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Phantasia-esque CMS v.1.0
Autor Wiadomość
tracersgta 




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Pomógł: 45 razy
Dołączył: 10 Sty 2011
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Wysłany: Sob 12 Lis, 2011 15:39
Phantasia-esque CMS v.1.0
~ Phantasia-esque CMS 1.0 ~


Opis:
Jest to bardzo fajnie wyglądający CMS... Zamiast face'ów są zaprezentowane chodzące chary... Skrypt nieprzetłumaczony z powodu braku czasu...

Autor:
Modern Algebra

Skrypt:
Spoiler:

Kod:
#==============================================================================
#    Phantasia-esque CMS
#    Version: 1.0
#    Author: modern algebra (rmrk.net)
#    Date: October 6, 2009
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This script gives you a menu design that is inspired by a mix between
#   Tales of Phantasia and my own Full Status CMS. Like Tales of Phantasia,
#   each actor gets their own window and their sprite is shown walking in the
#   top right corner. Like FSCMS, the command window and optional windows are
#   hugely customizable, allowing you to relatively easily add new scripts to
#   be accessible from the menu (with an automatic index finder so that you
#   don't need to modify the return_scene methods of the respective scripts
#   that you add to the menu), call common events from the menu (including
#   the ability to select an actor and have your common event operate only on
#   the actor chosen) and you can use any of the five optional windows that
#   are in the FSCMS - Location, Playtime, Gold, Steps, and Variable.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Place this script below any scripts you intend to add to the menu, but
#   still above Main.
#
#    Please see Editable Region A at line 58 for configuration options and see
#   Editable Region B at line 107 for instructions on adding scenes (or common
#   events) to the menu and other configuration options.
#
#    Note that you can alter the composition of the menu or the optional
#   windows in-game with the following script calls:
#
#      add_custom_command (command_id)
#      remove_custom_command (command_id)
#        command_id : ID of the command being added/removed from the commands
#          These are defined by you - see Editable Region B at line 107
#      add_optional_window (window_id)
#      remove_optional_window (window_id)
#        window_id : ID of the window being added/removed from the menu
#          0 => Gold Window     :shows amount of party gold
#          1 => PlayTime Window :shows current playtime
#          2 => Steps Window    :shows number of steps party has taken
#          3 => Location Window :shows name of the current map
#          4 => Variable Window :shows the value of a designated variable
#==============================================================================

#==============================================================================
# *** Phantasia CMS
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This module holds configuration data for Phantasia CMS
#==============================================================================

