Cần các bác pro chính dùm mình cái này

pt.sangpt.sang Posts: 2Registered
Đây là script menu mình search google, mình đã edit (thêm # trước mấy cái không xài). Vấn đề là script gốc không có mục thoát game, mình thì mù tịt cái ruby, ai pro thêm mục thoát game vào dùm mình nha, tks nhiều :tanghoa:

Script mình edit ( tí xíu à ^^)
#=============================================================================#
#                  Parthanandix's Simple Horizontal Menu                      #
#-----------------------------------------------------------------------------#
# Creates a menu that includes the character sprites instead of the faces and #
# the menu is horizontal. The status is only called upon when needed.         #
#                                                                             #
# Place below Materials but above main. Compatibility with other menu scripts #
# is unlikely.                                                                #
#=============================================================================#
module HelpText
  # Change the help text below for each of the menu options.
  Item_Help = "Sử dụng các items đã nhặt"
  Save_Help = "Lưu."
  Status_Help = "Tình trạng nhân vật"
  Equip_Help = "Lưu game"
  Skill_Help = "Đóng menu."
  Formation_Help = "Thoát game."
  Cancel_Help = "Exit the menu."
  
  # This is to display help text when selecting an actor for a personal command.
  Select_Actor_Help = "Tình trạng hiện tại."
end

class Window_Parthanandix < Window_HorzCommand
	def make_command_list
    add_command(Vocab::item, :item)
    add_command(Vocab::status, :status)
    #add_command(Vocab::equip, :equip)
    #add_command(Vocab::skill, :skill)
    #add_command(Vocab::formation, :formation)
    add_command(Vocab::save, :save)
    add_command(Vocab::cancel, :cancel)
    end

  def window_width
    return 544
  end
  def col_max
    return 5
  end
  def update_help
    super
    case self.index
    when 0
      @help_window.set_text(HelpText::Item_Help)
    when 1
      @help_window.set_text(HelpText::Status_Help)
    when 2
      @help_window.set_text(HelpText::Equip_Help)
    when 3
      @help_window.set_text(HelpText::Skill_Help)
    when 4
      @help_window.set_text(HelpText::Formation_Help)
    when 5
      @help_window.set_text(HelpText::Save_Help)
    when 6
      @help_window.set_text(HelpText::Cancel_Help)
    end
  end
end

class Scene_Map < Scene_Base
  def call_menu
    Sound.play_ok
    SceneManager.call(Scene_Horz_Parthanandix)
    Window_MenuCommand::init_command_position
  end
end

class Window_MenuStatus < Window_Selectable
  def window_width
    return 544
  end
  def window_height
    return 320
  end
  def draw_item(index)
    actor = $game_party.members[index]
    enabled = $game_party.battle_members.include?(actor)
    rect = item_rect(index)
    draw_item_background(index)
    draw_character(actor.character_name, actor.character_index, rect.x + 70 , rect.y + 54)
    draw_actor_simple_status(actor, rect.x + 108, rect.y)
  end
  def draw_item_background(index)
    if index == @pending_index
      contents.fill_rect(item_rect(index), pending_color)
    end
  end
  def draw_actor_simple_status(actor, x, y)
    draw_actor_name(actor, x + 40, y + 26)
    #draw_actor_level(actor, x + 40, y + line_height * 1)
    draw_actor_icons(actor, x + 40, y + line_height * 2)
    #draw_actor_class(actor, x + 200, y)
    draw_actor_hp(actor, x + 200, y + line_height * 1)
    draw_actor_mp(actor, x + 200, y + line_height * 2)
  end
end

