Menu

Connexion



Retenir ?

Mot de passe oublié ?
Eclipso logo
Merry Christmas !
06/06/2020 13:02:04

Merci du partage + des pouains - RitoJS

Modification de script II

Kirah

Adepte
Kirah
  • Messages : 268

Modification de script II


mar. 20 août 2013 - 13h30

Bonjour à tous, cette fois-ci c'est un soucis qui peut vite se régler je crois
J'aimerais savoir si il est possible d'ajouter ou modifier une ligne dans ce script qui permettrait d'afficher une image ou un
"background".
Voici le script:

#==============================================================================
# ** Ring Menu
#-------------------------------------------------------------------------------
# by Syvkal
# Version 1.1
# 06-23-08
#==============================================================================

#===================================================#
# ** C O N F I G U R A T I O N S Y S T E M ** #
#===================================================#

# Amount of frames for Startup Animation
STARTUP_FRAMES = 20
# Amount of frames for Movement Animation
MOVING_FRAMES = 15
# Radius of the Menu Ring
RING_R = 75
# Disabled icon to display when disabled
ICON_DISABLE= Cache::picture('Icon_Disable')


#-------------D-O---N-O-T---T-O-U-C-H---------------#

class Scene_Title < Scene_Base
alias game_objects_original create_game_objects
def create_game_objects
game_objects_original

#-------------D-O---N-O-T---T-O-U-C-H---------------#

# As this script allows you to make a custom Menu I thought to make it easier
# I would make it possible to add extra Menu Options from here

# All you need to do is specify the Text to display, the icon and the command
# The command must be in a STRING
# Simply add to the array below :

$game_ring_menu = [

# Menu Option 0 eg. Item
[Vocab::item, Cache::picture('Icon_Items'), "$scene = Scene_Item.new"],

# Menu Option 1 eg. Skill
[Vocab::skill, Cache::picture('Icon_Skills'), "start_actor_selection",
"$scene = Scene_Skill.new(@status_window.index)"],

# Menu Option 2 eg. Equip
[Vocab::equip, Cache::picture('Icon_Equip'), "start_actor_selection",
"$scene = Scene_Equip.new(@status_window.index)"],

# Menu Option 3 eg. Status
[Vocab::status, Cache::picture('Icon_Status'), "start_actor_selection",
"$scene = Scene_Status.new(@status_window.index)"],

#---------------------------------------------------#
# ** I N S E R T M O R E H E R E ** #
#---------------------------------------------------#

# Preferably Insert your custom Menu Options Here
# Otherwise the existing Menu Options will return to wrong point on the Menu

# Menu Option 4 eg. Save
["Missions", Cache::picture('Icon_Save'), "$scene = Scene_Quest.new"],

# Menu Option 5 eg. Load
["Équipe", Cache::picture('Icon_party'), "$scene = Scene_PartyForm.new"],

# Menu Option 6 eg. Bestiary
["Bestiaire", Cache::picture('Icon_Bestiaire'), "$scene = Scene_Bestiary.new"],

# Menu Option 7 eg. Load
["Synchro", Cache::picture('Icon_bar'),"start_actor_selection",
"$scene = Scene_SkillRing.new(@status_window.index)"],

# Menu Option 8 eg. End Game
[Vocab::game_end, Cache::picture('Icon_End'), "$scene = Scene_End.new"]

] # <--- Do no Delete This

#===================================================#
# ** E N D C O N F I G U R A T I O N ** #
#===================================================#
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# Edited to add Ring Menu
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias initialize_original initialize
alias start_selection_original start_actor_selection
alias end_selection_original end_actor_selection
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(menu_index = 0, move = true)
@move = move
initialize_original(menu_index)
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
@back = Plane.new
@back.bitmap = Cache.menu("Background"
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@location_window = Window_location.new(0, 0)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose if @status_window
@location_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update if @status_window
@location_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
commands = []
for i in 0...$game_ring_menu.size
commands.push($game_ring_menu[i][0]
end
icons = []
for i in 0...$game_ring_menu.size
icons.push($game_ring_menu[i][1]
end
@command_window = Window_RingMenu.new(232, 164, commands, icons, @move, @menu_index)
if $game_party.members.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_status_window
names = []
chars = []
for i in 0...$game_party.members.size
names[i] = $game_party.members[i].name
chars[i] = $game_party.members[i]
end
@status_window = Window_RingMenu.new(255, 200, names, chars, true, $game_party.last_actor_index, true)
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 $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
eval($game_ring_menu[@command_window.index][2]
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@command_window.visible = false
create_status_window
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
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@command_window.visible = true
@status_window.dispose if @status_window
@status_window = nil
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
eval($game_ring_menu[@command_window.index][3]
end
end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# Edited to return to the menu properly when loading
#==============================================================================

class Scene_File
alias return_scene_original return_scene
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
if @saving
$scene = Scene_Menu.new($game_ring_menu.size - 3)
else
$scene = Scene_Menu.new($game_ring_menu.size - 2)
end
end
end
end

