Benutzerinformationen überspringen
Ankömmling
Motto: >< Wer kämpft kann verlieren, wer nicht kämpft hat schon verloren ><
Eigendes Menü
Hiho 
Ich fasse mich kurz.
Ich möchte gerne ein eigendes Menü haben
Durch ein Druck auf Esc soll das Menü erscheinen und so ungefähr aussehen.
Durch ein Enter Druck auf Items würde sich dann das Standart Item Menü öffnen
Das gleiche Gilt fürs Speicher- und Ausrüstungsmenü
Durch ein weiteren betätigen auf die Esc Taste würde sich das Menü wieder schlissen.
Ich habe keine Tuts gefunden um das selber zu versuchen -.-
Meine Frage wäre ob sich jemand feiwillig melden würde mir solch ein Menü zu erstellen oder jemand der eine Detailierte Beschreibung verfassenkönnte wie ich selber so etwas erstelle.
Sollte sich jemand melden der mich so etwas in meiner Vorstellung erstellen würde.
Würde ich die nötigen Picture erstellen und bereitstellen.
MFG
DarkSyco
P.S. Bei Rechtschreibfehlern bitte ich um Entschuldigung ich habe mich bemüht keine mit einzubauen. Bin legastheniker

Ich fasse mich kurz.
Ich möchte gerne ein eigendes Menü haben
Durch ein Druck auf Esc soll das Menü erscheinen und so ungefähr aussehen.
Durch ein Enter Druck auf Items würde sich dann das Standart Item Menü öffnen
Das gleiche Gilt fürs Speicher- und Ausrüstungsmenü
Durch ein weiteren betätigen auf die Esc Taste würde sich das Menü wieder schlissen.
Ich habe keine Tuts gefunden um das selber zu versuchen -.-
Meine Frage wäre ob sich jemand feiwillig melden würde mir solch ein Menü zu erstellen oder jemand der eine Detailierte Beschreibung verfassenkönnte wie ich selber so etwas erstelle.
Sollte sich jemand melden der mich so etwas in meiner Vorstellung erstellen würde.
Würde ich die nötigen Picture erstellen und bereitstellen.
MFG
DarkSyco
P.S. Bei Rechtschreibfehlern bitte ich um Entschuldigung ich habe mich bemüht keine mit einzubauen. Bin legastheniker
Auf Grund von Lese Rechtschreibschwäche bitte ich Rechtschreibfehler nicht zu beachten 

Benutzerinformationen überspringen
Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.
Hättest du auch so machen können, ohne, dass man erstmal fragen muss :/
Zitat
Sollte sich jemand melden der mich so etwas in meiner Vorstellung erstellen würde.
Würde ich die nötigen Picture erstellen und bereitstellen.
Das Menü ist kein Problem, also wenn du die Sachen hochlädst geht das schnell.
Benutzerinformationen überspringen
Ankömmling
Motto: >< Wer kämpft kann verlieren, wer nicht kämpft hat schon verloren ><
ich hab ehrlich gesagt nach intensiven suchen auf einer anderen hp etwas gefunden 
das menü funtz super und schaut auch sehr schön aus von der machart
nur ne KLEINE frage dazu ^^
kenne mich mit ruby mal gar nicht aus vieleicht du
Würde gerne so wie das menü ist behalten nur das die loacation raus kommt :/ geht das ??
Im Spoiler ist das Script
#------------------------------------------------------------------------------
# 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:
OWN) 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:
I / @item_max
d2 = 1.0 * Math:
I / 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:
I / @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:
I / @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.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
Edit: Hab nicht gedacht das es so einfach ist ein ringmenü zu bekommen habe gedacht ist tausendmal schwerer
deswegen der Entscheidungswechsel...
[/i][/i][/i][/i]

das menü funtz super und schaut auch sehr schön aus von der machart
nur ne KLEINE frage dazu ^^
kenne mich mit ruby mal gar nicht aus vieleicht du
Würde gerne so wie das menü ist behalten nur das die loacation raus kommt :/ geht das ??
Im Spoiler ist das Script
#------------------------------------------------------------------------------
# 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:
OWN) 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:
I / @item_maxd2 = 1.0 * Math:
I / STARTUP_FRAMESr = 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:
I / @item_maxfor 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:
I / @item_maxd2 = 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.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
Edit: Hab nicht gedacht das es so einfach ist ein ringmenü zu bekommen habe gedacht ist tausendmal schwerer
deswegen der Entscheidungswechsel...[/i][/i][/i][/i]
Auf Grund von Lese Rechtschreibschwäche bitte ich Rechtschreibfehler nicht zu beachten 