class Window_Gold < Window_Base
  def window_width
    return 200
  end
end

class Window_NewHelp < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(line_number = 1)
    super(0, 0, 544, fitting_height(line_number))
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #--------------------------------------------------------------------------
  def set_text(text)
    if text != @text
      @text = text
      refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Clear
  #--------------------------------------------------------------------------
  def clear
    set_text("")
  end
  #--------------------------------------------------------------------------
  # * Set Item
  #     item : Skills and items etc.
  #--------------------------------------------------------------------------
  def set_item(item)
    set_text(item ? item.description : "")
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_text_ex(4, 0, @text)
  end
end
#==============================================================================
# Create Scene
#==============================================================================
class Scene_Horz_Parthanandix < Scene_Base
	def start
		super
    create_help_window
    create_window
    #create_gold_window
		create_status_window
		create_background
    @status_window.visible = false
	end
  #----------------------------------------------------------------------------
  # Terminate
  #----------------------------------------------------------------------------
	def terminate
		super
		dispose_background
	end
  #----------------------------------------------------------------------------
  # Create Background
  #----------------------------------------------------------------------------
	def create_background
		@back_sprite = Sprite.new
    @back_sprite.bitmap = SceneManager.background_bitmap
		@back_sprite.color.set(16, 16, 16, 128)
	end
  #----------------------------------------------------------------------------
  # Dispose Background
  #----------------------------------------------------------------------------
	def dispose_background
		@back_sprite.dispose
	end
  #----------------------------------------------------------------------------
  # Create Gold Window
  #----------------------------------------------------------------------------
  def create_gold_window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 0
  end
  #----------------------------------------------------------------------------
  # Create Help Window
  #----------------------------------------------------------------------------
  def create_help_window
    if SceneManager.scene_is?(Scene_Horz_Parthanandix)
      @help_window = Window_NewHelp.new
      @help_window.x = 0
      @help_window.y = 368
    end
  end
  #----------------------------------------------------------------------------
  # Create Window
  #----------------------------------------------------------------------------
	def create_window
		@mycmd = Window_Parthanandix.new(0,0)
    @mycmd.viewport = @viewport
    @mycmd.help_window = @help_window
		@mycmd.set_handler(:item, method(:item_menu))
		@mycmd.set_handler(:skill, method(:command_personal))
		@mycmd.set_handler(:equip, method(:command_personal))
		@mycmd.set_handler(:status, method(:command_personal))
    @mycmd.set_handler(:formation, method(:command_formation))
    @mycmd.set_handler(:save, method(:command_save))
		@mycmd.set_handler(:cancel, method(:cancel_menu))
	end
  #----------------------------------------------------------------------------
  # Choose What To Do
  #----------------------------------------------------------------------------
	def command_personal
    @help_window.clear
    @help_window.set_text(HelpText::Select_Actor_Help)
    @status_window.visible = true
		@status_window.select_last
		@status_window.activate
		#@status_window.set_handler(:ok, method(:on_personal_ok))
		@status_window.set_handler(:cancel, method(:on_personal_cancel))
	end
  #----------------------------------------------------------------------------
  # Create Status Window
  #----------------------------------------------------------------------------
	def create_status_window
		@status_window = Window_MenuStatus.new(0,48)
	end
  #--------------------------------------------------------------------------
  # Formation Command
  #--------------------------------------------------------------------------
  def command_formation
    @status_window.select_last
    @status_window.activate
    @status_window.visible = true
    @status_window.set_handler(:ok,     method(:on_formation_ok))
    @status_window.set_handler(:cancel, method(:on_formation_cancel))
  end
  #--------------------------------------------------------------------------
  # * Formation [OK]
  #--------------------------------------------------------------------------
  def on_formation_ok
    if @status_window.pending_index >= 0
      $game_party.swap_order(@status_window.index,
                             @status_window.pending_index)
      @status_window.pending_index = -1
      @status_window.redraw_item(@status_window.index)
    else
      @status_window.pending_index = @status_window.index
    end
    @status_window.activate
  end
  #--------------------------------------------------------------------------
  # * Formation [Cancel]
  #--------------------------------------------------------------------------
  def on_formation_cancel
    if @status_window.pending_index >= 0
      @status_window.pending_index = -1
      @status_window.activate
    else
      @status_window.unselect
      @mycmd.activate
      @status_window.visible = false
    end
  end
  #--------------------------------------------------------------------------
  # Save Command
  #--------------------------------------------------------------------------
  def command_save
    SceneManager.call(Scene_Save)
  end
  #----------------------------------------------------------------------------
  # Define Item Menu
  #----------------------------------------------------------------------------
	def item_menu
		SceneManager.call(Scene_Item)
		@mycmd.active = false
	end
  #----------------------------------------------------------------------------
  # On Status OK
  #----------------------------------------------------------------------------
	def on_personal_ok
		case @mycmd.current_symbol
		when :skill
			SceneManager.call(Scene_Skill)
		when :equip
			SceneManager.call(Scene_Equip)
		when :status
			SceneManager.call(Scene_Status)
		end
	end
  #----------------------------------------------------------------------------
  # On Status Cancel
  #----------------------------------------------------------------------------
	def on_personal_cancel
		@status_window.unselect
    @status_window.visible = false
		@mycmd.activate
	end
  #----------------------------------------------------------------------------
  # Cancel Action
  #----------------------------------------------------------------------------
	def cancel_menu
		return_scene
	end
end

