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1

Donnerstag, 30. August 2007, 17:48

Brauche KOMPLETTES RINGEMNU!

Hallo!
Ich suche oder eher gesagt ich brauceh ein KOMPLETTES RINGEMNÜ!
Ist es machbar,dass nicht mehr diese standard Equip,Status,Item und Skill Menüs kommen,sonder alles in einem Ringmenu ist ala Secret of Mana?
Das wäre nämlich toll ^^
Gibt es sowas schon,oder nicht?
Wäre nett,wenn mir das jemand sagen könnte !:sthx:
mfg
EdF

2

Donnerstag, 30. August 2007, 18:01

Hier sind ein paar gute Ringmenüs, da findest du betimmt eins:

Neues Menü (mit Ringmenü)
Chrono Trigger Menü System
Ringmenü & Statusmenü

Das nächste mal kannst du auch die Script-Datenbank dursuchen, die Suchfunktion benutzten oder mit RPGoogle danach suchen. ;)
RPGoogle (wenn nicht erreichbar, direkter Link: RPGoogle)
Die Suchmaschiene für Scripte, Ressourcen, Tutoriale und mehr für den RPG Maker XP.

kai-fm
Webradio: Rock, Alternative, Metal, Hardcore, Punk, Indie

3

Donnerstag, 30. August 2007, 19:10

Bei mir funktioniert dieses von Void nicht so ganz ^_^'
Dieses Ringmenü mit dem Normalen gemischt,naja^.^'
Chrono TriggerO.ODas hat doch garkein RIngmenü!

4

Donnerstag, 30. August 2007, 20:30

Beim CT Menü ist auch ein Ringmenü dabei:
Bild

Du kannst auch dieses Ringmenü ausprobieren:
Attachment 962

Spoiler

Quellcode

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#------------------------------------------------------------------------------
#  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]="Tahoma" # 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]="Tahoma" # 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]="Tahoma" # 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]="Skills"
	$ring_menu_text[3]="Equip"
	$ring_menu_text[4]="Stats"
	$ring_menu_text[5]="Save"
	$ring_menu_text[6]="Quit"
	@chara_select[0]=408 # X Axis Position
	@chara_select[1]=0 # Y Axis Position
	$chara_select[0]="Tahoma" # 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
zum Lesen den Text mit der Maus markieren
RPGoogle (wenn nicht erreichbar, direkter Link: RPGoogle)
Die Suchmaschiene für Scripte, Ressourcen, Tutoriale und mehr für den RPG Maker XP.

kai-fm
Webradio: Rock, Alternative, Metal, Hardcore, Punk, Indie

5

Samstag, 1. September 2007, 13:39

Dieses Ringemnü ist toll ^^
nur leider kann ich das Ringmenü nicht "drehen",also ich kann nur Bestätigung drücken!

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