Menu style FF7


1.Preparation

C'est un script de menu pour avoir un menu ressemblant à celui d'FF7
J'ai juste changé la position des fenêtres...


Allez dans l'éditeur de scripts , dans le Scene_Menu ...



2.Script

Remplacez tout le Scene_Menu par :

#==============================================================================
# ¦ Scene_Menu
#------------------------------------------------------------------------------
# Modified by Poom ^^ je me la pètes
#==============================================================================

class Scene_Menu
#--------------------------------------------------------------------------
# ? ?????????
# menu_index : ?????????????
#--------------------------------------------------------------------------
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
# ??????? 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
# ??????????????????: update_command ???
if @command_window.active
update_command
return
end
# ???????????????????: update_status ???
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
def update_command
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????
$scene = Scene_Map.new
return
end
# C ??????????
if Input.trigger?(Input::C)
# ??????? 0 ??????????????????????
if $game_party.actors.size == 0 and @command_window.index < 4
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ???????????????????
case @command_window.index
when 0 # ????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????
$scene = Scene_Item.new
when 1 # ???
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????????????
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # ??
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????????????
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # ?????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????????????
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # ???
# ????????
if $game_system.save_disabled
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????
$scene = Scene_Save.new
when 5 # ?????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ????????????
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (???????????????????)
#--------------------------------------------------------------------------
def update_status
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????????????
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# C ??????????
if Input.trigger?(Input::C)
# ???????????????????
case @command_window.index
when 1 # ???
# ???????????? 2 ?????
if $game_party.actors[@status_window.index].restriction >= 2
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????
$scene = Scene_Skill.new(@status_window.index)
when 2 # ??
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ?????????
$scene = Scene_Equip.new(@status_window.index)
when 3 # ?????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ????????????
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end