RPGVX.net
RPGVX.net => RPGVX.net Service => Archiv => Thema gestartet von: General Gad am August 05, 2008, 21:57:32
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hi leute hab hier mal ein skript gefunden das mir gefällt^^ ich hatte auch schon ein ähnliches für den XP gehabt un war sehr zufrieden un naja das script is auch auf basis des eben genannten XP skripts gebaut worden also kaum unterschiede und doch: die unterschiede die es gibt machn mit zu schaffen un ich hatte gehofft hier auf hilfe zu treffen
hier der code:
#==============================================================================
# ** 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",
"$scene = Scene_Status.new(@status_window.index)"],
#---------------------------------------------------#
# ** I N S E R T M O R E H E R E ** #
#---------------------------------------------------#
# Preferably Insert your custom Menu Options Here
# Otherwise the existing Menu Options will return to wrong point on the Menu
# Menu Option 4 eg. Save
["Save Game", Cache::picture('Icon_Save'), "$scene = Scene_File.new(true, false, false)"],
# Menu Option 5 eg. Load
["Load Game", Cache::picture('Icon_Load'), "$scene = Scene_File.new(false, false, false)"],
# Menu Option 6 eg. End Game
[Vocab::game_end, Cache::picture('Icon_End'), "$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
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
bin ich zu blöd oder was? wie muss ichs einbauen? hab ich was übersehen? man muss sich grafiken runterladen und unter einem bestimmten namen in den ordner pictures einfügen soviel hab ich verstanden und auch gemacht hier der link woher ich des script hab:
http://www.rpgrevolution.com/forums/?showtopic=15958 (http://www.rpgrevolution.com/forums/?showtopic=15958)
vllt hilft euch das weiter bei mir erscheint eine meldung nach der der fehler in zeile 487 ist und diese zeile sieht so aus:
draw_actor_hp_ring(@items[index], @cx, @cy-16, 50, 6, 84, 270, true)
und hier ein kleines pic vom fehler:
(http://imagesload.net/daten_no/1217966035_fehler.PNG)
wird einer von euch vllt daraus schlau bitte helft mir!!!
(nötige resourcen zum einbauen des scripts findet ihr auf dem oben genannten link)
ich freu mich auf eure beiträge
bis dann und mfg
General Gad
Edit:
da der Post etwas unübersichtlich geworden is für alle die das menü nutzen wollen:
fügt zunächst dieses script ein:
http://www.rpgrevolution.com/forums/?showtopic=14304 (http://www.rpgrevolution.com/forums/?showtopic=14304)
dann das oben genannte dessen grafiken un nochmal das skript ihr hier finden könnt :
http://www.rpgrevolution.com/forums/?showtopic=15958 (http://www.rpgrevolution.com/forums/?showtopic=15958)
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Wo hast du es eingefügt?
*edit* Der link führt leider nicht zum Ringmenu..
Aber ich denke ich weiß was dein Problem ist..
Du musst den Skript vom Link auch einfügen unzwar über dem vom Ringmenu...
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ich hab das script wie die meisten anderen auch unter Main eingefügt da es keine anderen anweisungen gab (oder hab ichs übersehn???)
Edit:
Alles klar jez geht alles^^
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Wie gesagt, der Link führt nicht zum Ringmenu.. sondern zunem Gauge Script.. Probier mal das Gauge Skript über das vom Ringemenu zu machen...
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naja jedenfalls vielen dank für die schnelle hilfe