module Phantasia_CMS
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  # ** CONSTANTS
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  #  EDITABLE REGION A
  #``````````````````````````````````````````````````````````````````````````
  #  Here is where all configuration data is setup. Please read the comments
  # adjacent to each comment to discover what it does.
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  #  SPRITE_X_ and SPRITE_Y_POSITION constants determine the position of the
  # sprites as they appear in the menu. Default of 0, 0, they will be placed
  # at -32, 64 in reference to the upper right corner of their box. They will
  # need to be altered when using larger sprites than RTP
  SPRITE_X_OFFSET = 0
  SPRITE_Y_OFFSET = 0
  #  The number of frames before the sprites in the menu change direction.
  # 60 Frames = 1 second
  SPRITE_DIRECTION_FRAMES = 180
  #  Each of the following color options refer to the windowskin palette.
  # So 0 is normal_color, 16 is system_color, etc.. You can use any of the
  # colours from the palette, from 0 - 31. If you wish to set it directly by
  # rgb values, then you can use an array like [red, green, blue].
  EXP_BAR_COLOR1 = 28   # First Gradient Shade
  EXP_BAR_COLOR2 = 29   # Second Gradient Shade
  ACTOR_NAME_COLOR = 16 # The color of the name of the actor in the menu
  VOCAB_EXP = "EXP" # The vocabulary for representing Experience
  #  If you wish to use an image for your background in the menu rather than
  # the default blur and darken effect, place the image you want to use in
  # your System folder and put its name between quotes. If you do not wish to
  # use this feature, leave it as "" and it will default to blur and darken.
  MENU_BACKDROP = ""
  #  Boolean on whether to show the windows even when the party is less than
  # 4 members. When true, all four windows will always be shown, but where you
  # are missing an actor it will be blank. When false, only windows for which
  # there is an actor will be shown.
  EMPTY_WINDOWS_SHOWN = true
  # For common event commands that require actor selection, this is the ID of
  #  the variable that will hold the chosen actor's ID.
  CE_ACTOR_VARIABLE_ID = 1
  # If you decide to show a Variable optional window, this is the ID of the
  #  variable that will be shown in the menu.
  VARWINDOW_VARIABLE_ID = 3
  # Optional Window Icons. For all icons, # -1 => no icon. >0 => icon index
  VARWINDOW_VARIABLE_ICON = 80  # Icon of variable window
  GOLD_ICON = 147               # Icon of gold window
  PLAYTIME_ICON = 188           # Icon of playtime window
  STEPS_ICON = 48               # Icon of steps window
  LOCATION_ICON = 153           # Icon of location window
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  #  END EDITABLE REGION A
  #//////////////////////////////////////////////////////////////////////////
  CUSTOM_COMMANDS = {
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  #  EDITABLE REGION B
  #``````````````````````````````````````````````````````````````````````````
  #  This is where you can configure the initial composition of the menu;
  # the order of optional windows, the order of the command list, and setting
  # up commands that can be included in the command list - all of that is
  # done here.
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  # Command Setup
  #    Inspired by Yanfly's Scene Menu Redux
  #
  #  Each command can be set up in the following format:
  #
  #    CommandID => ["Name", IconID, DisableCondition, ActorSelect?,
  #                    SceneName, SceneArguments],
  #
  #     CommandID : this is the ID that this command is represented by. It is
  #       used in denoting the order in which it appears in the command list
  #       at line 194. This MUST be unique for each command
  #     Name : This is how the command appears in the list. If it is represented
  #       by a method or value included in Vocab, then you can input its
  #       call. Otherwise, write it exactly as it should appear.
  #     IconID : The ID of the icon that will appear next to the name of the
  #       command in the command window.
  #     DisableCondition : if this is put as a string, it will evaluate the
  #       string as code and use it's an integer, then the command will be
  #       disabled if the switch with that ID is ON. If it is a string, it
  #       will evaluate the string as code. This is useful for scripts that
  #       have disable conditions updated through event-inaccessible booleans.
  #       If this is set to -1, it will never be disabled
  #     ActorSelect? : Truth value of whether or not actor should be selected.
  #       If true, the first argument sent to the scene will always be
  #       @target_window.index. If true when the command calls a common event,
  #       then the ID of the actor chosen will be saved to a variable as
  #       designated by CE_ACTOR_VARIABLE_ID at line 78
  #     SceneName : This is the class name of the scene being called once this
  #       command is selected. You MUST know this data from whatever script you
  #       are trying to add. If you want this command to call a common event,
  #       place the ID of the catalogue you wish to call instead. If there is
  #       more than one command that calls the same scene, then there will
  #       need to be some manual index setting when returning to the menu
  #       from that scene.
  #     SceneArguments : a String of the arguments to be passed to the scene
  #       when it is called. This too must be known from the script you are
  #       trying to add.
  #
  #  Note that the comma after the last square bracket must be excluded if you
  # are not adding any more commands after it. If you receive a syntax error
  # after configuring this script, then it is likely a missing comma or bracket
  # or, as noted, there is a comma after the last command.
  # Be sure to check your commas before reporting the error.
  #
  #  EXAMPLE 1:
  #
  #    7 => ["Quests", 178, "$game_system.quest_disabled || $game_party.quests.list.empty?",
  #           false, Scene_Quest, "1"],
  #
  #      This will create a command called Quests that is represented by the
  #     icon with index 178. It does not require actor selection and calls:
  #          $scene = Scene_Quest.new (1)
  #     when selected. The option is disabled if:
  #          $game_system.quest_disabled || $game_party.quests.list.empty?
  #     returns true. It's ID is 7, so when setting up your command list, this
  #     command will show up wherever you set 7 in the list
  #
  #  EXAMPLE 2:
  #
  #    15 => ["Vocab::escape", 134, 5, false, 4]
  #  }
  #
  #      This will create a command that is called whatever you have labelled
  #     the escape option in the Terms section of the database. It is
  #     represented by the icon with index 134. It is disabled if the switch
  #     with ID 5 is ON; it does not require actor selection, and it calls
  #     the common event with ID 4
    0 => ["Vocab::item", 144, "$game_party.members.empty?", false, Scene_Item],
    1 => ["Vocab::skill", 128, "$game_party.members.empty?", true, Scene_Skill],
    2 => ["Vocab::equip", 51, "$game_party.members.empty?", true, Scene_Equip],
    3 => ["Vocab::status", 137, "$game_party.members.empty?", true, Scene_Status],
    4 => ["Vocab::save", 133, "$game_system.save_disabled", false, Scene_File,
            "true, false, false"],
    5 => ["Vocab::game_end", 179, -1, false, Scene_End]
  }
  #  This is where you setup the order that commands appear in the command
  # window of the menu. List them by their command ID, as it is explained
  # above. The default commands are:
  #    0 => Item
  #    1 => Skill
  #    2 => Equip
  #    3 => Status
  #    4 => Save
  #    5 => End Game
  #  Those can be changed by you above, if you desire, and you can always add
  # more commands with whatever IDs you want. Note, however, that those
  # command IDs must appear in the array below or they will NOT appear in the
  # initial menu. This array can be modified in-game by the following script
  # calls:
  #
  #      add_custom_command (command_id)
  #      remove_custom_command (command_id)
  #        command_id : ID of the command being added/removed from the commands
  COMMANDLIST = [0, 1, 2, 3, 4, 5]
  # Which optional windows ought to be created, from bottom to top?
  #   0 => Gold Window
  #   1 => PlayTime Window
  #   2 => Steps Window
  #   3 => Location Window
  #   4 => Variable Window
  #  This array can be modified in-game by the following script calls:
  #
  #      add_optional_window (window_id)
  #      remove_optional_window (window_id)
  #        window_id : ID of the window being added/removed from the menu
  OPTIONAL_WINDOWS = [0, 1, 3]
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  #  END EDITABLE REGION B
  #//////////////////////////////////////////////////////////////////////////
end