Script gốc
#=============================================================================#
#                  Parthanandix's Simple Horizontal Menu                      #
#-----------------------------------------------------------------------------#
# Creates a menu that includes the character sprites instead of the faces and #
# the menu is horizontal. The status is only called upon when needed.         #
#                                                                             #
# Place below Materials but above main. Compatibility with other menu scripts #
# is unlikely.                                                                #
#=============================================================================#
module HelpText
  # Change the help text below for each of the menu options.
  Item_Help = "Use an item."
  Status_Help = "View your status."
  Equip_Help = "Equip armor or weapons."
  Skill_Help = "Use a skill."
  Formation_Help = "Change formation."
  Save_Help = "Save the game."
  Cancel_Help = "Exit the menu."
  
  # This is to display help text when selecting an actor for a personal command.
  Select_Actor_Help = "Choose an actor."
end

class Window_Parthanandix < Window_HorzCommand
	def make_command_list
    add_command(Vocab::item, :item)
    add_command(Vocab::status, :status)
    add_command(Vocab::equip, :equip)
    add_command(Vocab::skill, :skill)
    add_command(Vocab::formation, :formation)
    add_command(Vocab::save, :save)
    add_command(Vocab::cancel, :cancel)
  end
  def window_width
    return 544
  end
  def col_max
    return 5
  end
  def update_help
    super
    case self.index
    when 0
      @help_window.set_text(HelpText::Item_Help)
    when 1
      @help_window.set_text(HelpText::Status_Help)
    when 2
      @help_window.set_text(HelpText::Equip_Help)
    when 3
      @help_window.set_text(HelpText::Skill_Help)
    when 4
      @help_window.set_text(HelpText::Formation_Help)
    when 5
      @help_window.set_text(HelpText::Save_Help)
    when 6
      @help_window.set_text(HelpText::Cancel_Help)
    end
  end
end

class Scene_Map < Scene_Base
  def call_menu
    Sound.play_ok
    SceneManager.call(Scene_Horz_Parthanandix)
    Window_MenuCommand::init_command_position
  end
end

class Window_MenuStatus < Window_Selectable
  def window_width
    return 544
  end
  def window_height
    return 320
  end
  def draw_item(index)
    actor = $game_party.members[index]
    enabled = $game_party.battle_members.include?(actor)
    rect = item_rect(index)
    draw_item_background(index)
    draw_character(actor.character_name, actor.character_index, rect.x + 70 , rect.y + 54)
    draw_actor_simple_status(actor, rect.x + 108, rect.y)
  end
  def draw_item_background(index)
    if index == @pending_index
      contents.fill_rect(item_rect(index), pending_color)
    end
  end
  def draw_actor_simple_status(actor, x, y)
    draw_actor_name(actor, x + 40, y)
    draw_actor_level(actor, x + 40, y + line_height * 1)
    draw_actor_icons(actor, x + 40, y + line_height * 2)
    draw_actor_class(actor, x + 200, y)
    draw_actor_hp(actor, x + 200, y + line_height * 1)
    draw_actor_mp(actor, x + 200, y + line_height * 2)
  end
end

