpTotal)
self.contents.draw_text(x, y + 24 * 2, 180, 24, s_next)
self.contents.font.color = normal_color
self.contents.draw_text(x, y + 24 * 1, 180, 24, s1, 2)
self.contents.draw_text(x, y + 24 * 3, 180, 24, s2, 2)
end


###################
# Window_exp_info #
###################
class Window_exp_info < Window_Selectable
#--------------------------------------------------------------------------
# Inicialização do objeto
# x : coordenada X da janela
# y : coordenada Y da janela
#--------------------------------------------------------------------------
def initialize(x, y)
super(0, 360, 544, 305)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# Atualização
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = 1
x = 104
y = actor.index * 96 + WLH / 2
draw_exp_info($game_party.members[0], 0, 0)
end
end
#--------------------------------------------------------------------------
# Atualização do cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # Sem cursor
self.cursor_rect.empty
elsif @index < @item_max # Padrão
self.cursor_rect.set(0, @index * 96, contents.width, 96)
elsif @index >= 100 # Si
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else # O todo
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end


################
# Window_Actor #
################
class Window_Actor < Window_Base
def initialize(x, y, width, height)
super(x, y, width, height)
refresh
end
def dispose
super
end
def update
super
end
def refresh
self.contents.clear
@item_max = 1
draw_actor_face($game_party.members[0], 0, 20, 92)
draw_actor_name($game_party.members[0], 15, 0)
end
end

###################
# Window_Actor_HP #
###################
class Window_Actor_HP < Window_Base
def initialize(x, y, width, height)
super(x, y, width, height)
refresh
end
def dispose
super
end
def update
super
end
def refresh
self.contents.clear
@item_max = 1
draw_actor_hp($game_party.members[0], 15, 0)
draw_state(80, 0)
end
end

###################
# Window_Actor_MP #
###################
class Window_Actor_MP < Window_Base
def initialize(x, y, width, height)
super(x, y, width, height)
refresh
end
def dispose
super
end
def update
super
end
def refresh
self.contents.clear
@item_max = 1
draw_actor_mp($game_party.members[0], 15, 0)
end
end

def draw_state(x, y)
@item_max = 1
draw_actor_state($game_party.members[0], 150, 0)
end


##############
# Scene_Menu #
##############
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# Inicialização do objeto
# menu_index : posição inicial do cursor
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# Inicialização do processo
#--------------------------------------------------------------------------
def start
super
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status2_window = Window_Status.new($game_party.members[0])
@actor_window = Window_Actor.new(0, 0, 120, 140)
@hp_window = Window_Actor_HP.new(120, 56, 224, 56)
@mp_window = Window_Actor_MP.new(344, 56, 200, 56)
end
#--------------------------------------------------------------------------
# Fim do processo
#--------------------------------------------------------------------------
def terminate
super
@command_window.dispose
@gold_window.dispose
@actor_window.dispose
@hp_window.dispose
@mp_window.dispose
@status2_window.dispose
end
#--------------------------------------------------------------------------
# Atualização da tela
#--------------------------------------------------------------------------
def update
super
@command_window.update
@gold_window.update
@hp_window.update
@mp_window.update
@actor_window.update
@status2_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# Criação da janela de comandos
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::equip
s2 = Vocab::skill
s3 = Vocab::item
s4 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4])
@command_window.index = @menu_index
if $game_party.members.size == 0 # Se não houver membros na equipe
@command_window.draw_item(0, false) # Desabilita "Equipamentos"
@command_window.draw_item(1, false) # Desabilita "Habilidades"
@command_window.draw_item(2, false) # Desabilita "Itens"
end
end
#--------------------------------------------------------------------------
# Atualização da escolha de comando
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Equipamentos
$scene = Scene_Equip.new
when 1 # Habilidades
$scene = Scene_Skill.new
when 2 # Salvar
$scene = Scene_Item.new
when 3 # Fim de Jogo
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# Início da seleção de herói
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# Fim da seleção de herói
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# Atualização da seleção de herói
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # Habilidades
$scene = Scene_Skill.new(@status_window.index)
when 2 # Equipamento
$scene = Scene_Equip.new(@status_window.index)
when 3 # Status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
###################
# Window_Actor_LV #
###################
class Window_Actor_LV < Window_Base
def initialize(x, y, width, height)
super(x, y, width, height)
refresh
end
def dispose
super
end
def update
super
end
def refresh
self.contents.clear
@item_max = 1
draw_actor_level($game_party.members[0], 20, 0)
end
end