#==============================================================================
# ** Game System
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new instance variables - phancms_custom_commands, phancms_optional_windows
#    aliased method - initialize
#==============================================================================

class Game_System
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader :tpcms_command_list     # Holds current array of commands in menu
  attr_reader :tpcms_optional_windows # Holds current array of optional windows
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_phancms_intz_cstmcmmns_6hj2 initialize
  def initialize (*args)
    # Initialize new variables
    @tpcms_command_list = Phantasia_CMS::COMMANDLIST
    @tpcms_optional_windows = Phantasia_CMS::OPTIONAL_WINDOWS
    ma_phancms_intz_cstmcmmns_6hj2 (*args) # Run Original Method
  end
end

#==============================================================================
# ** Game Actor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - get_exp_progress
#==============================================================================

class Game_Actor
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Exp Progress
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def exp_progress
    return @exp - @exp_list[@level]
  end
end

#==============================================================================
# ** Game Interpreter
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new methods - add_custom_command; add_optional_window;
#                  remove_custom_command; remove_optional_window
#==============================================================================

class Game_Interpreter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Custom Commands Add/Remove
  #    id : Command ID to add or remove
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def add_custom_command (id)
    $game_system.tpcms_command_list.push (id) unless $game_system.tpcms_command_list.include? (id)
  end
  def remove_custom_command (id)
    $game_system.tpcms_command_list.delete (id)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Optional Windows Add/Remove
  #    id : window ID to add or remove
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def add_optional_window (id)
    $game_system.tpcms_optional_windows.push (id) unless $game_system.tpcms_optional_windows.include? (id)
  end
  def remove_optional_window (id)
    $game_system.tpcms_optional_windows.delete (id)
  end
end