class Window_Gold < Window_Base
  def window_width
    return 200
  end
end

class Window_NewHelp < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(line_number = 1)
    super(0, 0, 344, fitting_height(line_number))
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #--------------------------------------------------------------------------
  def set_text(text)
    if text != @text
      @text = text
      refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Clear
  #--------------------------------------------------------------------------
  def clear
    set_text("")
  end
  #--------------------------------------------------------------------------
  # * Set Item
  #     item : Skills and items etc.
  #--------------------------------------------------------------------------
  def set_item(item)
    set_text(item ? item.description : "")
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_text_ex(4, 0, @text)
  end
end
#==============================================================================
# Create Scene
#==============================================================================
class Scene_Horz_Parthanandix < Scene_Base
	def start
		super
    create_help_window
		create_window
    create_gold_window
		create_status_window
		create_background
    @status_window.visible = false
	end
  #----------------------------------------------------------------------------
  # Terminate
  #----------------------------------------------------------------------------
	def terminate
		super
		dispose_background
	end
  #----------------------------------------------------------------------------
  # Create Background
  #----------------------------------------------------------------------------
	def create_background
		@back_sprite = Sprite.new
    @back_sprite.bitmap = SceneManager.background_bitmap
		@back_sprite.color.set(16, 16, 16, 128)
	end
  #----------------------------------------------------------------------------
  # Dispose Background
  #----------------------------------------------------------------------------
	def dispose_background
		@back_sprite.dispose
	end
  #----------------------------------------------------------------------------
  # Create Gold Window
  #----------------------------------------------------------------------------
  def create_gold_window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 368
  end
  #----------------------------------------------------------------------------
  # Create Help Window
  #----------------------------------------------------------------------------
  def create_help_window
    if SceneManager.scene_is?(Scene_Horz_Parthanandix)
      @help_window = Window_NewHelp.new
      @help_window.x = 200
      @help_window.y = 368
    end
  end
  #----------------------------------------------------------------------------
  # Create Window
  #----------------------------------------------------------------------------
	def create_window
		@mycmd = Window_Parthanandix.new(0,0)
    @mycmd.viewport = @viewport
    @mycmd.help_window = @help_window
		@mycmd.set_handler(:item, method(:item_menu))
		@mycmd.set_handler(:skill, method(:command_personal))
		@mycmd.set_handler(:equip, method(:command_personal))
		@mycmd.set_handler(:status, method(:command_personal))
    @mycmd.set_handler(:formation, method(:command_formation))
    @mycmd.set_handler(:save, method(:command_save))
		@mycmd.set_handler(:cancel, method(:cancel_menu))
	end
  #----------------------------------------------------------------------------
  # Choose What To Do
  #----------------------------------------------------------------------------
	def command_personal
    @help_window.clear
    @help_window.set_text(HelpText::Select_Actor_Help)
    @status_window.visible = true
		@status_window.select_last
		@status_window.activate
		@status_window.set_handler(:ok, method(:on_personal_ok))
		@status_window.set_handler(:cancel, method(:on_personal_cancel))
	end
  #----------------------------------------------------------------------------
  # Create Status Window
  #----------------------------------------------------------------------------
	def create_status_window
		@status_window = Window_MenuStatus.new(0,48)
	end
  #--------------------------------------------------------------------------
  # Formation Command
  #--------------------------------------------------------------------------
  def command_formation
    @status_window.select_last
    @status_window.activate
    @status_window.visible = true
    @status_window.set_handler(:ok,     method(:on_formation_ok))
    @status_window.set_handler(:cancel, method(:on_formation_cancel))
  end
  #--------------------------------------------------------------------------
  # * Formation [OK]
  #--------------------------------------------------------------------------
  def on_formation_ok
    if @status_window.pending_index >= 0
      $game_party.swap_order(@status_window.index,
                             @status_window.pending_index)
      @status_window.pending_index = -1
      @status_window.redraw_item(@status_window.index)
    else
      @status_window.pending_index = @status_window.index
    end
    @status_window.activate
  end
  #--------------------------------------------------------------------------
  # * Formation [Cancel]
  #--------------------------------------------------------------------------
  def on_formation_cancel
    if @status_window.pending_index >= 0
      @status_window.pending_index = -1
      @status_window.activate
    else
      @status_window.unselect
      @mycmd.activate
      @status_window.visible = false
    end
  end
  #--------------------------------------------------------------------------
  # Save Command
  #--------------------------------------------------------------------------
  def command_save
    SceneManager.call(Scene_Save)
  end
  #----------------------------------------------------------------------------
  # Define Item Menu
  #----------------------------------------------------------------------------
	def item_menu
		SceneManager.call(Scene_Item)
		@mycmd.active = false
	end
  #----------------------------------------------------------------------------
  # On Status OK
  #----------------------------------------------------------------------------
	def on_personal_ok
		case @mycmd.current_symbol
		when :skill
			SceneManager.call(Scene_Skill)
		when :equip
			SceneManager.call(Scene_Equip)
		when :status
			SceneManager.call(Scene_Status)
		end
	end
  #----------------------------------------------------------------------------
  # On Status Cancel
  #----------------------------------------------------------------------------
	def on_personal_cancel
		@status_window.unselect
    @status_window.visible = false
		@mycmd.activate
	end
  #----------------------------------------------------------------------------
  # Cancel Action
  #----------------------------------------------------------------------------
	def cancel_menu
		return_scene
	end
end