#################
# Window_Status #
#################
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# Inicialização do objeto
# actor : herói
#--------------------------------------------------------------------------
def initialize(actor)
super(330, 112, 213, 248)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# Atualização
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = 1
draw_equipments(0, 0)
end
#--------------------------------------------------------------------------
# Exibição dos parâmetros
# x : exibe na coordenada X
# y : exibe na coordenada Y
#--------------------------------------------------------------------------
def draw_parameters(actor, x, y)
@item_max = 1
x = 0
y = 10
draw_actor_parameter($game_party.members[0], x, y, 0)
draw_actor_parameter($game_party.members[0], x, y+30, 1)
draw_actor_parameter($game_party.members[0], x, y+60, 2)
draw_actor_parameter($game_party.members[0], x, y+90, 3)
end
#--------------------------------------------------------------------------
# Exibição da experiência
# x : exibe na coordenada X
# y : exibe na coordenada Y
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
@actor = $game_party.members[0]
s1 = @actor.exp_s
s2 = @actor.next_rest_exp_s
s_next = sprintf(Vocab::ExpNext, Vocab::level)
self.contents.font.color = system_color
self.contents.draw_text(x, y + WLH * 0, 180, WLH, Vocab::ExpTotal)
self.contents.draw_text(x, y + WLH * 2, 180, WLH, s_next)
self.contents.font.color = normal_color
self.contents.draw_text(x, y + WLH * 1, 180, WLH, s1, 2)
self.contents.draw_text(x, y + WLH * 3, 180, WLH, s2, 2)
end
#--------------------------------------------------------------------------
# Exibição de informações básicas
# x : exibe na coordenada X
# y : exibe na coordenada Y
#--------------------------------------------------------------------------
def draw_state(x, y)
@item_max = 1
x = 104
y = actor.index * 96 + WLH / 2
draw_actor_state($game_party.members[0], 10, 10)
end
#--------------------------------------------------------------------------
# Exibição dos equipamentos
# x : exibe na coordenada X
# y : exibe na coordenada Y
#--------------------------------------------------------------------------
def draw_equipments(x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 24, Vocab::equip)
for i in 0..4
draw_item_name($game_party.members[0].equips[i], x + 16, y + WLH * (i + 1))
end
end
end

