메뉴

메뉴를 바꾸는 스크립트

by №1 posted Aug 04, 2012
?

단축키

Prev이전 문서

Next다음 문서

ESC닫기

크게 작게 위로 아래로 댓글로 가기 인쇄

메뉴를 바꾸는 스크립트

by. №1

 

[소개]

이 스크립트는 장비, 스킬등등을 안띄우고 싶을 때 사용하시면 됩니다.

제가 습작님이 올리신 ESG(Etude87's Script Generator ver.1.62)를 이용해 만들어봤습니다.

 

일단 아이템, 저장, 종료만 있는 메뉴 스크립트입니다.

 

--------------------------------------아래부터---------------------------------------

 

class Scene_Menu
  def main
    s0 = $data_system.words.item
    s1 = "세이브"
    s2 = "게임 종료"
    @command_window = Window_Command.new(160, [s0, s1, s2])
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
    end
    if $game_system.save_disabled
      @command_window.disable_item(1)
    end
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @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
    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 != 1 or @command_window.index != 2)
        $game_system.se_play($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
        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 2
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end
      return
    end
  end
end
class Scene_Item
  def update_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(0)
      return
    end
    if Input.trigger?(Input::C)
      @item = @item_window.item
      unless @item.is_a?(RPG::Item)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      unless $game_party.item_can_use?(@item.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      if @item.scope >= 3
        @item_window.active = false
        @target_window.x = (@item_window.index + 1) % 2 * 304
        @target_window.visible = true
        @target_window.active = true
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      else
        if @item.common_event_id > 0
          $game_temp.common_event_id = @item.common_event_id
          $game_system.se_play(@item.menu_se)
          if @item.consumable
            $game_party.lose_item(@item.id, 1)
            @item_window.draw_item(@item_window.index)
          end
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
end
class Scene_Save < Scene_File
  def on_decision(filename)
    $game_system.se_play($data_system.save_se)
    file = File.open(filename, "wb")
    write_save_data(file)
    file.close
    if $game_temp.save_calling
      $game_temp.save_calling = false
      $scene = Scene_Map.new
      return
    end
    $scene = Scene_Menu.new(1)
  end
  def on_cancel
    $game_system.se_play($data_system.cancel_se)
    if $game_temp.save_calling
      $game_temp.save_calling = false
      $scene = Scene_Map.new
      return
    end
    $scene = Scene_Menu.new(1)
  end
end
class Scene_End
  def update
    @command_window.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(2)
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0
        command_to_title
      when 1
        command_shutdown
      when 2
        command_cancel
      end
      return
    end
  end
  def command_cancel
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Menu.new(2)
  end
end

 

----------------------------------------------------------------------------------------

 

이번엔 아예 메뉴창 안띄우기

 

----------------------------------------------------------------------------------------

 

class Scene_Map
  def call_menu
  end
end

 

 

 

 

P.S.그리고 이것 말고도 다르게 하시려면 댓글로 달아주세요. 혹은 습작님이 올리신 ESG를 다운받으셔서 직접 만드셔도 되고요.