[VX]Menu D.E.M.Y.X

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lo que hace este script es borrar todas las ventanas(windows) del menú principal también borra las ventanas de Objetos, Técnicas, Estatus, equipamiento,menu guardado y fin del jeugo.Lo siguiente que hace es poder agregar cualquier imagen de fondo en esos sectores.

imágenes necesarias (Grafic/Picture):

http://www.megaupload.com/?d=62FXU8N7

Capturas(son de la primera versión. ):



Dibujo.png

cap2.png

cap1.png






-Cada escena del menú tendrá ahora 2 imágenes de fondo.

-una de las imágenes de fondo se podrá mover en cualquier dirección y fijarle una velocidad de movimiento(también si quieren puede quedar estatica ,vean el script)

-Por ultimo puedes decidir si usar o no la edición de cada escena con un simple 'true' o 'false'(vean el script)


script versión 0.9:



Código:
#==============================================================================
#                                              Demyx09 Menu --- version 0.9
#
#
# Como usar:
#
#  -pegar este script debajo de ▼ Materials
#  -importar las imagenes a  Grafic/Picture
#
# Todos los creditos para: Demyx09
# 
#
#==============================================================================
# seccion editable:

# si es 'true' el menú personalizado estara activo.si es 'false' volverá 
#al menú por defecto. EJEMPLO: FONDOOBJETO = false, FONDOTECNICA = true
# en este caso el menú de objetos no estará activo pero el de técnicas si.

FONDO = true 

#FONDO_X:Es determina la velocidad horizontal con la que se moverá el 'fondo' de las escenas
#EJEMPLO:  'FONDO_X = 2' el fondo de esta escena se moverá lentamente hacia la derecha
#si se le agrega un signo menos (-) se moverá hacia la izquierda.

#FONDO_Y: esto es similar a lo otro solo que en vez de moverze horizontal se movera
#vertical.

FONDO_X = -2
FONDO_Y = -2

FONDOOBJETO = true

FONDOOBJETO_X = 1
FONDOOBJETO_Y = 1

FONDOTECNICA = true

FONDOTECNICA_X = 0
FONDOTECNICA_Y = 0

FONDOEQUIPO = true

FONDOEQUIPO_X = 2
FONDOEQUIPO_Y = 2

FONDOGUARDADO = false

FONDOGUARDADO_X = 2
FONDOGUARDADO_Y = 2

FONDOFIN = true

FONDOFIN_X = 2
FONDOFIN_Y = 2

FONDOESTATUS = true

#Fin de la seccion editable
#====================================================================


class Scene_Menu < Scene_Base
  
  


  if FONDO == true
    

  
def start
    super
    create_menu_background
    create_command_window
    @command_window.opacity = 0
    @fondo = Plane.new
    @fondo.bitmap = Cache.picture("FondoMenu")
    @sprite = Sprite.new
    @sprite.bitmap = Cache.picture("Menu")
    @gold_window = Window_Gold.new(0, 360)
    @gold_window.opacity = 0
    @status_window = Window_MenuStatus.new(160, 0)
    @status_window.opacity = 0
  end
def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @fondo.dispose
    @sprite.dispose
  end
def update
    super
    @fondo.ox -= FONDO_X
    @fondo.oy -= FONDO_Y
    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
def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = Vocab::game_end
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @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
end
end
#====================================================================
if FONDOOBJETO == true

class Scene_Item < Scene_Base
def start
    super
    create_menu_background
    @fondo = Plane.new
    @fondo.bitmap = Cache.picture("FondoObjeto")
    @sprite = Sprite.new
    @sprite.bitmap = Cache.picture("Objeto")
    @viewport = Viewport.new(0, 0, 544, 416)
    @help_window = Window_Help.new
    @help_window.opacity = 0
    @help_window.viewport = @viewport
    @item_window = Window_Item.new(0, 56, 544, 360)
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.active = false
    @item_window.opacity = 0
    @target_window = Window_MenuStatus.new(0, 0)
    hide_target_window
  end
def terminate
    super
    dispose_menu_background
    @viewport.dispose
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
    @fondo.dispose
    @sprite.dispose
  end
def update
    super
    @fondo.ox -= FONDOOBJETO_X
    @fondo.oy -= FONDOOBJETO_Y
    update_menu_background
    @help_window.update
    @item_window.update
    @target_window.update
    if @item_window.active
      update_item_selection
    elsif @target_window.active
      update_target_selection
    end
  end
end
end
#===================================================================
if FONDOTECNICA == true