#==============================================================================
# ** Sprite_MenuActor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window displays the walking sprite of an actor.
#==============================================================================

class Sprite_MenuActor < Sprite_Character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (party_id, x, y, viewport = nil)
    actor = $game_party.members[party_id]
    character = Game_Character.new
    @frame_count = 0
    character.set_graphic (actor.character_name, actor.character_index)
    super (viewport, character)
    self.x, self.y, self.z = x, y, 200
    case party_id
    when 1 then @character.turn_left
    when 2 then @character.turn_up
    when 3 then @character.turn_right
    end
    update_bitmap
    update
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    # Turn at user-specified intervals
    if @frame_count == Phantasia_CMS::SPRITE_DIRECTION_FRAMES
      @character.turn_right_90
      @frame_count = 0
    end
    @character.update_move
    @character.update_animation
    update_src_rect
    @frame_count += 1
  end
end

#==============================================================================
# ** Window_Gold
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    overwritten super method - draw_currency_value
#==============================================================================

class Window_Gold
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Currency Value
  #    value : amount to draw
  #    x, y  : coordinates to draw at
  #    width : amount of room to draw
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_currency_value (value, x, y, width, *args)
    if Phantasia_CMS::GOLD_ICON >= 0
      draw_icon (Phantasia_CMS::GOLD_ICON, x, y)
      x += 24
      width -= 24
    end
    # Run Original Method
    super  (value, x, y, width, *args)
  end
end

#==============================================================================
# ** Window_TPCMS_MenuActor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window displays basic status information on a party member.
#==============================================================================

class Window_TPCMS_MenuActor < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (party_id)
    @party_id = party_id
    @naming = false
    width, height = (Graphics.width - 160) / 2, (Graphics.height / 2)
    x = (party_id % 2)*(width + 160)
    y = (party_id / 2)*height
    super (x, y, width, height)
    refresh
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose
    @actor_sprite.dispose unless @actor_sprite.nil? || @actor_sprite.disposed?
    super
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    @actor_sprite.update unless @actor_sprite.nil? || @actor_sprite.disposed?
    super
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Sprite
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_sprite
    @actor_sprite.dispose unless @actor_sprite.nil? || @actor_sprite.disposed?
    sprite_x = self.x + self.width - 32 + Phantasia_CMS::SPRITE_X_OFFSET
    sprite_y = self.y + 64 + Phantasia_CMS::SPRITE_Y_OFFSET
    @actor_sprite = Sprite_MenuActor.new (@party_id, sprite_x, sprite_y)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh
    self.contents.clear
    return if @party_id >= $game_party.members.size
    create_sprite
    actor = $game_party.members[@party_id]
    # Draw Actor Stuff
    @naming = true
    draw_actor_name(actor, 0, 0)
    @naming = false
    draw_actor_class(actor, 0, WLH)
    if contents.height / WLH < 7
      # Only Draw Level
      draw_actor_level(actor, 0, WLH * 2)
      y = [WLH*3, contents.height - WLH*3].max
    else
      y = (contents.height - 3*WLH) / 2
      draw_actor_level(actor, 0, y)
      draw_actor_exp (actor, 0, y + WLH, contents.width)
      y *= 2
    end
    draw_actor_state(actor, 0, y, contents.width)
    draw_actor_hp(actor, 0, y + WLH, contents.width)
    draw_actor_mp(actor, 0, y + WLH*2, contents.width)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Normal Color
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def normal_color
    if @naming
      if Phantasia_CMS::ACTOR_NAME_COLOR.is_a? (Fixnum)
        return text_color (Phantasia_CMS::ACTOR_NAME_COLOR)
      else
        return Color.new (*Phantasia_CMS::ACTOR_NAME_COLOR)
      end
    end
    return super
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Actor EXP
  #    actor : the actor to draw exp of
  #    x, y  : coordinates to start drawing
  #    width : the total width of guage
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_actor_exp (actor, x, y, width = 120)
    draw_actor_exp_gauge(actor, x, y, width)
    self.contents.font.color = system_color
    tw = contents.text_size (Phantasia_CMS::VOCAB_EXP).width
    self.contents.draw_text(x, y, tw, WLH, Phantasia_CMS::VOCAB_EXP)
    self.contents.font.color = normal_color
    xr = x + width
    room = width - tw
    tw = contents.text_size (actor.next_exp_s).width
    d_room = (room - 11) / 2
    if tw > d_room
      self.contents.draw_text(xr - room, y, room, WLH, actor.exp_s, 2)
    else
      self.contents.draw_text(xr - room, y, d_room, WLH, actor.exp_s, 2)
      self.contents.draw_text(xr - room + d_room, y, 11, WLH, "/", 2)
      self.contents.draw_text(xr - d_room, y, d_room, WLH, actor.next_exp_s, 2)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Actor EXP Gauge
  #    actor : the actor to draw exp of
  #    x, y  : coordinates to start drawing
  #    width : the total width of guage
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_actor_exp_gauge (actor, x, y, width = 120)
    gw = width * actor.exp_progress / actor.next_rest_exp_s.to_i
    # Get colors
    if Phantasia_CMS::EXP_BAR_COLOR1.is_a? (Fixnum)
      gc1 = text_color (Phantasia_CMS::EXP_BAR_COLOR1)
    else
      gc1 = Color.new (*Phantasia_CMS::EXP_BAR_COLOR1)
    end
    if Phantasia_CMS::EXP_BAR_COLOR2.is_a? (Fixnum)
      gc2 = text_color (Phantasia_CMS::EXP_BAR_COLOR2)
    else
      gc2 = Color.new (*Phantasia_CMS::EXP_BAR_COLOR2)
    end
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
end

