Ringmenü

  • Schriftart


    Comic Sans MS


    Sprache in game


    Deutsch


    Skript :::::




    #------------------------------------------------------------------------------
    # Ring_Menu
    #------------------------------------------------------------------------------
    # By: XRXS, Dubealex, and Hypershadow180
    #------------------------------------------------------------------------------
    class Scene_Menu
    #------------------------------------------------------------------------------
    # Initialize
    #------------------------------------------------------------------------------
    def initialize(menu_index = 0)
    @menu_index = menu_index
    $location_text=[]
    $gold_text=[]
    $window_size=[]
    $ring_menu_text=[]
    $chara_select=[]
    @window_opacity=[]
    @chara_select=[]
    @window_position=[]
    $location_text[0]="Comic Sans MS" # Font Type
    $location_text[1]=24 # Font Size
    $location_text[2]=0 # Location Title Color
    $location_text[4]=0 # Map Name Color
    $location_text[3]="Location:" # Text
    $gold_text[0]="Comic Sans MS" # Font Type
    $gold_text[1]=24 # Font Size
    $gold_text[2]=0 # Gold Title Color
    $gold_text[3]=0 # Gold Color
    $gold_text[4]="Gold" # Text
    @window_opacity[0]=255 # Border Opacity
    @window_opacity[1]=130 # Background Opacity
    $window_location_skin="001-Blue01" # Location Windowskin
    $window_gold_skin="001-Blue01" # Gold Windowskin
    @window_position[0]=0 # X Axis Position
    @window_position[1]=0 # Location Y Axis Position
    @window_position[2]=384 # Gold Y Axis Position
    $window_size[0]=160 # Length
    $window_size[1]=96 # Height
    $ring_menu_text[0]="Comic Sans MS" # Font Type
    $ring_menu_text[7]=0 # Font Color
    $ring_menu_text[8]=24 # Font Size
    $ring_menu_text[1]="Items"
    $ring_menu_text[2]="Fähigkeiten"
    $ring_menu_text[3]="Ausrüstung"
    $ring_menu_text[4]="Status"
    $ring_menu_text[5]="speichern"
    $ring_menu_text[6]="Beenden"
    @chara_select[0]=408 # X Axis Position
    @chara_select[1]=0 # Y Axis Position
    $chara_select[0]="Comic Sans MS" # Font Type
    $chara_select[1]=0 # Font Color
    $chara_select[5]=24 # Font Size
    $chara_select[2]=255 # Border Opacity
    $chara_select[3]=130 # Background Opacity
    $chara_select[4]="001-Blue01" # Windowskin
    end
    #------------------------------------------------------------------------------
    # Main
    #------------------------------------------------------------------------------
    def main
    @window_location = Window_Location.new
    @window_location.x = @window_position[0]
    @window_location.y = @window_position[1]
    @window_location.opacity = @window_opacity[0]
    @window_location.back_opacity = @window_opacity[1]
    @window_gold = Window_MenuGold.new
    @window_gold.x = @window_position[0]
    @window_gold.y = @window_position[2]
    @window_gold.opacity = @window_opacity[0]
    @window_gold.back_opacity = @window_opacity[1]
    @spriteset = Spriteset_Map.new
    px = $game_player.screen_x - 15
    py = $game_player.screen_y - 24
    @command_window = Window_RingMenu.new(px,py)
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
    @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
    if $game_system.save_disabled
    @command_window.disable_item(4)
    end
    @status_window = Window_RingMenuStatus.new
    @status_window.x = @chara_select[0]
    @status_window.y = @chara_select[1]
    @status_window.z = 200
    @status_window.opacity=$chara_select[2]
    @status_window.back_opacity=$chara_select[3]
    @status_window.visible = false
    Graphics.transition
    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end
    Graphics.freeze
    @spriteset.dispose
    @window_location.dispose
    @window_gold.dispose
    @command_window.dispose
    @status_window.dispose
    end
    #------------------------------------------------------------------------------
    # Update
    #------------------------------------------------------------------------------
    def update
    @window_location.update
    @window_gold.update
    @command_window.update
    @status_window.update
    if @command_window.active
    update_command
    return
    end
    if @status_window.active
    update_status
    return
    end
    end
    #------------------------------------------------------------------------------
    # Update Comman
    #------------------------------------------------------------------------------
    def update_command
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Map.new
    return
    end
    if Input.trigger?(Input::C)
    if $game_party.actors.size == 0 and @command_window.index < 4
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    case @command_window.index
    when 0
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Item.new
    when 1
    $game_system.se_play($data_system.decision_se)
    @command_window.active = false
    @status_window.active = true
    @status_window.visible = true
    @status_window.index = 0
    when 2
    $game_system.se_play($data_system.decision_se)
    @command_window.active = false
    @status_window.active = true
    @status_window.visible = true
    @status_window.index = 0
    when 3
    $game_system.se_play($data_system.decision_se)
    @command_window.active = false
    @status_window.active = true
    @status_window.visible = true
    @status_window.index = 0
    when 4
    if $game_system.save_disabled
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Save.new
    when 5
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_End.new
    end
    return
    end
    return if @command_window.animation?
    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
    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
    #------------------------------------------------------------------------------
    # Update Status
    #------------------------------------------------------------------------------
    def update_status
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @command_window.active = true
    @status_window.active = false
    @status_window.visible = false
    @status_window.index = -1
    return
    end
    if Input.trigger?(Input::C)
    case @command_window.index
    when 1
    if $game_party.actors[@status_window.index].restriction >= 2
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Skill.new(@status_window.index)
    when 2
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Equip.new(@status_window.index)
    when 3
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Status.new(@status_window.index)
    end
    return
    end
    end
    end
    #------------------------------------------------------------------------------
    # Window_RingMenu
    #------------------------------------------------------------------------------
    class Window_RingMenu < Window_Base
    STARTUP_FRAMES = 20
    MOVING_FRAMES = 5
    RING_R = 64
    ICON_ITEM = RPG::Cache.icon("034-Item03")
    ICON_SKILL = RPG::Cache.icon("044-Skill01")
    ICON_EQUIP = RPG::Cache.icon("001-Weapon01")
    ICON_STATUS = RPG::Cache.icon("050-Skill07")
    ICON_SAVE = RPG::Cache.icon("038-Item07")
    ICON_EXIT = RPG::Cache.icon("046-Skill03")
    ICON_DISABLE= RPG::Cache.icon("")
    SE_STARTUP = "056-Right02"
    MODE_START = 1
    MODE_WAIT = 2
    MODE_MOVER = 3
    MODE_MOVEL = 4
    attr_accessor :index
