rendered paste body#===================================================
# ¡ Ring Menu - Show Player Location - Release #1 (Enhanced By Dubealex)
#===================================================
# For more infos and update, visit:
# asylum.dubealex.com
#
# Original Ring Menu by: aó (From XRXS)
# Original Edit and Fix by: Maki
# Show Player Location Version by: Dubealex
#
# You can customize this script at line #35 - Have fun !!
# If you want to show more stuff, its easy to do, you can try to ask in the forum.
#
# alex@dubealex.com
#===================================================
#===================================================
# ¥ CLASS Scene_Menu Begins
#===================================================
class Scene_Menu
#--------------------------------------------------------------------------
# A?? ?I?u?W?F?N?gA?ñ?AoñAâ
# menu_index : ?R?}?g?h?A??JA?[?\??A?ñ?Ao?A?fu
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
$location_text=[]
$window_size=[]
$ring_menu_text=[]
$chara_select=[]
@window_opacity=[]
@chara_select=[]
@window_position=[]
#--------------------------------------------------------------------------------------------------
# ¡ Ring Menu Customization Section: (By Dubealex)
#--------------------------------------------------------------------------------------------------
# Those variables defines how the script will act.
# Simply change the value by those you want.
# Remember that changing the font size has its limitation due to text space allocation.
#
# ¥ TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:
$location_text[0]="Times New Roman" # Font Type
$location_text[1]=17 # Font Size
$location_text[2]=0 # Location Title Color
$location_text[4]=0 # Map Name Color
$location_text[3]="Location:" # Customize the "Location" Title Text
# ¥ SHOW LOCATION WINDOW SETTINS:
@show_location_window=true #Set to false to not use it !
@window_opacity[0]=255 # Border Opacity
@window_opacity[1]=130 # Background Opacity
$window_location_skin="wskin_x" # Window Skin
@window_position[0]=20 # X Axis Position
@window_position[1]=20 # Y Axis Position
$window_size[0]=160 # Lengh
$window_size[1]=96 # Heigh
# ¥ TEXT SETTINGS FOR INSIDE THE RING MENU:
$ring_menu_text[0]="Times New Roman" # Font Type
$ring_menu_text[7]=4 # Font Color
$ring_menu_text[8]=22 # Font Size
$ring_menu_text[1]="Items" # Items Menu Text
$ring_menu_text[2]="Magic" # Skills Menu Text
$ring_menu_text[3]="Equip" # Equip Menu Text
$ring_menu_text[4]="Stats" # Stats Menu Text
$ring_menu_text[5]="Save" # Save Menu Text
$ring_menu_text[6]="Quit" # Quit Menu Text
# ¥ CHARACTER SELECTION WINDOW SETTINGS :
@chara_select[0]=400 # X Axis Position
@chara_select[1]=0 # Y Axis Position
$chara_select[0]="Times New Roman" # Font Type
$chara_select[1]=0 # Font Color
$chara_select[5]=17 # Font Size
$chara_select[2]=255 # Window Border Opacity
$chara_select[3]=130 # Window Background Opacity
$chara_select[4]="wskin_x" # Window Skin to use
#---------------------------------------------------------------------------
# Eiji Edit Starts
while ($game_screen.tone.gray != 150)
$game_screen.tone.gray += 1
end
end
# Eiji Edit ends
#--------------------------------------------------------------------------
# A?? ?A??C?gA???A?
#--------------------------------------------------------------------------
def main
# ?X?v?ñ?C?g?Z?b?g?AA?AÊA?AÊ
@spriteset = Spriteset_Map.new
# ?R?}?g?h?E?B?g?h?E?AA?AÊA?AÊ
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
# ?pA?[?e?BA?lA?h?Aa 0 A?l?A?A?AaA?ö
if $game_party.actors.size == 0
# ?A?C?e??A?A?X?L??A?Ae?hAÊA?A?X?eA?[?^?X?A?A3?ACñAâ
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
# ?ZA?[?u?A??~?A?A?AaA?ö
if $game_system.save_disabled
# ?ZA?[?u?A?A3?AC?Añ?AE?Ac
@command_window.disable_item(4)
end
# ?X?eA?[?^?X?E?B?g?h?E?AA?AÊA?AÊ
@status_window = Window_RingMenuStatus.new
@status_window.x = @chara_select[0]