##################
# Window_Command #
##################
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# Variáveis públicas
#--------------------------------------------------------------------------
attr_reader :commands # Comandos
#--------------------------------------------------------------------------
# Inicialização do objeto
# width : largura da janela
# commands : array de comandos
# column_max : número de colunas (2 ou mais)
# row_max : número de linhas (0: número de comandos)
# spacing : espaçamento entre items localizados próximos
#--------------------------------------------------------------------------
def initialize(width, commands, column_max = 4, row_max = 0, spacing = 10)
if row_max == 0
row_max = (commands.size + column_max - 1) / column_max
end
super(240, 0, 300, row_max * WLH + 32, spacing)
@commands = commands
@item_max = commands.size
@column_max = column_max
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# Atualização
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# Desenho do item
# index : número (ID) do item
# enabled : espaço ativo. Quando translúcido significa falso
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(rect, @commands[index])
end
end
###############
# Scene_Equip #
###############
class Scene_Equip < Scene_Base
#--------------------------------------------------------------------------
# Constantes
#--------------------------------------------------------------------------
EQUIP_TYPE_MAX = 5 # Número máximo de equipamentos
#--------------------------------------------------------------------------
# Inicialização do objeto
# actor_index : index do herói
# equip_index : index dos equipamentos
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
#--------------------------------------------------------------------------
# Inicialização do processo
#--------------------------------------------------------------------------
def start
super
@actor = $game_party.members[@actor_index]
create_item_windows
@equip_window = Window_Equip.new(120, 112, @actor)
@equip_window.help_window = @help_window
@equip_window.index = @equip_index
@hp_window = Window_Actor_HP.new(120, 56, 224, 56)
@mp_window = Window_Actor_MP.new(344, 56, 200, 56)
@actor_window = Window_Actor.new(0, 0, 120, 140)
@wrong_commands = Window_Wrong_Commands.new(240, 0, 300, 56)
end
#--------------------------------------------------------------------------
# Fim do processo
#--------------------------------------------------------------------------
def terminate
super
@actor_window.dispose
@equip_window.dispose
dispose_item_windows
@hp_window.dispose
@mp_window.dispose
@wrong_commands.dispose
end
#--------------------------------------------------------------------------
# Retornar à tela original
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(0)
end
#--------------------------------------------------------------------------
# Troca para a tela do próximo herói
#--------------------------------------------------------------------------
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Equip.new(@actor_index, @equip_window.index)
end
#--------------------------------------------------------------------------
# Troca para a tela do herói anterior
#--------------------------------------------------------------------------
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Equip.new(@actor_index, @equip_window.index)
end
#--------------------------------------------------------------------------
# Atualização da tela
#--------------------------------------------------------------------------
def update
super
@actor_window.update
update_equip_window
update_item_windows
@hp_window.update
@mp_window.update
@wrong_commands.update
if @equip_window.active
update_equip_selection
elsif @item_window.active
update_item_selection
end
end
#--------------------------------------------------------------------------
# Criação das janelas de itens
#--------------------------------------------------------------------------
def create_item_windows
@item_windows = []
for i in 0...EQUIP_TYPE_MAX
@item_windows[i] = Window_EquipItem.new(0, 264, 544, 152, @actor, i)
@item_windows[i].help_window = @help_window
@item_windows[i].visible = (@equip_index == i)
@item_windows[i].y = 264
@item_windows[i].height = 152
@item_windows[i].active = false
@item_windows[i].index = -1
end
end
#--------------------------------------------------------------------------
# Dispose das janelas de itens
#--------------------------------------------------------------------------
def dispose_item_windows
for window in @item_windows
window.dispose
end
end
#--------------------------------------------------------------------------
# Atualização das janelas de itens
#--------------------------------------------------------------------------
def update_item_windows
for i in 0...EQUIP_TYPE_MAX
@item_windows[i].visible = (@equip_window.index == i)
@item_windows[i].update
end
@item_window = @item_windows[@equip_window.index]
end
#--------------------------------------------------------------------------
# Atualização da janela de equipamentos
#--------------------------------------------------------------------------
def update_equip_window
@equip_window.update
end
#--------------------------------------------------------------------------
# Atualização da janela de status
#--------------------------------------------------------------------------
def update_status_window
if @equip_window.active
@status_window.set_new_parameters(nil, nil, nil, nil)
elsif @item_window.active
temp_actor = @actor.clone
temp_actor.change_equip(@equip_window.index, @item_window.item, true)
new_atk = temp_actor.atk
new_def = temp_actor.def
new_spi = temp_actor.spi
new_agi = temp_actor.agi
@status_window.set_new_parameters(new_atk, new_def, new_spi, new_agi)
end
@status_window.update
end
#--------------------------------------------------------------------------
# Atualização da seleção de equipamentos
#--------------------------------------------------------------------------
def update_equip_selection
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
elsif Input.trigger?(Input::C)
if @actor.fix_equipment
Sound.play_buzzer
else
Sound.play_decision
@equip_window.active = false
@item_window.active = true
@item_window.index = 0
end
end
end
#--------------------------------------------------------------------------
# Atualização da seleção de itens
#--------------------------------------------------------------------------
def update_item_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@equip_window.active = true
@item_window.active = false
@item_window.index = -1
elsif Input.trigger?(Input::C)
Sound.play_equip
@actor.change_equip(@equip_window.index, @item_window.item)
@equip_window.active = true
@item_window.active = false
@item_window.index = -1
@equip_window.refresh
for item_window in @item_windows
item_window.refresh
end
end
end
end
#########################
# Window_Wrong_Commands #
#########################
class Window_Wrong_Commands < Window_Base
def initialize(x, y, width, heigth)
super
refresh
end
def dispose
super
end
def update
super
end
#--------------------------------------------------------------------------
# Atualização
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(50, 0, self.width - 32, WLH, "Equipamentos")
end
end
class Window_Wrong_Commands_Skill < Window_Base
def initialize(x, y, width, height)
super
refresh
end
def dispose
super
end
def update
super
end
def refresh
self.contents.clear
self.contents.draw_text(50, 0, self.width - 32, WLH, "Habilidades")
end
end
class Window_Wrong_Commands_Itens < Window_Base
def initialize(x, y, width, height)
super
refresh
end
def dispose
super
end
def update
super
end
def refresh
self.contents.clear
self.contents.draw_text(50, 0, self.width - 32, WLH, "Inventário")
end
end
class Window_Wrong_Commands_Sair < Window_Base
def initialize(x, y, width, height)
super
refresh
end
def dispose
super
end
def update
super
end
def refresh
self.contents.clear
self.contents.draw_text(50, 0, self.width - 32, WLH, "Sair do Jogo")
end
end