#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
# Edited to return to the menu properly due to loading being added
#==============================================================================

class Scene_End
alias return_scene_original return_scene
def return_scene
$scene = Scene_Menu.new($game_ring_menu.size - 1)
end
end

#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
# This class shows the current map name.
#==============================================================================

class Window_location < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, (WLH*2) + 32)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
$maps = load_data("Data/MapInfos.rvdata"
@map_id = $game_map.map_id
@currmap = $maps[@map_id].name
self.contents.font.color = system_color
self.contents.draw_text(0, -4, 128, 32, "Location :"
self.contents.font.color = normal_color
self.contents.draw_text(0, -4+WLH, 128, 32, @currmap, 1)
end
end

#==============================================================================
# ** Window_RingMenu
#------------------------------------------------------------------------------
# This Window creates a Ring Menu system
#==============================================================================

class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :index
attr_reader :item_max
#--------------------------------------------------------------------------
# * Refresh Setup
#--------------------------------------------------------------------------
START = 1
WAIT = 2
MOVER = 3
MOVEL = 4
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(center_x, center_y, commands, items, move = true, index = 0, character = false)
super(0, 0, 544, 416)
self.contents = Bitmap.new(width-32, height-32)
self.opacity = 0
@move = move
@char = character
@startup = STARTUP_FRAMES
@commands = commands
@item_max = commands.size
@index = index
@items = items
@disabled = []
for i in 0...commands.size-1
@disabled[i] = false
end
@cx = center_x
@cy = center_y
start_setup
refresh
end
#--------------------------------------------------------------------------
# * Start Setup
#--------------------------------------------------------------------------
def start_setup
@mode = START
@steps = @startup
end
#--------------------------------------------------------------------------
# * Disable index
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# * Determines if is moving
#--------------------------------------------------------------------------
def animation?
return @mode != WAIT
end
#--------------------------------------------------------------------------
# * Determine if cursor is moveable
#--------------------------------------------------------------------------
def cursor_movable?
return false if (not visible or not active)
return false if (@opening or @closing)
return false if animation?
return true
end
#--------------------------------------------------------------------------
# * Move cursor right
#--------------------------------------------------------------------------
def cursor_right
@index -= 1
@index = @items.size - 1 if @index < 0
@mode = MOVER
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# * Move cursor left
#--------------------------------------------------------------------------
def cursor_left
@index += 1
@index = 0 if @index >= @items.size
@mode = MOVEL
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if self.active
if cursor_movable?
last_index = @index
if Input.repeat?(Input::DOWN) or Input.repeat?(Input::RIGHT)
cursor_right
end
if Input.repeat?(Input::UP) or Input.repeat?(Input::LEFT)
cursor_left
end
if @index != last_index
Sound.play_cursor
end
end
refresh
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
case @mode
when START
refresh_start
when WAIT
refresh_wait
when MOVER
refresh_move(1)
when MOVEL
refresh_move(0)
end
rect = Rect.new(18, 196, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index], 1)
end
#--------------------------------------------------------------------------
# * Refresh Start Period
#--------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / @startup
for i in 0...@item_max
j = i - @index
if @move
r = RING_R - 1.0 * RING_R * @steps / @startup
d = d1 * j + d2 * @steps
else
r = RING_R
d = d1 * j
end
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = WAIT
end
end
#--------------------------------------------------------------------------
# * Refresh Wait Period
#--------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# * Refresh Movement Period
#--------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = WAIT
end
end
#--------------------------------------------------------------------------
# * Draw Item
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# index : item number
#--------------------------------------------------------------------------
def draw_item(x, y, index)
if @char
if @index == index
draw_character(@items[index].character_name, @items[index].character_index , x, y)
if @mode == WAIT
draw_actor_hp_ring(@items[index], @cx, @cy-16, 50, 6, 84, 270, true)
draw_actor_mp_ring(@items[index], @cx, @cy-16, 50, 6, 84, 180, false)
draw_actor_exp_ring(@items[index], @cx, @cy-16, 50, 6, 155, 12, false)
end
else
draw_character(@items[index].character_name, @items[index].character_index , x, y, false)
end
else
rect = Rect.new(0, 0, @items[index].width, @items[index].height)
if @index == index
self.contents.blt( x, y, @items[index], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[index], rect, 128 )
end
end
end
end