Tặng mấy bác bộ Futuristic Tileset Pack, Liên hệ với mình qua inbox mình sẽ đưa cho ^^

Comments

  • leequangsonleequangson Posts: 730Registered
    Engine nào đây?Mà thôi mình biết rồi. Của bạn đây:
    #=============================================================================#
    #                  Parthanandix's Simple Horizontal Menu                      #
    #-----------------------------------------------------------------------------#
    # Creates a menu that includes the character sprites instead of the faces and #
    # the menu is horizontal. The status is only called upon when needed.         #
    #                                                                             #
    # Place below Materials but above main. Compatibility with other menu scripts #
    # is unlikely.                                                                #
    #=============================================================================#
    module HelpText
      # Change the help text below for each of the menu options.
      Item_Help = "Sử dụng các items đã nhặt"
      Save_Help = "Lưu."
      Status_Help = "Tình trạng nhân vật"
      Equip_Help = "Lưu game"
      Skill_Help = "Đóng menu."
      Formation_Help = "Thoát game."
      Cancel_Help = "Quay lại map."
      Game_End_Help = "Thoát trò chơi."
      
      # This is to display help text when selecting an actor for a personal command.
      Select_Actor_Help = "Tình trạng hiện tại."
    end
    
    class Window_Parthanandix < Window_HorzCommand
        def make_command_list
        add_command(Vocab::item, :item)
        add_command(Vocab::status, :status)
        #add_command(Vocab::equip, :equip)
        #add_command(Vocab::skill, :skill)
        #add_command(Vocab::formation, :formation)
        add_command(Vocab::save, :save)
        add_command(Vocab::game_end, :game_end)
        add_command(Vocab::cancel, :cancel)
        end
    
      def window_width
        return 544
      end
      def col_max
        return 5
      end
      def update_help
        super
        case self.index
        when 0
          @help_window.set_text(HelpText::Item_Help)
        when 1
          @help_window.set_text(HelpText::Status_Help)
        when 2
          @help_window.set_text(HelpText::Equip_Help)
        when 3
          @help_window.set_text(HelpText::Skill_Help)
        when 4
          @help_window.set_text(HelpText::Formation_Help)
        when 5
          @help_window.set_text(HelpText::Save_Help)
        when 7
          @help_window.set_text(HelpText::Game_End_Help)
        when 6
          @help_window.set_text(HelpText::Cancel_Help)
        end
      end
    end
    
    class Scene_Map < Scene_Base
      def call_menu
        Sound.play_ok
        SceneManager.call(Scene_Horz_Parthanandix)
        Window_MenuCommand::init_command_position
      end
    end
    
    class Window_MenuStatus < Window_Selectable
      def window_width
        return 544
      end
      def window_height
        return 320
      end
      def draw_item(index)
        actor = $game_party.members[index]
        enabled = $game_party.battle_members.include?(actor)
        rect = item_rect(index)
        draw_item_background(index)
        draw_character(actor.character_name, actor.character_index, rect.x + 70 , rect.y + 54)
        draw_actor_simple_status(actor, rect.x + 108, rect.y)
      end
      def draw_item_background(index)
        if index == @pending_index
          contents.fill_rect(item_rect(index), pending_color)
        end
      end
      def draw_actor_simple_status(actor, x, y)
        draw_actor_name(actor, x + 40, y + 26)
        #draw_actor_level(actor, x + 40, y + line_height * 1)
        draw_actor_icons(actor, x + 40, y + line_height * 2)
        #draw_actor_class(actor, x + 200, y)
        draw_actor_hp(actor, x + 200, y + line_height * 1)
        draw_actor_mp(actor, x + 200, y + line_height * 2)
      end
    end
    
