RESIDENT EVIL MENU
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Hey can anybody help! me I'm looking for a resident evil menu script for Rpg Maker VX However there is none. I have looked all over the internet and have not found one. I Was wondering if anybody could make me a resident evil menu for rpg maker vx becuses Vx realy need's one thanks.oh and this is the menu from vx ace.

The closest you'll get is what you already have. This is the script you're already using apparently, and it was translated from portuguese to spanish by Alojzy, you can use google translate to know what the instructions mean in english, but it's pretty straightforward and well commented from the looks of it.
You put this above main.
If you want anything different from this, be ready to fork over some cash and commision a ruby coder to actually make it, though this one's pretty complete.
EDIT: Wow you can't hide what's inside code tags? That sucks.
You put this above main.
If you want anything different from this, be ready to fork over some cash and commision a ruby coder to actually make it, though this one's pretty complete.
#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # Esta clase ejecuta el procesamiento de la pantalla del menú #====================#======================================================== # Por: AlanZdr # # Traducción: Alojzy # #====================# module RE_MENU #-------------------------------------------------------------------------- # * Recetas de combinación de objetos # * Colocar Recipe[a] = [b, c, d] siendo: # * a el número de la receta contando desde el "1" # * b y c el ID de los ítems que serán combinados # * d el ítem que será creado a partir de los otros #-------------------------------------------------------------------------- Recipe = {} Recipe[1] = [20, 21 , 1] Recipe[2] = [12, 15, 16] Recipe[3] = [13, 16, 17] Recipe[4] = [15, 14, 17] Recipe[5] = [12, 12, 18] Recipe[6] = [12, 18, 19] #-------------------------------------------------------------------------- # * Vocabulario del menú #-------------------------------------------------------------------------- # * Menú que muestra el ítem equipado Equip = "Equipado: " # * Para tirar ítems Descarte = "Tirar" # * Para combinar ítems Combine = "Combinar" # * Para usar ítems Use = "Usar" # * Para equipar ítems Equipe = "Equipar" # * Para la cabecera del inventario Inventario = "Inventario" # * Para la cabecera de los ítems relevantes Key_itens = "Documentos" # * Para la ventana de ayuda, nombre de la descripción Help_desc = "Descripción: " # * Para la ventana de ayuda, nombre para el ítem Help_name = "Nombre: " #-------------------------------------------------------------------------- # * Son expulsados cuando combinas los ítems #-------------------------------------------------------------------------- def self.playcombine Sound.play_use_item end end #============================================================================== # ** Window_Help #------------------------------------------------------------------------------ # Esta ventana muestra explicaciones sobre habilidades, ítems y otras informaciones #============================================================================== class RE_Window_Help < Window_Base #-------------------------------------------------------------------------- # * Inicialización del objeto # line_number : número de líneas #-------------------------------------------------------------------------- def initialize(line_number = 3) super(0, 150, 345, Graphics.height - 150) end #-------------------------------------------------------------------------- # * Configuración de texto # text : texto #-------------------------------------------------------------------------- def set_text(text) if text != @text @text = text refresh end end #-------------------------------------------------------------------------- # * Limpieza #-------------------------------------------------------------------------- def clear set_text("") end #-------------------------------------------------------------------------- # * Definición de ítem # item : habilidades, ítems, etc. #-------------------------------------------------------------------------- def set_item(item) set_text(item ? item.description : "") @item = item end #-------------------------------------------------------------------------- # * Renovación #-------------------------------------------------------------------------- def refresh contents.clear if @item != nil draw_text(5, 70, 150, 50, RE_MENU::Help_desc) draw_text(5, 100, 300, 100, @text) #draw_text_ex(5, 170, @text) draw_text(5, 0 , 350, 50, RE_MENU::Help_name + @item.name) end end end #============================================================================== # ** Window_MenuCommand #------------------------------------------------------------------------------ # Esta ventana muestra los comandos del menú #============================================================================== class MenuCommand < Window_HorzCommand #-------------------------------------------------------------------------- # * Inicialización de la posición del comando de selección (método de clase) #-------------------------------------------------------------------------- def