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# Edited to allow disabled character icons
#==============================================================================

class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Character Graphic
#--------------------------------------------------------------------------
def draw_character(character_name, character_index, x, y, enabled = true)
return if character_name == nil
bitmap = Cache.character(character_name)
sign = character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, enabled ? 255 : 128)
end
end

En jetant un coup d'oeil aux scripts que je détiens, j'ai pu constater que cette ligne faisait apparaître un "Background" dans la plus part des cas mais je ne sais pas si il faut la mettre dans un endroit précis du script d'ou ma demande
EDIT: J'avais oublié de mettre la ligne
   @menu_back.bitmap = Cache.menu("Background"

Merci d'avance... Deuss


Wanoklox

Novice
Wanoklox
  • Messages : 46

Modification de script II


mar. 20 août 2013 - 13h43

Heu explique un peu mieux ce que tu veux, on sait même pas à quoi sert le script en question. Et faut préciser le support aussi :/

Kirah

Adepte
Kirah
  • Messages : 268

Modification de script II


mar. 20 août 2013 - 13h49

Il s'agit du Ring menu by Syvkal (menu tournant).
Ce que je veux, c'est que normalement, le menu apparaît tel quel:

Spoiler


Moi je veux que le script est une ligne permettant de faire apparaître une image lorsque l'on appelle le menu


Wanoklox

Novice
Wanoklox
  • Messages : 46

Modification de script II


mar. 20 août 2013 - 13h51

Ah c'est sur VX Ace, donc je peux pas t'aider désolée.

Kirah

Adepte
Kirah
  • Messages : 268

Modification de script II


mar. 20 août 2013 - 13h53

Non, c'est sur Vx x)


Ssozi

Expert
Ssozi
  • Messages : 1166

Modification de script II


mar. 20 août 2013 - 16h06

Je te fais ça

Edit :
Tiens, le script était un peu mal fichu par endroit. J'ai juste modifié ce qui était en rapport avec le background et ça marche. Je t'ai rajouté un paramètre dans la configuration "Use_background". Tu mets true pour avoir une image de fond, et false pour garder la map en fond. Il faut juste mettre une image nommée "Background" dans le dossier système

Spoiler

    #==============================================================================
# ** Ring Menu
#-------------------------------------------------------------------------------
# by Syvkal
# Version 1.1
# 06-23-08
#==============================================================================

#===================================================#
# ** C O N F I G U R A T I O N S Y S T E M ** #
#===================================================#

# Amount of frames for Startup Animation
STARTUP_FRAMES = 20
# Amount of frames for Movement Animation
MOVING_FRAMES = 15
# Radius of the Menu Ring
RING_R = 75
# Disabled icon to display when disabled
ICON_DISABLE= Cache::picture('Icon_Disable')
# Use_Background
Use_background = false

#-------------D-O---N-O-T---T-O-U-C-H---------------#

class Scene_Title < Scene_Base
alias game_objects_original create_game_objects
def create_game_objects
game_objects_original

#-------------D-O---N-O-T---T-O-U-C-H---------------#

# As this script allows you to make a custom Menu I thought to make it easier
# I would make it possible to add extra Menu Options from here

# All you need to do is specify the Text to display, the icon and the command
# The command must be in a STRING
# Simply add to the array below :

$game_ring_menu = [

# Menu Option 0 eg. Item
[Vocab::item, Cache::picture('Icon_Items'), "$scene = Scene_Item.new"],

# Menu Option 1 eg. Skill
[Vocab::skill, Cache::picture('Icon_Skills'), "start_actor_selection",
"$scene = Scene_Skill.new(@status_window.index)"],

# Menu Option 2 eg. Equip
[Vocab::equip, Cache::picture('Icon_Equip'), "start_actor_selection",
"$scene = Scene_Equip.new(@status_window.index)"],

# Menu Option 3 eg. Status
[Vocab::status, Cache::picture('Icon_Status'), "start_actor_selection",
"$scene = Scene_Status.new(@status_window.index)"],

#---------------------------------------------------#
# ** I N S E R T M O R E H E R E ** #
#---------------------------------------------------#

# Preferably Insert your custom Menu Options Here
# Otherwise the existing Menu Options will return to wrong point on the Menu

