tracersgta chyba dawno nie przerabiałeś skryptów. ;D
Zacznijmy od tego że jeśli chcesz coś przerabiać to przyda się przeczytanie kilku podstawowych poradników na temat ruby. Na szczęście przygotowałem ci skrypt, który pozwala ci zmienić menu na takie jakie jest na screenie. Niestety wymaga konfiguracji pozostałe Sceny nie tylko menu, co za tym idzie to że łatwo możesz się pogubić i zrobić błąd :).
1. Na początek zmień Scene_Menu na to(Kod który był niepotrzebny za komentowałem na zielono):
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
#s2 = Vocab::skill
s2 = Vocab::equip
#s4 = Vocab::status
s3 = Vocab::save
s4 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4])
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(4, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1 # Skill, equipment, status
start_actor_selection
when 2 # Save
$scene = Scene_File.new(true, false, false)
when 3 # End Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
2. Zmień w Window_MenuStatus na(Czyli statystyki pojawiające się w menu):
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 384, 416)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
#draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
x = 104
y = actor.index * 96 + WLH / 2
#draw_actor_name(actor, x, y)
#draw_actor_class(actor, x + 120, y)
#draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1)
#draw_actor_mp(actor, x + 120, y + WLH * 2)
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(0, @index * 96, contents.width, 96)
elsif @index >= 100 # Self
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else # All
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
3. Oraz trzeba uporządkować Scene_Equip,Scene_File i Scene_End. Ale to mała zmiana która nie wymaga kopiowania wszystkiego. (Musimy ustawić powrót do Menu_Scene dla tych trzech scen). Znajdź linijki w których są podobne komentarze i zamień je. Chodzi o te komentarze, które mają linie przerywane.
Scene_Equip:
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(1)
end
Scene_File:
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(2)
end
end
Scene_End:
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(3)
end