    #------------------------------------------------------------------------------
    # Initialize
    #------------------------------------------------------------------------------
    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
    #------------------------------------------------------------------------------
    # Update
    #------------------------------------------------------------------------------
    def update
    super
    refresh
    end
    #------------------------------------------------------------------------------
    # Refresh
    #------------------------------------------------------------------------------
    def refresh
    self.contents.clear
    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
    rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
    self.contents.draw_text(rect, @commands[@index],1)
    end
    #------------------------------------------------------------------------------
    # Refresh Start
    #------------------------------------------------------------------------------
    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
    #------------------------------------------------------------------------------
    # Refresh Wait
    #------------------------------------------------------------------------------
    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 Move
    #------------------------------------------------------------------------------
    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
    #------------------------------------------------------------------------------
    # Draw Item
    #------------------------------------------------------------------------------
    def draw_item(x, y, i)
    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
    #------------------------------------------------------------------------------
    # Disable Item
    #------------------------------------------------------------------------------
    def disable_item(index)
    @disabled[index] = true
    end
    #------------------------------------------------------------------------------
    # Setup Move Start
    #------------------------------------------------------------------------------
    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
    #------------------------------------------------------------------------------
    # Setup Move Move
    #------------------------------------------------------------------------------
    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
    #------------------------------------------------------------------------------
    # Animation
    #------------------------------------------------------------------------------
    def animation?
    return @mode != MODE_WAIT
    end
    end
    #------------------------------------------------------------------------------
    # Window_RingMenuStatus
    #------------------------------------------------------------------------------
    class Window_RingMenuStatus < Window_Selectable
    #------------------------------------------------------------------------------
    # Initialize
    #------------------------------------------------------------------------------
    def initialize
    super(204, 64, 232, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = $chara_select[5]
    refresh
    self.active = false
    self.index = -1
    end
    #------------------------------------------------------------------------------
    # Refresh
    #------------------------------------------------------------------------------
    def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($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 - 60, y + 65)
    draw_actor_name(actor, x, y + 2)
    draw_actor_hp(actor, x - 40, y + 26)
    draw_actor_sp(actor, x - 40, y + 50)
    end
    end
    #------------------------------------------------------------------------------
    # Update Cursor Rect
    #------------------------------------------------------------------------------
    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
    #------------------------------------------------------------------------------
    # Game_Map
    #------------------------------------------------------------------------------
    class Game_Map
    #------------------------------------------------------------------------------
    # Name
    #------------------------------------------------------------------------------
    def name
    $map_infos[@map_id]
    end
    end
    #------------------------------------------------------------------------------
    # Scene_Title
    #------------------------------------------------------------------------------
    class Scene_Title
    $map_infos = load_data("Data/MapInfos.rxdata")
    for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
    end
    end
    #------------------------------------------------------------------------------
    # Window_Location
    #------------------------------------------------------------------------------
    class Window_Location < Window_Base
    #------------------------------------------------------------------------------
    # Initialize
    #------------------------------------------------------------------------------
    def initialize
    super(0, 0, $window_size[0], $window_size[1])
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $location_text[0]
    self.contents.font.size = $location_text[1]
    refresh
    end
    #------------------------------------------------------------------------------
    # Refresh
    #------------------------------------------------------------------------------
    def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($window_location_skin)
    self.contents.font.color = text_color($location_text[2])
    self.contents.draw_text(4, 0, 120, 32, $location_text[3])
    self.contents.font.color = text_color($location_text[4])
    self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
    end
    end
    #------------------------------------------------------------------------------
    # Window_MenuGold
    #------------------------------------------------------------------------------
    class Window_MenuGold < Window_Base
    #------------------------------------------------------------------------------
    # Initialize
    #------------------------------------------------------------------------------
    def initialize
    super(0, 0, $window_size[0], $window_size[1])
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $gold_text[0]
    self.contents.font.size = $gold_text[1]
    refresh
    end
    #------------------------------------------------------------------------------
    # Refresh
    #------------------------------------------------------------------------------
    def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($window_gold_skin)
    self.contents.font.color = text_color($gold_text[2])
    self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
    self.contents.font.color = text_color($gold_text[3])
    self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
    end
    end



    Screenshot :::


    <br>http://ceratic-soft.de/service…9f60f4d585313943e.png</a>

  • es war ja in english BZW die schrift und die art der schrift war tahoma das system hätte ich auch ändern können aber das währ bissl blöd XD das was ich noch machn wollt war die icons ändern aber es funzt irgendwie net ^^