# Menu Option 4 eg. Save
["Missions", Cache::picture('Icon_Save'), "$scene = Scene_Quest.new"],

# Menu Option 5 eg. Load
["Équipe", Cache::picture('Icon_party'), "$scene = Scene_PartyForm.new"],

# Menu Option 6 eg. Bestiary
["Bestiaire", Cache::picture('Icon_Bestiaire'), "$scene = Scene_Bestiary.new"],

# Menu Option 7 eg. Load
["Synchro", Cache::picture('Icon_bar'),"start_actor_selection",
"$scene = Scene_SkillRing.new(@status_window.index)"],

# Menu Option 8 eg. End Game
[Vocab::game_end, Cache::picture('Icon_End'), "$scene = Scene_End.new"]

] # <--- Do no Delete This

#===================================================#
# ** E N D C O N F I G U R A T I O N ** #
#===================================================#
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# Edited to add Ring Menu
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias initialize_original initialize
alias start_selection_original start_actor_selection
alias end_selection_original end_actor_selection
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(menu_index = 0, move = true)
@move = move
initialize_original(menu_index)
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
if Use_background
@fond = Sprite.new
@fond.bitmap = Cache.system("Background")
else
create_menu_background
end
create_command_window
@gold_window = Window_Gold.new(0, 360)
@location_window = Window_location.new(0, 0)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
@fond.dispose if @fond
dispose_menu_background if ! @fond
@command_window.dispose
@gold_window.dispose
@status_window.dispose if @status_window
@location_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update if @status_window
@location_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
commands = []
for i in 0...$game_ring_menu.size
commands.push($game_ring_menu[i][0])
end
icons = []
for i in 0...$game_ring_menu.size
icons.push($game_ring_menu[i][1])
end
@command_window = Window_RingMenu.new(232, 164, commands, icons, @move, @menu_index)
if $game_party.members.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_status_window
names = []
chars = []
for i in 0...$game_party.members.size
names[i] = $game_party.members[i].name
chars[i] = $game_party.members[i]
end
@status_window = Window_RingMenu.new(255, 200, names, chars, true, $game_party.last_actor_index, true)
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 $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
eval($game_ring_menu[@command_window.index][2])
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@command_window.visible = false
create_status_window
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
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@command_window.visible = true
@status_window.dispose if @status_window
@status_window = nil
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
eval($game_ring_menu[@command_window.index][3])
end
end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# Edited to return to the menu properly when loading
#==============================================================================

class Scene_File
alias return_scene_original return_scene
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
if @saving
$scene = Scene_Menu.new($game_ring_menu.size - 3)
else
$scene = Scene_Menu.new($game_ring_menu.size - 2)
end
end
end
end

#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
# Edited to return to the menu properly due to loading being added
#==============================================================================

class Scene_End
alias return_scene_original return_scene
def return_scene
$scene = Scene_Menu.new($game_ring_menu.size - 1)
end
end

#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
# This class shows the current map name.
#==============================================================================

class Window_location < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, (WLH*2) + 32)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
$maps = load_data("Data/MapInfos.rvdata")
@map_id = $game_map.map_id
@currmap = $maps[@map_id].name
self.contents.font.color = system_color
self.contents.draw_text(0, -4, 128, 32, "Location :")
self.contents.font.color = normal_color
self.contents.draw_text(0, -4+WLH, 128, 32, @currmap, 1)
end
end

#==============================================================================
# ** Window_RingMenu
#------------------------------------------------------------------------------
# This Window creates a Ring Menu system
#==============================================================================

