습작님이 제작하신 메뉴제작툴로 만든 현재 사용중인 메뉴 스크립트 입니다...
class Scene_Menu < Scene_MenuBase
def start
super
create_command_window
create_gold_window
create_location_window
create_status_window
end
def create_gold_window
@gold_window = Window_Gold.new
end
def create_location_window
@location_window = Window_Location.new
end
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_personal))
@command_window.set_handler(:equip, method(:command_personal))
@command_window.set_handler(:status, method(:command_personal))
@command_window.set_handler(:custom_scene_0, method(:command_custom_scene_0))
@command_window.set_handler(:common_event_69, method(:command_common_event_69))
@command_window.set_handler(:common_event_70, method(:command_common_event_70))
@command_window.set_handler(:common_event_71, method(:command_common_event_71))
@command_window.set_handler(:continue, method(:command_continue))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
end
def create_status_window
@status_window = Window_MenuStatus.new(160, 0)
end
def command_custom_scene_0
SceneManager.call(Scene_Status_Distribution)
end
def command_common_event_69
$game_temp.reserve_common_event(69)
SceneManager.goto(Scene_Map) if $game_temp.common_event_reserved?
end
def command_common_event_70
$game_temp.reserve_common_event(70)
SceneManager.goto(Scene_Map) if $game_temp.common_event_reserved?
end
def command_common_event_71
$game_temp.reserve_common_event(71)
SceneManager.goto(Scene_Map) if $game_temp.common_event_reserved?
end
def command_continue
SceneManager.call(Scene_Load)
end
end
class Window_MenuCommand < Window_Command
def initialize
super(0, 0)
self.opacity = 255 if SceneManager.scene_is?(Scene_Menu)
select_last
end
def window_width
return 160
end
def window_height
return 272
end
def make_command_list
add_command(Vocab::item, :item, main_commands_enabled)
add_command(Vocab::skill, :skill, main_commands_enabled)
add_command(Vocab::equip, :equip, main_commands_enabled)
add_command(Vocab::status, :status, main_commands_enabled)
add_command('스테이터스분배', :custom_scene_0)
add_command($data_common_events[69].name, :common_event_69)
add_command($data_common_events[70].name, :common_event_70)
add_command($data_common_events[71].name, :common_event_71)
add_command(Vocab::continue, :continue, main_commands_enabled)
add_command(Vocab::game_end, :game_end)
end
def alignment
return 0
end
end
class Window_MenuStatus < Window_Selectable
def initialize(x, y)
super(x, y, window_width, window_height)
@pending_index = -1
self.opacity = 0 if SceneManager.scene_is?(Scene_Menu)
refresh
end
def window_width
return 384
end
def window_height
return 267
end
def item_height
return (height - standard_padding * 2) / 1
end
def draw_item(index)
actor = $game_party.members[index]
enabled = $game_party.battle_members.include?(actor)
rect = item_rect(index)
draw_item_background(index)
draw_actor_simple_status(actor, rect.x, rect.y)
end
def draw_actor_simple_status(actor, x, y)
draw_actor_name(actor, x + 10, y + 97)
draw_actor_level(actor, x + 11, y + 123)
draw_actor_icons(actor, x + 8, y + 63)
draw_actor_class(actor, x + 84, y + 124)
draw_actor_hp(actor, x + 10, y + 149)
draw_actor_mp(actor, x + 10, y + 173)
draw_actor_tp(actor, x + 10, y + 194)
end
def draw_actor_name(actor, x, y, width = 112)
change_color(hp_color(actor))
draw_text(x, y, width, 24, actor.name)
end
def draw_actor_level(actor, x, y)
change_color(system_color)
draw_text(x, y, 32, line_height, Vocab::level_a)
change_color(normal_color)
draw_text(x + 56 - 24, y, 24, 24, actor.level, 2)
end
def draw_actor_icons(actor, x, y, width = 96)
icons = (actor.state_icons + actor.buff_icons)[0, ((24/24)*width)/24]
icons.each_with_index {|n, i| draw_icon(n, x + 24 * (i % (width / 24)), y + 24 * (i / (width / 24))) }
end
def draw_actor_class(actor, x, y, width = 112)
change_color(normal_color)
draw_text(x, y, width, 24, actor.class.name)
end
def draw_actor_hp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, Vocab::hp_a)
draw_current_and_max_values(x, y, width, actor.hp, actor.mhp,
hp_color(actor), normal_color)
end
def draw_actor_mp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, Vocab::mp_a)
draw_current_and_max_values(x, y, width, actor.mp, actor.mmp,
mp_color(actor), normal_color)
end
end
class Window_MenuActor < Window_MenuStatus
def initialize
super(0, 0)
self.visible = false
end
def window_height
Graphics.height
end
end
class Window_Gold < Window_Base
def initialize
super(0, 368, window_width, 48)
self.opacity = 255 if SceneManager.scene_is?(Scene_Menu)
refresh
end
def window_width
return 285
end
def refresh
contents.clear
change_color(system_color)
draw_text(4, 0, contents_width - 8, line_height, '소지금')
cx = text_size(currency_unit).width
change_color(normal_color)
draw_text(4, contents_height - line_height, contents.width - 8 - cx - 2, line_height, value, 2)
change_color(system_color)
draw_text(4, contents_height - line_height, contents.width - 8, line_height, currency_unit, 2)
end
end
class Window_Location < Window_Base
def initialize
super(285, 368, window_width, 48)
self.opacity = 255 if SceneManager.scene_is?(Scene_Menu)
refresh
end
def window_width
return 259
end
def refresh
contents.clear
change_color(system_color)
draw_text(4, 0, contents_width - 8, line_height, '위치')
change_color(normal_color)
draw_text(4, contents_height - line_height, contents_width - 8, line_height, $game_map.display_name, 2)
end
def open
refresh
super
end
end
여러가지 스크립트를 대조해보고 제 나름대로 .. 커먼이벤트를 출력하는 윈도우를 만들어보려는둥
해결해보려 노력했지만 도저히 결과가 나오지 않아 의뢰해봅니다...
현재 스크립트를 사용한 이미지는
위와 같습니다
그리구 목표로 하는 메뉴는
위와 같습니다
혹시 구현해주실 능력자분 계실까요...?