##############
# Scene_Item #
##############
class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# Inicialização do processo
#--------------------------------------------------------------------------
def start
super
@viewport = Viewport.new(0, 0, 544, 416)
@help_window = Window_Help.new
@help_window.y = 360
@help_window.viewport = @viewport
@item_window = Window_Item.new(0, 112, 544, 248)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.active = false
@target_window = Window_MenuStatus.new(0, 0)
hide_target_window
@Window_Wrong_Commands_Itens = Window_Wrong_Commands_Itens.new(240, 0, 300, 56)
@hp_window = Window_Actor_HP.new(120, 56, 224, 56)
@mp_window = Window_Actor_MP.new(344, 56, 200, 56)
@actor_window = Window_Actor.new(0, 0, 120, 140)
end
#--------------------------------------------------------------------------
# Fim do processo
#--------------------------------------------------------------------------
def terminate
super
@viewport.dispose
@help_window.dispose
@item_window.dispose
@target_window.dispose
@Window_Wrong_Commands_Itens.dispose
@hp_window.dispose
@mp_window.dispose
@actor_window.dispose
end
#--------------------------------------------------------------------------
# Retornar à tela original
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(2)
end
#--------------------------------------------------------------------------
# Atualização da tela
#--------------------------------------------------------------------------
def update
super
@help_window.update
@item_window.update
@target_window.update
@Window_Wrong_Commands_Itens.update
@hp_window.update
@mp_window.update
@actor_window.update
if @item_window.active
update_item_selection
elsif @target_window.active
update_target_selection
end
end
#--------------------------------------------------------------------------
# Atualização da seleção de items
#--------------------------------------------------------------------------
def update_item_selection
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
@item = @item_window.item
if @item != nil
$game_party.last_item_id = @item.id
end
if $game_party.item_can_use?(@item)
Sound.play_decision
determine_item
else
Sound.play_buzzer
end
end
end
#--------------------------------------------------------------------------
# Decisão de item
#--------------------------------------------------------------------------
def determine_item
if @item.for_friend?
show_target_window(@item_window.index % 2 == 0)
if @item.for_all?
@target_window.index = 99
else
if $game_party.last_target_index < @target_window.item_max
@target_window.index = $game_party.last_target_index
else
@target_window.index = 0
end
end
else
use_item_nontarget
end
end
#--------------------------------------------------------------------------
# Atualização da seleção de alvo
#--------------------------------------------------------------------------
def update_target_selection
if Input.trigger?(Input::B)
Sound.play_cancel
if $game_party.item_number(@item) == 0 # Se usar itens até 0
@item_window.refresh # Atualizar janela
end
hide_target_window
elsif Input.trigger?(Input::C)
if not $game_party.item_can_use?(@item)
Sound.play_buzzer
else
determine_target
end
end
end
#--------------------------------------------------------------------------
# Definição do alvo
# Se não houver efeito, tocar SE de erro.
#--------------------------------------------------------------------------
def determine_target
used = false
if @item.for_all?
for target in $game_party.members
target.item_effect(target, @item)
used = true unless target.skipped
end
else
$game_party.last_target_index = @target_window.index
target = $game_party.members[@target_window.index]
target.item_effect(target, @item)
used = true unless target.skipped
end
if used
use_item_nontarget
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# Exibição da janela de alvo
# right : alinhado à direita (falso se esquerda)
#--------------------------------------------------------------------------
def show_target_window(right)
@item_window.active = false
width_remain = 544 - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
if right
@viewport.rect.set(0, 0, width_remain, 416)
@viewport.ox = 0
else
@viewport.rect.set(@target_window.width, 0, width_remain, 416)
@viewport.ox = @target_window.width
end
end
#--------------------------------------------------------------------------
# Ocultar janela de alvo
#--------------------------------------------------------------------------
def hide_target_window
@item_window.active = true
@target_window.visible = false
@target_window.active = false
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
end
#--------------------------------------------------------------------------
# Uso de item (sem alvo)
#--------------------------------------------------------------------------
def use_item_nontarget
Sound.play_use_item
$game_party.consume_item(@item)
@item_window.draw_item(@item_window.index)
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
elsif @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
end
end
end
###############
# Scene_Skill #
###############
