XP 스크립트

class Window_Base < Window
  SYSTEM_WORD_EVA = "Evade" #
  #--------------------------------------------------------------------------
  # * Draw Parameter
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : parameter type (0-6)
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      parameter_name = $data_system.words.atk
      parameter_value = actor.atk
    when 1
      parameter_name = $data_system.words.pdef
      parameter_value = actor.pdef
    when 2
      parameter_name = $data_system.words.mdef
      parameter_value = actor.mdef
    when 3
      parameter_name = $data_system.words.str
      parameter_value = actor.str
    when 4
      parameter_name = $data_system.words.dex
      parameter_value = actor.dex
    when 5
      parameter_name = $data_system.words.agi
      parameter_value = actor.agi
    when 6
      parameter_name = $data_system.words.int
      parameter_value = actor.int
    when 7 #
      parameter_name = SYSTEM_WORD_EVA #
      parameter_value = actor.eva #
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, 32, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  end
end

 

#==============================================================================
# InfoWindow
#==============================================================================
class Window_Info < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 384, 640, 96)
    #Create Bitmap
    self.contents = Bitmap.new(width - 32, height - 32)
    #Z-Pos
    self.z = 100
    self.back_opacity = 160
    #Refresh and add the contents to window
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    #Clear Bitmap
    self.contents.clear
    #Add Contents
    self.contents.font.color = system_color
    self.contents.draw_text(4,0,120,32,'Location')
    self.contents.font.color = normal_color
    self.contents.draw_text(96,0,360,32,'Put your Location')
   
    #Draw Steps
    self.contents.font.color = system_color
    self.contents.draw_text(4,32,120,32,'Steps')
    self.contents.font.color = normal_color
    self.contents.draw_text(48,32, 120, 32, $game_party.steps.to_s, 2)
   
    #Draw Play Time
    self.contents.font.color = system_color
    self.contents.draw_text(200,32,120,32,'Play Time')
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(310, 32, 120, 32, text)
   
    #Draw Gold
    #Advanced Gold Display mini-script by Dubealex.
    case $game_party.gold
    when 0..9999
      gold = $game_party.gold
    when 10000..99999
      gold = $game_party.gold.to_s
      array = gold.split(//)
      gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s
    when 100000..999999
      gold = $game_party.gold.to_s
      array = gold.split(//)
      gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s
    when 1000000..9999999
      gold = $game_party.gold.to_s
      array = gold.split(//)
      gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s
    end   
    self.contents.font.color = system_color
    gold_word = $data_system.words.gold.to_s + " :"
    cx = contents.text_size(gold_word).width
    cx2=contents.text_size(gold.to_s).width
    self.contents.draw_text(412,32,120-cx-2,32,gold_word)
    self.contents.font.color = normal_color
    self.contents.draw_text(600-cx2+2, 32, cx2, 32, gold.to_s, 2)
   
    #Draw Variable
    self.contents.font.color = system_color
    self.contents.draw_text(412,0,120,32,'Variable Name')
    self.contents.font.color = normal_color
    self.contents.draw_text(540,0,120,32,'Variable')
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

 

#==============================================================================
# MenuStatus
#==============================================================================
class Window_NewMenuStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(160, 0, 480, 320)
    #Create Bitmap
    self.contents = Bitmap.new(width - 32, height - 32)
    #Z-Pos
    self.z = 100
    self.back_opacity = 160
    #Refresh and add the contents to window
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    #Clear Bitmap
    self.contents.clear
    actor = $game_party.actors[0]
    draw_actor_graphic(actor, 32, 64)
    draw_actor_name(actor, 75, 0)
    draw_actor_class(actor, 240, 0)
    draw_actor_level(actor, 75, 32)
    draw_actor_state(actor, 240, 32)
    draw_actor_exp(actor, 75, 64)
    draw_actor_hp(actor, 32,100)
    draw_actor_sp(actor, 240,100)
    draw_actor_parameter(actor, 32, 150, 0)
    draw_actor_parameter(actor, 32, 182, 1)
    draw_actor_parameter(actor, 32, 214, 2)
    draw_actor_parameter(actor, 32, 246, 7) #Evade
    draw_actor_parameter(actor, 240, 150, 3)
    draw_actor_parameter(actor, 240, 182, 4)
    draw_actor_parameter(actor, 240, 214, 5)
    draw_actor_parameter(actor, 240, 246, 6)
  end
end

 

#==============================================================================
# Scene_Menu
#==============================================================================
class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main - Handles drawing/disposing windows and the main loop
  #--------------------------------------------------------------------------
  def main
    #Draw Windows
    main_draw
    #Execute transition
    Graphics.transition
    #Main Loop
    loop do
      #Main Loop
      main_loop
      break if main_scenechange?
    end
    #Prepare for transition
    Graphics.freeze
    #Dispose Windows
    main_dispose
  end
  #--------------------------------------------------------------------------
  # * Main Draw - Handles drawing windows
  #--------------------------------------------------------------------------
  def main_draw
    #Draw Background
    @background = Spriteset_Map.new
   
