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Zamknięty przez: Ayene
Sob 16 Kwi, 2011 15:51
Przerobienie RingMenu
Autor Wiadomość
Angius 

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Preferowany:
RPG Maker VX

Pomógł: 104 razy
Dołączył: 30 Paź 2010
Posty: 1276
Skąd: wROCK
Wysłany: Sob 16 Kwi, 2011 00:32
Przerobienie RingMenu
Jak w temacie. Korzystam z RingMenu na forum, a dokładnie tego:
Spoiler:


Kod:
#==============================================================================
# ** 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


I nie potrzebuję opcji wyboru postaci, bo mam tylko jednego bohatera. Po co więc ma się wyświetlać? Właśnie...
Chciałbym przeto ten krok usunąć, tak jak z nieocenioną pomocą Ayene udało się usunąć tenże wybur z RingMenu przy walce.
Jeśli ktoś mógłby coś wskórać, wdzięczny będę za pomoc :)[/code]
________________________
"Na trolla pewne są tylko dwie pewne metody, jedna samopowtarzalna i druga, wymagająca przeładowania ręcznego."


 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Sob 16 Kwi, 2011 12:28
Znajdź fragment:
Kod:
   # 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 zamień go na:
Kod:
   # Menu Option 1  eg. Skill
   [Vocab::skill, Cache::picture('Icon_Skills'), "$scene = Scene_Skill.new(0)"],
   
   # Menu Option 2  eg. Equip
   [Vocab::equip, Cache::picture('Icon_Equip'), "$scene = Scene_Equip.new(0)"],
   
   # Menu Option 3  eg. Status
   [Vocab::status, Cache::picture('Icon_Status'), "$scene = Scene_Status.new(0)"],

Powinno działać :->
________________________


 
 
 
Angius 

Nie wkurzać



Preferowany:
RPG Maker VX

Pomógł: 104 razy
Dołączył: 30 Paź 2010
Posty: 1276
Skąd: wROCK
Wysłany: Sob 16 Kwi, 2011 13:31
Działa jak marzenie, dzięki :)
Temat do zamknięcia myślę...
________________________
"Na trolla pewne są tylko dwie pewne metody, jedna samopowtarzalna i druga, wymagająca przeładowania ręcznego."


 
 
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