self.init_command_position @@last_command_symbol = nil end #-------------------------------------------------------------------------- # * Inicialización del objeto #-------------------------------------------------------------------------- def initialize super(244, 0) end #-------------------------------------------------------------------------- # * Adquisición del ancho de la ventana #-------------------------------------------------------------------------- def window_width return 300 end #-------------------------------------------------------------------------- # * Adquisición del largo de la ventana #-------------------------------------------------------------------------- def window_height 50 end #-------------------------------------------------------------------------- # * Adquisición del número de líneas mostradas #-------------------------------------------------------------------------- def col_max return 3 end #def visible_line_number # 3 # end #-------------------------------------------------------------------------- # * Creación de la lista de comandos #-------------------------------------------------------------------------- def make_command_list add_main_commands add_game_end_command end #-------------------------------------------------------------------------- # * Adición de los comandos principales #-------------------------------------------------------------------------- def add_main_commands add_command(RE_MENU::Inventario, :item, main_commands_enabled) add_command(RE_MENU::Key_itens, :key_item, main_commands_enabled) end #-------------------------------------------------------------------------- # * Definición de habilitación de los comandos principales #-------------------------------------------------------------------------- def main_commands_enabled $game_party.exists end #-------------------------------------------------------------------------- # * Adición de comando de "Fin del Juego" #-------------------------------------------------------------------------- def add_game_end_command add_command(Vocab::game_end, :game_end) end #-------------------------------------------------------------------------- # * Definición del resultado al presionar el botón de confirmación #-------------------------------------------------------------------------- def process_ok @@last_command_symbol = current_symbol super end #-------------------------------------------------------------------------- # * Definición de la ventana de ítems # item_window : ventana de ítems #-------------------------------------------------------------------------- def item_window=(item_window) @item_window = item_window @item_window.category = current_symbol end end class Window_ItemList < Window_Selectable #-------------------------------------------------------------------------- # * Inicialización del objeto # x : coordenada X # y : coordenada Y # width : ancho # height : largo #-------------------------------------------------------------------------- def initialize(x, y, width, height) super @category = :none @data = [] end #-------------------------------------------------------------------------- # * Definición de categoría #-------------------------------------------------------------------------- def category=(category) return if @category == category @category = category refresh self.oy = 0 end #-------------------------------------------------------------------------- # * Adquisición del número de columnas #-------------------------------------------------------------------------- def col_max return 2 end #-------------------------------------------------------------------------- # * Adquisición del número máximo de ítems #-------------------------------------------------------------------------- def item_max @data ? @data.size : 1 end #-------------------------------------------------------------------------- # * Adquisición de espaciamiento entre los ítems #-------------------------------------------------------------------------- def spacing return 5 end #-------------------------------------------------------------------------- # * Adquisición del largo o altura del ítem #-------------------------------------------------------------------------- def item_height 80 end #-------------------------------------------------------------------------- # * Adquisición de la información del ítem #-------------------------------------------------------------------------- def item @data && index >= 0 ? @data[index] : nil end #-------------------------------------------------------------------------- # * Definición de habilitación de selección #-------------------------------------------------------------------------- def current_item_enabled? enable?(@data[index]) end #-------------------------------------------------------------------------- # * Inclusión del ítem en la lista # item : ítem #-------------------------------------------------------------------------- def include?(item) case @category when :item item.is_a?(RPG::Item) && !item.key_item? or item.is_a?(RPG::Weapon) when :key_item item.is_a?