Um das Locationfenster zu entfernen sollte es Reichen Folgende Codezeilen
zu löschen.. ich bin mir aber nicht sicher, probiers einfach aus.
|
|
Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 |
#------------------------------------------------------------------------------ # 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 |
zu löschen.. ich bin mir aber nicht sicher, probiers einfach aus.
Benutzerinformationen überspringen
Ankömmling
Motto: >< Wer kämpft kann verlieren, wer nicht kämpft hat schon verloren ><
nope funtz nicht
wenn ich dann das menü aufrüfen möchte bekomme ich ein fehler und das game schlisst sich
dennoch danke für die bemühung
wenn ich dann das menü aufrüfen möchte bekomme ich ein fehler und das game schlisst sich

dennoch danke für die bemühung
Auf Grund von Lese Rechtschreibschwäche bitte ich Rechtschreibfehler nicht zu beachten 

Benutzerinformationen überspringen
Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.
MOG Menu? (nur geraten :)
Zitat
das menü funtz super und schaut auch sehr schön aus von der machart
Zu dem Location-Ding, für das hier am Ende vom Skript ein:
|
|
Quellcode |
1 2 3 4 5 6 7 |
class Window_Location alias invis_init initialize def initialize invis_init self.visible = false end end |
Übrigens, wenn eine Fehlermeldung kommt schreibst du die am besten noch dazu, damit man dir besser helfen kann.
Benutzerinformationen überspringen
Ankömmling
Motto: >< Wer kämpft kann verlieren, wer nicht kämpft hat schon verloren ><
ok danke neo das funtz
perfekt 
und ja ich habe es skript durch ein programm bekommen
im anhang befindet sich nochmal das komplete Ringmenü OHNE Ortsangabe
kann ja sein das jemand interesse hat
perfekt 
und ja ich habe es skript durch ein programm bekommen

im anhang befindet sich nochmal das komplete Ringmenü OHNE Ortsangabe
kann ja sein das jemand interesse hat Auf Grund von Lese Rechtschreibschwäche bitte ich Rechtschreibfehler nicht zu beachten 

Soo 
Hier das ganze Script editiert!
Ich würds ausprobieren .__. aber grad keine Zeit dafür.
Versuchs einfach, und sag mir wenns nen Fehler gibt, und wie der
Fehler lautet.
Edit:
MAAAN NEO -.-"

Hier das ganze Script editiert!

|
|
Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 |
#------------------------------------------------------------------------------
# Ring_Menu
#------------------------------------------------------------------------------
# By: XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
$gold_text=[]
$window_size=[]
$ring_menu_text=[]
$chara_select=[]
@window_opacity=[]
@chara_select=[]
@window_position=[]
$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_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_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_gold.dispose
@command_window.dispose
@status_window.dispose
end
#------------------------------------------------------------------------------
# Update
#------------------------------------------------------------------------------
def 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.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
#------------------------------------------------------------------------------
# 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
Ich würds ausprobieren .__. aber grad keine Zeit dafür.
Versuchs einfach, und sag mir wenns nen Fehler gibt, und wie der
Fehler lautet.
Edit:
MAAAN NEO -.-"
Ähnliche Themen
-
Skript-Anfragen »-
Scene_Menu Lehrer gesucht
(5. August 2010, 22:27)
-
RGSS Archiv »-
Neues Menü (Mit Ringmenü)
(24. April 2005, 16:27)
-
RGSS Archiv »-
Menü ganz anders
(3. Juli 2005, 08:20)
-
RGSS Archiv »-
Menü ganz anders
(3. Juli 2005, 08:20)