@status_window.y = @chara_select[1]
@status_window.z = 200
@status_window.opacity=$chara_select[2]
@status_window.back_opacity=$chara_select[3]
@status_window.visible = false
# ?g?ñ?g?W?V?ö?g?A?A?s
Graphics.transition
# ?A??C?g??A?[?v
loop do
# ?QA?[??ñA|?A??AA?XA?V
Graphics.update
# gA??A?A?AR?A}?AA?XA?V
Input.update
# ?t??A?[??A?XA?V
update
# ñA|?A??AaA?A??ANeA??A*?A??A??A??A?[?v?Afõff
if $scene != self
break
end
end
# ?g?ñ?g?W?V?ö?gA??hAÊ
Graphics.freeze
# ?X?v?ñ?C?g?Z?b?g?AñA?Ao
@spriteset.dispose
@command_window.dispose
@status_window.dispose
# Eiji Saturation Edit Starts
while ($game_screen.tone.gray != 0)
$game_screen.tone.gray -= 1
end
# Edit ends
end
#--------------------------------------------------------------------------
# A?? ?t??A?[??A?XA?V
#--------------------------------------------------------------------------
def update
@command_window.update
@status_window.update
# ?R?}?g?h?E?B?g?h?E?Aa?A?N?e?B?u?A?A?AaA?ö: update_command ?A?A??Ah
if @command_window.active
update_command
return
end
# ?X?eA?[?^?X?E?B?g?h?E?Aa?A?N?e?B?u?A?A?AaA?ö: update_status ?A?A??Ah
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# A?? ?t??A?[??A?XA?V (?R?}?g?h?E?B?g?h?E?Aa?A?N?e?B?u?A?A?AaA?ö)
#--------------------------------------------------------------------------
def update_command
# B ?{?^?g?Aañ??A3?Aa?A?A?AaA?ö
if Input.trigger?(Input::B)
# ?L???g?Z?? SE ?Aññet
$game_system.se_play($data_system.cancel_se)
# ?}?b?vñA|?A??AñA?A??ANeA??A|
$scene = Scene_Map.new
return
end
# C ?{?^?g?Aañ??A3?Aa?A?A?AaA?ö
if Input.trigger?(Input::C)
# ?pA?[?e?BA?lA?h?Aa 0 A?l?AcA?A?ZA?[?uA?A?QA?[??A?I?A1?A??O?A??R?}?g?h?A?A?AaA?ö
if $game_party.actors.size == 0 and @command_window.index < 4
# ?u?UA?[ SE ?Aññet
$game_system.se_play($data_system.buzzer_se)
return
end
# ?R?}?g?h?E?B?g?h?E?A??JA?[?\???A?fu?Ac?Aa?A2
case @command_window.index
when 0 # ?A?C?e??
# ??fAN SE ?Aññet
$game_system.se_play($data_system.decision_se)
# ?A?C?e??ñA|?A??AñA?A??ANeA??A|
$scene = Scene_Item.new
when 1 # ?X?L??
# ??fAN SE ?Aññet
$game_system.se_play($data_system.decision_se)
# ?X?eA?[?^?X?E?B?g?h?E?A?A?N?e?B?u?Añ?AE?Ac
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2 # e?hAÊ
# ??fAN SE ?Aññet
$game_system.se_play($data_system.decision_se)
# ?X?eA?[?^?X?E?B?g?h?E?A?A?N?e?B?u?Añ?AE?Ac
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3 # ?X?eA?[?^?X
# ??fAN SE ?Aññet
$game_system.se_play($data_system.decision_se)
# ?X?eA?[?^?X?E?B?g?h?E?A?A?N?e?B?u?Añ?AE?Ac
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4 # ?ZA?[?u
# ?ZA?[?u?A??~?A?A?AaA?ö
if $game_system.save_disabled
# ?u?UA?[ SE ?Aññet
$game_system.se_play($data_system.buzzer_se)
return
end
# ??fAN SE ?Aññet
$game_system.se_play($data_system.decision_se)
# ?ZA?[?uñA|?A??AñA?A??ANeA??A|
$scene = Scene_Save.new
when 5 # ?QA?[??A?I?A1
# ??fAN SE ?Aññet
$game_system.se_play($data_system.decision_se)
# ?QA?[??A?I?A1ñA|?A??AñA?A??ANeA??A|
$scene = Scene_End.new
end
return
end
# ?A?j?A?A?[?V?ö?gfõ?A??A?JA?[?\???A?A???A??AA?s?A*?A??A
return if @command_window.animation?
# A?AaorA?Ac ?{?^?g?Aañ??A3?Aa?A?A?AaA?ö
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
# A?AáorA?AN ?{?^?g?Aañ??A3?Aa?A?A?AaA?ö
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#--------------------------------------------------------------------------
# A?? ?t??A?[??A?XA?V (?X?eA?[?^?X?E?B?g?h?E?Aa?A?N?e?B?u?A?A?AaA?ö)
#--------------------------------------------------------------------------
def update_status
# B ?{?^?g?Aañ??A3?Aa?A?A?AaA?ö
if Input.trigger?(Input::B)
# ?L???g?Z?? SE ?Aññet
$game_system.se_play($data_system.cancel_se)
# ?R?}?g?h?E?B?g?h?E?A?A?N?e?B?u?Añ?AE?Ac
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
# C ?{?^?g?Aañ??A3?Aa?A?A?AaA?ö
if Input.trigger?(Input::C)
# ?R?}?g?h?E?B?g?h?E?A??JA?[?\???A?fu?Ac?Aa?A2
case @command_window.index
when 1 # ?X?L??
