Soroshiya Modérateur
Nombre de messages : 124 Age : 32 Date d'inscription : 16/11/2007
Feuille personnelle PAs (Points d'Aide): (0/130) Permis à Points: (40/40)
| Sujet: Ring menu 1 Sam 17 Nov - 4:37 | |
| Nom du script : Ring menu 1Auteur : MakirouAru Fonction : Ce script sert à changer le style de menu durant le jeu. Un menu tournant au dessus de la tête. Image(s) : Ressource(s) : Merci de donner les ressources annexes si le script en demande .Remarque : FonctionnelInstallation : Allez dans l'éditeur de script ( F11 ) et suivez les instructions ci-dessous .Ce script sert à changer le style de menu durant le jeu. Un menu tournant au dessus de la tête. Faite un nouveau script au dessus de main, puis nommé le Ring_Menu. Coller ce code: - Code:
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#============================================================================== # �¡ Window_RingMenu #============================================================================== #============================================================================== # Edited by MakirouAru #============================================================================== class Window_RingMenu < Window_Base #-------------------------------------------------------------------------- # �› ƒNƒ‰ƒX’è�” #-------------------------------------------------------------------------- STARTUP_FRAMES = 20 # �‰ŠúƒAƒjƒ��[ƒVƒ‡ƒ“‚̃tƒŒ�[ƒ€�” MOVING_FRAMES = 5 # ƒŠƒ“ƒO‚ð‰ñ‚µ‚½Žž‚̃tƒŒ�[ƒ€�” RING_R = 64 # ƒŠƒ“ƒO‚Ì”¼Œa ICON_ITEM = RPG::Cache.icon("034-Item03") # �uƒAƒCƒeƒ€�vƒ�ƒjƒ…�[‚̃AƒCƒRƒ“ ICON_SKILL = RPG::Cache.icon("044-Skill01") # �uƒXƒLƒ‹�vƒ�ƒjƒ…�[‚̃AƒCƒRƒ“ ICON_EQUIP = RPG::Cache.icon("001-Weapon01") # �u‘•”õ�vƒ�ƒjƒ…�[‚̃AƒCƒRƒ“ ICON_STATUS = RPG::Cache.icon("050-Skill07") # �uƒXƒe�[ƒ^ƒX�vƒ�ƒjƒ…�[‚̃AƒCƒRƒ“ ICON_SAVE = RPG::Cache.icon("038-Item07") # �uƒZ�[ƒu�vƒ�ƒjƒ…�[‚̃AƒCƒRƒ“ ICON_EXIT = RPG::Cache.icon("046-Skill03") # �u�I—¹�vƒ�ƒjƒ…�[‚̃AƒCƒRƒ“ ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~�€–Ú‚É•t‚­ƒAƒCƒRƒ“ SE_STARTUP = "056-Right02" # ƒ�ƒjƒ…�[‚ðŠJ‚¢‚½‚Æ‚«‚ɖ‚炷SE MODE_START = 1 # ƒXƒ^�[ƒgƒAƒbƒvƒAƒjƒ��[ƒVƒ‡ƒ“ MODE_WAIT = 2 # ‘Ò‹@ MODE_MOVER = 3 # ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ��[ƒVƒ‡ƒ“ MODE_MOVEL = 4 # ”½ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ��[ƒVƒ‡ƒ“ #-------------------------------------------------------------------------- # �› ƒAƒNƒZƒT #-------------------------------------------------------------------------- attr_accessor :index #-------------------------------------------------------------------------- # �œ ƒIƒuƒWƒFƒNƒg�‰Šú‰» #-------------------------------------------------------------------------- def initialize( center_x, center_y ) super(0, 0, 640, 480) self.contents = Bitmap.new(width-32, height-32) self.contents.font.name = "Arial" self.opacity = 0 self.back_opacity = 0 s1 = "Items" s2 = "Skills" s3 = "Equip" s4 = "Stats" s5 = "Save" s6 = "Quit" @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 #-------------------------------------------------------------------------- # �œ ƒtƒŒ�[ƒ€�X�V #-------------------------------------------------------------------------- def update super refresh end #-------------------------------------------------------------------------- # �œ ‰æ–Ê�Ä•`‰æ #-------------------------------------------------------------------------- def refresh self.contents.clear # ƒAƒCƒRƒ“‚ð•`‰æ 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 # ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž¦ rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32) self.contents.draw_text(rect, @commands[@index],1) end #-------------------------------------------------------------------------- # �› ‰æ–Ê�Ä•`‰æ(�‰Šú‰»Žž) #-------------------------------------------------------------------------- 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 [email]0...@item_max[/email] 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 #-------------------------------------------------------------------------- # �› ‰æ–Ê�Ä•`‰æ([email]‘Ò‹@Žž[/email]) #-------------------------------------------------------------------------- def refresh_wait d = 2.0 * Math::PI / @item_max for i in [email]0...@item_max[/email] 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 #-------------------------------------------------------------------------- # �› ‰æ–Ê�Ä•`‰æ(‰ñ“]Žž) # mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è #-------------------------------------------------------------------------- def refresh_move( mode ) d1 = 2.0 * Math::PI / @item_max d2 = d1 / MOVING_FRAMES d2 *= -1 if mode != 0 for i in [email]0...