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*~ Styled Chrono Trigger Menu *~
#1
Styled Chrono Trigger Menu
By: Rafidelis

This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.


About the Script:

This script makes the menu looking like of the classic SNES game Chrono Trigger
With it you can customize the pictures that will be used as options.



Instructions

Paste above the Main, then put 7 files in Pictures folder of your game, with the names you set in the script.
If you want you can use the images below:


"Images"

Code:
#===============================================================================
# STYLED CHRONO TRIGGER MENU
# BY : RAFIDELIS
#-------------------------------------------------------------------------------
# Rafa_Fidelis@hotmail.com ou Rafa_Fidelis@yahoo.com.br
# www.ReinoRpg.com
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Modo de Uso:
#-------------------------------------------------------------------------------
# Paste above the Main and take pictures 7 files in the folder where each will
# Represents a different option and the "cursor".
# In line 25 to line 31 defines the names of images that you will use.
# Note - the images must have at most 80 x 74 pixels, images larger than
# This can lead to error in the script, I recommend that you use the images of
# Iconset of VX RpgMaker ..
# If you use the images that are not centralized, go 57 and change this line:
# @ Img.x = (544 - @ img.width) / 14 and the 14 where it is changing the value you ate
# The images become centralized, so simple / ~
# If you do not want to use the cursor leaves the image name in the script "
#==============================================================================

module SCTM_RAFIDELIS
  IMAGE_CURSOR_NAME = "seta"
  IMAGE_ITEM_NAME = "item"
  IMAGE_SKILL_NAME = "skill"
  IMAGE_EQUIP_NAME = "equip"
  IMAGE_STATUS_NAME = "status"
  IMAGE_SAVE_NAME = "Save"
  IMAGE_ENDGAME_NAME = "endgame"
  end
class Scene_Menu < Scene_Base
  include SCTM_RAFIDELIS
  def initialize(index=0)
    @index = index
  end
  def start
    create_menu_background
    @cursor = Sprite.new
    @cursor.bitmap = Cache.picture(IMAGE_CURSOR_NAME)    
    @img = Sprite.new
    @img.bitmap = Cache.picture(IMAGE_ITEM_NAME)
    @img2 = Sprite.new
    @img2.bitmap = Cache.picture(IMAGE_SKILL_NAME)
    @img3 = Sprite.new
    @img3.bitmap = Cache.picture(IMAGE_EQUIP_NAME)
    @img4 = Sprite.new
    @img4.bitmap = Cache.picture(IMAGE_STATUS_NAME)
    @img5 = Sprite.new
    @img5.bitmap = Cache.picture(IMAGE_SAVE_NAME)
    @img6 = Sprite.new
    @img6.bitmap = Cache.picture(IMAGE_ENDGAME_NAME)
#===============================================
# Establish the positions of images
#===============================================
    @img.x = (544 - @img.width)/14
    @img.y = (416 - @img.height)/2
    @img2.x = (@img.x + @img2.width)
    @img2.y = (416 - @img2.height)/2
    @img3.x = (@img2.x + @img3.width)
    @img3.y = (416 - @img.height)/2
    @img4.x = (@img3.x + @img4.width)
    @img4.y = (416 - @img4.height)/2
    @img5.x = (@img4.x + @img5.width)
    @img5.y = (416 - @img5.height)/2
    @img6.x = (@img5.x + @img6.width)
    @img6.y = (416 - @img6.height)/2
    @cursor.x = @img.x
    @cursor.y = @img.y
    @cursor.z = 100
#===============================================
# Creating the Windows
#===============================================
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(160, 0)
    @window_mapname = Window_Mapname.new(0,0)
    @window_playtime = Window_PlayTime.new(0,@window_mapname.height)
    @gold_window.opacity = 0
    @status_window.z = 0
    @window = Window_Base.new(0,0,544,@img.height + 10)
    @window.y = (416 - @window.height)/2
    @window.z = 0
    @window.opacity = 0
#===============================================
# Deixando as imagens com Tom Escuro
#===============================================
    @img2.tone = Tone.new(0,0,0,255)
    @img3.tone = Tone.new(0,0,0,255)
    @img4.tone = Tone.new(0,0,0,255)
    @img5.tone = Tone.new(0,0,0,255)
    @img6.tone = Tone.new(0,0,0,255)
#===============================================
#Leaving the images with Dark tone
#===============================================
    @img.opacity = 20
    @img2.opacity = 20
    @img3.opacity = 20
    @img4.opacity = 20
    @img5.opacity = 20
    @img6.opacity = 20
    @cursor.opacity = 20
  end
#================================================
# Update
#================================================
  def update
    super
    update_menu_background
    @img.update
    @img2.update
    @img3.update
    @img4.update
    @img5.update
    @img6.update
    @gold_window.update
    @status_window.update
    @window_mapname.update
    @window_playtime.update
    if @img.opacity < 255 and @img2.opacity < 255 and
      @img3.opacity < 255 and @img4.opacity < 255 and
      @img5.opacity < 255 and @window.opacity < 255 and
      @gold_window.opacity < 255 and  @img6.opacity < 255 and @cursor.opacity < 255
      @img.opacity += 5
      @img2.opacity += 5
      @img3.opacity += 5
      @img4.opacity += 5
      @img5.opacity += 5
      @img6.opacity += 5
      @window.opacity += 5
      @gold_window.opacity += 5
      @cursor.opacity += 5
    end
    if @index == 0
      @cursor.x = @img.x
      @cursor.y = @img.y
      @img.tone = Tone.new(0,0,0)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 1
      @cursor.x = @img2.x
      @cursor.y = @img2.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 2
      @cursor.x = @img3.x
      @cursor.y = @img3.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 3
      @cursor.x = @img4.x
      @cursor.y = @img4.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 4
      @cursor.x = @img5.x
      @cursor.y = @img5.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0)
      @img6.tone = Tone.new(0,0,0,255)
    elsif @index == 5
      @cursor.x = @img6.x
      @cursor.y = @img6.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(120,0,0)