class Scene_Skill < Scene_Base
 def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end
def start
    super
    create_menu_background
    @fondo = Plane.new
    @fondo.bitmap = Cache.picture("FondoTecnica")
    @sprite = Sprite.new
    @sprite.bitmap = Cache.picture("Tecnica")
    @actor = $game_party.members[@actor_index]
    @viewport = Viewport.new(0, 0, 544, 416)
    @help_window = Window_Help.new
    @help_window.viewport = @viewport
    @help_window.opacity = 0
    @status_window = Window_SkillStatus.new(0, 56, @actor)
    @status_window.viewport = @viewport
    @status_window.opacity = 0
    @skill_window = Window_Skill.new(0, 112, 544, 304, @actor)
    @skill_window.viewport = @viewport
    @skill_window.help_window = @help_window
    @skill_window.opacity = 0
    @target_window = Window_MenuStatus.new(0, 0)
    hide_target_window
  end
def terminate
    super
    dispose_menu_background
    @help_window.dispose
    @status_window.dispose
    @skill_window.dispose
    @target_window.dispose
    @fondo.dispose
    @sprite.dispose
  end
def update
    super
    @fondo.ox -= FONDOTECNICA_X
    @fondo.oy -= FONDOTECNICA_Y
    update_menu_background
    @help_window.update
    @status_window.update
    @skill_window.update
    @target_window.update
    if @skill_window.active
      update_skill_selection
    elsif @target_window.active
      update_target_selection
    end
  end
end
end
#===================================================================
if FONDOEQUIPO == true

class Scene_Equip < Scene_Base

  EQUIP_TYPE_MAX = 5                      # Number of equip region

  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
def start
    super
    create_menu_background
    @fondo = Plane.new
    @fondo.bitmap = Cache.picture("FondoEquipo")
    @sprite = Sprite.new
    @sprite.bitmap = Cache.picture("Equipo")
    @actor = $game_party.members[@actor_index]
    @help_window = Window_Help.new
    @help_window.opacity = 0
    create_item_windows
    @equip_window = Window_Equip.new(208, 56, @actor)
    @equip_window.help_window = @help_window
    @equip_window.index = @equip_index
     @equip_window.opacity = 0
    @status_window = Window_EquipStatus.new(0, 56, @actor)
     @status_window.opacity = 0
  end
def terminate
    super
    dispose_menu_background
    @help_window.dispose
    @equip_window.dispose
    @status_window.dispose
    dispose_item_windows
    @fondo.dispose
    @sprite.dispose
  end
def update
    super
    @fondo. ox -= FONDOEQUIPO_X
    @fondo.oy -=  FONDOEQUIPO_Y
    update_menu_background
    @help_window.update
    update_equip_window
    update_status_window
    update_item_windows
    if @equip_window.active
      update_equip_selection
    elsif @item_window.active
      update_item_selection
    end
  end
end
end
#===================================================================
if FONDOESTATUS == true

class Scene_Status < Scene_Base
 
def start
    super
    @fondo = Plane.new
    @fondo.bitmap = Cache.picture("FondoEstatus")
    @sprite = Sprite.new
    @sprite.bitmap = Cache.picture("Estatus")
    @actor = $game_party.members[@actor_index]
    @status_window = Window_Status.new(@actor)
    @status_window.opacity = 0
  end
 
def terminate
    super
    @status_window.dispose
    @fondo.dispose
    @sprite.dispose
  end
end
 
 def update
    @fondo.ox += 1    
     @status_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::R)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L)
      Sound.play_cursor
      prev_actor
    end
    super
     @fondo.ox += 1   
  end
end
#===================================================================
if FONDOGUARDADO == true

