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.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
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.

#==============================================================================
# ** 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.
Thanks But I need one for VX well It's ok Thanks anyway.
Pages: 1