class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# Inicialização do objeto
# actor_index : índex do herói
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# Inicialização do processo
#--------------------------------------------------------------------------
def start
super
@actor = $game_party.members[@actor_index]
@viewport = Viewport.new(0, 0, 544, 416)
@help_window = Window_Help.new
@help_window.y = 360
@help_window.viewport = @viewport
@skill_window = Window_Skill.new(0, 112, 544, 248, @actor)
@skill_window.viewport = @viewport
@skill_window.help_window = @help_window
@target_window = Window_MenuStatus.new(0, 0)
@Window_Wrong_Commands_Skill = Window_Wrong_Commands_Skill.new(240, 0, 300, 56)
@hp_window = Window_Actor_HP.new(120, 56, 224, 56)
@mp_window = Window_Actor_MP.new(344, 56, 200, 56)
@actor_window = Window_Actor.new(0, 0, 120, 140)
hide_target_window
end
#--------------------------------------------------------------------------
# Fim do processo
#--------------------------------------------------------------------------
def terminate
super
@help_window.dispose
@skill_window.dispose
@target_window.dispose
@Window_Wrong_Commands_Skill.dispose
@hp_window.dispose
@mp_window.dispose
@actor_window.dispose
end
#--------------------------------------------------------------------------
# Retornar à tela original
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(1)
end
#--------------------------------------------------------------------------
# Troca para tela do próximo herói
#--------------------------------------------------------------------------
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Skill.new(@actor_index)
end
#--------------------------------------------------------------------------
# Trocar para tela do herói anterior
#--------------------------------------------------------------------------
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Skill.new(@actor_index)
end
#--------------------------------------------------------------------------
# Atualização da tela
#--------------------------------------------------------------------------
def update
super
@help_window.update
@skill_window.update
@target_window.update
@Window_Wrong_Commands_Skill.update
@hp_window.update
@mp_window.update
@actor_window.update
if @skill_window.active
update_skill_selection
elsif @target_window.active
update_target_selection
end
end
#--------------------------------------------------------------------------
# Atualização da seleção de habilidade
#--------------------------------------------------------------------------
def update_skill_selection
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
elsif Input.trigger?(Input::C)
@skill = @skill_window.skill
if @skill != nil
@actor.last_skill_id = @skill.id
end
if @actor.skill_can_use?(@skill)
Sound.play_decision
determine_skill
else
Sound.play_buzzer
end
end
end
#--------------------------------------------------------------------------
# Decisão de habilidade
#--------------------------------------------------------------------------
def determine_skill
if @skill.for_friend?
show_target_window(@skill_window.index % 2 == 0)
if @skill.for_all?
@target_window.index = 99
elsif @skill.for_user?
@target_window.index = @actor_index + 100
else
if $game_party.last_target_index < @target_window.item_max
@target_window.index = $game_party.last_target_index
else
@target_window.index = 0
end
end
else
use_skill_nontarget
end
end
#--------------------------------------------------------------------------
# Atualização da seleção de alvo
#--------------------------------------------------------------------------
def update_target_selection
if Input.trigger?(Input::B)
Sound.play_cancel
hide_target_window
elsif Input.trigger?(Input::C)
if not @actor.skill_can_use?(@skill)
Sound.play_buzzer
else
determine_target
end
end
end
#--------------------------------------------------------------------------
# Definição do alvo
# Se não houver efeito, tocar SE de erro.
#--------------------------------------------------------------------------
def determine_target
used = false
if @skill.for_all?
for target in $game_party.members
target.skill_effect(@actor, @skill)
used = true unless target.skipped
end
elsif @skill.for_user?
target = $game_party.members[@target_window.index - 100]
target.skill_effect(@actor, @skill)
used = true unless target.skipped
else
$game_party.last_target_index = @target_window.index
target = $game_party.members[@target_window.index]
target.skill_effect(@actor, @skill)
used = true unless target.skipped
end
if used
use_skill_nontarget
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# Exibição da janela de alvo
# right : alinhado à direita (falso se esquerda)
#--------------------------------------------------------------------------
def show_target_window(right)
@skill_window.active = false
width_remain = 544 - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
if right
@viewport.rect.set(0, 0, width_remain, 416)
@viewport.ox = 0
else
@viewport.rect.set(@target_window.width, 0, width_remain, 416)
@viewport.ox = @target_window.width
end
end
#--------------------------------------------------------------------------