@item_max[/email] 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 #-------------------------------------------------------------------------- # �œ �€–Ú‚Ì•`‰æ # x : # y : # i : �€–Ú”Ô�† #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # �œ �€–ڂ𖳌ø‚É‚·‚é # index : �€–Ú”Ô�† #-------------------------------------------------------------------------- def disable_item(index) @disabled[index] = true end #-------------------------------------------------------------------------- # �› �‰Šú‰»ƒAƒjƒ��[ƒVƒ‡ƒ“‚Ì�€”õ #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # �› ‰ñ“]ƒAƒjƒ��[ƒVƒ‡ƒ“‚Ì�€”õ #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # �› ƒAƒjƒ��[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚© #-------------------------------------------------------------------------- def animation? return @mode != MODE_WAIT end end #============================================================================== # �¡ Window_MenuStatus #------------------------------------------------------------------------------ # �@ƒ�ƒjƒ…�[‰æ–ʂŃp�[ƒeƒBƒ�ƒ“ƒo�[‚̃Xƒe�[ƒ^ƒX‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·�B #============================================================================== class Window_RingMenuStatus < Window_Selectable #-------------------------------------------------------------------------- # �œ ƒIƒuƒWƒFƒNƒg�‰Šú‰» #-------------------------------------------------------------------------- def initialize super(204, 64, 232, 352) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # �œ ƒŠƒtƒŒƒbƒVƒ… #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.name = "Arial" @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 #-------------------------------------------------------------------------- # �œ ƒJ�[ƒ\ƒ‹‚Ì‹éŒ`�X�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 #============================================================================== # #�¡ Scene_RingMenu # �¡ Scene_Menu #------------------------------------------------------------------------------ # �@ƒ�ƒjƒ…�[‰æ–Ê‚Ì�ˆ—�‚ð�s‚¤ƒNƒ‰ƒX‚Å‚·�B #==============================================================================
Dernière édition par le Sam 17 Nov - 4:38, édité 1 fois | |
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Soroshiya Modérateur
Nombre de messages : 124 Age : 32 Date d'inscription : 16/11/2007
Feuille personnelle PAs (Points d'Aide): (0/130) Permis à Points: (40/40)
| Sujet: Re: Ring menu 1 Sam 17 Nov - 4:38 | |
| SUITE ET FIN DU SCRIPT - Code:
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#class Scene_RingMenu class Scene_Menu #-------------------------------------------------------------------------- # �œ ƒIƒuƒWƒFƒNƒg�‰Šú‰» # menu_index : ƒRƒ}ƒ“ƒh‚̃J�[ƒ\ƒ‹�‰ŠúˆÊ’u #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # �œ ƒ�ƒCƒ“�ˆ—� #-------------------------------------------------------------------------- def main # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð�ì�¬ @spriteset = Spriteset_Map.new # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ð�ì�¬ px = $game_player.screen_x - 15 py = $game_player.screen_y - 24 @command_window = Window_RingMenu.new(px,py) @command_window.index = @menu_index # ƒp�[ƒeƒB�l�”‚ª 0 �l‚Ì�ê�‡ if $game_party.actors.size == 0 # ƒAƒCƒeƒ€�AƒXƒLƒ‹�A‘•”õ�AƒXƒe�[ƒ^ƒX‚𖳌ø‰» @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 # ƒZ�[ƒu‹ÖŽ~‚Ì�ê�‡ if $game_system.save_disabled # ƒZ�[ƒu‚𖳌ø‚É‚·‚é @command_window.disable_item(4) end # ƒXƒe�[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ð�ì�¬ @status_window = Window_RingMenuStatus.new @status_window.x = 160 @status_window.y = 0 @status_window.z = 200 @status_window.visible = false # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀ�s Graphics.transition # ƒ�ƒCƒ“ƒ‹�[ƒv loop do # ƒQ�[ƒ€‰æ–Ê‚ð�X�V Graphics.update # “ü—Í�î•ñ‚ð�X�V Input.update # ƒtƒŒ�[ƒ€�X�V update # ‰æ–Ê‚ª�Ø‚è‘Ö‚í‚Á‚½‚烋�[ƒv‚ð’†’f if $scene != self break end end # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“�€”õ Graphics.freeze # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú @spriteset.dispose # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú @command_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # �œ ƒtƒŒ�[ƒ€�X�V #-------------------------------------------------------------------------- def update # ƒEƒBƒ“ƒhƒE‚ð�X�V @command_window.update @status_window.update # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ì�ê�‡: update_command ‚ðŒÄ‚Ô if @command_window.active update_command return end # ƒXƒe�[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ì�ê�‡: update_status ‚ðŒÄ‚Ô if @status_window.active update_status return end end #-------------------------------------------------------------------------- # �œ ƒtƒŒ�[ƒ€�X�V (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ì�ê�‡) #-------------------------------------------------------------------------- def update_command # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽ�ê�‡ if Input.trigger?