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từ h chỉ có gợi ý thôi



EE công bố xong thì tớ cũng đã hoàn thành HUD với Menu òy
btw thankss for sharing![]()



của XP cũng đc .
các bạn cứ tự nhiên
Plug n' Play nhé 
# ============================================================================ #
# Menu Nostalgia v1.0
# by Zidane ~ EvilEagles
# This script makes your menu look like the menu of the DS game Nostalgia.
# ============================================================================ #
module Zid
# ---------------------------------------------------------------------------- #
# Set the description for each Menu command.
# ---------------------------------------------------------------------------- #
ITEMCMD_DESCRIPTION = "View your items"
SKILLCMD_DESCRIPTION = "View your skills"
EQUIPCMD_DESCRIPTION = "Equip your characters"
STATUSCMD_DESCRIPTION = "View your status"
SAVECMD_DESCRIPTION = "Save your progress"
ENDCMD_DESCRIPTION = "End Game"
# ----------------------- END OF THE CONFIGURATION --------------------------- #
# DON'T TOUCH ANYTHING UNLESS YOU KNOW WHAT YOU'RE DOING
# ---------------------------------------------------------------------------- #
end
#==============================================================================
# ** Window_MenuCommand
#==============================================================================
class Window_MenuCom < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window x-coordinate
# y : window y-coordinate
# width : window width
# height : window height
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(137, 10, width - 270, WLH + 34, 10)
@column_max = 6
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# * Get Item
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Whether or not to display in enabled state
# item : item
#--------------------------------------------------------------------------
def enable?(index)
if $game_party.members.size == 0 and index <= 3
return false
end
if $game_system.save_disabled and index = 6
return false
end
return true
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
@data = ["Item","Skill","Equip","Status","Save","End"]
@icon = [64,231,3,137,141,224]
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
item = @data[index]
if item != nil
enabled = enable?(index)
rect.width -= 10
rect.x += 0
draw_icon(@icon[index], rect.x + 3, rect.y + 3, enabled)
end
end
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = 30
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * WLH
return rect
end
end
#==============================================================================
# ** Window_MenuNosStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuNosStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(0, 56, 384, 304)
refresh
self.active = false
self.index = -1
self.z = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 68 + 2 ,65 )
x = 68
y = actor.index * 70
self.contents.font.bold = true
draw_actor_name(actor, x + 5, y)
self.contents.font.bold = false
draw_actor_level(actor, x + 110, y)
draw_actor_state(actor, x + 170, y)
self.contents.font.size = 18
draw_nosactor_hp(actor, x + 10, y + WLH * 1)
draw_nosactor_mp(actor, x + 150, y + WLH * 1)
self.contents.font.size = 21
draw_actor_exp_meter(actor, x + 45, y + WLH * 2 - 10)
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(0, @index * 68, contents.width, 68)
elsif @index >= 100 # Self
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else # All
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
#==============================================================================
# ** Window_Base
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# * Draw HP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#--------------------------------------------------------------------------
def draw_nosactor_hp(actor, x, y)
contents.font.bold = true
contents.font.color = Color.new(255,126,0)
contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
contents.font.bold = false
contents.font.color = normal_color
contents.font.color = hp_color(actor)
last_font_size = contents.font.size
contents.draw_text(x + 24, y, 44, WLH, actor.hp, 2)
contents.font.color = normal_color()
contents.draw_text(x + 68, y, 11, WLH, "/", 2)
contents.draw_text(x + 79, y, 44, WLH, actor.maxhp, 2)
end
#--------------------------------------------------------------------------
# * Draw MP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#--------------------------------------------------------------------------
def draw_nosactor_mp(actor, x, y)
contents.font.bold = true
contents.font.color = Color.new(0,38,255)
contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
contents.font.bold = false
contents.font.color = normal_color
contents.font.color = mp_color(actor)
last_font_size = contents.font.size
contents.draw_text(x + 24, y, 44, WLH, actor.mp, 2)
contents.font.color = normal_color()
contents.draw_text(x + 68, y, 11, WLH, "/", 2)
contents.draw_text(x + 79, y, 44, WLH, actor.maxmp, 2)
end
#--------------------------------------------------------------------------
# * EXP Gauge Color 1
#--------------------------------------------------------------------------
def exp_gauge_color1
return text_color(30)
end
#--------------------------------------------------------------------------
# * EXP Gauge Color 2
#--------------------------------------------------------------------------
def exp_gauge_color2
return text_color(31)
end
#--------------------------------------------------------------------------
# * Draw EXP Gauge
#--------------------------------------------------------------------------
def draw_actor_exp_meter(actor, x, y, width = 250)
if actor.next_exp != 0
exp = actor.now_exp
else
exp = 1
end
gw = width * exp / [actor.next_exp, 1].max
gc1 = exp_gauge_color1
gc2 = exp_gauge_color2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
self.contents.font.color = Color.new(0,255,29)
self.contents.draw_text(x - 40, y + 5, 30, WLH, "EXP")
self.contents.font.color = normal_color
xr = x + width
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(384, 79)
@status_window = Window_MenuNosStatus.new(0, 56)
@help_window = Window_Help.new
@help_window.x = 0
@help_window.y = 360
@playtime_window = Window_PlayTime.new(384, 135)
@mapname_window = Window_Mapname.new(384, 191)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
@mapname_window.update
@playtime_window.update
if @command_window.active
update_command_selection
update_command_selection2
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
@help_window.dispose
@playtime_window.dispose
@mapname_window.dispose
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCom.new(0, 0, 544, 80)
@command_window.index = @menu_index
@command_window.z = 200
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, status
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5 # End Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * update_command_selection2
#--------------------------------------------------------------------------
def update_command_selection2
case @command_window.index
when 0
@help_window.set_text(Zid::ITEMCMD_DESCRIPTION)
when 1
@help_window.set_text(Zid::SKILLCMD_DESCRIPTION)
when 2
@help_window.set_text(Zid::EQUIPCMD_DESCRIPTION)
when 3
@help_window.set_text(Zid::STATUSCMD_DESCRIPTION)
when 4
@help_window.set_text(Zid::SAVECMD_DESCRIPTION)
when 5
@help_window.set_text(Zid::ENDCMD_DESCRIPTION)
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
#==============================================================================
# ** Window_PlayTime
#==============================================================================
class Window_PlayTime < Window_Base
def initialize(x, y)
super(x, y, 160, WLH + 32)
refresh
end
def refresh
self.contents.clear
@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, -5, 120, 32, text, 2)
draw_icon(188, 4, 0)
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ** Game_Map
#==============================================================================
class Game_Map
attr_reader :map_id
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end
#==============================================================================
# ** Window_Mapname
#==============================================================================
class Window_Mapname < Window_Base
def initialize(x, y)
super(x, y, 160, WLH * 2 + 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 20, 120, 32, $game_map.mpname.to_s, 2)
draw_icon(2680, 4, -2)
end
end
#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * now_exp
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * next_exp
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
