Soroshiya Modérateur
Nombre de messages : 124 Age : 32 Date d'inscription : 16/11/2007
Feuille personnelle PAs (Points d'Aide): (0/130) Permis à Points: (40/40)
| Sujet: Menu inverser Sam 17 Nov - 5:44 | |
| Nom du script : Menu inverserAuteur : InconnuFonction : Inverse le menu, donc tout ce qui est stat etc.. ce retrouve a droite etc..Image(s) : ] Ressource(s) : AucuneRemarque : FonctionnelInstallation : Allez dans l'éditeur de script ( F11 ) et suivez les instructions ci-dessous .Créer un script au dessus de Main et nommez-le "Unzouliscriptpourmonmenuinverse". - Code:
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#================================== # Scene_Menu #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Seb076 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Le 25/01/2006 #================================== class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "État" s5 = "Sauvegarder" s6 = "Quitter" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index @command_window.x = 480 @command_window.y = 0 if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end if $game_system.save_disabled @command_window.disable_item(4) end @playtime_window = Window_PlayTime.new @playtime_window.x = 480 @playtime_window.y = 224 @steps_window = Window_Steps.new @steps_window.x = 480 @steps_window.y = 320 @gold_window = Window_Gold.new @gold_window.x = 480 @gold_window.y = 416 @status_window = Window_MenuStatus.new @status_window.x = 0 @status_window.y = 0 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose end def update @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update if @command_window.active update_command return end if @status_window.active update_status return end end def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new when 5 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @status_window.active = false @status_window.index = -1 return end if Input.trigger?(Input::C) case @command_window.index when 1 if $game_party.actors[@status_window.index].restriction >= 2 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Skill.new(@status_window.index) when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_Equip.new(@status_window.index) when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_Status.new(@status_window.index) end return end end end | |
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