(Input::B) # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t $game_system.se_play($data_system.cancel_se) # ƒ}ƒbƒv‰æ–Ê‚É�Ø‚è‘Ö‚¦ $scene = Scene_Map.new return end # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽ�ê�‡ if Input.trigger?(Input::C) # ƒp�[ƒeƒB�l�”‚ª 0 �l‚Å�AƒZ�[ƒu�AƒQ�[ƒ€�I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚Ì�ê�‡ if $game_party.actors.size == 0 and @command_window.index < 4 # ƒuƒU�[ SE ‚ð‰‰‘t $game_system.se_play($data_system.buzzer_se) return end # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J�[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò case @command_window.index when 0 # ƒAƒCƒeƒ€ # Œˆ’è SE ‚ð‰‰‘t $game_system.se_play($data_system.decision_se) # ƒAƒCƒeƒ€‰æ–Ê‚É�Ø‚è‘Ö‚¦ $scene = Scene_Item.new when 1 # ƒXƒLƒ‹ # Œˆ’è SE ‚ð‰‰‘t $game_system.se_play($data_system.decision_se) # ƒXƒe�[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é @command_window.active = false @status_window.active = true @status_window.visible = true @status_window.index = 0 when 2 # ‘•”õ # Œˆ’è SE ‚ð‰‰‘t $game_system.se_play($data_system.decision_se) # ƒXƒe�[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é @command_window.active = false @status_window.active = true @status_window.visible = true @status_window.index = 0 when 3 # ƒXƒe�[ƒ^ƒX # Œˆ’è SE ‚ð‰‰‘t $game_system.se_play($data_system.decision_se) # ƒXƒe�[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é @command_window.active = false @status_window.active = true @status_window.visible = true @status_window.index = 0 when 4 # ƒZ�[ƒu # ƒZ�[ƒu‹ÖŽ~‚Ì�ê�‡ if $game_system.save_disabled # ƒuƒU�[ SE ‚ð‰‰‘t $game_system.se_play($data_system.buzzer_se) return end # Œˆ’è SE ‚ð‰‰‘t $game_system.se_play($data_system.decision_se) # ƒZ�[ƒu‰æ–Ê‚É�Ø‚è‘Ö‚¦ $scene = Scene_Save.new when 5 # ƒQ�[ƒ€�I—¹ # Œˆ’è SE ‚ð‰‰‘t $game_system.se_play($data_system.decision_se) # ƒQ�[ƒ€�I—¹‰æ–Ê‚É�Ø‚è‘Ö‚¦ $scene = Scene_End.new end return end # ƒAƒjƒ��[ƒVƒ‡ƒ“’†‚È‚çƒJ�[ƒ\ƒ‹‚Ì�ˆ—�‚ð�s‚í‚È‚¢ return if @command_window.animation? # �ªor�© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽ�ê�‡ 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 # �«or�¨ ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽ�ê�‡ 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 #-------------------------------------------------------------------------- # �œ ƒtƒŒ�[ƒ€�X�V (ƒXƒe�[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ì�ê�‡) #-------------------------------------------------------------------------- def update_status # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽ�ê�‡ if Input.trigger?(Input::B) # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t $game_system.se_play($data_system.cancel_se) # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é @command_window.active = true @status_window.active = false @status_window.visible = false @status_window.index = -1 return end # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽ�ê�‡ if Input.trigger?(Input::C) # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J�[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò case @command_window.index when 1 # ƒXƒLƒ‹ # ‚±‚̃AƒNƒ^�[‚Ì�s“®�§ŒÀ‚ª 2 ˆÈ�ã‚Ì�ê�‡ if $game_party.actors[@status_window.index].restriction >= 2 # ƒuƒU�[ SE ‚ð‰‰‘t $game_system.se_play($data_system.buzzer_se) return end # Œˆ’è SE ‚ð‰‰‘t $game_system.se_play($data_system.decision_se) # ƒXƒLƒ‹‰æ–Ê‚É�Ø‚è‘Ö‚¦ $scene = Scene_Skill.new(@status_window.index) when 2 # ‘•”õ # Œˆ’è SE ‚ð‰‰‘t $game_system.se_play($data_system.decision_se) # ‘•”õ‰æ–Ê‚É�Ø‚è‘Ö‚¦ $scene = Scene_Equip.new(@status_window.index) when 3 # ƒXƒe�[ƒ^ƒX # Œˆ’è SE ‚ð‰‰‘t $game_system.se_play($data_system.decision_se) # ƒXƒe�[ƒ^ƒX‰æ–Ê‚É�Ø‚è‘Ö‚¦ $scene = Scene_Status.new(@status_window.index) end return end end end | |
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