(RPG::Item) && item.key_item? else false end end #-------------------------------------------------------------------------- # * Definición de ítems disponibles para usar #-------------------------------------------------------------------------- def usable?(item) if item.is_a?(RPG::Weapon) return true else return $game_party.usable?(item) end return false end #-------------------------------------------------------------------------- # * Definición de habilitación del ítem # item : ítem #-------------------------------------------------------------------------- def enable?(item) #$game_party.usable?(item) return true end #-------------------------------------------------------------------------- # * Creación de la lista de ítems #-------------------------------------------------------------------------- def make_item_list @data = $game_party.all_items.select {|item| include?(item) } @data.push(nil) if include?(nil) end #-------------------------------------------------------------------------- # * Retorno a la selección anterior #-------------------------------------------------------------------------- def select_last select(@data.index($game_party.last_item.object) || 0) end #-------------------------------------------------------------------------- # * Diseñar el ítem #-------------------------------------------------------------------------- def draw_item_name(item, x, y, enabled = true, width = 80) return unless item draw_icon(item.icon_index, x + 30, y + 20, enabled) change_color(normal_color, enabled) draw_text(x + 5, y + 50, width, line_height, item.name) end #-------------------------------------------------------------------------- # * Diseño de un ítem # index : índice del ítem #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] if item rect = item_rect(index) rect.width -= 4 draw_item_name(item, rect.x , rect.y, true) rect.y -= 20 draw_item_number(rect, item) end end #-------------------------------------------------------------------------- # * Diseño del número de ítems poseído # rect : rectángulo # item : ítem #-------------------------------------------------------------------------- def draw_item_number(rect, item) draw_text(rect, sprintf(" %2d", $game_party.item_number(item)), 2) end #-------------------------------------------------------------------------- # * Actualización de la ventana de ayuda #-------------------------------------------------------------------------- def update_help @help_window.set_item(item) @help_window.refresh end #-------------------------------------------------------------------------- # * Renovación #-------------------------------------------------------------------------- def refresh make_item_list create_contents draw_all_items update_help end end class Comand_itens < Window_Command #-------------------------------------------------------------------------- # * Inicialización del objeto #-------------------------------------------------------------------------- def initialize super(300, 200) refresh end #-------------------------------------------------------------------------- # * Adquisición del largo y ancho de la ventana #-------------------------------------------------------------------------- def window_width return 100 end def window_height return 100 end def activeCombine=(active) @activecombine = active end def usename=(name) @usename = name end def activeCombine return @activecombine end def usename return @usename end def important=(value) @important = value end def important return @important end def isuse=(value) @isuse = value end def isuse return @isuse end #-------------------------------------------------------------------------- # * Creación de la lista de comandos #-------------------------------------------------------------------------- def make_command_list add_command(usename, :usar, isuse) add_command(RE_MENU::Combine, :combine, activeCombine) add_command(RE_MENU::Descarte, :discart, important) end end class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Inicialización del proceso #-------------------------------------------------------------------------- def start super create_Help_window create_command_window create_item_window create_status_window create_command_itens create_Equip_window @iscombine = false @actor = $game_party.members[0] end #-------------------------------------------------------------------------- # * Creación de la ventana de comandos #-------------------------------------------------------------------------- def create_command_window @command_window = MenuCommand.new @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:key_item, method(:command_item)) @command_window.set_handler(:game_end, method(:command_game_end)) @command_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # * Creación de la ventana de ítems #-------------------------------------------------------------------------- def create_item_window wy = @command_window.y + @command_window.height + 100 wh = Graphics.height - wy @item_window = Window_ItemList.new(344, wy, 200, wh) @item_window.help_window = @help_window @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:on_item_cancel)) @command_window.item_window = @item_window #@command_window.item_window = @item_window end #-------------------------------------------------------------------------- # * Creación de la