# Ocultação da janela de alvo
#--------------------------------------------------------------------------
def hide_target_window
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
end
#--------------------------------------------------------------------------
# Uso de habilidade (sem alvo)
#--------------------------------------------------------------------------
def use_skill_nontarget
Sound.play_use_skill
@actor.mp -= @actor.calc_mp_cost(@skill)
@status_window.refresh
@skill_window.refresh
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
elsif @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$scene = Scene_Map.new
end
end
end
#############
# Scene_End #
#############
class Scene_End < Scene_Base
#--------------------------------------------------------------------------
# Inicialização do processo
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@Window_Wrong_Commands_Sair = Window_Wrong_Commands_Sair.new(240, 0, 300, 56)
end
#--------------------------------------------------------------------------
# Processo pós-inicialização
#--------------------------------------------------------------------------
def post_start
super
open_command_window
end
#--------------------------------------------------------------------------
# Preparação para finalização
#--------------------------------------------------------------------------
def pre_terminate
super
close_command_window
end
#--------------------------------------------------------------------------
# Fim do processo
#--------------------------------------------------------------------------
def terminate
super
dispose_command_window
dispose_menu_background
@Window_Wrong_Commands_Sair.dispose
end
#--------------------------------------------------------------------------
# Retornar à tela original
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(3)
end
#--------------------------------------------------------------------------
# Atualização da tela
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@Window_Wrong_Commands_Sair.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
case @command_window.index
when 0 # ?????
command_to_title
when 1 # ???????
command_shutdown
when 2 # ???
command_cancel
end
end
end
#--------------------------------------------------------------------------
# Atualização do background do menu
#--------------------------------------------------------------------------
def update_menu_background
super
@menuback_sprite.tone.set(0, 0, 0, 128)
end
#--------------------------------------------------------------------------
# Criação da janela de comandos
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::to_title
s2 = Vocab::shutdown
s3 = Vocab::cancel
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = (416 - @command_window.height) / 2
@command_window.openness = 0
end
#--------------------------------------------------------------------------
# Dispose da janela de comandos
#--------------------------------------------------------------------------
def dispose_command_window
@command_window.dispose
end
#--------------------------------------------------------------------------
# Abre a janela de comandos
#--------------------------------------------------------------------------
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
#--------------------------------------------------------------------------
# Fecha a janela de comandos
#--------------------------------------------------------------------------
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
#--------------------------------------------------------------------------
# Processo ao selecionar "Tela Título"
#--------------------------------------------------------------------------
def command_to_title
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = Scene_Title.new
close_command_window
Graphics.fadeout(60)
end
#--------------------------------------------------------------------------
# Processo ao selecionar "Sair"
#--------------------------------------------------------------------------
def command_shutdown
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
#--------------------------------------------------------------------------
# Processo ao cancelar
#--------------------------------------------------------------------------
def command_cancel
Sound.play_decision
return_scene
end
end


Créditos e agradecimentos

Alucard_2, por criar o script e diponibiliza-lo aqui.


ScreenShots

Anonymous
Convidad
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Menu Estilo Resident evil 2/3 Empty Re: Menu Estilo Resident evil 2/3

Mensagem por Soul Maker Dom 20 Fev - 11:16

Interessante,poste umas screens nos seus scripts se não ninguém vai se interessar...mas eu gostei e vai ajudar muito!
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Menu Estilo Resident evil 2/3 Empty Re: Menu Estilo Resident evil 2/3

Mensagem por Darkay2 Qua 23 Mar - 7:49

kra posta o script em spoiler se n vai ficar muito grande o tópico!
Darkay2
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Menu Estilo Resident evil 2/3 Empty Re: Menu Estilo Resident evil 2/3

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