#==============================================================================
# ** Window_TPCMS_Target
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window is a transparent window used for cursor purposes
#==============================================================================

class Window_TPCMS_Target < Window_Selectable
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    super(-16, -16, Graphics.width + 32, Graphics.height + 32, 160)
    @item_max = $game_party.members.size
    @column_max = 2
    self.active = false
    self.opacity = 0
    self.z = 250
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item Rect
  #    index : item number (actor)
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def item_rect (index)
    rect = super (index)
    rect.height = contents.height / 2
    rect.y = (index / @column_max) * rect.height
    return rect
  end
end

#==============================================================================
# ** Window_MenuCommand
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows commands in the menu
#    overwritten super methods - draw_item
#==============================================================================

class Window_TPCMS_MenuCommand < Window_Command
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize(*args)
    super (*args)
    max_height = Graphics.height - ($game_system.tpcms_optional_windows.size*(WLH + 32))
    if self.height > max_height
      self.height = max_height
      create_contents
      refresh
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_item (i, enabled = true)
    rect = item_rect(i)
    self.contents.clear_rect(rect)
    # Draw icon
    icon = Phantasia_CMS::CUSTOM_COMMANDS[$game_system.tpcms_command_list[i]][1]
    draw_icon (icon, rect.x + 2, rect.y, enabled)
    rect.x += 28
    rect.width -= 32
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(rect, @commands[i])
  end
end

#==============================================================================
# ** Window Location
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows the current location
#==============================================================================

class Window_TPCMS_Location < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (x, y)
    height = 32 + WLH
    y -= height
    super (x, y, 160, height)
    x, tw = 0, contents.width
    if Phantasia_CMS::LOCATION_ICON >= 0
      draw_icon (Phantasia_CMS::LOCATION_ICON, x, 0)
      x += 24
      tw -= 24
    end
    map_name = load_data ("Data/MapInfos.rvdata")[$game_map.map_id].name
    contents.font.color = normal_color
    contents.draw_text (x, 0, tw, WLH, map_name, 2)
  end
end

