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Post by theburninator23 on Aug 3, 2005 21:26:44 GMT -5
i am requesting a script for a ring menu
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Post by Bladewarrior28 on Aug 3, 2005 21:27:38 GMT -5
hey man wrong board i'll move it for ya
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Post by dragoon47 on Aug 3, 2005 21:28:59 GMT -5
ive got ur script
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Post by dragoon47 on Aug 3, 2005 21:32:51 GMT -5
here it is sorry that its not completely in english but it works
#============================================================================== # ?¡ Window_RingMenu #============================================================================== #============================================================================== # Edited by MakirouAru mofifier par boushy #============================================================================== 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 = "Objet" s2 = "Compétence" s3 = "Equiper" s4 = "Etat" s5 = "Sauvegarder" s6 = "Quitter" @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 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 #-------------------------------------------------------------------------- # ?› ‰æ–Ê?Ä•`‰æ(‘Ò‹@Žž) #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ?› ‰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 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 #-------------------------------------------------------------------------- # ?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.to_s rect = Rect.new(0, 0, @items.width, @items.height) if @index == i self.contents.blt( x, y, @items, rect ) if @disabled[@index] self.contents.blt( x, y, ICON_DISABLE, rect ) end else self.contents.blt( x, y, @items, 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_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_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 ) actor=$game_party.actors[0] if actor !=nil bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) end actor1=$game_party.actors[1] if actor1 !=nil bitmap1 = RPG::Cache.character(actor1.character_name, actor.character_hue) end actor2=$game_party.actors[2] if actor2 !=nil bitmap2 = RPG::Cache.character(actor2.character_name, actor.character_hue) end actor3=$game_party.actors[3] if actor3 !=nil bitmap3 = RPG::Cache.character(actor3.character_name, actor.character_hue) end 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 if $game_party.actors.size==4 s1 = actor.name s2 = actor1.name s3 = actor2.name s4 = actor3.name @commands = [ s1, s2, s3, s4] else if $game_party.actors.size==3 s1 = actor.name s2 = actor1.name s3 = actor2.name @commands = [ s1, s2, s3] else if $game_party.actors.size==2 s1 = actor.name s2 = actor1.name
@commands = [ s1, s2] else if $game_party.actors.size==1 s1 = actor.name @commands = [ s1] else if $game_party.actors.size==0 @commands = [ ] end end end end end @item_max = 4
if actor3 ==nil @item_max = 3 end if actor2 ==nil and actor3 ==nil @item_max = 2 end if actor1 ==nil and actor2 ==nil and actor3 ==nil @item_max = 1 end if actor ==nil and actor1 ==nil and actor2 ==nil and actor3 ==nil @item_max = 0 end @index = 0 if $game_party.actors.size==4 @items = [ bitmap,bitmap1,bitmap2,bitmap3] end if $game_party.actors.size==3 @items = [ bitmap, bitmap1, bitmap2] end if $game_party.actors.size==2 @items = [ bitmap, bitmap1] end if $game_party.actors.size==1 @items = [ bitmap] end if $game_party.actors.size==0 @items = [ ] end
@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 actor = $game_party.actors #draw_actor_graphic(actor, x - 40, y + 80) #-------------------------------------------------------------------------- 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 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 #-------------------------------------------------------------------------- # ?› ‰æ–Ê?Ä•`‰æ(‘Ò‹@Žž) #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ?› ‰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 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 #-------------------------------------------------------------------------- # ?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.to_s cw = @items.width / 4 ch = @items.height / 9#4 pour taille normal rect = Rect.new(0, 0, cw, ch) if @index == i self.contents.blt( x, y, @items, rect ) if @disabled[@index] self.contents.blt( x, y, ICON_DISABLE, rect ) end else self.contents.blt( x, y, @items, 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 animation2? return @mode != MODE_WAIT end end #============================================================================== # #?¡ Scene_RingMenu # ?¡ Scene_Menu #------------------------------------------------------------------------------ # ?@ƒ?ƒjƒ…?[‰æ–Ê‚Ì?ˆ—?‚ð?s‚¤ƒNƒ‰ƒX‚Å‚·?B #==============================================================================
#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?¬ px2 = $game_player.screen_x - 15 py2 = $game_player.screen_y - 24 @status_window = Window_RingMenuStatus.new(px2,py2) @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_status2 # 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 def update_status @command_window.visible=false # 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_Menu.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 $scene = Scene_Skill.new(@status_window.index) when 2 # ‘•”õ # Œˆ’è SE ‚ð‰‰‘t $game_system.se_play($data_system.decision_se) # ƒXƒe?[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é $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^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é $scene = Scene_Status.new(@status_window.index) 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 @status_window.animation2? # ?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) @status_window.setup_move_move(Window_RingMenuStatus::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) @status_window.setup_move_move(Window_RingMenuStatus::MODE_MOVER) return end end
end
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Post by theburninator23 on Aug 3, 2005 21:33:42 GMT -5
thanks man
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Post by theburninator23 on Aug 3, 2005 21:34:01 GMT -5
sorry for double posting but do u have a screenshot
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Post by dragoon47 on Aug 3, 2005 21:35:15 GMT -5
yeah hold on let me find it
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Post by dragoon47 on Aug 3, 2005 21:35:31 GMT -5
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Post by Bladewarrior28 on Aug 3, 2005 22:19:16 GMT -5
i've never really tried this script but i heard it was good
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Post by dragoon47 on Aug 3, 2005 22:20:34 GMT -5
yeah well
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Post by dragoon47 on Aug 3, 2005 22:20:58 GMT -5
i've never really used it before
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Post by dragoon47 on Aug 3, 2005 22:21:15 GMT -5
o sorry for triple posting
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Post by theburninator23 on Aug 3, 2005 22:30:37 GMT -5
o hey umm....do you know if it works or not
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Post by dragoon47 on Aug 3, 2005 22:31:20 GMT -5
i dont know i havent tried it yet
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Post by dragoon47 on Aug 3, 2005 22:32:10 GMT -5
so i dont know if it works or not
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