    #Draw Windows
    # InfoWindow
    @info_window = Window_Info.new
    # MenuStatus
    @status_window = Window_NewMenuStatus.new   
 
    # MenuCommand
    s1='Item'
    s2='Skill'
    s3='Equip'
    s4='Player'
    s5='Option'
    s6='System'
   
    z1='Status'
    z2='Quest Log'
   
    o1='Save'
    o2='Load'
    o3='Exit'
   
    @command_window = Window_Command.new(160,[s1,s2,s3,s4,s5,s6])
    @command_window.back_opacity = 160
    @command_window.index = @menu_index
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
   
    @player_command_window = Window_Command.new(160,[z1,z2])
    @player_command_window.back_opacity = 160
    @player_command_window.visible = false
    @player_command_window.active = false
    @player_command_window.x = 100
    @player_command_window.y = 120
   
    @sys_command_window = Window_Command.new(128,[o1,o2,o3])
    @sys_command_window.back_opacity = 160
    @sys_command_window.visible = false
    @sys_command_window.active = false
    @sys_command_window.x=100
    @sys_command_window.y=180
    if $game_system.save_disabled
      @sys_command_window.disable_item(0)
    end
  end
  #--------------------------------------------------------------------------
  # * Main Scene Change
  #--------------------------------------------------------------------------
  def main_scenechange?
    # Abort loop if screen is changed
    if $scene != self
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Main Dispose
  #--------------------------------------------------------------------------
  def main_dispose
    #Dispose Background
    @background.dispose
   
    # Dispose All Windows
    # Dispose InfoWindow
    @info_window.dispose
    # Dispose MenuStatus
    @status_window.dispose
    # Dispose MenuCommand
    @command_window.dispose
    @player_command_window.dispose
    @sys_command_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Main Loop
  #--------------------------------------------------------------------------
  def main_loop
    # Update game screen
    Graphics.update
    # Update input information
    Input.update
    # Frame update
    update
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    # Update Windows
    update_windows
   
    if @player_command_window.active
      @player_command_window.z = +500
    end
   
    if @sys_command_window.active
      @sys_command_window.z = +500
    end
   
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If player menu window is active: call update_player_command
    if @player_command_window.active
      update_player_command
      return
    end
    # If system menu window is active: call update_sys_command
    if @sys_command_window.active
      update_sys_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Window Update
  #--------------------------------------------------------------------------
  def update_windows
    # Update MenuCommand
    @command_window.update if @command_window.visible
    @player_command_window.update if @player_command_window.visible
    @sys_command_window.update if @sys_command_window.visible
    @info_window.update
    @status_window.update
  end
  #--------------------------------------------------------------------------
  # * Update Menu Command
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)     
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)# If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0 # Item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1 # Skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[0].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new
      when 2 # Equip
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new
      when 3 # Player
        $game_system.se_play($data_system.decision_se)
        @player_command_window.active = true
        @player_command_window.visible = true
        @command_window.active = false
      when 4 # Option
        #$game_system.se_play($data_system.decision_se)
        #Put your Option Scene
      when 5 # System
        $game_system.se_play($data_system.decision_se)
        @sys_command_window.active = true
        @sys_command_window.visible = true
        @command_window.active = false
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Update PlayerCommand Window
  #--------------------------------------------------------------------------
  def update_player_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @player_command_window.active = false
      @player_command_window.visible = false
      @player_command_window.index = 0
      @player_command_window.z = 0
      return
    end 
   
    if Input.trigger?(Input::C)
      case @player_command_window.index     
      when 0 #Status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new
      when 1 #Quest Log
        # Play decision SE
        #$game_system.se_play($data_system.decision_se)
        #Put your Quest Scene
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Update SysCommand Window
  #--------------------------------------------------------------------------
  def update_sys_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @sys_command_window.active = false
      @sys_command_window.visible = false
      @sys_command_window.index = 0
      @sys_command_window.z = 0
      return
    end 
   
    if Input.trigger?(Input::C)
      case @sys_command_window.index     
      when 0 #Save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 1 #Load
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to load screen
        $scene = Scene_Load.new
      when 2 #Exit 
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
end

 

class Scene_Save < Scene_File
  alias save_on_decision on_decision
  alias save_on_cancel on_cancel
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(filename)
    save_on_decision(filename)
    $scene = Scene_Menu.new(5)
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    save_on_cancel
    $scene = Scene_Menu.new(5)
  end
end


class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias load_initialize initialize
  alias load_on_cancel on_cancel
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @scene = $scene
    load_initialize
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    load_on_cancel
    $scene = @scene
  end
end


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