#==============================================================================
# ** Window PlayTime
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows total playtime
#==============================================================================

class Window_TPCMS_PlayTime < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (x, y)
    super (x, y, 160, 32 + WLH)
    refresh
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh
    self.contents.clear
    x, tw = 0, contents.width
    if Phantasia_CMS::PLAYTIME_ICON >= 0
      draw_icon (Phantasia_CMS::PLAYTIME_ICON, x, 0)
      x += 24
      tw -= 24
    end
    @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(x, 0, tw, WLH, text, 2)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#==============================================================================
# ** Window StepCount
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows total number of steps party has taken
#==============================================================================

class Window_TPCMS_StepCount < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (x, y)
    super (x, y, 160, 32 + WLH)
    x, tw = 0, contents.width
    # Draw step count icon
    if Phantasia_CMS::STEPS_ICON >= 0
      draw_icon (Phantasia_CMS::STEPS_ICON, x, 0)
      x += 24
      tw -= 24
    end
    # Draw Step Count
    contents.font.color = normal_color
    contents.draw_text (x, 0, tw, WLH, $game_party.steps.to_s, 2)
  end
end

#==============================================================================
# ** Window Variable
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows the value of a specified variable
#==============================================================================

class Window_TPCMS_Variable < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (x, y)
    super (x, y, 160, 32 + WLH)
    refresh
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh
    x, tw = 0, contents.width
    # Draw varibale icon
    if Phantasia_CMS::VARWINDOW_VARIABLE_ICON >= 0
      draw_icon (Phantasia_CMS::VARWINDOW_VARIABLE_ICON, x, 0)
      x += 24
      tw -= 24
    end
    # Draw Variable
    text = $game_variables[Phantasia_CMS::VARWINDOW_VARIABLE_ID].to_s
    contents.font.color = normal_color
    contents.draw_text (x, 0, tw, WLH, text, 2)
  end
end

#==============================================================================
# ** Scene_Menu
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    completely overwritten class
#==============================================================================