class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :index
attr_reader :item_max
#--------------------------------------------------------------------------
# * Refresh Setup
#--------------------------------------------------------------------------
START = 1
WAIT = 2
MOVER = 3
MOVEL = 4
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(center_x, center_y, commands, items, move = true, index = 0, character = false)
super(0, 0, 544, 416)
self.contents = Bitmap.new(width-32, height-32)
self.opacity = 0
@move = move
@char = character
@startup = STARTUP_FRAMES
@commands = commands
@item_max = commands.size
@index = index
@items = items
@disabled = []
for i in 0...commands.size-1
@disabled[i] = false
end
@cx = center_x
@cy = center_y
start_setup
refresh
end
#--------------------------------------------------------------------------
# * Start Setup
#--------------------------------------------------------------------------
def start_setup
@mode = START
@steps = @startup
end
#--------------------------------------------------------------------------
# * Disable index
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# * Determines if is moving
#--------------------------------------------------------------------------
def animation?
return @mode != WAIT
end
#--------------------------------------------------------------------------
# * Determine if cursor is moveable
#--------------------------------------------------------------------------
def cursor_movable?
return false if (not visible or not active)
return false if (@opening or @closing)
return false if animation?
return true
end
#--------------------------------------------------------------------------
# * Move cursor right
#--------------------------------------------------------------------------
def cursor_right
@index -= 1
@index = @items.size - 1 if @index < 0
@mode = MOVER
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# * Move cursor left
#--------------------------------------------------------------------------
def cursor_left
@index += 1
@index = 0 if @index >= @items.size
@mode = MOVEL
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if self.active
if cursor_movable?
last_index = @index
if Input.repeat?(Input::DOWN) or Input.repeat?(Input::RIGHT)
cursor_right
end
if Input.repeat?(Input::UP) or Input.repeat?(Input::LEFT)
cursor_left
end
if @index != last_index
Sound.play_cursor
end
end
refresh
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
case @mode
when START
refresh_start
when WAIT
refresh_wait
when MOVER
refresh_move(1)
when MOVEL
refresh_move(0)
end
rect = Rect.new(18, 196, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index], 1)
end
#--------------------------------------------------------------------------
# * Refresh Start Period
#--------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / @startup
for i in 0...@item_max
j = i - @index
if @move
r = RING_R - 1.0 * RING_R * @steps / @startup
d = d1 * j + d2 * @steps
else
r = RING_R
d = d1 * j
end
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = WAIT
end
end
#--------------------------------------------------------------------------
# * Refresh Wait Period
#--------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# * Refresh Movement Period
#--------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = WAIT
end
end
#--------------------------------------------------------------------------
# * Draw Item
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# index : item number
#--------------------------------------------------------------------------
def draw_item(x, y, index)
if @char
if @index == index
draw_character(@items[index].character_name, @items[index].character_index , x, y)
if @mode == WAIT
draw_actor_hp_ring(@items[index], @cx, @cy-16, 50, 6, 84, 270, true)
draw_actor_mp_ring(@items[index], @cx, @cy-16, 50, 6, 84, 180, false)
draw_actor_exp_ring(@items[index], @cx, @cy-16, 50, 6, 155, 12, false)
end
else
draw_character(@items[index].character_name, @items[index].character_index , x, y, false)
end
else
rect = Rect.new(0, 0, @items[index].width, @items[index].height)
if @index == index
self.contents.blt( x, y, @items[index], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[index], rect, 128 )
end
end
end
end

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# Edited to allow disabled character icons
#==============================================================================

class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Character Graphic
#--------------------------------------------------------------------------
def draw_character(character_name, character_index, x, y, enabled = true)
return if character_name == nil
bitmap = Cache.character(character_name)
sign = character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, enabled ? 255 : 128)
end
end



Wanoklox

Novice
Wanoklox
  • Messages : 46

Modification de script II


mar. 20 août 2013 - 16h19

Non, c'est sur Vx x)

Pareil, je connais pas les différences VX/XP niveau scripts, en plus j'ai pas les logiciels sur mon PC donc je peux pas tester si ça fonctionne.

Ssozi

Expert
Ssozi
  • Messages : 1166

Modification de script II


mar. 20 août 2013 - 16h40

Citation de "Wanoklox" :
Pareil, je connais pas les différences VX/XP niveau scripts, en plus j'ai pas les logiciels sur mon PC donc je peux pas tester si ça fonctionne.


Serait-ce un manque de confiance en moi? Normalement ça marche ^^



Wanoklox

Novice
Wanoklox
  • Messages : 46

Modification de script II


mar. 20 août 2013 - 17h13

Non non, c'était pour dire que du coup j'pouvais pas faire grand chose pour son code.

Kirah

Adepte
Kirah
  • Messages : 268

Modification de script II


mar. 20 août 2013 - 17h49

Biward, es-tu un ange tomber du ciel !?
Mais comment te le dire... Merci
Grâce à toi je vais pouvoir faire ce que je voulais faire en ayant fais cette demande
Allez un petit aperçu du rendu^^:

Spoiler


Ssozi

Expert
Ssozi
  • Messages : 1166

Modification de script II


mar. 20 août 2013 - 17h51

De rien, ça m'a fait plaisir de t'aider ! ^^
Et ça rend bien ton menu



RitoJS

6307
RitoJS
  • Messages : 6307

Modification de script II


mar. 20 août 2013 - 17h52

Je déplaces.
+5 pouains pour Biward.





Merci à Maki et KuroFidy pour ces cadeaux:

Spoiler