# ?A}?A??A?N?^A?[?A?A?sgARA?A?A??Aa 2 ?A?A?A?A?A?AaA?ö
if $game_party.actors[@status_window.index].restriction >= 2
# ?u?UA?[ SE ?Aññet
$game_system.se_play($data_system.buzzer_se)
return
end
# ??fAN SE ?Aññet
$game_system.se_play($data_system.decision_se)
# ?X?L??ñA|?A??AñA?A??ANeA??A|
$scene = Scene_Skill.new(@status_window.index)
when 2 # e?hAÊ
# ??fAN SE ?Aññet
$game_system.se_play($data_system.decision_se)
# e?hAÊñA|?A??AñA?A??ANeA??A|
$scene = Scene_Equip.new(@status_window.index)
when 3 # ?X?eA?[?^?X
# ??fAN SE ?Aññet
$game_system.se_play($data_system.decision_se)
# ?X?eA?[?^?XñA|?A??AñA?A??ANeA??A|
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#===================================================
# £ CLASS Scene_Menu Ends
#===================================================
#===================================================
# ¥ CLASS Window_RingMenu Begins
#===================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# A?? ?N?ñ?XfANA?h
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 64
ICON_ITEM = RPG::Cache.icon("MI_item")
ICON_SKILL = RPG::Cache.icon("MI_magic")
ICON_EQUIP = RPG::Cache.icon("MI_equip")
ICON_STATUS = RPG::Cache.icon("MI_status")
ICON_SAVE = RPG::Cache.icon("MI_save")
ICON_EXIT = RPG::Cache.icon("MI_exit")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT = 2
MODE_MOVER = 3
MODE_MOVEL = 4
#--------------------------------------------------------------------------
# A?? ?A?N?Z?T
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# A?? ?I?u?W?F?N?gA?ñ?AoñAâ
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = $ring_menu_text[0]
self.contents.font.color = text_color($ring_menu_text[7])
self.contents.font.size = $ring_menu_text[8]
self.opacity = 0
self.back_opacity = 0
s1 = $ring_menu_text[1]
s2 = $ring_menu_text[2]
s3 = $ring_menu_text[3]
s4 = $ring_menu_text[4]
s5 = $ring_menu_text[5]
s6 = $ring_menu_text[6]
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#--------------------------------------------------------------------------
# A?? ?t??A?[??A?XA?V
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# A?? ñA|?A?A?A??`ñA|
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# ?A?C?R?g?A?`ñA|
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
# ?A?N?e?B?u?A??R?}?g?h?A??\?A|
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# A?? ñA|?A?A?A??`ñA|(A?ñ?AoñAâ??)
#--------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
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 = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# A?? ñA|?A?A?A??`ñA|(eAf?@??)
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# A?? ñA|?A?A?A??`ñA|(ñA}g]??)
# mode : 0=hA????vñA}?AN 1=???vñA}?AN
#--------------------------------------------------------------------------
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 = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# A?? A???A??A??`ñA|
# x :
# y :
# i : A???A?hAhA?õ
#--------------------------------------------------------------------------
def draw_item(x, y, i)
#p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].to_s
rect = Rect.new(0, 0, @items[i].width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#--------------------------------------------------------------------------
# A?? A???A??A?A3?AC?Añ?AE?Ac
# index : A???A?hAhA?õ
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# A?? A?ñ?AoñAâ?A?j?A?A?[?V?ö?g?A?A??hAÊ
#--------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#--------------------------------------------------------------------------
# A?? ñA}g]?A?j?A?A?[?V?ö?g?A?A??hAÊ
#--------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# A?? ?A?j?A?A?[?V?ö?gfõ?Ac?Aö?A??Ac
#--------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#===================================================
# £ CLASS Window_RingMenu Ends
#===================================================
#===================================================
# ¥ CLASS Window_RingMenuStatus Begins
#===================================================
class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# A?? ?I?u?W?F?N?gA?ñ?AoñAâ
#--------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = $chara_select[5]
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# A?? ???t???b?V?c
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($chara_select[4])
self.contents.font.name = $chara_select[0]
self.contents.font.color = text_color($chara_select[1])
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y + 24)
end
end
#--------------------------------------------------------------------------
# A?? ?JA?[?\???A??Ac?`A?XA?V
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#===================================================
# £ CLASS Window_RingMenuStatus Ends
#===================================================
#===================================================
# ¥ Class Window_gold Begins
#==============================================================================
# ¡ Window_Gold
#------------------------------------------------------------------------------
# @S[hð\¦·éEBhEÅ·B
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# IuWFNgú»
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $defaultfonttype # "Gold" window font
self.contents.font.size = $defaultfontsize
refresh
end
#--------------------------------------------------------------------------
# tbV
#--------------------------------------------------------------------------
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end