class Scene_Menu < Scene_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize(menu_index = 0, manual = false)
    if manual
      @menu_index = menu_index
      return
    elsif $scene.is_a? (Scene_Map)
      @menu_index = 0
      return
    end
    # Check where it is coming from.
    $game_system.tpcms_command_list.each_index { |i|
      j = $game_system.tpcms_command_list[i]
      # If coming from this designated scene
      next if Phantasia_CMS::CUSTOM_COMMANDS[j][4].is_a? (Fixnum)
      if $scene.is_a? (Phantasia_CMS::CUSTOM_COMMANDS[j][4])
        # Set menu index to its position
        @menu_index = i
        return
      end
    }
    @menu_index = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start
    super
    create_menu_background
    create_command_window
    @target_window = Window_TPCMS_Target.new
    @windows = [@command_window, @target_window]
    for i in 0...4
      break if !Phantasia_CMS::EMPTY_WINDOWS_SHOWN && i >= $game_party.members.size
      @windows.push (Window_TPCMS_MenuActor.new (i))
    end
    create_optional_windows
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Termination Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def terminate
    super
    dispose_menu_background
    @windows.each { |window| window.dispose }
    @optional_windows.each { |window| window.dispose }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    super
    update_menu_background
    # Update Actor windows
    @windows.each { |window| window.update if window.is_a? (Window_TPCMS_MenuActor) }
    # Update Playtime if it is shown
    if $game_system.tpcms_optional_windows.include? (1)
      @optional_windows[$game_system.tpcms_optional_windows.index (1)].update
    end
    if @target_window.active
      update_actor_selection
      return
    end
    # Update Command Window
    if @command_window.active
      update_command_selection
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Background for Menu Screen
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_menu_background
    if Phantasia_CMS::MENU_BACKDROP == ""
      super
    else
      @menuback_sprite = Sprite.new
      @menuback_sprite.bitmap = Cache.system (Phantasia_CMS::MENU_BACKDROP)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Command Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_command_window
    @commands, @disabled_commands, @actor_commands = [], [], []
    @scene_calls, @scene_arguments = [], []
    index = 0
    $game_system.tpcms_command_list.each { |i|
      command = Phantasia_CMS::CUSTOM_COMMANDS[i]
      name = command[0][/Vocab/i] != nil ? eval (command[0]) : command[0]
      @commands.push (name)
      if command[2].is_a? (String)
        boolean = eval (command[2])
        @disabled_commands.push (index) if boolean
      else
        @disabled_commands.push (index) if command[2] > 0 && $game_switches[command[2]]
      end
      @actor_commands.push (index) if command[3]
      @scene_calls.push (command[4])
      @scene_arguments.push (command[5])
      index += 1
    }
    @command_window = Window_TPCMS_MenuCommand.new(160, @commands)
    @command_window.index = @menu_index
    @command_window.x = (Graphics.width - 160) / 2
    # Disable commands
    @disabled_commands.each { |index| @command_window.draw_item (index, false) }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Optional Windows
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_optional_windows
    y = Graphics.height
    @optional_windows = []
    $game_system.tpcms_optional_windows.each { |i|
      window = optional_window (i)
      y -= window.height
      window.y = y
      @optional_windows.push (window)
    }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Optional Window
  #    index : index of optional window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def optional_window (index)
    x = (Graphics.width - 160) / 2
    return case index
    when 0 then Window_Gold.new (x, 0)
    when 1 then Window_TPCMS_PlayTime.new (x, 0)
    when 2 then Window_TPCMS_StepCount.new (x, 0)
    when 3 then Window_TPCMS_Location.new (x, 0)
    when 4 then Window_TPCMS_Variable.new (x, 0)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Command Selection
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_command_selection
    @command_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      # Return if Disabled
      if @disabled_commands.include? (@command_window.index)
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      # Start Actor Selection if command desires actor selection
      if @actor_commands.include? (@command_window.index)
        start_actor_selection
      else
        call_next_scene
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Actor Selection
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start_actor_selection
    @command_window.active = false
    @target_window.active = true
    if $game_party.last_actor_index < @target_window.item_max
      @target_window.index = $game_party.last_actor_index
    else
      @target_window.index = 0
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * End Actor Selection
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def end_actor_selection
    $game_party.last_actor_index = @target_window.index
    @command_window.active = true
    @target_window.active = false
    @target_window.index = -1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Actor Selection
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_actor_selection
    @target_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      select_actor
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Select Actor
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def select_actor
    $game_party.last_actor_index = @target_window.index
    Sound.play_decision
    call_next_scene
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Call Next Scene
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def call_next_scene
    # Call next scene
    if @scene_calls[@command_window.index].is_a? (Fixnum)
      # If actor selected
      if @actor_commands.include? (@command_window.index)
        var_id = Phantasia_CMS::CE_ACTOR_VARIABLE_ID
        $game_variables[var_id] = $game_party.members[@target_window.index].id
      end
      # Run Common Event if Scene call is an integer
      $game_temp.common_event_id = @scene_calls[@command_window.index]
      $scene = Scene_Map.new
    else
      # Call specified scene
      args = []
      if @scene_arguments[@command_window.index] != nil
        args = eval ("[#{@scene_arguments[@command_window.index]}]")
      end
      # If actor selected
      if @actor_commands.include? (@command_window.index)
        args.unshift (@target_window.index)
      end
      $scene = @scene_calls[@command_window.index].new (*args)
    end
  end
end



Screen:
Spoiler:



Kompatybilność:
Tylko VX, będzie kolidować z innymi CMS-ami...

Demo:
Myślę że nie potrzeba

Instrukcja:
1.Wklej skrypt nad Main
2.Reszta w treści skryptu
________________________
I'm a tiger! I roar. I hunt, I climb, I eat, I wash, I sleep!

Gość, jeżeli pomogłem daj "Pomógł" ;-)
 
 
 
Thief Silver 



Preferowany:
RPG Maker VX

Dołączył: 09 Lis 2011
Posty: 7
Wysłany: Nie 13 Lis, 2011 12:49
hmmmmmmmm,skrypcik się przyda:)ech.........jak zdąże przed innymi to może przetłumacze:D
________________________
Mój obecny project:
Elemental Fantasy
 
 
Aruka21 




Preferowany:
RPG Maker VX

Pomógł: 2 razy
Dołączył: 23 Paź 2010
Posty: 129
Skąd: Samo dno piekieł.
Wysłany: Nie 13 Lis, 2011 13:31
Witam.
Dostrzegłem pewną wadę a mianowicie nie wyświetla w menu ani dziennika zadań, ani punkty co poziom, co do bestiariusza to nie sprawdzałem. brakuje mi jeszcze ruchomych charów zamiast facesów podczas rozmowy z NPC.