end
    if Input.trigger?(Input::B)
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::RIGHT) and @index == 0
      @index = 1
      @cursor.x = @img2.x
      @cursor.y = @img2.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::RIGHT) and @index == 1
      @index = 2
      @cursor.x = @img3.x
      @cursor.y = @img3.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::RIGHT) and @index == 2
      @index = 3
      @cursor.x = @img4.x
      @cursor.y = @img4.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::RIGHT) and @index == 3
      @index = 4
      @cursor.x = @img5.x
      @cursor.y = @img5.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::RIGHT) and @index == 4
      @index = 5
      @cursor.x = @img6.x
      @cursor.y = @img6.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(120,0,0)
    elsif Input.trigger?(Input::RIGHT) and @index == 5
      @index = 0
      @cursor.x = @img.x
      @cursor.y = @img.y
      @img.tone = Tone.new(0,0,0)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 5
      @index = 4
      @cursor.x = @img5.x
      @cursor.y = @img5.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 4
      @index = 3
      @cursor.x = @img4.x
      @cursor.y = @img4.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 3
      @index = 2
      @cursor.x = @img3.x
      @cursor.y = @img3.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 2
      @index = 1
      @cursor.x = @img2.x
      @cursor.y = @img2.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,0)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)      
    elsif Input.trigger?(Input::LEFT) and @index == 1
      @index = 0
      @cursor.x = @img.x
      @cursor.y = @img.y
      @img.tone = Tone.new(0,0,0)
      @img2.tone = Tone.new(0,0,0,255)
      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(0,0,0,255)
    elsif Input.trigger?(Input::LEFT) and @index == 0
      @index = 5
      @cursor.x = @img6.x
      @cursor.y = @img6.y
      @img.tone = Tone.new(0,0,0,255)
      @img2.tone = Tone.new(0,0,0,255)


      @img3.tone = Tone.new(0,0,0,255)
      @img4.tone = Tone.new(0,0,0,255)
      @img5.tone = Tone.new(0,0,0,255)
      @img6.tone = Tone.new(120,0,0)
    elsif Input.trigger?(Input::C)
      Sound.play_decision
    case @index
      when 0
       $scene = Scene_Item.new
      when 1
        $scene = Scene_Skill.new
      when 2
        $scene = Scene_Equip.new
      when 3
        $scene = Scene_Status.new
      when 4
        $scene = Scene_File.new(true, false, false)
      when 5
        $scene = Scene_End.new
    end    
  end
#===============================================
# Dispose
#===============================================
  def terminate
    dispose_menu_background
    @img.dispose
    @img2.dispose
    @img3.dispose
    @img4.dispose
    @img5.dispose
    @img6.dispose
    @window.dispose
    @status_window.dispose
    @gold_window.dispose
    @window_mapname.dispose
    @window_playtime.dispose
    @cursor.dispose
    end
  end
end
#=============================================
#Window with MapNAme
#=============================================
class Window_Mapname < Window_Base
  def initialize(x, y)
    super(x, y, 160, 86)
    update
  end
  def update
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0,0,128,32,"Mapa:")
    self.contents.font.color = normal_color
    self.contents.draw_text(0,24,128,32,$game_map.map_name.to_s)
  end
end

class Game_Map
attr_reader   :map_id  
def map_name
  $mpname = load_data("Data/MapInfos.rvdata")
  $mpname[@map_id].name
end
end
#=============================================
# Window with Play Time
#=============================================
class Window_PlayTime < Window_Base
  def initialize(x,y)
    super(x, y, 160, 80)
    refresh
  end  
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 24, "Tempo de Jogo")
    @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(4, 24, 120, 24, text, 2)
  end
  
  def update
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
#===============================================================================
#END OF SCRIPT - Find more Rafidelis scripts in www.ReinoRpg.com / forum
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Demo Download:

CLICK FOR DOWNLOAD (4Shared)

[Image: 88x31.png]

RGSS and RGSS2 Scripts and RGSS1/2 Tutorials by Rafidelis is licensed under a
Creative Commons Atribuição-Uso Não-Comercial-Compartilhamento pela mesma Licença 2.5 Brasil License.
Permissions beyond the scope of this license may be available at ReinoRPG.com
}


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