    class Window_Gold < Window_Base
      def window_width
        return 200
      end
    end
    
    class Window_NewHelp < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(line_number = 1)
        super(0, 0, 544, fitting_height(line_number))
      end
      #--------------------------------------------------------------------------
      # * Set Text
      #--------------------------------------------------------------------------
      def set_text(text)
        if text != @text
          @text = text
          refresh
        end
      end
      #--------------------------------------------------------------------------
      # * Clear
      #--------------------------------------------------------------------------
      def clear
        set_text("")
      end
      #--------------------------------------------------------------------------
      # * Set Item
      #     item : Skills and items etc.
      #--------------------------------------------------------------------------
      def set_item(item)
        set_text(item ? item.description : "")
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        contents.clear
        draw_text_ex(4, 0, @text)
      end
    end
    #==============================================================================
    # Create Scene
    #==============================================================================
    class Scene_Horz_Parthanandix < Scene_Base
        def start
            super
        create_help_window
        create_window
        #create_gold_window
            create_status_window
            create_background
        @status_window.visible = false
        end
      #----------------------------------------------------------------------------
      # Terminate
      #----------------------------------------------------------------------------
        def terminate
            super
            dispose_background
        end
      #----------------------------------------------------------------------------
      # Create Background
      #----------------------------------------------------------------------------
        def create_background
            @back_sprite = Sprite.new
        @back_sprite.bitmap = SceneManager.background_bitmap
            @back_sprite.color.set(16, 16, 16, 128)
        end
      #----------------------------------------------------------------------------
      # Dispose Background
      #----------------------------------------------------------------------------
        def dispose_background
            @back_sprite.dispose
        end
      #----------------------------------------------------------------------------
      # Create Gold Window
      #----------------------------------------------------------------------------
      def create_gold_window
        @gold_window = Window_Gold.new
        @gold_window.x = 0
        @gold_window.y = 0
      end
      #----------------------------------------------------------------------------
      # Create Help Window
      #----------------------------------------------------------------------------
      def create_help_window
        if SceneManager.scene_is?(Scene_Horz_Parthanandix)
          @help_window = Window_NewHelp.new
          @help_window.x = 0
          @help_window.y = 368
        end
      end
      #----------------------------------------------------------------------------
      # Create Window
      #----------------------------------------------------------------------------
        def create_window
            @mycmd = Window_Parthanandix.new(0,0)
        @mycmd.viewport = @viewport
        @mycmd.help_window = @help_window
            @mycmd.set_handler(:item, method(:item_menu))
            @mycmd.set_handler(:skill, method(:command_personal))
            @mycmd.set_handler(:equip, method(:command_personal))
            @mycmd.set_handler(:status, method(:command_personal))
        @mycmd.set_handler(:formation, method(:command_formation))
        @mycmd.set_handler(:save, method(:command_save))
        @mycmd.set_handler(:game_end, method(:command_game_end))
            @mycmd.set_handler(:cancel, method(:cancel_menu))
        end
      #----------------------------------------------------------------------------
      # Choose What To Do
      #----------------------------------------------------------------------------
        def command_personal
        @help_window.clear
        @help_window.set_text(HelpText::Select_Actor_Help)
        @status_window.visible = true
            @status_window.select_last
            @status_window.activate
            #@status_window.set_handler(:ok, method(:on_personal_ok))
            @status_window.set_handler(:cancel, method(:on_personal_cancel))
        end
      #----------------------------------------------------------------------------
      # Create Status Window
      #----------------------------------------------------------------------------
        def create_status_window
            @status_window = Window_MenuStatus.new(0,48)
        end
      #--------------------------------------------------------------------------
      # Formation Command
      #--------------------------------------------------------------------------
      def command_formation
        @status_window.select_last
        @status_window.activate
        @status_window.visible = true
        @status_window.set_handler(:ok,     method(:on_formation_ok))
        @status_window.set_handler(:cancel, method(:on_formation_cancel))
      end
      #--------------------------------------------------------------------------
      # * Formation [OK]
      #--------------------------------------------------------------------------
      def on_formation_ok
        if @status_window.pending_index >= 0
          $game_party.swap_order(@status_window.index,
                                 @status_window.pending_index)
          @status_window.pending_index = -1
          @status_window.redraw_item(@status_window.index)
        else
          @status_window.pending_index = @status_window.index
        end
        @status_window.activate
      end
      #--------------------------------------------------------------------------
      # * Formation [Cancel]
      #--------------------------------------------------------------------------
      def on_formation_cancel
        if @status_window.pending_index >= 0
          @status_window.pending_index = -1
          @status_window.activate
        else
          @status_window.unselect
          @mycmd.activate
          @status_window.visible = false
        end
      end
      #--------------------------------------------------------------------------
      # Save Command
      #--------------------------------------------------------------------------
      def command_save
        SceneManager.call(Scene_Save)
      end
      #--------------------------------------------------------------------------
      # Game End Command
      #--------------------------------------------------------------------------
      def command_game_end
        SceneManager.call(Scene_End)
      end
      #----------------------------------------------------------------------------
      # Define Item Menu
      #----------------------------------------------------------------------------
        def item_menu
            SceneManager.call(Scene_Item)
            @mycmd.active = false
        end
      #----------------------------------------------------------------------------
      # On Status OK
      #----------------------------------------------------------------------------
        def on_personal_ok
            case @mycmd.current_symbol
            when :skill
                SceneManager.call(Scene_Skill)
            when :equip
                SceneManager.call(Scene_Equip)
            when :status
                SceneManager.call(Scene_Status)
            end
        end
      #----------------------------------------------------------------------------
      # On Status Cancel
      #----------------------------------------------------------------------------
        def on_personal_cancel
            @status_window.unselect
        @status_window.visible = false
            @mycmd.activate
        end
      #----------------------------------------------------------------------------
      # Cancel Action
      #----------------------------------------------------------------------------
        def cancel_menu
            return_scene
        end
    end
    