Moja ocena to 5/10 bo komuś może się przydać.
Pozdrawiam Aruka21
________________________
Mój aktualny projekt: Edeon
Oto link:http://www.ultimateam.pl/viewtopic.php?p=73129#73129

Zyska Sławę Królem Będzie,
Kto Się Uświadomi We Śnie,
Kto Zdobędzie Szczyt W Błękicie,
Będzie Tym Co Jest Na Szczycie.
 
 
 
Finwe 




Preferowany:
RPG Maker VXAce

Pomógł: 34 razy
Dołączył: 30 Lip 2011
Posty: 322
Skąd: Rzeszów
Wysłany: Nie 13 Lis, 2011 13:36
Bo musisz dodać w samym skrypcie. załóż temat, może ktoś Ci pomoże ;-)
A skrypcik bardzo fajny, ale wolę ring menu.
 
 
 
tracersgta 




Preferowany:
RPG Maker VX

Pomógł: 45 razy
Dołączył: 10 Sty 2011
Posty: 612
Skąd: mam wiedzieć?
Wysłany: Nie 13 Lis, 2011 13:37
:kable: Jak w każdym CMS-ie,a by był dziennik misji, punkty czy bestariusz skrypt trzeba przerobić... Sprawdź na innych CMS-ach! Też nie będzie pokazywało...

Charset to jest to co widzisz na mapie, więc każda postać ma swojego charseta...
________________________
I'm a tiger! I roar. I hunt, I climb, I eat, I wash, I sleep!

Gość, jeżeli pomogłem daj "Pomógł" ;-)
 
 
 
Thief Silver 



Preferowany:
RPG Maker VX

Dołączył: 09 Lis 2011
Posty: 7
Wysłany: Nie 13 Lis, 2011 16:46
tracer co racja to racja ale................nie będzie sie kłóciło z;walka w czasie rzeczywistym.
________________________
Mój obecny project:
Elemental Fantasy
 
 
Tjef 




Preferowany:
RPG Maker VX

Pomógł: 12 razy
Dołączył: 21 Wrz 2010
Posty: 163
Skąd: Wolsztyn
Wysłany: Nie 13 Lis, 2011 16:49
Bo walka w czasie rzeczywistym to nie jest menu ani jego dodatek :kable:
Cytat:
Tylko VX, będzie kolidować z innymi CMS-ami...

CMS to nie system walki.
________________________
SAGA TS ( ThiefStory )
Rozdział I: Same Game http://www.ultimateam.pl/viewtopic.php?t=4978
Rozdział II: Terror http://www.ultimateam.pl/...p?p=64366#64366
Pozostałe rozdziały mogą nawet nie wyjść :P
Lista elity: http://i.imgur.com/Li9fU.jpg
 
 
tracersgta 




Preferowany:
RPG Maker VX

Pomógł: 45 razy
Dołączył: 10 Sty 2011
Posty: 612
Skąd: mam wiedzieć?
Wysłany: Nie 13 Lis, 2011 16:54
A co CMS do ABS-a? :shock:

CMS to Custom Menu System(oryginalne menu), a ABS to A-cośtam Battle System(walka w czasie rzeczywistym)
________________________
I'm a tiger! I roar. I hunt, I climb, I eat, I wash, I sleep!

Gość, jeżeli pomogłem daj "Pomógł" ;-)
 
 
 
Thief Silver 



Preferowany:
RPG Maker VX

Dołączył: 09 Lis 2011
Posty: 7
Wysłany: Nie 13 Lis, 2011 17:17
tracer,co racja to racja a obym zapomniał skrypcik fajny!
________________________
Mój obecny project:
Elemental Fantasy
 
 
~Nakhitto 




Preferowany:
RPG Maker XP

Dołączył: 29 Lip 2012
Posty: 11
Wysłany: Nie 21 Paź, 2012 15:26
Jak zrobić aby w menu był dziennik misji od Ayene?
________________________
 
 
 
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