ventana de comandos de los ítems #-------------------------------------------------------------------------- def create_command_itens @command_item = Comand_itens.new @command_item.set_handler(:usar, method(:use_item)) @command_item.set_handler(:combine, method(:combine_item)) @command_item.set_handler(:discart, method(:discart_item)) @command_item.set_handler(:cancel, method(:return_itens)) @command_item.visible = false @command_item.active = false end #-------------------------------------------------------------------------- # * Creación de las ventanas #-------------------------------------------------------------------------- def create_status_window @Status_window = Window_Base.new(0,0,245,150) @Status_window.contents.clear @Status_window.draw_actor_face(@actor, 1, 10) @Status_window.draw_text(100, 10 , 120, 50, @actor.name) @Status_window.draw_actor_hp(@actor, 100, 40, 120) end def create_Help_window @help_window = RE_Window_Help.new() end def create_Equip_window @Equip_window = Window_Base.new(244,50,300,100) @Equip_window.contents.clear if @actor.equips[0] != nil @Equip_window.draw_icon(@actor.equips[0].icon_index, 30, 20, true) @Equip_window.draw_text(0, -15 , 120, 50, RE_MENU::Equip) @Equip_window.draw_text(10, 40 , 150, 50, @actor.equips[0].name) end end def use_item if @item.is_a?(RPG::Weapon) @actor.change_equip(0,@item) Sound.play_equip else Sound.play_use_item @actor.use_item(@item) use_item_to_actors end return_itens refresh check_common_event end def use_item_to_actors $game_party.members.each do |target| @item.repeats.times { target.item_apply(@actor, @item) } end end def check_common_event if $game_temp.common_event_reserved? SceneManager.goto(Scene_Map) @iscombine = false end end def combine_item if @iscombine == false @iscombine = true @combineitem = @item else recipe = RE_MENU::Recipe if @combineitem.id == @item.id if $game_party.item_number(@item) <= 1 @combineitem = nil end end if @combineitem != nil for x in 1..recipe.size recipe1 = recipe[x] if recipe1[0] == @combineitem.id and recipe1[1] == @item.id @iscombine = false combineitens(x) break elsif recipe1[1] == @combineitem.id and recipe1[0] == @item.id @iscombine = false combineitens(x) break end end end if @iscombine == true Sound.play_buzzer @iscombine = false end end refresh return_itens end def combineitens(x) RE_MENU::playcombine $game_party.gain_item(@item, -1, true) $game_party.gain_item(@combineitem, -1, true) for y in 0..$data_items.size novoitem = $data_items[y] if y == RE_MENU::Recipe[x][2] end $game_party.gain_item(novoitem, 1) end def discart_item $game_party.gain_item(@item, -1, true) return_itens end def return_itens @command_item.visible = false @command_item.active = false @item_window.active = true @item_window.refresh end #-------------------------------------------------------------------------- # * Ítem [Confirmación] #-------------------------------------------------------------------------- def on_item_ok @item = @item_window.item if @item != nil if @item.is_a?(RPG::Weapon) @command_item.activeCombine = false @command_item.usename = RE_MENU::Equipe else @command_item.activeCombine = true @command_item.usename = RE_MENU::Use end if @item.is_a?(RPG::Item) and @item.key_item? @command_item.important = false else @command_item.important = true end if @item_window.usable?(@item) @command_item.isuse = true else @command_item.isuse = false end @command_item.refresh @command_item.visible = true @command_item.active = true else Sound.play_buzzer @item_window.active = true end @help_window.set_item(@item) end #-------------------------------------------------------------------------- # * Ítem [Cancelación] #-------------------------------------------------------------------------- def on_item_cancel @item_window.unselect @command_window.activate @iscombine = false end #-------------------------------------------------------------------------- # * Comando [Ítem] #-------------------------------------------------------------------------- def command_item @command_window.item_window = @item_window @item_window.activate @item_window.select_last end #-------------------------------------------------------------------------- # * Comando [Fin del Juego] #-------------------------------------------------------------------------- def command_game_end SceneManager.call(Scene_End) end #-------------------------------------------------------------------------- # * Comandos individuales [Cancelación] #-------------------------------------------------------------------------- def on_personal_cancel @status_window.unselect @command_window.activate end def refresh @actor = $game_party.members[0] @item_window.refresh @Equip_window.contents.clear if @actor.equips[0] != nil @Equip_window.draw_icon(@actor.equips[0].icon_index, 30, 20, true) @Equip_window.draw_text(0, -15 , 120, 50, RE_MENU::Equip) @Equip_window.draw_text(10, 40 , 150, 50, @actor.equips[0].name) end @Status_window.contents.clear @Status_window.draw_actor_face(@actor, 1, 10) @Status_window.draw_text(100, 10 , 120, 50, @actor.name) @Status_window.draw_actor_hp(@actor, 100, 40, 120) end end
EDIT: Wow you can't hide what's inside code tags? That sucks.
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