    Nếu cần bỏ cái Cancel thì reply, dễ ấy mà
  • pt.sangpt.sang Posts: 2Registered
    Cho mình hỏi thêm là mình tải cái Futuristic Tiles từ mạng, tính share, mình cũng dùng nó trong project của mình không biết xài có bị sao không (Vì trên web nó bán nhưng mình tìm và tải free)
    Đây là web bán RPG Maker Web
    Sẵn tiện upload share cho mấy bác luôn Download
    Tải về chạy cho nó giải nén là được
  • sanggameboysanggameboy Posts: 1,943Registered
    pt.sang wrote:
    Cho mình hỏi thêm là mình tải cái Futuristic Tiles từ mạng, tính share, mình cũng dùng nó trong project của mình không biết xài có bị sao không (Vì trên web nó bán nhưng mình tìm và tải free)
    Đây là web bán RPG Maker Web
    Sẵn tiện upload share cho mấy bác luôn Download
    Tải về chạy cho nó giải nén là được

    Theo mình nghĩ thì chắc là không sao đâu bạn.
    Cũng giống như bạn xài lậu RPG Maker thôi mà =))
    (Mình nghĩ thế thôi, như chưa dám chắc :) )
  • nongian23nongian23 Posts: 136Registered
    pt.sang wrote:
    Cho mình hỏi thêm là mình tải cái Futuristic Tiles từ mạng, tính share, mình cũng dùng nó trong project của mình không biết xài có bị sao không (Vì trên web nó bán nhưng mình tìm và tải free)
    Đây là web bán RPG Maker Web
    Sẵn tiện upload share cho mấy bác luôn Download
    Tải về chạy cho nó giải nén là được
    Nếu game bạn cho chơi free thì khác
    Mà bạn dùng game để bán thì khác
  • BaConSoiBaConSoi Posts: 564Registered
    mình cũng dùng cái đó!!! tất nhiên là không vấn đề gì nếu dùng cho dự án free nhưng là 1 vấn đề rối rắm khi dùng cho dự án thương mại!!!
Sign In or Register to comment.