class Scene_File < Scene_Base
def initialize(saving, from_title, from_event)
    @saving = saving
    @from_title = from_title
    @from_event = from_event
  end
def start
    super
    create_menu_background
    @fondo = Plane.new
    @fondo.bitmap = Cache.picture("FondoGuardado")
    @sprite = Sprite.new
    @sprite.bitmap = Cache.picture("Guardado")
    @help_window = Window_Help.new
    @help_window.opacity = 0
    create_savefile_windows
    if @saving
      @index = $game_temp.last_file_index
      @help_window.set_text(Vocab::SaveMessage)
    else
      @index = self.latest_file_index
      @help_window.set_text(Vocab::LoadMessage)
    end
    @savefile_windows[@index].selected = true
  end
def terminate
    super
    dispose_menu_background
    @help_window.dispose
    dispose_item_windows
    @fondo.dispose
    @sprite.dispose
  end
def update
    super
    @fondo. ox -= FONDOGUARDADO_X
    @fondo.oy -=  FONDOGUARDADO_Y
    update_menu_background
    @help_window.update
    update_savefile_windows
    update_savefile_selection
  end
end
end
#===================================================================
 if FONDOGUARDADO == true

class Window_SaveFile < Window_Base
def initialize(file_index, filename)
    super(0, 56 + file_index % 4 * 90, 544, 90)
    self.opacity = 0
    @file_index = file_index
    @filename = filename
    load_gamedata
    refresh
    @selected = false
  end
end
end
#===================================================================
if FONDOFIN == true

class Scene_End < Scene_Base
def start
    super
    create_menu_background
    @fondo = Plane.new
    @fondo.bitmap = Cache.picture("FondoFin")
    @sprite = Sprite.new
    @sprite.bitmap = Cache.picture("Fin")
    create_command_window
    @command_window.opacity = 0
  end
def terminate
    super
    dispose_command_window
    dispose_menu_background
    @fondo.dispose
    @sprite.dispose
  end
def update
    super
    @fondo. ox -= FONDOFIN_X
    @fondo.oy -=  FONDOFIN_Y
    update_menu_background
    @command_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::C)
      case @command_window.index
      when 0  # to title
        command_to_title
      when 1  # shutdown
        command_shutdown
      when 2  # quit
        command_cancel
      end
    end
  end
end
end
#===================================================================
if FONDOEQUIPO == true

class Window_Item_menu < Window_Selectable
def initialize(x, y, width, height)
    super(x, y, width, height)
    @column_max = 2
    self.opacity = 0
    self.index = 0
    refresh
  end
def item
    return @data[self.index]
  end
def include?(item)
    return false if item == nil
    if $game_temp.in_battle
      return false unless item.is_a?(RPG::Item)
    end
    return true
  end
 def enable?(item)
    return $game_party.item_can_use?(item)
  end
 def refresh
    @data = []
    for item in $game_party.items
      next unless include?(item)
      @data.push(item)
      if item.is_a?(RPG::Item) and item.id == $game_party.last_item_id
        self.index = @data.size - 1
      end
    end
    @data.push(nil) if include?(nil)
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index]
    if item != nil
      number = $game_party.item_number(item)
      enabled = enable?(item)
      rect.width -= 4
      draw_item_name(item, rect.x, rect.y, enabled)
      self.contents.draw_text(rect, sprintf(":%2d", number), 2)
    end
  end
def update_help
    @help_window.set_text(item == nil ? "" : item.description)
  end
end 
end
#===================================================================
if FONDOEQUIPO == true

class Window_EquipItem < Window_Item_menu
def initialize(x, y, width, height, actor, equip_type)
    @actor = actor
    if equip_type == 1 and actor.two_swords_style
      equip_type = 0                              # Change shield to weapon
    end
    @equip_type = equip_type
    super(x, y, width, height)
  end
def include?(item)
    return true if item == nil
    if @equip_type == 0
      return false unless item.is_a?(RPG::Weapon)
    else
      return false unless item.is_a?(RPG::Armor)
      return false unless item.kind == @equip_type - 1
    end
    return @actor.equippable?(item)
  end
def enable?(item)
    return true
  end
end
end
 
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